Attributes (Sonny 2017)

Much like in Sonny and Sonny 2, Sonny (2017) has a number of attributes that affect a unit or item in different ways. Unlike the Flash games, while some of the party member's attributes are increased when they level up, the player doesn't earn any Attribute points at all when Sonny levels up.. Instead, they can only rely on equipment to increase a party member's attributes. Re-spec, which costs cash but can be done as many times as the player wants, is instead used solely to return all skill points spent.
Note: Formulas are not visible in the mobile site, use the desktop site instead.
==Level==
Level is the most important attribute for both units and items, as many other attributes is directly related to the Level. When Sonny or an ally gain a level, their stats are increased. Higher leveled items will (usually) have higher stats.
The maximum level Sonny and his allies can reach is 37, at this level they no longer gain XP from fighting because of the large difference in levels compared to the enemy. The maximum level found on enemies, and therefore also the maximum level found on items, is 30, which requires Sonny to be level 32 and higher and train in The Red Pillars. 
Zones also have a designated Level, as do Stages and Waves. The Stage and Wave Level is the Zone Level + some offset. While the Stage Offset gradually increases as Sonny progresses through a Zone, and resets to 0 when the party enters a new zone, the Wave Offset is mostly set to 0. When it isn't, it's usually set to -1 or +1. The sole exception is Zone 1 Stage 8, which has a Wave Offset of 2. When an ally joins, their level is set to the Zone Level. The XP Gain multiplier and Cash gain, as well as the Level of dropped items, is decided by the Stage Level. The Level of the enemies Sonny and his party face is decided by the Wave Level. Or to put it in formulas:
\mathrm{[Stage\ Level]} = \mathrm{[Zone\ Level]} + \mathrm{[Stage\ Offset]}
\mathrm{[Wave\ Level]} = \mathrm{[Stage\ Level]} + \mathrm{[Wave\ Offset]}
The designated Level for each Zone is displayed on the below table:
Zone 	Level
Zone 0 - Patient Zero 	1
Zone 1 - The Silver Strand	4
Zone 2 - Tera Jungle 	6
Zone 3 - Firewell Factory 	10
Zone 4 - The Hidden Forest	13
Zone 5 - Thunder Labs 	15
Zone 6 - Blackhall Keep 	19
Zone 7 - ZPCI Stronghold 	22
Zone 8 - The Red Pillars 	24
==Base XP==
XP is gained by Sonny and his allies after winning a stage. After they gain enough XP they level up. Any allies not in the party will receive a reduced amount. Only Sonny and his allies can gain XP, and therefore only they can increase in level. Enemies can however be encountered at different levels, but that's because the waves they're in has different offsets. Same applies to dropped items.
Base XP is calculated from a unit's Level. It's used for all other XP related attributes. An unit's base XP is calculated using this formula:
 \mathrm{[Base\ XP]} = 300\cdot\mathrm{[Level]}^{1.05} + 1000
===Max XP===
The amount of XP a unit requires in order to level up. Only Sonny and his allies can level up, and therefore has a Max XP value. An unit's max XP is calculated using this formula, and is rounded to the nearest integer after calculating it:
 \mathrm{[Max\ XP]} = \begin{cases}\mathrm{[Base\ XP]\cdot\left(0.09\cdot\mathrm{[Level]} + 0.1\right)} & \mathrm{[Level]}\leq 10\\
 \mathrm{[Base\ XP]} & \mathrm{[Level]} > 10\end{cases}
===XP Gain===
After emerging victorious from a stage, each enemy unit killed will grant an amount of XP to Sonny and his party, the base XP gain. It's based on the enemies base XP value, and what type of enemy it is. The base XP gain is calculated using this formula:
 \mathrm{[Base\ XP\ Gain]} = \begin{cases}\dfrac{\mathrm{[Base\ XP]}}{16} & \mathrm{Normal\ enemy}\\
 2\cdot\dfrac{\mathrm{[Base\ XP]}}{16} & \mathrm{Miniboss\ enemy}\\
 4.5\cdot\dfrac{\mathrm{[Base\ XP]}}{16} & \mathrm{Boss\ enemy}\end{cases}
Note that while the game defines some stages as Miniboss Stages and Boss Stages, the enemies that the player encounters doesn't necessarily have to be the same type. For example, Mana Orbs are counted as normal enemies, and as such only grants the amount of XP a normal enemy does, but appears in the Boss Stage for Zone 4. Templar Arcanis is treated as a boss enemy, and will grant more XP.
