Character Stats: Difference between revisions

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Characters have different attributes that comprise their kit and gives you an idea how they are best used in a stage as well as how effective they'll be in that given role.
Characters have different attributes that comprise their kit and give you an idea of how they are best used in a stage as well as how effective they'll be in that given role.


Refer to [[Tips and Tricks]] for supplementary info. This is part of [[Getting started]].
Refer to [[Tips and Tricks]] for supplementary info. This is part of [[Getting started]].
Line 7: Line 7:


== Rarity ==
== Rarity ==
A character's rarity dictates how rare they are from being summoned. As consequence, rarity can dictate the expected power level of a character, wherein a lower rarity will obviously be power crept by a higher rarity. But due to the team-based nature of the game, it may not necessarily be the case. In fact, some characters just end up over specializing in one role or spreading themselves thin as a jack of all trades dictated by their role and rarity's expected power level. And how good a character would be is also dependent on the expected meta of the game or the needs of a stage being played.
A character's rarity dictates how rare they are from being summoned. As a consequence, rarity can dictate the expected power level of a character, wherein a lower rarity will obviously be power crept by a higher rarity. However, due to the team-based nature of the game, this may not necessarily be the case. In fact, some characters just end up over-specializing in one role or spreading themselves thin as a jack of all trades dictated by their role and rarity's expected power level. How good a character would be is also dependent on the expected meta of the game or the needs of a stage being played.


For more info see: [[Summoning]]
For more info, see [[Summoning]].


==Class and Trait==
==Class and Trait==
A character's class and trait dictates their primary niche in battle. It ''usually'' can give you a general idea of how they'll be deployed, how their stats are set up, and how their skills will function.
A character's class and Trait dictates their primary niche in battle. It ''usually'' can give you a general idea of how they'll be deployed, how their stats are set up, and how their skills will function.


For more info see: [[The Class System]]
For more info, see [[The Class System]].
==Nature==
==Nature==
Character's unique passive skill that usually gives them a unique buff or function.
Character's unique passive skill that usually gives them a unique buff or function.
==Rank==
==Rank==
A character's rank is their current power level, and determines the max level they can reach. Characters can be ranked up when they reach the max level they can currently reach. After ranking up, character levels will reset, but they'll maintain their stats, and be able to level up up to a higher level cap. Skills will also be able levelled up to 7. There are three ranks: Bronze (Rank1) , Silver (Rank 2), and Gold (Rank 3) All characters start off as bronze, aside from limited characters that start at silver. 3 stars and up can be promoted to silver.
A character's rank is their current power level and determines the maximum level they can reach. Characters can be ranked up when they reach the maximum level they can currently reach. After ranking up, character levels will reset, but they will maintain their stats and be able to level up to a higher level cap. Skills will also be leveled up to 7. There are three ranks: Bronze (Rank 1), Silver (Rank 2), and Gold (Rank 3). All characters start off as Bronze, aside from limited characters that start at Silver. 3★ and up can be promoted to Silver.


For more info see: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Rank_Up Rank Up]
For more info see, [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Rank_Up Rank Up].
 
You can check which characters have rank-ups alongside their max stats here: [[Max Stats Table]].


