Battle is a team battle of up to 3vs3. It is important to strategize how to combine the SOULs you have trained to create a party, when to activate skills, etc.
When a SOUL's HP reaches 0, it will be eliminated from the battle.
Victory is achieved by eliminating all of the opponent's SOULs.
Alternatively, victory can also be achieved by reducing the SP of all of the opponent's SOULs to 0.
Therefore, it is necessary to assess the situation of the battle in order to aim for victory by either dealing damage to the opponent's HP with skills and attacks, or reducing their SP with resonance.
By consuming SP, the player can activate skills.
Each skill has effects such as dealing damage to the opponent or causing status abnormalities. Skills have a cooldown time, so the player needs to strategize when to activate them as they cannot be used for a certain period of time after activation.
Attack can be used to inflict damage to a (single) opponent without consuming SP.
Resonance consumes the player's HP but can reduce the SP of all enemies.
When performing a resonance, it consumes the HP of the SOUL that performs resonance.
If there is not enough HP to be consumed, resonance cannot be performed.
As a result of the resonance, a SOUL whose HP has dropped to zero will be incapacitated for battle.
SKILL POINT (SP)
SP (Skill Points) are necessary to activate skills.
Since the player will lose the battle if the Skill Points of all the SOULs in the party reach 0, it is necessary consider carefully when to use them.
The order of attack is determined by the agility value of each SOUL and the skill speed value of the skill.
The skill speed is determined for each skill.
During battle, you can use the items you own.
Items have effects such as recovering HP and abnormal status.
Once an item is used, it will disappear. Also, you cannot use items in certain quests or arenas.
The player can equip rods in their party. The effects of the rods will affect all of their party members. Additionally, rods have durability and will break if used continuously.
HP DAMAGE CALCULATION FORMULA
Overall damage adjustment factor × (Power × √ (attack power ÷ (defense power + action damage factor)) × (1 + damage percentage correction) + special effect fixed value correction)) × action damage random number
Total damage adjustment factor: 0.8 (fixed)
Power: The power value of the attack or skill
Attack Power: "Physical Attack" or "Aura Attack" value of the SOUL performing the attack is entered (Physical Attack value is entered when performing a Physical Attack, and Aura Attack value is entered when performing an Aura Attack)
└ Value including correction by rod (excluding special effects) is used
Defense: The "Physical Defense" or "Aura Defense" value of the SOUL being attacked is entered (Physical Defense value is entered for Physical Attacks, Aura Defense value is entered for Aura Attacks)
└Value including correction by rod (excluding special effects) is used
Action Damage Factor: 300 (fixed)
Damage Percentage Correction: The sum of the multiplicative corrections applied to the active side SOUL and the passive side SOUL.
Types of corrections included in damage percentage correction are as follows:
1. Attribute Match Bonus ... Occurs in the event that the SOUL that used the skill and the attribute of the skill used are the same. Fixed at +50%.
2. Attribute Superiority Correction ... Value changes depending on the affinity (attribute superiority or inferiority) between the skill used and the attribute of the SOUL being attacked. Fixed at "Weakness ... +50%", "Resistance: -40%".
3. Critical Bonus ... The value is applied when "Critical" occurs. Fixed +50%.
4. Special Effect Correction ... This occurs when the damage itself is corrected by a special effect such as a skill effect. In case of multiple effects, they are added up.
- Player rank correction ... The value changes according to the current player rank. 0-50% (Min to Max)
Special Effect Fixed Value Correction: A value is added when a special effect, such as a skill effect, adds a "fixed value" to the damage itself.
Action damage random number: 85-115% (Min to Max)
└Value to prevent damage values from being fixed.
SP DAMAGE CALCULATION FORMULA
The total resonance damage adjustment factor × (1 + resonance damage percentage correction) × resonance × resonance damage random number × √ (resonance ÷ ((total resonance defense) + resonance damage factor)) + resonance special effect fixed value correction
Total Resonance Damage Adjustment Factor: 0.35 (fixed)
Resonance Damage Percentage Correction: The sum of the multiplicative corrections applied to the active side SOUL and the passive side SOUL.
The types of corrections included in resonance damage percentage correction are as follows:
- Critical Bonus ... The value is applied when "Critical" occurs. Fixed +50%.
- Special Effect Correction ... If a special effect is applied to the damage itself, it occurs. If there are multiple effects, add them up.
- Player Rank Correction ... A value corresponding to the current player rank is entered. 0 to 50% (Min to Max)
Resonance: The "Resonance" value of the SOUL performing the attack is entered.
└ Value including correction by rod (excluding special effects) is used
Resonance Damage Random Number: 85 to 115% (Min to Max)
└Value to prevent damage numbers from becoming fixed
Total Resonance Defense: The total value of the "Resonance Defense" value of all SOULs receiving the attack is entered
└Value including the rod correction (excluding special effects) (including Resonance Defense value of battle-disabled SOULs) is used
Resonance Damage Factor: 200 (fixed)
Resonance Special Effect Fixed Value Correction: A value is added when a special effect, such as a skill effect, adds a "fixed value" to the damage itself (if there are multiple effects, add them up).
This represents the maturity of the player's own game.
As the rank increases, it will be possible to draw out the power of SOUL more and proceed with the battle advantageously.
Players can gain Player Experience Points to raise their Player Rank by completing Quests and Arena Battles.
ATTRIBUTE MATCH BONUS
If the attribute of the SOUL itself and the attribute of the skill used match, the damage inflicted will be greater.
ATTRIBUTE ADVANTAGES AND DISADVANTAGES
The attribute of the skill used and the attribute of the passive side SOUL itself will be applied with an attribute superiority correction.
There are two types of attribute superiority correction, "weakness" and "resistance", and in the case of "weakness", the damage will increase, and in the case of "resistance", the damage will decrease.
An Abnormal State represents that the SOUL has some kind of negative effect.
The Abnormal State takes effect from the moment it is in that state.
All Abnormal States are released after a certain number of turns.
The number of turns until release varies depending on the effect when the Abnormal State is applied.
The Abnormal State can also be released by receiving a skill with an Abnormal State recovery effect.
If the same Abnormal State is applied, it will be overwritten by the effect of the Abnormal State received later.
This is an auto mode that automatically selects SOUL commands. During battle, the player can switch at any time they like.
If the auto mode is already on at the start of the command selection phase, the command selection for that turn will be done automatically.
If the auto mode is turned on in the middle of the command selection phase, the command selection up to that point will remain as it is and the subsequent command selection will be done automatically.
After continuing, the auto mode will automatically turn off.
There are two types of auto mode.
Normal Auto: An auto mode in which all SOULs automatically select "Attack".
Full Auto: An auto mode that also uses skills and resonance.
Battle speed can be selected from 1x, 2x, or 3x.