The game sums up the base XP gain from each enemy killed, and then applies some multipliers to it before giving it to Sonny and his allies. If a unit in Sonny's party has a lower Level than the stage level, of the stage they just completed, they'll gain 15% more XP for every 1 Level lower they are, up to 50% more XP if they are at least 4 levels lower. Similarly in reverse, if a unit in Sonny's party has a higher Level, their XP gain is reduced by 15%, to 0% XP gain if they are at least 7 levels higher. Hence if Sonny's party consists of members with a different Level, after winning a stage the party member with the lowest Level gains the most XP from the stage, while the one with the highest Level gains the least XP.
Allies that are not in Sonny's party also gains XP, but only half the amount they would've gained if they were in the party. For example, after the player wins a fight, an inactive ally that is at least 4 levels lower than the Stage's Level will first have their XP gain boosted by 50% (to 150% XP gained) because of the level difference, then this amount will be halved to 75% XP gain because the unit isn't in the party. The following table lists all possible modifiers for the actual XP gain.
Level difference	XP Gain (Active member)	XP Gain (Inactive member)
0% 	0% 	
10% 	5% 	
25% 	12.5% 	
40% 	20% 	
55% 	27.5% 	
70% 	35% 	
85% 	42.5% 	
Same level 	100% 	50%
115% 	57.5% 	
130% 	65% 	
145% 	72.5% 	
150% 	75% 	
===XP Table===
The table below shows the Base XP, Max XP and the XP gained by defeating an enemy. Not all values in this table are used ingame. For example, Base XP Gain for Levels above 30 aren't used as the highest encountered enemy Level is 30. All XP attributes only use the unit's Level.
Level	Base XP 	Max XP	Base XP Gain	Base XP Gain 	Base XP Gain
Level	Base XP 	Max XP	Normal Enemy	Miniboss Enemy	Boss Enemy
1 	1300.000 	247 	81.250 	162.500 	365.625
2 	1621.159 	454 	101.322 	202.645 	455.951
3 	1950.821 	722 	121.926 	243.853 	548.668
4 	2286.128 	1052 	142.883 	285.766 	642.974
5 	2625.698 	1444 	164.106 	328.212 	738.477
6 	2968.702 	1900 	185.544 	371.088 	834.948
7 	3314.591 	2420 	207.162 	414.324 	932.229
8 	3662.967 	3004 	228.935 	457.871 	1030.209
9 	4013.533 	3652 	250.846 	501.692 	1128.806
10 	4366.055 	4366 	272.878 	545.757 	1227.953
11 	4720.348 	4720 	295.022 	590.044 	1327.598
12 	5076.257 	5076 	317.266 	634.532 	1427.697
13 	5433.654 	5434 	339.603 	679.207 	1528.215
14 	5792.429 	5792 	362.027 	724.054 	1629.121
15 	6152.489 	6152 	384.531 	769.061 	1730.388
16 	6513.752 	6514 	407.110 	814.219 	1831.993
17 	6876.147 	6876 	429.759 	859.518 	1933.916
18 	7239.609 	7240 	452.476 	904.951 	2036.140
19 	7604.083 	7604 	475.255 	950.510 	2138.648
20 	7969.518 	7970 	498.095 	996.190 	2241.427
21 	8335.868 	8336 	520.992 	1041.984 	2344.463
22 	8703.092 	8703 	543.943 	1087.886 	2447.745
23 	9071.151 	9071 	566.947 	1133.894 	2551.261
24 	9440.012 	9440 	590.001 	1180.001 	2655.003
25 	9809.642 	9810 	613.103 	1226.205 	2758.962
26 	10180.012	10180 	636.251 	1272.502 	2863.129
27 	10551.096	10551 	659.443 	1318.887 	2967.496
28 	10922.867	10923 	682.679 	1365.358 	3072.056
29 	11295.303	11295 	705.956 	1411.913 	3176.804
30 	11668.382	11668 	729.274 	1458.548 	3281.733
31 	12042.084	12042 	752.630 	1505.260 	3386.836
32 	12416.388	12416 	776.024 	1552.049 	3492.109
33 	12791.278	12791 	799.455 	1598.910 	3597.547
34 	13166.737	13167 	822.921 	1645.842 	3703.145
35 	13542.748	13543 	846.422 	1692.844 	3808.898
36 	13919.297	13919 	869.956 	1739.912 	3914.802