You can check which characters have rank ups, alongside their max stats here: [[Max Stats Table]].
==Stats==
==Stats==
A character's stats determines their offensive (ATK, ASPD) and defensive capabilities (HP, DEF, RES), as well as how soon they can be deployed (COST), how many can they block (BLOCK) and how soon can they be redeployed if they are withdrawn (Reposition.)
A character's stats determine their offensive (ATK, ASPD) and defensive capabilities (HP, DEF, RES), as well as how soon they can be deployed (Cost), how many they can block (Block), and how soon they can be redeployed if they are withdrawn (Reposition).
*'''HP (Hit Points)''' - The amount of damage a character can sustain. When it reaches 0, they are withdrawn and constitutes a character death, which affects battle star ratings.
*'''HP (Hit Points)''' - The amount of damage a character can sustain. When it reaches 0, they are withdrawn and constitute a character death, which affects battle star ratings.
*'''ATK(Attack) -''' Determines the amount of damage or healing a character does on their attack. This is contested by an enemy' DEF or RES depending on the damage type, and has the same rules as your characters.
*'''ATK (Attack) -''' Determines the amount of damage or healing a character does on their attack. This is contested by an enemy's DEF or RES, depending on the damage type, and has the same rules as your characters.
*'''DEF(Defense) -''' Determines the amount subtracted against incoming instance of physical damage.  
*'''DEF (Defense) -''' Determines the amount subtracted against incoming instances of physical damage.  
**Note: There is a cap on how much damage you can mitigate through defense. The minimum damage an enemy will deal to you is 25% their attack.
**''Note: There is a cap on how much damage you can mitigate through DEF. The minimum damage an enemy will deal to you is 25% their attack.''
*'''RES(Magic Resistance) -''' Determines how much incoming instance of magical damage is reduced.
*'''RES (Magic Resistance) -''' Determines how much an incoming instance of magical damage is reduced.
**Note: Through some testing, it is currently noted that resistance reduces damage through subtraction like defense does. ''Some may argue this should not be the case and should reduce a percentage instead.''
**''Note: Through some testing, it is currently noted that RES reduces damage through subtraction like DEF does. Some may argue that this should not be the case and should reduce the percentage.''
*'''Reposition -''' This is the cooldown time for a character to be placed back into the map after being defeated or manually withdrawn.
*'''Reposition -''' This is the cooldown time for a character to be placed back into the map after being defeated or manually withdrawn.
*'''Cost -''' The amount of cost points a character will consume when deployed in battle.
*'''Cost -''' The amount of cost points a character will consume when deployed in battle.
*'''Block''' - The amount of enemies a character can hold off from passing through. characters will usually prioritize fighting blocked enemies in order of who came first, while all blocked enemies will be attacking their blocker. Enemies will start to leak through if the character is blocking the same amount as their Block count.
*'''Block''' - The amount of enemies a character can hold off from passing through. Characters will usually prioritize fighting blocked enemies in order of who came first, while all blocked enemies will be attacking their blocker. Enemies will start to leak through if the character blocks the same amount as their block count.
*'''ASPD(Attack Speed)''' - This is the time interval in seconds between each auto attack a character performs in battle. A lower interval means they are able to deal more attacks within a period of time. ''For whatever reason, buffs that increase attack speed would be denoted with a (+) despite the fact it should instead be subtracting instead. Inversely, effects that decrease attack speed are denoted with (-) even if they're actually increasing the interval.''
*'''ASPD (Attack Speed)''' - This is the time interval in seconds between each auto attack a character performs in battle. A lower interval means they are able to deal more attacks within a period of time. ''For whatever reason, buffs that increase attack speed would be denoted with a (+) despite the fact it should instead be subtracting instead. Inversely, effects that decrease attack speed are denoted with (-) even if they're actually increasing the interval.''
*'''Bond''' - Indicates how many times you've cleared a stage with that character in your Party. Since 2.8.2, It is used to unlock various content in the character gallery.
*'''Bond''' - Indicates how many times you've cleared a stage with that character in your Party. Since 2.8.2, It has been used to unlock various content in the character gallery.
*'''Intimacy''' - The amount of presents you've gifted to your character. Characters get stat bonuses at certain intimacy levels.
*'''Intimacy''' - The amount of presents you have gifted to your character. Characters get stat bonuses at certain intimacy levels.
==Skills==
==Skills==
Character's skills are special abilities that activate in combat, either automatically or through manual trigger. Most skills are crucial to figuring out a character's viability and niche.
Character Skills are special abilities that activate in combat, either automatically or through manual triggers. Most skills are crucial to figuring out a character's viability and niche.


