Battle Mechanics

## Basic Information

This game's battles have some common basic rules.

* You can pick up to 5 Characters to fight in a battle.

* Each Character has a different Lineup Position. You can't pick where they will stand in battle. **A Character's position can be changed by their own skills or affected by other Characters' skills.**

* Each Character has their own Moveset Pattern. You can't control which skill they will use or pick the target for their skill. Union Bursts are an exception: you can choose when to activate them, and the Union Burst will replace the action that they are using. After the Union Burst, their next action will be the one that comes after the replaced action in their Moveset Pattern.
**Interrupt debuffs like Stun will halt a Character's current action completely. When they have recovered, their next action will be the one that comes after the interrupted action.**

* You have 1'30" to defeat all enemies. If your team members are all wiped out or the time runs out, you lose that battle.
**If you time out in Dungeon, Luna Tower or Event Boss, you can fight the Enemies/Boss again with any surviving team members(for Dungeon and Event Boss) or entirely new team members(for Luna Tower). Enemies' HP/TP will be the same as what they have left from the previous battle.**

* In Battle Arena/Princess Arena, if time runs out, the defending side will win the battle.

* In Main Quest/Event Quest, you have to fight 3 waves of enemies. The timer will be reset to 1'30" for each wave. When you complete a wave, your characters that aren't knocked out will recover some HP/TP according to their Wave HP/TP Recover Stats.

* In Dungeon/Luna Tower, you fight a single wave of enemies. When you complete the wave, your characters that aren't knocked out will recover some HP/TP according to their Wave HP/TP Recover Stats. Characters that have been used on previous floors will start battles with the HP/TP that they have left from their most recent battle.

* Union Bursts can be used once the TP Bar is fully filled. TP Bars have a default Maximum Value of 1000. Characters gain TP upon inflicting Damage to an enemy, taking Damage from an enemy, defeating an enemy and receive TP via some skills. The amount of TP gained is affected by TP Gain Rate Stats.

## Damage Calculation Mechanic

* Damage in this game comes in two types: Physical and Magical. You can tell them apart them by the color of the damage numbers. Yellow Numbers are **Physical** Damage while Purple Numbers are **Magical** Damage. Each type of damage is calculated using its respective Attack/Defense/Critical Rate Stats.
**Continuous Damage (Example: Poison,Burn,Curse,etc) has a Yellow Color and isn't calculated using any type of Defense.**

* Physical Attacks can miss, but Magical Damage is guaranteed to Hit. **(Physical Attack Hit rate is calculated using the target's Evasion and attacker's Accuracy Stats.)**

* Physical/Magical Critical Rate **can** affect self-damage as well.

* HP Recovery Skills' Recovery Amount is multiplied from the default value shown in the skill description using the caster's HP Recovery Rate Stats and Physical/Magical Attack Stats(the latter depending on the caster's Attack Type).

* HP Recovery Rate Stats also affect the HP recovered by HP Drain Stats/Drain Buff.

* You **can** recover some HP through HP Drain Stats even if the target of the damage is yourself.

## Lineup Position Mechanic

* Knockbacked enemies will attempt to walk back to their original position after getting knocked back. However, Pulled enemies will **not** attempt to walk back to their original position.

* If a character gets stunned while using a skill that temporarily changes their position, they **won't** return to their original position.

* Characters will attack/use skills on the closest enemy to them. If any enemies exist in the middle of your formation, characters will select either enemies in mid-formation or the frontmost enemy, depending on which one is closer to them. **Note that they will face toward the enemy and that will affect skills that have an Area of Effect.**

## Buff/Debuff Mechanic

* Most Buffs/Debuffs in this game are **Stackable**, except for Action/Movement Speed Up/Down effects. The one that is cast later will overwrite the existing one.

* Barrier Buffs of the same type are not stackable. **(Example: A Physical Damage Block Barrier can't be stacked with another Physical Damage Block Barrier. The one that is cast later will overwrite the existing one. Note that Single-Type Damage Block Barriers can be Stacked with an All-Type Damage Block Barrier.)**

* Block Barriers will always be overwritten by Absorb Barriers of the same type, and Absorb Barriers will take Priority over Block Barriers when two layers of Barrier are activated at the same time.

* All-Type Damage Barrier will take Priority over Single-Type Damage Barriers.

* Most Debuffs can be "blocked" if the source of the Debuff is also dealing damage by simply Blocking the incoming damage to 0.

## List of Buffs and Debuffs

* Buff
* Debuff
* Extra