37 	14296.369	14296 	893.523 	1787.046 	4020.854
==Base Stat==
A hidden value calculated from an unit's/item's Level. Most stats are derived from the core stat. A unit's/item's core stat is calculated using this formula:
 \mathrm{[Base\ Stat]} = 4\cdot\mathrm{[Level]}^{1.75} + 20
===Power===
Power determines how effective abilities, and certain buffs/auras, are in dealing damage or healing. Both units and items have Power, but they're calculated using different factors. Furthermore, item Power is rounded to the next integer while unit Power isn't rounded at all. A unit's or item's Power is calculating using these formulas:
 \begin{align}
 & \mathrm{[Innate\ Power]} = \\
 & \mathrm{[Base\ Stat]}\cdot\mathrm{[Unit\ Type\ Factor]}\cdot\mathrm{[Unit\ Power\ Mod]} + \mathrm{[Unit\ Flat\ Power]} \\
 \end{align}
 \mathrm{[Item\ Power]} = 0.5\cdot\mathrm{[Base\ Stat]}\cdot\mathrm{[Rarity\ Factor]}\cdot\mathrm{[Slot\ Factor]}\cdot\mathrm{[Item\ Power\ Mod]}
A unit's final Power value can be affected by other modifiers and such. The power growth value is changed by some enemy abilities, such as Wood Weave, Sharpen Steel, Divine Wind, and the change is dependent on the unit's current final Power. Power buff mods, which include auras, stack additively. Element power is applied when a unit casts an ability of the same element as the element power bonus they have. The final Power is calculated using this formula:
 \begin{cases}
 \mathrm{[Final\ Power]} = \prod{\mathrm{[Power\ Modifiers]}}\cdot\sum{\mathrm{[Power\ Sources]}}\\
 \sum{\mathrm{[Power\ Sources]}} = \mathrm{[Unit\ Innate\ Power]} + \mathrm{[Item\ Power]} + \mathrm{[Power\ Growth]}\\
 \prod{\mathrm{[Power\ Modifiers]}} = \mathrm{[Power\ Buff\ Mods]}\cdot\left(1 + \mathrm{[Element\ Power]}\right)
 \end{cases}
An unit's final Power isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1
===Defense===
Defense determines how much damage reduction (or increase) a unit gets. Note that some abilities, auras & buffs deals damage that ignores Defense. Both units and items have Defense, but they're calculated using different factors. Like the Power stat, item Defense is rounded to the next integer while unit Defense isn't rounded at all. A unit's or item's Defense is calculated using these formulas:
 \begin{align}
 & \mathrm{[Innate\ Defense]} = \\
 & \mathrm{[Base\ Stat]}\cdot\mathrm{[Unit\ Type\ Factor]}\cdot\mathrm{[Unit\ Defense\ Mod]} + \mathrm{[Unit\ Flat\ Defense]}
 \end{align}
 \mathrm{[Item\ Defense]} = 0.5\cdot\mathrm{[Base\ Stat]}\cdot\mathrm{[Rarity\ Factor]}\cdot\mathrm{[Slot\ Factor]}\cdot\mathrm{[Item\ Defense\ Mod]}
A unit's final Defense value can be affected by other modifiers and such. The defense growth value is changed by two enemy abilities, Heat Shift and Bastion DNA, and the change is dependent on the unit's current final Defense. Defense buff mods, which include auras, stack additively. Element Defense is applied when a unit is dealt damage with the same element as the element defense bonus they have. The final Defense is calculated using this formula:
 \begin{cases}
 \mathrm{[Final\ Defense]} = \prod{\mathrm{[Defense\ Modifiers]}}\cdot\sum{\mathrm{[Defense\ Sources]}}\\
 \sum{\mathrm{[Defense\ Sources]}} = \mathrm{[Unit\ Innate\ Defense]} + \mathrm{[Item\ Defense]} + \mathrm{[Defense\ Growth]}\\
 \prod{\mathrm{[Defense\ Modifiers]}} = \mathrm{[Defense\ Buff\ Mods]}\cdot\left(1 + \mathrm{[Element\ Defense]}\right)
 \end{cases}
An unit's final Defense isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.
