Battle Goddess Episode-0:Gameplay

== Stats & Level up ==
HP - Health
MP - Used for magic skills
TP - Used for physical skills
FS - Moral, start by 50%, every action increase or decrease the Bar. Damage boost when high.
Attack Power - Contributes to damage of physical attacks
Attack Multi - Contributes to damage of physical attacks
Defense Power - Lowers damage taken by physical attacks.
Defense Multi - Lowers damage taken by physical attacks.
Magic Power - Contributes to damage of magic attacks.
Magic Defense - Lowers damage taken by magic attacks
Physical Speed - Lowers the time it takes to preform physical actions
Magic Speed - Lowers the time it takes to preform magic actions
Attack Attribute - Is determined by the weapon.
Defense Attribute - Is determined by the armor.
The main protagonist (Celica) can distribute the EXP points himself. The other characters level up automatically. Max level is 500 and Celica can max every stat.
== Attack & Defense Attribute ==
== Additional effects ==
Curse - Permanent effect, only removed at church or with special item. Cause by cursed items.
Charm - Stops unit from acting for a short time.
Confusion - Prevent unit from using Special Skills.
Silence - Prevent unit from using Magic.
Paralysis - Lowers evasion significantly.
Poison - Lowers HP over time in map and battle. Leaves user at 1 HP.
Bound - Lowers action speed.
Drown - Like Poison but the only way to recover is to wait for it to run out.
Acid - Like Poison but higher damage.
Rage - Raise battle abilities such as attack und magic power but lower defenses.
Regen - Recovers HP over time in map and battle.
Fear - Reduces FS every 10 Frames
Buffs - multiple skills that increase different stats, see skill list
Effects with levels go from 1 to 5.
== Damage calculations: (still little off, could use some help with these) ==
DMG dealt = ((Your attack power - enemy def)*(your attack multiplier - Enemy defense multiplier))*Damage type bonus
BEWARE! This calculation doesn't include DMG boost or lost from FS meter. As far as i know 50% FS (AKA your FS and enemy FS bar is at the middle) means you will deal DMG according to formula.
This is for non-skill combat only and the calculations are sometimes off this is usually caused by party or enemy buffs/debuffs and FS bar for enemy and you.
Examples:
1.) stats attacker: attack power 81, attack mult 5, type physical
Stats defender: def 20, def mult 2 type physical
DMG type % = 100%
damage without taking in account enemy def and type and multiplier should be 405
damage dealth = 186 with 3 hits, Damage calculated using formula = 183 --------(3 DMG off, caused by enemy having reduced FS bar)
2.)stats attacker: attack power 57, attack mult 4, type physical
Stats defender: def 30, def mult 1 type physical
DMG type % = 100%
damage without taking in account enemy def and type and multiplier should be 228
damage dealt = 81 with 3 hits, Damage calculated using formula = 81 -------- (precise)
== Skill EXP calculation ==
Long story short, the more you use skills the more exp you get. Doesn't matter what damage you deal. In the long term it's better to kill 1 monster using 3 hits of weaker skill than to 1-shot him using your strongest.
For example:
The best way to train you thunder skills for the main hero is to spam lvl 1 spinning blade over and over again.
The worst way would be to use you best AOE skill on max strength level like tornado to 1-shot all monsters.
This is also true training weapon mastery. You will fair better with weaker weapon dealing little dmg against monster constantly. My tip if you want to train Satias small weapon mastery is to remove all other character of your formation, then find single monster that deal as little dmg to you as possible (and whom you deal as little dmg as possible) and use auto attack function (before select the only use weapon attack in menu). Then proceed to flail at the monster as much as possible and heal yourself in the process as necessary.