For more info see: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Upgrading_Skills Upgrading Skills]
For more info see: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Upgrading_Skills Upgrading Skills]
*'''SP (Skill Points)''' - This is the resource characters charge at a rate of one per second. Character's sp is denoted by a blue bar than slowly fills up, and when sp cost is met, it turns yellow. Sp stops charging once the bar is full. ''There may be other ways of charging sp that do not increase over time, but through dealing or sustaining attacks but this has yet to be seen.''
*'''SP (Skill Points)''' - These are the resource characters that charge at a rate of one per second. The character's SP is denoted by a blue bar that slowly fills up, and when the SP cost is met, it turns yellow. SP stops charging once the bar is full. ''There may be other ways of charging SP that do not increase over time, but through dealing or sustaining attacks, this has yet to be seen.''
*'''SP Cost''' - This amount a character needs to charge in order to ready their skill for use. Some take longer than others to charge. Some character's skills have charge stacks. ''Cost is tied to the skill itself, so in the event characters have multiple skills, their sp costs may change accordingly.''
*'''SP Cost''' - This amount a character needs to charge in order to ready their Skill for use. Some take longer than others to charge. Some character's Skills have charge stacks. ''Cost is tied to the Skill itself, so in the event characters have multiple Skills, their SP costs may change accordingly.'' Currently, all characters recover 1 SP per second. This type of recovery is called [[:Category:Autorecovery|Auto Recovery]].
*'''Starting SP''' - Characters are usually deployed with starting sp for their skills, making most first activations require less time.
*'''Starting SP''' - Characters are usually deployed with starting SP for their Skills, making most first activation require less time.
*'''Skill Level''' - Skills can be upgraded to improve their performance. They can be upgraded up to lv. 3 at bronze rank, and up to lv. 7 at silver rank.
*'''Skill Level''' - Skills can be upgraded to improve their performance. They can be upgraded up to Lv. 3 at Bronze Rank, and up to Lv. 7 at Silver Rank.
*'''Skill Duration''' - How long a skill is in effect. Some are instantaneous, while some last for a period. Some skills immediately start recovering sp while the skill is still on, but these are exceptions.
*'''Skill Duration''' - How long a Skill is in effect. Some are instantaneous, while some last for a period. Some Skills immediately start recovering SP while the Skill is still on, but these are exceptions.
*'''Skill Activation''' - There are two types: Auto and Manual. Auto will activate on their own once requirements are met, usually if target is in range or condition is met like low hp. Manual requires the player to activate it on their own.
*'''Skill Activation''' - There are two types: [[:Category:Autocast|Auto]] and [[:Category:Manualcast|Manual]]. [[:Category:Autocast|Auto]] will activate on its own once requirements are met, usually if the target is in range or the condition is met, like low HP. [[:Category:Manualcast|Manual]] requires the player to activate it on their own.
 
== Eidos ==
Characters' equipables are still obtained via Eidos [[Scouting]]. It provides a stat boost and potentially an "Eidos Skill," which has a passive effect.
 
For more information, refer to [[Eidos]].
 
==Proficiency==
==Proficiency==
Proficiencies are small stat bonuses gained through expending draco and character duplicates.
Proficiencies are small stat bonuses gained through expending Draco and character duplicates.
 
It is potentially tied to upgrading to Gold Rank.


For more info see: [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Proficiency Proficiency]
For more information, refer to [https://anothereidoswiki.ddns.net/index.php/Upgrading_Characters#Proficiency Proficiency].

Latest revision as of 05:51, 19 March 2025

Characters have different attributes that comprise their kit and give you an idea of how they are best used in a stage as well as how effective they'll be in that given role.

Refer to Tips and Tricks for supplementary info. This is part of Getting started.

For character's upgrading and progression systems, refer to Upgrading Characters.

Rarity[edit | edit source]

A character's rarity dictates how rare they are from being summoned. As a consequence, rarity can dictate the expected power level of a character, wherein a lower rarity will obviously be power crept by a higher rarity. However, due to the team-based nature of the game, this may not necessarily be the case. In fact, some characters just end up over-specializing in one role or spreading themselves thin as a jack of all trades dictated by their role and rarity's expected power level. How good a character would be is also dependent on the expected meta of the game or the needs of a stage being played.

For more info, see Summoning.

Class and Trait[edit | edit source]

A character's class and Trait dictates their primary niche in battle. It usually can give you a general idea of how they'll be deployed, how their stats are set up, and how their skills will function.

For more info, see The Class System.

Nature[edit | edit source]

Character's unique passive skill that usually gives them a unique buff or function.

Rank[edit | edit source]

A character's rank is their current power level and determines the maximum level they can reach. Characters can be ranked up when they reach the maximum level they can currently reach. After ranking up, character levels will reset, but they will maintain their stats and be able to level up to a higher level cap. Skills will also be leveled up to 7. There are three ranks: Bronze (Rank 1), Silver (Rank 2), and Gold (Rank 3). All characters start off as Bronze, aside from limited characters that start at Silver. 3★ and up can be promoted to Silver.

