Difference between revisions of "Skills"

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== Skill Formulas ==
== Skill Formulas ==
The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is:  
The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is:  
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<math>\frac{\text{base value}}{1 + 0.5 * \log_{10}(\text{charge skill level})}</math>
<math>\frac{\text{base value}}{1 + 0.5 * \log_{10}(\text{charge skill level})}</math>
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== Charge Skill Duration and Effect Increase ==
== Charge Skill Duration and Effect Increase ==
The duration of most buffs caused by a Charge Skill is sometimes determined by the number of enemies hit by the Charge Skill.
The duration of most buffs caused by a Charge Skill is sometimes determined by the number of enemies hit by the Charge Skill.

Revision as of 11:27, 2 March 2017

Skill Levels

All cards start at skill level 1.

As you increase the skill level of your cards, the power of their skills increases. The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.
Skill Levels can reach a maximum of 100.
Skill Levels are applied to all skills. A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.

Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation

Increasing Skill Level

Some quests drop items called [code]Weapon[/code] souls that are used to increase a character's skill level; each weapon has a corresponding soul. Like XP stars, you don't have to match them up; any soul would do. However, you won't fully benefit from the skill level increase that the matching soul would yield. Like XP stars, you also have a chance to get a great level up, or fever, but also a failure (all multiply the effect of leveling up; more info at leveling). Like XP stars, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper. It's generally cheaper to use higher-grade (higher rarity) souls to quickly boost, as the cost isn't necessarily related to the soul grade (rarity). Generally, it's better to focus on real leveling a companion up rather than their skill level, as the effects aren't as noticeable.

Skill Timings

Every skill has a specific timing in which it will activate. The various skill timings are as follows.

Timing Name (Eng/Jpn) Description
Beginning of Phase 【フェーズ開始時】 Activates when a Phase begins.[1]
Before Attacking 【攻撃前】 Activates right before a character attacks.
When Attacking 【攻撃時】 Activates when a character attacks.
After Attacking 【攻撃後】 Activates after a character attacks.
Before Damage 【ダメージ前】 Activates right before a character is attacked and damaged.
After Damage 【ダメージ後】 Activates after a character has been attacked and damaged. Used for skills that buff you or your allies.
When Damaged 【対ダメージ】 Activates after a character has been attacked and damaged. Used for skills that debuff enemies.
While Moving 【移動時】 Activates when a character is moving. Typically used for skills that enhance your movement range.
After Moving 【移動後】 Activates after a character moves.[2]
Special Attack 【特攻】 Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type[3]). Increases damage by 1.5x. Does not increase with skill level.
Special Defense 【特防】 Activates when attacked by a weapon or skill of a certain type. Decreases damage taken by 0.7x. Does not increase with skill level.
During Status Ailment 【状態異常時】 Activates when afflicted with a debuff or status ailment.
During Victory 【勝利時】 Activates when you win a battle.

Skill Formulas

The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is:

To give an example, the buff 闘志 (Fighting Spirit) increases the damage a character will do.

It has a base value of 1.2. A character using it has a skill level of 12.

To find out the full damage increase, it would be

Or an increase of 1.34400. At skill level 99, it would increase damage by 2.38800.


The general formula for most skills that decrease taken (ie Defense buffs) or debuff an enemy to decrease the damage they deal deal is


The formula for skills activated during Charge Skill is or

Charge Skill Duration and Effect Increase

The duration of most buffs caused by a Charge Skill is sometimes determined by the number of enemies hit by the Charge Skill. For example, a Makara's Charge Skill gives the Protection buff to all nearby allies. If Makara hits 2 alive enemies with his Charge Skill, the Protection Buff will last 2 turns. If Makara hits only 1 still living enemy, it will only last 1 turn.
This is also true of most restoration effects caused by a Charge Skill, such as HP and CP restoration. The more enemies you hit with a Charge Skill that has the added effect of Healing or restoring CP, the greater the effects. Essentially, it will cause it to activate multiple times.
While this is true of some Charge Skill buffs, not all buffs caused by a Charge Skill work this way.

However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack.
It's recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as Ally attack order is determined by their order in your deck slot.

Buffs and debuffs do not have their durations refreshed when applied again. For example, if you were to cast Blessing on an ally with Youl, they would be Blessed for 3 turns. If you were to wait 2 turns and cast it on the same ally with Youl again, the buff will not reset and the Blessing will wear off the next turn.

Buffs

Base Value is the effect of the skill at Skill Level 1.
Max Value is the effect of the skill at Skill Level 100.

