User:Xan
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