Guide to Game Mechanics
Damage Mechanics
Damage Calculation
The damage formula before applying crit and other effects is hypothesized to be as follows:
- UNITATTACK*UNITSKILL/(1+ENEMYDEF/1000)
In short, take your unit’s Attack, multiply by the unit’s Skill modifier, then divide by a total of 1+Enemy’s Defense divided by a thousand. So if the enemy’s Defense is 3,000, your damage will be divided by 1+3 = 4, for one quarter of the original damage. This is before factoring other effects.
For “Inversely proportional to the number of targets” moves, the multiplier is as follows:
- 1 Target: 1.45x
- 2 Targets: 1.30x
- 3 Targets: 1.15x
- 4 Targets: 1.00x
Crit and Other Effect Calculation
The crit and other effects formula is hypothesized to be as follows:
- CALCULATED DAMAGE*(CRITDMG+HP/49500+DEF/7500+SPD/1000)
In short, take the calculated damage, and multiply by Crit Damage. If the damage of the Skill increases proportional to Health, Defense or Speed, they also apply as an additive multiplier of calculated damage, but their proportion does not stack with the Crit Damage multiplier.
Effect Chance Calculation
The effect chance of Accuracy/Evasion and Effectiveness/Resilience calculation is hypothesized to be as follows:
- (ACC-EVA)%, (EFF-RES)%
In short, take your unit’s Accuracy and minus the enemy’s Evasion and you get the chance that the attack will miss. So 200 Accuracy versus 200 Evasion means 100% Accuracy modifier, while 200 Accuracy versus 300 Evasion means 0% Accuracy modifier normally. This is likewise for Effectiveness and Resilience, which is calculated if it is not a miss. However, the chance of missing is capped at 25%. When an attack misses, no critical hits occur, the damage is reduced by 50%, and no debuff effects are applied. As for Effectiveness, to gain more effect chance, you must exceed their Resilience by a large number, which adds a percent for each excess. Also, there are some moves that outright bypass the Resilience stat.
Priority Determination
The speed of units, along with priority adding moves, influences how fast their priority fills to 100%. When their priority is 100%, they will act first. You can view the priority gauge list in battle by tapping on the center of the screen. When two units happen to share priority, the unit with the highest speed will act first. There is also an random priority adjustment at the start of the battle, which currently ranges from 0% to +5%.
Buffs and Healing Caps
Buffs and healing amounts in this game apply fixed percentages universally. For example, Crit Rate buffs are always 50% even across other units, and healing is a fixed percentage heal that cannot be boosted. This even applies to effects such as Lifesteal and Heals When Hit, which are capped at 10% Max HP.
Buff Terms
Revival and Resurrection are two different terms. Revival is a 1 turn buff applied by Saeran that revives units if they were knocked out while the buff was applied to them. Meanwhile, resurrection is a 1 turn move by Mene that revives units that have already fallen. However, both effects do not apply if the unit has been killed with Demiurge Drakhan’s Extinction Ultimate Skill.
Status Ailments
Proportional Damage Ailment
- Burned
Takes damage proportional to the caster’s attack at the start of the turn. Removed when the caster dies. Ignores defense.
- Bleeding
Takes damage proportional to the caster’s attack at the start of the turn. Removed when the caster dies. Reduces healing received.
- Poisoned
Takes damage proportional to the caster’s attack at the start of the turn. Removed when the caster dies. Reduces all Priority increases by 20%.
- Shocked
Takes damage proportional to the caster’s attack at the start of the turn. Removed when the caster dies. Reduces Action Points generated by 50%.
- Cursed
Takes damage proportional to Health at the start of the turn. Removed when the caster dies.
- Fixed Damage
Takes damage proportional to Health.
- Marked
Automatically becomes a target for attacks and takes 15% increased damage. Can only apply to one member of a team and another Marked cannot be applied until the existing Marked is gone.
- Detonate
Activates certain debuffs immediately. Magnitude determined by the number of turns remaining and stacks applied.
Turn Eater Ailment
- Frozen
Restricts movement. Removed when the caster dies. Only the debuff with the longest duration among Frozen, Petrified and Stunned can be inflicted at the same time.
- Petrified
Restricts movement. Removed when the caster dies. Only the debuff with the longest duration among Frozen, Petrified and Stunned can be inflicted at the same time.
- Stunned
Restricts movement. Removed when the caster dies. Only the debuff with the longest duration among Frozen, Petrified and Stunned can be inflicted at the same time.
Restrictor Ailment
- Taunted
Uses a Normal Attack on the caster that inflicted Taunted. Removed when the caster dies.
- Silenced
Can only use Normal Attacks and Skill Chain while this effect is applied.Skill Burst cannot be used.