The final defense value determines whether the unit takes increased or reduced damage, and the game does so by comparing this value with the unit's core stat. The following formula is used for comparing:
 \mathrm{[Relative\ Defense]} = \dfrac{\mathrm{[Final\ Defense]} - \mathrm{[Base\ Stat]}}{\mathrm{[Base\ Stat]}}
Not accounting for buffs that modify damage taken, if the unit's final defense is higher than it's core stat (x is positive), the unit will take reduced damage. Then the following formula is used to calculate the defense mod:
 \mathrm{[Defense\ Mod]} = \begin{cases}0.95^{20\cdot\mathrm{[Relative\ Defense]} } & \\
 1.15 & \mathrm{Damage\ ignores\ defense}\end{cases}
If the unit's final defense is lower than it's core stat (x is negative), the unit will take increased damage. Then the following formula is used to calculate the defense mod:
 \mathrm{[Defense\ Mod]} = \begin{cases}1 - x& \\
 1.15 - x & \mathrm{Damage\ ignores\ defense}\end{cases}
In this case, the defense mod becomes larger than 1 since x is negative. Note that in both cases, damage that ignores defense recieves a 15% damage increase. Finally, the damage a unit takes is calculated using this formula:
 \mathrm{[Damage\ Taken]} = \mathrm{[Ability/Effect\ Damage]}\cdot\mathrm{[Defense\ Mod]}\cdot\left(1 + \mathrm{[Damage\ Buff\ Mods]}\right)
Or simply refer to the below graph:
===Speed===
Speed determines how fast the unit generates Focus, and how accurate their attacks are. Both units and items have Speed, but they're calculated using different factors. Like the Power stat, item Speed is rounded to the next integer while unit Speed isn't rounded at all. A unit's or item's Speed is calculated using these formulas:
 \begin{align}
 & \mathrm{[Innate\ Speed]} = \\
		& \mathrm{[Base\ Stat]}\cdot\mathrm{[Unit\ Type\ Factor]}\cdot\mathrm{[Unit\ Speed\ Mod]} + \mathrm{[Unit\ Flat\ Speed]} \\
 \end{align}
 \mathrm{[Item\ Speed]} = 0.5\cdot\mathrm{[Base\ Stat]}\cdot\mathrm{[Rarity\ Factor]}\cdot\mathrm{[Slot\ Factor]}\cdot\mathrm{[Item\ Speed\ Mod]}
A unit's final Speed value can be affected by other modifiers and such. The speed growth value is changed by only one enemy ability: Speed Absorb, and the change is dependent on the unit's current final Speed. Speed buff mods, which include auras, stack additively. Unlike Power and Defense, there's no element equivalent for Speed. The final Speed is calculated using this formula:
 \begin{cases}
 \mathrm{[Final\ Speed]} = \mathrm{[Speed\ Buff\ Mods]}\cdot\sum{\mathrm{[Speed\ Sources]}}\\
 \sum{\mathrm{[Speed\ Sources]}} = \mathrm{[Unit\ Innate\ Speed]} + \mathrm{[Item\ Speed]} + \mathrm{[Speed\ Growth]}\\
 \end{cases}
An unit's final Speed isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.
===Vitality===
Vitality determines the maximum HP a unit has. Both units and items have Vitality, but they're calculated using different factors. Like the Power stat, item Vitality is rounded to the next integer while unit Vitality isn't rounded at all. A unit's or item's Vitality is calculated using these formulas:
 \begin{align}
 & \mathrm{[Innate\ Vitality]} = \\
		& \mathrm{[Base\ Stat]}\cdot\mathrm{[Unit\ Type\ Factor]}\cdot\mathrm{[Unit\ Vitality\ Mod]} + \mathrm{[Unit\ Flat\ Vitality]} \\
 \end{align}
 \mathrm{[Item\ Vitality]} = 0.5\cdot\mathrm{[Base\ Stat]}\cdot\mathrm{[Rarity\ Factor]}\cdot\mathrm{[Slot\ Factor]}\cdot\mathrm{[Item\ Vitality\ Mod]}
There exist no way of modifying an unit's final Vitality, outside of unit vitality and item vitality. Hence it's formula is a bit simpler than the above stats:
 \mathrm{[Final\ Vitality]} = \mathrm{[Unit\ Vitality]} + \mathrm{[Item\ Vitality]}
An unit's final Vitality isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.
