Difference between revisions of "Status"

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(Created page with "'''Statuses''' are in-battle game mechanics that modify a character card's properties or abilities for a certain amount of turns. When these allotted turns are exhausted, the...")
 
(Status Level and status efficacy: updated formula for attenuating multipliers, which was previously incorrectly non-linearly scaling with Status Lv before)
 
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The final modifier (referring to either a multiplier for damage buffs/debuffs, or an addend for Health Point restoration/depletion) is dependent on the Status Level as well as the minimum and maximum modifiers.
 
The final modifier (referring to either a multiplier for damage buffs/debuffs, or an addend for Health Point restoration/depletion) is dependent on the Status Level as well as the minimum and maximum modifiers.
  
Modifier<sub>final</sub> = m×(1 + (Lv<sub>status</sub>/100)×(M/m - 1))
+
===Formula for statuses with amplifying multipliers===
 +
 
 +
For amplifying multiplier, the formula of the modifier is below:
 +
 
 +
Multiplier<sub>amplifying</sub> = m×(1 + (Lv<sub>status</sub>/100)×(M/m - 1))
  
 
where:
 
where:
 
* Lv<sub>status</sub> is the Status Level
 
* Lv<sub>status</sub> is the Status Level
* m is the minimum modifier (technically inaccessible at Status Lv 0)
+
* m is the minimum multiplier at Status Lv 0 (technically inaccessible)
* M is the maximum modifier at Status Lv 100
+
* M is the maximum multiplier at Status Lv 100
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Example status modifier calculation
+
! Example status amplifying multiplier calculation
 
|-
 
|-
 
|
 
|
The status {{status|滋養}} has a minimum damage multiplier of 1.1 and a maximum of 1.5 . If the Status Lv is 100, then the multiplier would be calculated as follows:
+
The status {{status|滋養}} has a minimum damage multiplier of 1.1 and a maximum of 1.5 . If the Status Lv is 75, then the multiplier would be calculated as follows:
  
 
Multiplier = 1.1×(1 + (75/100)×(1.5/1.1 - 1))
 
Multiplier = 1.1×(1 + (75/100)×(1.5/1.1 - 1))
 
<br/>= 1.4
 
<br/>= 1.4
  
Thus, a Level 75 Nourishment will multiply a card's damage by 1.4.
+
Thus, a Level 75 Nourishment will multiply a card's attacking damage by 1.4.
 
|}
 
|}
  
Usually, the maximum modifier is simply double the minimum modifier. In this case, the calculation would be simplified as below:
+
Usually, the maximum modifier is simply double the minimum modifier. In this case, the formula would be simplified as below:
  
Modifier = m*(1+(Lv<sub>status</sub>/100))
+
Multiplier<sub>attenuating</sub> = m*(1+(Lv<sub>status</sub>/100))
 +
 
 +
===Formula for statuses with attenuating multipliers===
 +
 
 +
For attenuating multipliers, the formula of the modifier is below:
 +
 
 +
Multiplier<sub>attenuating</sub> = M×(1 - (Lv<sub>status</sub>/100)×(1 - m/M))
 +
 
 +
where:
 +
* Lv<sub>status</sub> is the Status Level
 +
* M is the maximum multiplier at Status Lv 0 (technically inaccessible)
 +
* m is the minimum multiplier at Status Lv 100
 +
 
 +
Usually, the minimum modifier is simply half the maximum modifier. In this case, the formula would be simplified as below:
 +
 
 +
Multiplier<sub>attenuating</sub> = M×(1 - 0.5×(Lv<sub>status</sub>/100))
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! Example status attenuating multiplier calculation
 +
|-
 +
|
 +
The status {{status|頑強}} has a maximum damage multiplier of 0.9 and a minimum of 0.45, exactly half the maximum. If the Status Lv is 75, then the multiplier would be calculated as follows:
 +
 
 +
Multiplier = 0.9×(1 - 0.5×(75/100))
 +
<br/>= 0.5625
 +
 
 +
Thus, a Level 75 Tenacity will multiply the damage a card receives from an attack by 0.5625.
 +
|}
  
 
==List of statuses==
 
==List of statuses==

Latest revision as of 23:14, 7 November 2019

Statuses are in-battle game mechanics that modify a character card's properties or abilities for a certain amount of turns. When these allotted turns are exhausted, the status is removed from the card in the beginning of the next turn.