- Cooldown Increase
Increases the cooldown of Skills by 2 turns.
- Priority Decrease
Reduces Priority by 15%.
Stat Alteration Ailments
- Reduced Attack
Reduces attack by 30%.
- Reduced Defense
Reduces defense by 50%.
- Reduced Speed
Reduces speed by 30%.
- Reduced Crit Hit Chance
Reduces Critical Hit Chance by 50%.
- Heavy Strike
This attack cannot trigger a critical hit, but damage dealt is increased.
- Reduced Accuracy
Reduces accuracy by 50%
- Reduced Evasion
Reduces evasion by 50%.
- Reduced Effectiveness
Reduces effectiveness by 100%.
- Reduced Resilience
Reduces resilience by 100%.
Buffs and Healing Ailments
- Buff Duration Reduction
Reduce the duration of buffs by 1 turn on the target.
- Buff Removal
Removes 1 buff from the target.
- Unbuffable
Cannot gain buffs (excluding certain effects).
- Keraunos
Reduces healing received by 50% (Irremovable).
- Unhealable
Cannot be applied with health recovery effects.
- Extinction
Enemies killed by this Skill do not activate Resurrection or Revival.
Ailment Protection
- Barrier
Barriers absorb damage, taking damage in place of health. Debuffs still apply.
- Invulnerability
Does not receive any damage. Debuffs still apply.
- Immunity
Ignores all incoming debuffs.
Combat Mechanics
Boss Weakness Gauge
All bosses have a Weakness Gauge (WG), which can be depleted through attacks and Skill Chains. When the Weakness Gauge reaches 0, the boss will enter a Break state for a specific number of turns equal to the number of your allies alive, and gains debuffs of Damage Taken Increase, Reduced Evasion by 50%, and Reduced Resilience by 100%. Once the number of turns has passed, the boss will revert to its normal state and reset its Weakness Gauge. Breaking the boss’s Weakness Gauge and boosting your ability to deplete the Weakness Gauge through Chain Point Talismans is one way to improve your ability to tackle bosses.
Boss Rage Gauge
Some bosses have a Rage Gauge (RG) and will enter an Enraged state when this is filled through various conditions. When Enraged, the boss will sometimes perform an attack, recover a specific amount of Weakness Gauge, gain Increased Attack or Damage Taken Reduction, and will remain Enraged for a specific number of turns. Once the number of turns has passed, it will then use its Enraged Ultimate Skill. If you force a boss into a Break state by depleting its Weakness Gauge while it is Enraged, you can cancel the Enraged state and incapacitate it.
Boss Passives
Some bosses have unique passives that have unique effects and conditions applying to them. You can check these passives by pressing and holding on the boss in the sortie screen. You can also check these likewise while in battle.
Equipment Mechanics
Set Effects
The obscure set effects are as follows:
2 piece sets
- Swiftness: Increases Speed proportional to missing Health.
- Weakness: Increases damage against debuffed targets by 20%.
- Augmentation: Increases damage while buffed by 15%.
4 piece sets
- Revenge: Increases Attack proportional to missing Health, by a proportion of +135% additional Attack added to -100% HP lost. With all HP lost, this translates to 235% effective Attack.
- Patience: Increases Defense proportional to missing Health.
- Pulverization: Increases damage against targets inflicted with Break by ?%.
Other Mechanics
Cosmetic Mechanics
Unit Costumes
Units can be equipped with their costumes that you have unlocked. They can be obtained by default, events, Battle Pass and the Shop. Noa comes with a despectacled version costume available by default.
Stamina Mechanics
Stamina
Stamina regenerates 1 every 5 minutes, and caps at 150 at account level 60.
Ad Watching
You can watch up to 10 ads a day for Stamina. Each ad offers 18 Stamina and 5 Clear Tickets for every 3/5/10 ads, for a total of 180 Stamina and 15 Clear Tickets.
You can press the back button or esc button to close ads instead of pressing the X button.
If ads are causing crashing, try deleting your ad id through Settings/Google/Ads on Android.
Mission Quitting
You can quit missions freely as there is no Stamina penalty for quitting. However, quitting Arena matches and Guild Raid will result in a presumed loss and consumption of attempts.
Account Mechanics
Game Servers
There are four servers in the game currently:
Asia I, Korea, Global and Asia II.
Google Play Games/Apple Game Center
The game has a forced prompt to login to Google Play Games for game library sake. It is not a login to the game itself. You can either disable Google Play entirely which also ends up disabling the app store as well as all apps that rely on Google’s API, or you can have a Google Play Games signed in to get the prompt to turn off. Personally I would recommend the latter.
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