Buff Type Name (Eng/Jpn) Icon Description Base Value Max Value
Offensive Attack Up 【攻撃強化】 Buff-Strength Up.jpg Increases attack by a multiplier for 4 turns. 1.1x 2.2x
Critical 【クリティカル】 Buff-Critical Up.png Increases attack by a multiplier for 1 turn. 2x 4x
Critical++ 【クリティカル++】 Buff-Critical Up.png Increases attack by a multiplier for 1 turn. 2.75x 5.5x
Fighting Spirit 【闘志】 Buff-Strength Up.jpg Increases attack by a multiplier for 3 turns. 1.2x 2.4x
Herculean Strength 【剛力】 Buff-Strength Up.jpg Increases attack by a multiplier for 5 turns. 1.15x 2.3x
Berserk【暴走】 Buff-Berserk~Guts.jpg Increases both damage dealt and damage received by a multiplier for 4 turns. 1.3x 2.6x
Rage【激怒】 Buff-Strength Up.jpg Increases both damage dealt and damage received by a multiplier for ? turns. 1.25x 2.5x
Defensive Defense Up 【防御強化】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 4 turns. 0.9x 0.45x
Diamond 【金剛】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 4 turns. 0.9x 0.45x
Stubborn 【頑強】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 1 turn. 0.9x 0.45x
Protection 【守護】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 1 turn. 0.9x 0.45x
Evasion 【回避】 Buff-Evasion.jpg Greatly decreases damage received from enemies by a multiplier for 1 turn. 0.01x 0.005x
Healing Heal 【回復】 Heals a character by a certain amount. The amount varies depending on the skill. N/A N/A
Blessing 【祝福】 Buff-Heal.jpg Heals the buffed by a certain amount at the end of each turn for 3 turns. 300 600
Regeneration 【再生】 Buff-Heal.jpg Heals the buffed by a certain amount at the end of each turn for 3 turns. 400 800
Guts 【根性】 Buff-Berserk~Guts.jpg Revives the buffed unit to 1 HP upon dying for the first time. Lasts 5 turns. N/A N/A
Cleanse 【弱体解除】 Removes debuffs. N/A N/A
CP Increase CP 【CP増加】 Increases CP of a character by a certain amount. The amount varies depending on the skill. N/A N/A
Acceleration 【加速】 Buff-CP Charge.jpg Increases CP of the buffed character at the end of your turn for 3 turns.[4] 8 N/A
Roused 【奮起】 Buff-CP Charge.jpg Increases CP of the buffed character at the end of your turn for 3 turns.[5] 10 N/A
Movement Vertical Movement Increase 【縦方向移動力増加】 Increases the distance a character can move vertically. N/A N/A

Debuffs

Type Name (Eng/Jpn) Icon Description Base Value Max Value
Offensive Curse 【呪い】 Debuff-Curse.png Decreases the amount of damage the afflicted target deals by a multiplier for 3 turns. 0.8x 0.4x
Bewitched 【幻惑】 Debuff-Bewitched.jpg Decreases the amount of damage the afflicted target deals by a multiplier for 2 turns. 0.7x 0.35x
Sealing Charm 【魅了】 Debuff-Charm.jpg Prevents afflicted target from attacking or using charge skills for 2 turns. N/A N/A
Paralysis 【マヒ】 Effect Unknown.
Skill Seal 【スキル封印】 Prevents afflicted target's skills from activating for ? turns. N/A N/A
Fear 【恐怖】 Debuff-Fear.jpg Prevents afflicted target from moving themselves and reduces CP by 10 each turn for 3 turns. N/A N/A
Damaging Poison 【毒】 Debuff-Poison.jpg Deals damage to the afflicted target at the end of each turn for 3 turns. 100 200
Deadly Poison 【猛毒】 Deals damage to the afflicted target at the end of each turn. 200 400
Burn 【火傷】 Deals damage to the afflicted at the end of each turn. 300 600
Freeze【凍結】 Deals damage to the afflicted target at the end of each turn and increases damage taken by a multiplier. 100 dmg, 1.2x(?) (?)
Misc. Purge 【強化解除】 Removes all status buffs from afflicted target. N/A N/A

Skill Radius Keywords

Name (Eng/Jpn) Description
Adjacent 【隣接1マス】 Effects all friendly units 1 space away from the unit horizontally and vertically, but not diagonally. The range can include the person using the skill (隣接1マス内) or exclude them (隣接1マス).
Nearby 【周囲1マス】 Effects all friendly units 1 space away from the unit horizontally and vertically and diagonally. The range can include the person using the skill (周囲1マス内) or exclude them (周囲1マス).
In a Wide Radius 【距離2マス】 Effects all friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally.

Footnotes

  1. This means a new wave of enemies. It does not mean the beginning of each turn.
  2. What this really means is that a skill will activate after you select a unit for movement and let go of it. You do not actually have to move the character around. Forcefully moving other characters will not activate their own After Moving skills. In other words, you can only activate one character's After Moving skill a turn.
  3. For example, a character with the Special Attack skill 屠竜の勇者 (Dragon Slayer Hero) will do extra damage to enemy characters who possess the skill 竜を継ぐ者 (Dragon Inheritor)
  4. The behavior of this skill is odd. It will always say CP 8 at the end of the turn, but the actual CP you gain is often more. It seems to increase based on the CP you gained previously in the turn from attacking or getting hit. It's unknown if skill level affects the amount gained.
  5. See previous footnote.