Viewing statuses

The statuses an allied card is affected by is listed in-battle on the left-side team panel (indicated by their icons). A brief description of each of these statuses, their remaining turn lifespan, as well as their Status Level is listed at the top of a card's in-game full summary, which is accessible by selecting the card's icon in the team panel.

The statuses of an enemy card is affected by is listed in-battle when touching and holding an enemy card on in the Battle Zone. Buffs will be labeled in red, while debuffs will be labeled in blue.

Some statuses affecting a card are visible directly on the card in the Battle Zone. For example, some skills that lock a card ability (attacking, skill activation, or charge skill activation) are indicated with an X-mark overlaying the card in battle.

Status sources

Effects from skills often apply statuses to allied and/or enemy cards in-battle. These statuses can come from innate non-charge skills, innate charge skills, and effects granted by AR cards. The Level of statuses from innate non-charge skills is equal to the applying card's Skill Level. From innate charge skills, it is equal to the applying card's Sacred Artifact Level. From effects granted by AR cards, it is equal to the AR card's Max Lv.

Some statuses are event-exclusive, and will only be applied when certain conditions are met. These conditions can include team positioning relative to the leader, selecting them before battle in the team selection screen, or simply using event-featured units.

Status durations

1. 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 4 turns. If you were to wait 3 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. Also, buffs that have an activation timing of Beginning of Phase are applied AFTER buffs have counted down. Therefore it's safe to wipe out an enemy Phase with 1 buff turn remaining if you want to reapply a buff that has a Beginning of Phase timing.

2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of your turn.

For example, if you apply the buff Blessing to an ally, it will have a countdown of 4. Then, at the start of your turn, Blessing healing effect will apply, and THEN count down by 1, for 4 turns. This means Blessing will heal you 4 times, the same as its listed turn duration.

3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.

This means that, in practical terms, each debuff applies to the enemy team (and your team) 1 less turn than what is listed in the chart below. For example, even though Curse technically lasts "5" turns, it will only reduce the Attack of your enemies for 4 of their attacks, because it instantly counts down from 5 to 4 at the start of their turn. (assuming you applied Curse to the enemy during your turn). The same is true for when the enemy puts Curse on you.

The reason for this is it allows you and the enemy team to have a debuff-free turn. Otherwise, debuffs could be applied to you or the enemy team infinitely.

4. ALL healing and damaging debuffs either heal or deal at the end of the enemies team for BOTH team.

"The enemies team" means the team that is not your team in all cases. In effect, this actually means that debuffs like Poison will actually damage you more than the enemy team. Because damage happens at the end of the enemies team, this means it happens before any debuffs on you have counted down. However, in the enemies case, they had their turn first, and the debuff has already counted down for them. So Poison will damage you 5 times, but the enemy can only be damaged by Poison 4 times before it has to be reapplied. While this is biased in the enemies favor, it is only biased for the damage ticks of damage debuffs. Everything else is equal for both teams.

Categories

In the game, statuses are identified as buffs, debuffs, or neither. Buffs are affected by inflicted debuffs that deny buffs such as Remove Buff or Nullify Buff, while debuffs are affected by bestowed buffs that mitigate debuffs such as Remove Debuff, Nullify Debuff, or Reflect Debuff. Buffs that also have negative effects such as Berserk or Rage are not affected by buffs that mitigate debuffs.

Status Level and status efficacy

The Status Level determines the efficacy of some modifications of the status. It will affect HP restoration/depletion and damage multiplication. It will not affect CP increase/depletion, skill activation rate modification, or ability modification.

The final modifier (referring to either a multiplier for damage buffs/debuffs, or an addend for Health Point restoration/depletion) is dependent on the Status Level as well as the minimum and maximum modifiers.