For more info see, Rank Up.

You can check which characters have rank-ups alongside their max stats here: Max Stats Table.

Stats[edit | edit source]

A character's stats determine their offensive (ATK, ASPD) and defensive capabilities (HP, DEF, RES), as well as how soon they can be deployed (Cost), how many they can block (Block), and how soon they can be redeployed if they are withdrawn (Reposition).

  • HP (Hit Points) - The amount of damage a character can sustain. When it reaches 0, they are withdrawn and constitute a character death, which affects battle star ratings.
  • ATK (Attack) - Determines the amount of damage or healing a character does on their attack. This is contested by an enemy's DEF or RES, depending on the damage type, and has the same rules as your characters.
  • DEF (Defense) - Determines the amount subtracted against incoming instances of physical damage.
    • Note: There is a cap on how much damage you can mitigate through DEF. The minimum damage an enemy will deal to you is 25% their attack.
  • RES (Magic Resistance) - Determines how much an incoming instance of magical damage is reduced.
    • Note: Through some testing, it is currently noted that RES reduces damage through subtraction like DEF does. Some may argue that this should not be the case and should reduce the percentage.
  • Reposition - This is the cooldown time for a character to be placed back into the map after being defeated or manually withdrawn.
  • Cost - The amount of cost points a character will consume when deployed in battle.
  • Block - The amount of enemies a character can hold off from passing through. Characters will usually prioritize fighting blocked enemies in order of who came first, while all blocked enemies will be attacking their blocker. Enemies will start to leak through if the character blocks the same amount as their block count.
  • ASPD (Attack Speed) - This is the time interval in seconds between each auto attack a character performs in battle. A lower interval means they are able to deal more attacks within a period of time. For whatever reason, buffs that increase attack speed would be denoted with a (+) despite the fact it should instead be subtracting instead. Inversely, effects that decrease attack speed are denoted with (-) even if they're actually increasing the interval.
  • Bond - Indicates how many times you've cleared a stage with that character in your Party. Since 2.8.2, It has been used to unlock various content in the character gallery.
  • Intimacy - The amount of presents you have gifted to your character. Characters get stat bonuses at certain intimacy levels.

Skills[edit | edit source]

Character Skills are special abilities that activate in combat, either automatically or through manual triggers. Most skills are crucial to figuring out a character's viability and niche.

For more info see: Upgrading Skills

  • SP (Skill Points) - These are the resource characters that charge at a rate of one per second. The character's SP is denoted by a blue bar that slowly fills up, and when the SP cost is met, it turns yellow. SP stops charging once the bar is full. There may be other ways of charging SP that do not increase over time, but through dealing or sustaining attacks, this has yet to be seen.
  • SP Cost - This amount a character needs to charge in order to ready their Skill for use. Some take longer than others to charge. Some character's Skills have charge stacks. Cost is tied to the Skill itself, so in the event characters have multiple Skills, their SP costs may change accordingly. Currently, all characters recover 1 SP per second. This type of recovery is called Auto Recovery.
  • Starting SP - Characters are usually deployed with starting SP for their Skills, making most first activation require less time.
  • Skill Level - Skills can be upgraded to improve their performance. They can be upgraded up to Lv. 3 at Bronze Rank, and up to Lv. 7 at Silver Rank.
  • Skill Duration - How long a Skill is in effect. Some are instantaneous, while some last for a period. Some Skills immediately start recovering SP while the Skill is still on, but these are exceptions.
  • Skill Activation - There are two types: Auto and Manual. Auto will activate on its own once requirements are met, usually if the target is in range or the condition is met, like low HP. Manual requires the player to activate it on their own.

Eidos[edit | edit source]

Characters' equipables are still obtained via Eidos Scouting. It provides a stat boost and potentially an "Eidos Skill," which has a passive effect.

For more information, refer to Eidos.

Proficiency[edit | edit source]

Proficiencies are small stat bonuses gained through expending Draco and character duplicates.

It is potentially tied to upgrading to Gold Rank.

For more information, refer to Proficiency.