User:Xan

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Xan#9127

先駆 - Trailblazer

耐性 - Resistance

弱体 - Weakness

の見習い - Apprentice (of)

の使い手 - User (of)

の名人 - Master (of)

俟約 - Frugal

天敵 - Bane (of)


Fire/Flames 火炎

Water/Ice 水氷

Lightning/Thunder 電雷

Earth/Metal 土金

Wind/Explosion 風爆

Light/Divine 光聖

Darkness/Nether 闇冥

Spirit/Illusion 霊幻

Normal/Void 無无


HP

MP

Attack 攻撃

Special Attack 特攻

Defense 防御

Special Defense 特防

Speed 素早さ

Crit Rate 会心率

Evasion Rate 回避率

Luck 運

Movement Area 移動

Chanting Speed 詠唱速度


Poison 毒

Burning 炎上

Freeze 凍結

Paralysis 麻

Confuse 混乱

Blindness 暗闇

Fear 性み

Sleep 睡眠

Instant Death 致死


Strike 打撃

Slashing 斬撃

Shot 射撃

Incantation 呪文

Science 科学

Magic 奇術


Human ヒト

Demihuman 亜人

Youkai 妖怪

Horror ホラー

Fairy 妖精

Animal 動物

God 神

Machine 機械

Ink/Tri/Senri ???


Yabusame - Null/Null/Light/Null

Tsubabakura - Water/Spirit/Null/Null

Kurohebi - Dark/Dark/Dark/Wind

Aoji - Water/Water/Water/Water

Fake!Tsubakura - Null/Null/Null/Null

Hooaka - Water/Fire/Water+Fire/Fire+Water

Kuroji - Dark/Dark/Wind/Wind

Clause - Null/Earth/Null/Dark

Tsurubami - Null/Null/Null/Null


((Attacker's [ATK] or [S.ATK] x 0.9) - (Defender's [DEF] or [S.DEF] x 0.4)) ×x (Multiplier of the technique) x (Multiplier of the characteristic) = "Damage Value".

When a critical hit occurs, the attacker's [ATK] or [S,ATK] will be multiplied by 1.3, and the defender's [DEF] or [S.DEF] will be multiplied by 0.75.

The final damage value is calculated by multiplying the above "damage value" by the multiplier for weakness and resistance.

Luck (LUK) in the status affects criticality chance, evasion chance, and debuff success rate. However, the currently implemented units don't have that much difference in luck, so you may not need to worry too much about it for now.

Success rate of debuffs First of all, the formula for calculating the success rate of debuffs itself, excluding the element of luck, is (Success rate of the attacking technique) - (Resistance value of the defender) = (Success rate of the debuff) The formula is as follows If you get a critical hit, the success rate of the debuff is doubled.

This is where the luck value comes into play. Depending on the difference between the attacker's and defender's luck, a "lower or upper limit" of -100 to 100 is set. After that, a random number is obtained in the range of 0 to the "lower or upper limit". A further random number (0 to 100) is added to the obtained random number, and that is the "final value". If the "final value" is less than the "debuff success rate" calculated above, the debuff will succeed. The final value is capped at 99, so if the debuff's success rate is 100%, the debuff will always succeed regardless of luck.


Tier upgrade cost

S - 100/100/100/100

A - 100/100/100/100

B - 100/200/300/400

C - 100/200/500/1200

D - 100/400/1000/2500

Money - 5000/10000/15000/20000