===Crit. Chance===
Crit. Chance is the chance of scoring a critical hit with an ability. Only abilities that doesn't have a Power scaling of 0% can crit. Sonny, his allies, and a majority of enemies has a base Crit. Chance of 15%. Some enemies, like Cpt. Vendara, has a lower Crit. Chance, 5% to be exact. Some enemies even has a Crit. Chance of 0%, such as the Terminator. Critical hits deal 50% more damage by default, which can be increased through certain abilities and evolutions.
Crit. Chance bonuses and critical hit damage bonuses are all additive.
===Hit Chance and Hit. Bonus===
Hit Chance is the chance of scoring a hit with an ability. It's calculated from both the caster's and target's final Speed value, with this formula:
 \mathrm{[Hit\ Chance]} = \begin{cases}0.975^{20\cdot\left(\tfrac{\mathrm{[Target\ Speed]} - \mathrm{[Caster\ Speed]}}{\mathrm{[Caster\ Speed]}} - 0.15\right)} & \mathrm{[Caster\ Speed]}\le\mathrm{[Target\ Speed]} \\
 1 & \mathrm{[Caster\ Speed]}\ge\mathrm{[Target\ Speed]}\end{cases}
Or simply refer to the below graph. An interesting thing to note about it is that the caster has 100% Hit Chance while it's Speed is at least 87% of the target's Speed.
After calculating Hit Chance, the Hit. Bonus is simply added to this value. Note that game has a min and max limit on the Hit Chance, a min of 1% and max of 100%. The negative buff Blind is the only source that applies a negative Hit. Bonus.
===Element Power/Defense===
A caster's Power is increased by the element power bonus if they cast an ability of the same element as the element power bonus. Similarly, a target's Defense is increased by the element defense bonus if they are targeted by an ability of the same element as the element defense bonus. Normally the Power and Defense stat doesn't reflect the element bonuses, the bonus is visible in combat by holding down M1 (or tap and hold for smartphone version) on the Power or Defense icon on an unit.
Element power can be increased with certain items, and in Sonny (Sonny 2017)'s case by spending skill points on a strain, which grants 1% element power of the same element as the strain per skill point spent. Sonny can also increase his own element power through certain buffs. Element defense is only available through items or the ability Chroma Shell. Enemy units have no way of increasing element power, including the enemy passive Unstable Core which actually doesn't increase Fire power at all. Some enemy units has access to Chroma Screen which grants a buff that increases element defense. Only two units, both enemies, has innate element defense: The Spartan and the Warlock. Both of them has Physical defense, and in the Warlock's case it has negative Physical defense, which means that it takes increased damage from Physical attacks.
===Weapon Mechanic===
Some weapons has a special mechanic that grants the unit that equip it an additional effect to their basic attacks. See the table below for all weapon mechanics currently available in the game. Note that Haste and Multistrike proc chance applies per execution, not per hit, unlicke Stun Proc.
Name 	Description 	Notes
Lifesteal 	Basic strikes also recover 35% damage as HP. 	Heals after the last strike.
Focus Drain	Basic strikes deplete 15 focus per hit. 	
Piercing 	Basic strikes ignore defense. 	
Stun Proc 	Basic strikes have 15% chance to stun the target.	Has 15% chance per strike.
Haste 	Basic strikes have 15% chance to grant Haste. 	
Multistrike	Basic strikes have 15% chance to multi-strike. 	Grants +1 strike on proc.
===HP===
HP, short for Health Points, is the amount of health a unit has. If a unit reaches 0 HP, they die and cannot continue fighting in the wave. It's calculated using this formula:
 \mathrm{[HP]} = 7\cdot\mathrm{[Final\ Vitality]}
===Focus===
During a fight, all active units will generate Focus until one of them reaches 100 Focus. When a unit reaches 100 Focus, all units stops generating Focus, and the unit who has 100 Focus can act. First, any effects that has the trigger "Turn start" will activate. Then the unit is permitted to choose an ability to cast, if it's able to cast one. Otherwise the unit will automatically skip their turn (including Sonny if all his equipped abilities are on cooldown). Additional effects may activate depending on the triggers that's acting on the caster or target(s). After the unit has cast an ability, the unit has then treated as having ended their turn, activating any effects with the trigger "Turn end". Then finally, all units begin generating Focus again until a unit reaches 100 Focus, in which the above process repeats again. A unit's maximum Focus is always 100, and cannot be changed in anyway.