Formula for statuses with amplifying multipliers

For amplifying multiplier, the formula of the modifier is below:

Multiplieramplifying = m×(1 + (Lvstatus/100)×(M/m - 1))

where:

  • Lvstatus is the Status Level
  • m is the minimum multiplier at Status Lv 0 (technically inaccessible)
  • M is the maximum multiplier at Status Lv 100
Example status amplifying multiplier calculation

The status Icon status nourishment.png Nourishment has a minimum damage multiplier of 1.1 and a maximum of 1.5 . If the Status Lv is 75, then the multiplier would be calculated as follows:

Multiplier = 1.1×(1 + (75/100)×(1.5/1.1 - 1))
= 1.4

Thus, a Level 75 Nourishment will multiply a card's attacking damage by 1.4.

Usually, the maximum modifier is simply double the minimum modifier. In this case, the formula would be simplified as below:

Multiplierattenuating = m*(1+(Lvstatus/100))

Formula for statuses with attenuating multipliers

For attenuating multipliers, the formula of the modifier is below:

Multiplierattenuating = M×(1 - (Lvstatus/100)×(1 - m/M))

where:

  • Lvstatus is the Status Level
  • M is the maximum multiplier at Status Lv 0 (technically inaccessible)
  • m is the minimum multiplier at Status Lv 100

Usually, the minimum modifier is simply half the maximum modifier. In this case, the formula would be simplified as below:

Multiplierattenuating = M×(1 - 0.5×(Lvstatus/100))

Example status attenuating multiplier calculation

The status Icon status hard.png Tenacity has a maximum damage multiplier of 0.9 and a minimum of 0.45, exactly half the maximum. If the Status Lv is 75, then the multiplier would be calculated as follows:

Multiplier = 0.9×(1 - 0.5×(75/100))
= 0.5625

Thus, a Level 75 Tenacity will multiply the damage a card receives from an attack by 0.5625.

List of statuses

Below is a list of buffs and debuffs. Some statuses may be missed, so for a comprehensive list of statuses, go to List of statuses.

