Battles

All battles in Waitventure are automatic, you don't need to do anything, but battles follow a set of rules, and you can take advantage of that for maximum efficiency.

**Turn List**

Starting with the Turn List. It all boils down to having the highest Speed (SPE). Make sure one of your main damage dealers has a high Speed stat in order to have the first attack in every battle.

When Speed reaches a certain threshold, a character gains an Extra Turn. Every battle round cycles through all allies and enemies, sorted by fastest to slowest, those are the characters that have 0 ET. Then, characters with 1 ET will act after that, again, from fastest to slowest. The cycle continues until all characters have used their extra turns, then goes back to the first step. Extra turns are calculated as follows:

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{\displaystyle \lfloor log\_{10}(SPE+1)\rfloor }

So a character gets an Extra Turn when speed reaches 9, then another one when it reaches 99, and so on.

**Attack Preference**

Both allies and enemies will always attack the first character in the list, until it's defeated, then move on to the next. When everyone is defeated, that team wins, and gets EXP if it's your party, or you return to town if enemies win.

Because of this, the best way to survive many rounds in battle is to place your Tank in the first party slot, or your character with most Health. During difficult boss fights, you can also swap it with a character that has either a lot of MP or DEF, depending on the damage that boss deals, in order to survive longer.

Characters will pick the best skill available, using a set of priorities. Priorities are given using the following criteria:

* A character has enough MP to cast the skill, otherwise it is ignored
* The higher the raw skill damage, the higher the priority
* Enemy DEF/MP is subtracted from raw damage, to give priority to skills the enemy is weaker against
* Element modifiers are applied to the priority as well, giving less priority to skills that have an elemental modifier below 1x
* If a skill has an additional effect that affects damage (ignoring defense, holy magic against undead), priority will be doubled

After that, the character uses the skill with highest priority, and MP is spent.

**Critical Hits, Strong and Weak attacks**

Depending on the attack element and enemy element, it's possible to have a different damage multiplier. Strong attacks are those when the skill element is strong against the enemy element, and do 2x damage. Weak attacks do 0.5x damage instead. The only exception is the Time element, that does 1.5x damage to Light or Dark. (There are currently only two Time element skills, unique to Thief and Slasher human classes)

Critical Hits appear at a base chance of 1%, this can be increased with Speed, using the following formula:

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{\displaystyle critChance=0.01+log\_{10}(SPE+1)/50}

When a Critical Hit occurs (can be either a Physical or Magic attack), an 1x is added to the damage modifier. Meaning weak attacks become 1.5x, normal attacks become 2x and strong attacks become 3x. This 3x modifier is colloquially called "Super Critical", and has a different text animation.

**Damage Formulas**

Skill Raw Damage

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{\displaystyle rawDamage=\lfloor characterAttack\*skillLevel\*skillPower\rfloor +characterLevel+10}

characterAttack refers to ATK (if Physical) or MP/2 (if Magic). If rawDamage is less than 1 before adding level and 10, it becomes 1. Minimum raw damage is 12 assuming a level 1 character.

Damage Formula

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{\displaystyle damage=(rawDamage-enemyDefense)\*damageMultiplier}

enemyDefense refers to DEF (if Physical) or MP/2 (if Magic). If skill has the Ignore Def effect, this value is divided by 2. It is also halved during a Critical Hit. The damageMultiplier is the combination of Elemental Modifier + Critical Modifier + Additional Modifier (in case of Holy skill)

All damage cannot be less than 1, and cannot be higher than enemy's current HP.

**Experience**

After a battle is won, all allies get experience points (EXP). The value obtained depends on the character level, the dungeon level, and whether or not the character is alive or defeated.

Defeated allies get 20% EXP from battles, while allies in Reserve get 45%. This is applied after the level modifier.

If a character level is way lower than the current dungeon level, the level modifier becomes a number >1, up to 5x. Otherwise, the level modifier becomes <1, and can even reach 0 if there is a huge level difference. The EXP Multiplier upgrade increases this value, but it's more noticeable when your characters are in the same dungeon level as their current level.

Bosses and Mysterious Goos have an EXP multiplier too, depending on the tier of the Boss, and 10x for Goos.

After enough experience points are earned, a character Levels Up, gaining some Skill Points and having an increase in stats.