To calculate each unit's Focus generation per second, the game finds the unit with the highest Speed value (the [Max Speed] variable) and compares it with each unit's Speed. The game uses the following formula to calculate the slow mod:
 \mathrm{[Slow\ Mod]} = 0.7\cdot\dfrac{\mathrm{[Max\ Speed]} - \mathrm{[Final\ Speed]}}{\mathrm{[Max\ Speed]}}
The unit with the highest Speed has a slow modifier of 0. The lower a unit's Speed is compared to the max speed, the higher the slow modifier becomes. The limit is 0.7, if that unit has a Speed of 1 and the max speed value is very high. The amount of Focus an unit generates per second can be calculated using the following formula (or refer to the graph below):
 \mathrm{[Focus/second]} = \dfrac{1}{2\cdot\mathrm{[Slow\ Mod]} + 1}
===Stat Table===
The table below shows the Base Stat at different Levels. The Base Stat uses the unit Level for unit stats, and item Level for item stats.
Level	Base Stat
1 	24.000
2 	33.454
3 	47.354
4 	65.255
5 	86.874
6 	112.008
7 	140.498
8 	172.219
9 	207.061
10 	244.937
11 	285.765
12 	329.476
13 	376.009
14 	425.307
15 	477.319
16 	532.000
17 	589.306
18 	649.197
19 	711.638
20 	776.593
21 	844.031
22 	913.922
23 	986.237
24 	1060.950
25 	1138.034
26 	1217.466
27 	1299.224
28 	1383.285
29 	1469.628
30 	1558.233
31 	1649.082
32 	1742.156
33 	1837.437
34 	1934.909
35 	2034.555
36 	2136.359
37 	2240.307
==Base Value==
A hidden value calculated from an item's or stage's level. Anything related to cash is dependent on this value. The Base Value is calculated using this formula:
 \mathrm{[Base\ Value]} = \dfrac{\mathrm{[Base\ Stat]}}{2}
The Base Value is rounded to nearest integer
===Buying Price===
The amount of cash needed to buy an item from the shop is calculated using this formula:
 \mathrm{[Item\ Value]} = 1.5\cdot\mathrm{[Base\ Value]}\cdot\mathrm{[Rarity\ Factor]}\cdot\mathrm{[Equip\ Slot\ Factor]}
*If an item's Item Value is less than or equal to 1000, then it's Buying Price is simply it's Item Value rounded to the nearest multiple of 5.
* If an item's Item Value is greater than 1000, then it's Buying Price is it's Item Value rounded to the nearest multiple of 10.
===Upgrade Price===
The amount of cash needed to upgrade an item to the next upgrade level is calculated using this formula:
 \mathrm{[Upgrade\ Price]} = \mathrm{[Buying\ Price]}\cdot\dfrac{\mathrm{[Next\ Upgrade\ Level]}}{5}
Note that a newly bought or dropped item always start with an upgrade level of 0, which means that it's next upgrade level is 1. An item can be upgrade a maximum of 5 times, up to upgrade level 5. If an item is upgraded to max level, it gains a star at the top right of it's icon.
===Selling Price ===
The amount of cash returned from selling an item is calculated using this formula:
 \mathrm{[Selling\ Price]} = \dfrac{\mathrm{[Buying\ Price]} + \mathrm{[Total\ Upgrade\ Price]}}{2}
where the Total Upgrade Price is the amount of cash spent on upgrading the item to it's current upgrade level.
===Cash Reward===
After the player beats a stage, they're awarded with an random amount of cash. Unlike XP, the Cash Reward scales with the Stage Level instead of the enemies' Level. The Cash Reward Range is the range between the Min Cash Reward and the Max Cash Reward, and is calculated from the following formula:
 \mathrm{[Cash\ Reward\ Range]} = \dfrac{\mathrm{[Base\ Value]}}{6}
The Cash Reward Range is rounded to the nearest integer before being applied to the below formulas, which give the Min Cash Reward and Max Cash Reward:
 \mathrm{[Min\ Cash\ Reward]} = \mathrm{[Base\ Value]} + 10
 \mathrm{[Max\ Cash\ Reward]} = \mathrm{[Min\ Cash\ Reward]} + \mathrm{[Cash\ Reward\ Range]}
Then, the game picks a random integer value between the Min and Max value, and multiply it with a Stage Type Factor, which is given by the table below. The result will be rounded to the nearest integer, if it isn't already from the multiplier.