Buffs

Icon Name Duration Note
Icon status removeweaken.png [弱体解除] Remove Debuff 1 turnsRemove single debuff (Remove one debuff)
Icon status attackup.png [攻撃強化] ATK Up 4 turnsIncrease inflicted damage (ATK Up by 1.1x ~ 2.2x for 4 turns)
Icon status power.png [剛力] Brawn 4 turnsIncrease inflicted damage (ATK Up by 1.15x ~ 2.3x for 4 turns)
Icon status fight.png [闘志] Vigor 3 turnsIncrease inflicted damage (ATK Up by 1.2x ~ 2.4x for 3 turns)
Icon status angry.png [激怒] Rage 2 turnsIncrease damage rate both ways (ATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns)
Icon status defenceup.png [防御強化] DEF Up 4 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)
Icon status guard.png [守護] Protection 1 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)
Icon status diamond.png [金剛] Adamantine 4 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 4 turns)
Icon status hard.png [頑強] Tenacity 1 turnsReduce incoming damage (DEF Up by 0.9x ~ 0.45x for 1 turn)
Icon status protect.png [庇護] Asylum 1 turnsReduce incoming damage (DEF Up by 0.8x ~ 0.4x for 1 turn)
Icon status bless.png [祝福] Blessing 4 turnsRestore HP every turn (+300~600HP/turn for 4 turns)
Icon status regenerate.png [再生] Regeneration 4 turnsRestore HP every turn (+400~800HP/turn for 4 turns)
Icon status accel.png [加速] Acceleration 3 turnsGain CP each turn (+8CP/turn for 3 turns)
Icon status rise.png [奮起] Arousal 1 turnsGain CP each turn (+10CP/turn for 1 turn)
Icon status avoid.png [回避] Evasion 1 turnsGreatly reduce damage (DEF Up by 0.01x ~ 0.005x for 1 turn)
Icon status berserk.png [暴走] Berserk 4 turnsIncrease damage rate both ways (ATK Up and DEF Down by 1.3x ~ 2.6x for 4 turns)
Icon status ready.png [覚悟] Resolve 4 turnsIncrease damage rate both ways (ATK Up and DEF down by 1.5x ~ 3x for 4 turns)
Icon status removeweakenall.png [全弱解除] Remove all debuffs 1 turnsRemove all debuffs (Remove all debuffs. Not nullified by Nullify Buff.)
Icon status berserk.png [突破] Break (placeholder) 1 turnsNullify Evade (Nullify Evade)
Icon status guts.png [根性] Guts 5 turnsRevive when HP is reduced to zero (+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated.)
Icon status nolimit.png [無窮] Infinitude 1 turnsIncrease damage rate & deal fixed damage (ATK Up by 1.3x ~ 2.6x, -400~-800HP for 1 turn)
Icon status onsen.png [温泉] Hot Springs 0 turnsIncrease CP upon release (Increase CP upon release)
Icon status oil.png [聖油] Unction 2 turnsReduce incoming damage & restore HP (DEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns)
Icon status immobile.png [不動] Immobility 3 turnsCannot move at will & increased CP (+12CP/turn, cannot move at will for 3 turns)
Icon status heartbeat.png [熱情] Ardor 2 turnsIncrease damage rate & CP (ATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns)
Icon status critical.png [CT] Crit 1 turnsDamage increased for 1 turn (ATK Up by 2x ~ 4x for 1 turn)
Icon status flash.png [閃き] Glint 2 turnsIncrease skill activation Rate (+10% skill activation rate for 2 turns)
Icon status antiweaken.png [弱体無効] Nullify Debuff 4 turnsNullify Debuff (vanishes after use) (Prevent receiving debuff once for 4 turns. Vanishes after use.)
Icon status reflectweaken.png [弱体反射] Reflect Debuff 4 turnsReflect Debuff (vanishes after use) (Reflect debuff once for 4 turns. Vanishes after use.)
Icon status attackup.png [反撃] Counterattack 2 turns(敵に対して反撃)
Icon status protect.png [連撃] Combo 2 turns(ATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns)
Icon status concentrate.png [集中] Concentration 2 turns(ATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns)
Icon status love.png [愛] Love 3 turnsRestore HP every turn (+300HP for 3 turns)
Icon status critical2.png [CT+] Crit+ 1 turnsDamage increased for 1 turn (ATK Up by 2.5x ~ 5x for 1 turn)
Icon status like.png [友] Friendship 3 turnsIncrease skill activation Rate (+10% skill activation rate for 3 turns)
Icon status hate.png [怒] Anger 3 turnsIncrease inflicted damage (ATK Up by 1.11x for 3 turns)
Icon status rival.png [妬] Envy 3 turnsGain CP each turn (+5CP/turn for 3 turns)
Icon status limit.png [極限] Limit 1 turns(ATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn)
Icon status immobile.png [固定] 固定 999 turnsCannot move at will & increased CP (+12CP/turn, cannot move at will for 999 turns)
Icon status reside.png [係留] Anchor 3 turns(Prevent forced movement for 3 turns)
Icon status motivation.png [意気] Spirit 2 turns(+400~800ATK for 2 turns)
Icon status critical3.png [CT++] Crit++ 1 turnsDamage increased for 1 turn (ATK Up by 3x ~ 6x for 1 turn)
Icon status attackup.png [攻撃力小UP] 攻撃力小UP 3 turns(+250~500ATK for 3 turns)
Icon status attackup.png [攻撃力中UP] 攻撃力中UP 3 turns(+500~1000ATK for 3 turns)
Icon status attackup.png [攻撃力大UP] 攻撃力大UP 10 turns(+1000~2000ATK for 10 turns)

