This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions. |
Please help improve this if you can. The Discussion page may contain suggestions.
Most actions and decisions in the game might seem simple, however, most of them have complex calculations and rulesets behind them. This page is a compilation for players, who want to get to know the game better or who are curious how some things work.
Stats[ | ]
Traits[ | ]
A Hero summoned with orbs has a high possibility of a stat variation. That means that a hero will have an increase in a single stat (officially referred to as an Asset) while having a decrease in another (officially referred to as a Flaw) to balance the advantage out. Every Hero has a baseline of stats, from where the increase and decrease is added or subtracted respectively, to determine the end result. The range of the variation is also predetermined on every Hero (as is every stat) and it is listed on the page of every Hero. An increase or decrease is 3-4 points in a stat. A stat cannot have a possible increase and decrease of 4 points at the same time. Any other combination is possible, which can result in a minor increase or decrease in the stat total compared to the baseline.
Merge Stat Bonuses[ | ]
When merging two units of the same rarity, two stats will be selected to be increased by one. The two stats selected for each merge are the two highest 5 level 1 raw stats for the character (after considering Asset and Flaw), which have not yet been increased. This repeats for each successive merge, making all stats increased by a total of 2 points each at +5, and 4 points each at +10.
In the case of a tie between two level 1 stats, the first one in the listed order will be chosen, HP > Atk > Spd > Def > Res.
The fact that HP is the highest Level 1 raw stat (without considering Weapon Mt and stat-increasing passives) for every unit means that HP will be one of the increased stats at +1, +3, +6 and +8.
As of Version 3.2.0, if a unit has an Asset and a Flaw, then its first merge will add an additional 3 or 4 points to its Flaw stat, whichever is enough to negate the Flaw. For units that whose traits are normalized, their three highest level 1 raw stats will each gain 1 additional point upon the first merge.
Merge | Level 1 stats that gain +1 |
---|---|
+1 | The highest, and second highest raw stat.
|
+2 | The third highest, and fourth highest raw stat. |
+3 | The lowest raw stat, and the highest raw stat again. |
+4 | The second highest, and third highest raw stats, again. |
+5 | The two lowest raw stats. |
+6 | The two highest raw stats. |
+7 and onward | Repeats from +2 |
Experience Gain[ | ]
For every fight or defeat of an enemy unit, your unit will gain experience. Experience gained in a fight from the same enemy has a drop off after subsequent fights until the unit battling gains no experience. This makes it impossible to fight the same enemy unit (e.g. with a healer) over and over again to gain a large amount of experience. If a Special Attack is triggered during combat the amount of experience gained increases, making it easier to level up units who own (low charge) specials. Further information can be found on the Experience page.
Skill Point Gain[ | ]
If your unit defeats another unit, in addition to experience, he/she will gain SP for every defeat. More information on this, and SP gained on level up, is available on the Skill Points page.
Whether SP is gained or not also depends on the rarities and levels of your hero and the enemy unit being fought. Certain other conditions, such as whether the fight is being held in the Training Tower or not, might also affect this. The details regarding these restrictions are currently not fully known.
How much lower level an enemy unit (in Training Tower) can be, while still granting SP (and Exp), can be described by the following table, with + representing no restrictions and - representing no gain.
Hero rank |
Hero level | 1 enemies |
2 enemies |
3 enemies |
4 enemies |
5 enemies |
---|---|---|---|---|---|---|
1 | Level 1-15 | 12 lvls | + | + | + | + |
Level 16-17 | 13 lvls | + | + | + | + | |
Level 18-20 | - | 13 lvls | + | + | + | |
Level 21-23 | - | 14 lvls | + | + | + | |
Level 24-39 | - | - | 15 lvls | 17 lvls | + | |
Level 40 | - | - | 12 lvls | 14 lvls | + | |
2 | Level 1-15 | 11 lvls | + | + | + | + |
Level 16 | 12 lvls | + | + | + | + | |
Level 17-20 | - | 12 lvls | + | + | + | |
Level 21-25 | - | 13 lvls | 13 lvls | + | + | |
Level 26-39 | - | - | 14 lvls | 16 lvls | + | |
Level 40 | - | - | 9 lvls | 11 lvls | + | |
3 | Level 1-13 | 9 lvls | + | + | + | + |
Level 14-19 | - | 10 lvls | + | + | + | |
Level 23-30 | - | - | 11 lvls | + | + | |
Level 31-39 | - | - | 12 lvls | 14 lvls | + | |
Level 40 | - | - | 6 lvls | 9 lvls | + | |
4 | Level 1-12 | 8 lvls | + | + | + | + |
Level 13-15 | - | 8 lvls | + | + | + | |
Level 16-19 | - | 9 lvls | + | + | + | |
Level 20-25 | - | - | 9 lvls | + | + | |
Level 26-39 | - | - | 10 lvls | 12 lvls | + | |
Level 40 | - | - | 6 lvls | 9 lvls | + | |
5 | Level 1-10 | 6 lvls | + | + | + | + |
Level 11-15 | - | 6 lvls | + | + | + | |
Level 16-29 | - | - | 7 lvls | + | + | |
Level 30-39 | - | - | 8 lvls | 10 lvls | + | |
Level 40 | - | - | 6 lvls | 9 lvls | 11 lvls |
The level difference used for determining potential SP gain is calculated with the level of the unit before the battle. If a unit levels up as the result of a battle in such a way that he/she leaves the range of allowed levels, he/she still gains SP.
Damage Calculation[ | ]
The simplest way to calculate damage is to subtract the target's DEF (or RES) from the attacker's ATK. However, there are many other factors that must be taken into consideration to achieve the most accurate damage result, including but not limited to the weapon triangle, effectiveness, offensive, and defensive skills. Many of these skills have lesser known interactions with how damage is done, making damage calculation much more complicated than subtracting two numbers.
For example, Dragon Fang (+50% to Atk) works the same way as Bonfire (Boost damage by 50% of Def); however, it is not affected by the weapon triangle.
Arena Points & Scoring[ | ]
The highest score you can achieve is dependent on the points you can get per fight. These points are determined based on the enemies from the matchmaking system. In order to play against a team to achieve the most points, you must take into consideration the enemy team.
Matchmaking takes the stat total of your entire team. Because some types of units (Range Units, Flyer, Cavalry) have lower stat totals, including these units on a team will cause you to also fight enemies who have a lower stat total, resulting in fewer points overall. Instead, by using units with higher stat totals such as Armored Units, you can then earn more points.
An additional consideration is that because the enemy team depends on the stat total of your team, stat total will also affect the type of teams you encounter. For example, a high stat total Armored Unit team will rarely face lower stat total Cavalry teams. Because of this, certain stat totals can make fights harder or even possibly easier. For more detailed information regarding Stat Totals, refer to Stat Totals / Ranking.
Enemy AI[ | ]
The enemy units all follow the same set of rules and make the same decisions every time they are faced with the same situation. It is possible to predict how the enemy AI will move, and a player familiar with this knowledge will be able to plan and strategize around the AI movements better than without. This is especially important for winning harsher battles in the Arena.
Skill Interactions[ | ]
While most skills are clear-cut in what they do (e.g. Attack +3), there are still several skills that are not clear in their interactions. For example, when two sword-type units with Swordbreaker 3 fight each other, their skills cancel each other out and the fight proceeds as if none of these skills are active. Or when a unit with Lancebreaker 3 fights a unit with Wary Fighter 3, the former can double if his/her speed allows him/her to, but the latter can not double. Such skill interactions are essential in determining the outcome of the fights.