Stage Type 	Cash Factor
Normal Fight Stage	1.25
(Mini)Boss Stage 	2
Training Stage 	1
Don't confuse (Mini)Boss Stage with (Mini)Boss Enemy, they are used for different calculations.
===Respec Price===
The cost of refunding all spent skill points is calculated with this formula:
 \mathrm{[Respec\ Price]} = \begin{cases}1 & \mathrm{[Level]}\leq 5\\
 \dfrac{\mathrm{[Base\ Value]}}{2} & \mathrm{[Level]}> 5\end{cases}
The Respec Price is rounded to nearest integer.
===Value Table===
The table below shows the Base Value and the Cash gained from emerging victorious from stages. The Base Value uses the item Level for prices, and the stage's Level for the Cash Reward. The Cash Reward is only dependent on the stage's Level, and the type of stage.
Level	Base Value	Training	Training	Normal	Normal	(Mini)Boss	(Mini)Boss	Respec Price
Level	Base Value	Min 	Max 	Min 	Max 	Min 	Max 	Respec Price
1 	12 	22 	24 	28 	30 	44 	48 	1
2 	17 	27 	30 	34 	38 	54 	60 	1
3 	24 	34 	38 	42 	48 	68 	76 	1
4 	33 	43 	49 	54 	61 	86 	98 	1
5 	43 	53 	60 	66 	75 	106 	120 	1
6 	56 	66 	75 	82 	94 	132 	150 	28
7 	70 	80 	92 	100 	115 	160 	184 	35
8 	86 	96 	110 	120 	138 	192 	220 	43
9 	104 	114 	131 	142 	164 	228 	262 	52
10 	122 	132 	152 	165 	190 	264 	304 	61
11 	143 	153 	177 	191 	221 	306 	354 	72
12 	165 	175 	203 	219 	254 	350 	406 	82
13 	188 	198 	229 	248 	286 	396 	458 	94
14 	213 	223 	259 	279 	324 	446 	518 	106
15 	239 	249 	289 	311 	361 	498 	578 	120
16 	266 	276 	320 	345 	400 	552 	640 	133
17 	295 	305 	354 	381 	442 	610 	708 	148
18 	325 	335 	389 	419 	486 	670 	778 	162
19 	356 	366 	425 	458 	531 	732 	850 	178
20 	388 	398 	463 	498 	579 	796 	926 	194
21 	422 	432 	502 	540 	628 	864 	1004 	211
22 	457 	467 	543 	584 	679 	934 	1086 	228
23 	493 	503 	585 	629 	731 	1006 	1170 	246
24 	530 	540 	628 	675 	785 	1080 	1256 	265
25 	569 	579 	674 	724 	842 	1158 	1348 	284
26 	609 	619 	721 	774 	901 	1238 	1442 	304
27 	650 	660 	768 	825 	960 	1320 	1536 	325
28 	692 	702 	817 	878 	1021 	1404 	1634 	346
29 	735 	745 	868 	931 	1085 	1490 	1736 	368
30 	779 	789 	919 	986 	1149 	1578 	1838 	390
31 	825 	835 	973 	1044 	1216 	1670 	1946 	412
32 	871 	881 	1026 	1101 	1282 	1762 	2052 	436
33 	919 	929 	1082 	1161 	1352 	1858 	2164 	460
34 	967 	977 	1138 	1221 	1422 	1954 	2276 	484
35 	1017 	1027 	1197 	1284 	1496 	2054 	2394 	508
36 	1068 	1078 	1256 	1348 	1570 	2156 	2512 	534
37 	1120 	1130 	1317 	1412 	1646 	2260 	2634 	560
==EP==
EP, short for Evolution Points, builds up whenever Sonny hits or is hit with an ability. When Sonny manages to build up 100 EP, the player can evolve an equipped active ability. Only Sonny can build up EP and evolve abilities.
==Resistances==
There exist two types of resistances, one against stuns, and the other against focus drain. Stun resistance grants a chance of nullifying incoming stuns. Focus drain resistance reduces the drain value by the resist percentage.
Category:Game Mechanics
Category:Sonny (2017)