Debuffs

Icon Name Duration Note
Icon status removestrengthen.png [強化解除] Remove Buff 1 turnsRemove one buff (Remove one buff)
Icon status burn.png [火傷] Burn 5 turnsDeal fixed damage every turn (-300~-600HP/turn for 5 turns)
Icon status daunt.png [威圧] Oppression 2 turnsCannot move at will (Cannot move at will for 2 turns)
Icon status paralyze.png [マヒ] Paralysis 5 turnsCannot move at will & decreased damage dealt (ATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns)
Icon status feared.png [恐怖] Fear 5 turnsCannot move at will & reduced CP (Cannot move at will, -10CP/turn for 5 turns)
Icon status cursed.png [呪い] Curse 5 turnsATK Down (ATK Down by 0.8x ~ 0.4x for 5 turns)
Icon status dazzled.png [幻惑] Dazzle 3 turnsDrastic ATK Down (ATK Down by 0.7x ~ 0.35x for 3 turns)
Icon status charmed.png [魅了] Charm 3 turnsCannot attack (Cannot attack for 3 turns)
Icon status frozen.png [凍結] Freeze 4 turnsIncrease both fixed damage and incoming damage rate. (DEF Down by 1.1x ~ 2.2x, -200~-400HP/turn for 4 turns)
Icon status petrified.png [石化] Petrify 5 turnsStop + Increase incoming damage (Cannot act (move, skill, attack), DEF Down by 1.3x ~ 2.6x for 5 turns)
Icon status death.png [告死] Countdown 2 turnsCritical damage (-10000~-20000HP/turn for 2 turns)
Icon status skillsealed.png [S封印] Skill Lock 5 turnsSkill Block (Cannot activate skills for 5 turns.)
Icon status chargesealed.png [CS封印] CS Lock 3 turnsCharge Skill Blocked (Block CS activation for 3 turns)
Icon status chained.png [束縛] Bind 4 turnsSkill Lock & reduce damage dealt (Cannot activate skills, ATK Down by 0.9x ~ 0.45x for 4 turns. CS effects still apply.)
Icon status stun.png [行動不能] Immobility (placeholder) 5 turnsStop (Locks all actions (movement, skills, attacking))
Icon status removestrengthenall.png [全強解除] Remove all buffs 1 turnsRemove all buffs (Removes all buffs. Not nullified or reflected by Nullify and Reflect Debuff, respectively.)
Icon status brand.png [烙印] Stigma 3 turnsIncrease both fixed damage and incoming damage rate. (DEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns)
Icon status doublesealed.png [二重封印] Double Lock 3 turnsSkill & CS Block (Block skill and CS activation for 3 turns)
Icon status kuzushi.png [崩し] Break 2 turnsCannot move at will & increased incoming damage (Cannot move at will, DEF Down by 1.2x ~2.4x for 2 turns)
Icon status antistrengthen.png [強化無効] Nullify Buff 4 turnsNullify Buff (vanishes after use) (Prevent receiving buff once for 4 turns. Vanishes after use.)
Icon status possession.png [憑依] Possession 2 turns(Block CS activation, vertically reflect range and enable friendly fire for 2 turns.)
Icon status target.png [弱点] Weakness 1 turns(DEF Down by 1.2x ~ 2.4x for 1 turn)
Icon status interference.png [妨害] Obstruct 2 turns(-15% skill activation rate for 2 turns)
Icon status weakness.png [脱力] Drain 2 turns(-10% skill activation rate, -10CP/turn for 2 turns)
Icon status skillsealed.png [薔薇の封印] 薔薇の封印 2 turnsSkill Block (Cannot activate skills or apply CS effects for 2 turns)
45px [強化単体複製] Duplicate Buff 1 turns(The inflicting card copies a buff from the target. Duration of buff is reset.)
45px [強化全複製] Buff Snatch (All) 1 turns(Steals all buffs)
Icon status poison.png [毒] Poison 5 turnsDeal fixed damage every turn (-100~-200HP/turn for 5 turns)
45px [強化単体散布] Distribute Buff 1 turns(The target receives a remembered buff from the bestower. Used with Duplicate Buff (for bestowing skills).)
45px [強化単体複製(ばらまきスキル用)] Duplicate Buff (for bestowing skills) 1 turns(The inflicting card remembers a buff of the target, but not copied for self. Used with Distribute Buff.)
45px [強化全複製(ばらまきスキル用)] Spread Buffs 1 turns(Copies all buffs from caster to the target. Duration of buffs are reset. Ignores Nullify Buff.)
45px [弱体全複製(ばらまきスキル用)] Spread Debuffs 1 turns(Copies all debuffs from the caster to the target. Duration of debuffs are reset. Ignores Nullify and Reflect Debuff.)
Icon status poison2.png [猛毒] Fatal Poison 5 turnsDeal fixed damage every turn (-200~-400HP/turn for 5 turns)