Combat Mechanics

### Introduction

Combat is where the majority of the game's action takes place. When going on a quest, you will notice that there are nodes scattered all over the maps. These are combat nodes, in which your goal is to defeat the enemy units. Combat is carried out in a semi turn-based rotation style battle. Players are prompted the choices they can make for each of their characters.

This article explains the basic flow of combat, the buffs and debuffs, and basic calculations behind the numbers.

### Terminology

Before we begin the explanation of battle flow and other mechanics, we must first understand the basic terminology of the game. These terminology are commonly used in the game and maybe confusing for starting players.

There are two terms that are important to know when discussing combat, **turns** and **rotations**. Although they are sometimes used interchangeably, they do not mean the same thing.

**Turns** happen when a unit was intended to make a move this turn. In most cases, they would pick a move unless they are stunned or suffering another debuff.

**Rotations** happen when units are rotated out (via spinning). In most cases, rotations lead to turns, but there are some skills that can rotate units more than once, thus ignoring their turns.

The next important terms that we should keep in mind are their position terms. The units in the lead are called **Vanguard** while the units at the back are called **Rearguard** (sometimes also written as backline).

### Flow of Combat

At the start of a node battle, players are given the option to rotate their units for a better starting position against the enemies. In most cases, players will move first.

At the start of a player's turn, they will gain 1 Action Point (sometimes referred to as energy). These Action Points will be used to execute skills. Players are then given the 3 skills of the current vanguard and must choose either one to end their turn. The vanguard will then proceed to execute the current skill, followed by the enemy's choice of skills. After both vanguards have executed their skill, both teams will rotate to the next unit. After rotation, the player's turn will start again.

### Damage Calculations

The numbering in skill descriptions are often written as 100%, 200% and so on. This skill damage is then applied to the damage formula to determine how much damage is dealt to an enemy.

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{\displaystyle Damage = \left ( \frac{Attackers.Attack \times Attackers.AttackBoost}{Defenders.Defense \times Defenders.DefenseBoost} \right ) \times \left ( \frac{Skill.Damage}{100} \right ) \times (0.9\sim1.1) \times elemental multiplier}

### Targeting Types

All character skills have a specific targeting type that determine the target of their attacks, heals, buffs or debuffs. Targeting Types are also split into two sides, enemy or ally. For Simplicity sake, this list will simplify the types of targeting by grouping up the enemy and ally types. There are also cases where a targeting type may ignore the enemy and ally classification and take effect on both sides.

* Vanguard - Targets the front unit
* Rearguard/ Backline - Targets the furthest unit
* Top - Targets the top unit
* Bottom - Targets the bottom unity
* Horizontal - Targets all units aligned in the center including the boss
* Vertical - Targets both the top and bottom unit
* AoE - Targets all units.
* Diagonal Top - Targets the vanguard and the top unit
* Diagonal Bottom - Targets the vanguard and the bottom unit
* Highest HP - Targets the unit with the highest HP numerically.
* Lowest HP - Targets the unit with the lowest HP numerically.
* Highest HP % - Targets the unit with the highest HP percentage wise.
* Lowest HP % - Targets the unit with the lowest HP percentage wise.
* Most debuffed - Targets the unit suffering the most debuff.
* After - Unit positioned in the next rotation order. Usually top.
* Before - Unit positioned in the previous rotation order. Usually bottom.
* Adjacent - Units in the next and previous rotation order.

### Buffs & Debuffs

There are several termed buffs and debuffs used repeatedly by both characters and enemies in the game. Other than terminology, buff calculations will also be explained here.

###### Buffs

* Attack Boost - x% increase in attack stats
* Defense Boost - x% increase in defense stats
* Evasion Boost - x% increase in evasion chance
* Critical Chance Boost - x% increase in critical chance
* Damage Boost - x% increase in outgoing damage
* Shield - Negates x incoming attack.
* Life Shield - Negates x incoming damage.
* Debuff Shield - Negates x incoming debuff.
* Heal Boost - x% increase in outgoing heals.
* Regeneration - Heals by x% every turn at the end of the turn.
* Resist - Increases resistance to specific debuffs for x turns.
* Reflect - Reflects x incoming damage to source.

###### Debuffs

* Attack Reduction - x% decrease in attack stats
* Defense Reduction - x% decrease in defense stats
* Evasion Reduction - x% decrease in evasion chance
* Mark - Takes 15% more damage. Attacks will always hit marked units.
* Burn - Does x% damage every turn. Lasts 8 rotations. Duration refreshes if burnt again.
* Bleeding - Does x% damage every rotation. Removed when healed.
* Poison - Does x% damage every turn. Lose 1 stack of poison every turn.
* Freeze - Stops a character from taking action for x turns. Getting damaged breaks freeze. Attacks will always hit frozen units.
* Sleep - Stops a character from taking action for x turns. Getting damaged breaks sleep. Receive 20% more damage when sleeping.
* Infatuation - 50% chance to be too infatuated and not be able to attack
* Hexed - Turns into a weird creature for x turns.
* Doomed - Death after x turns.

###### Attack and Defense Calculations

Attack boost is calculated by multiplying the base attack of said character with the percentage. The same formula is also applied for defense calculations. Multiple Attack Boosts stack additively by adding it before the calculations are reapplied.

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{\displaystyle Attack = Base Attack \* \left (1+ \frac{AttackBoost}{100} \right ))}

###### Evasion and Critical Chance Calculations

Evasion and Critical chance are calculated by simply adding the boost to the character's stats. As these stats are chance stats, i.e. if a character has 50 Evasion, then said character has a theoretical evasion chance of 50%, it is theoretically possible to have a 100% critical/evasion chance by buffing it all the way to 100.

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{\displaystyle Evasion = Base Evasion + EvasionBoost}