The Battle System: Difference between revisions

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'''OffensiveRecovery''': SP is generated whenever an ally attacks an enemy. (currently unimplemented)  </br>
'''OffensiveRecovery''': SP is generated whenever an ally attacks an enemy. (currently unimplemented)  </br>
'''DefensiveRecovery:''' SP Is generated whenever an ally is hit by an enemy. (currently unimplemented)  </br>
'''DefensiveRecovery:''' SP Is generated whenever an ally is hit by an enemy. (currently unimplemented)  </br>
In addition, Skills can be either '''Manual''' Cast or '''Auto''' Cast.  Manual Skills must be tapped to be activated.  Auto Cast Skills activate automatically once they have enough SP. (currently unimplemented)  
In addition, Skills can be either '''Manual''' Cast or '''Auto''' Cast.  Manual Skills must be tapped to be activated.  Auto Cast Skills activate automatically once they have enough SP. (currently unimplemented) </br>
Some Skills also begin with some SP in their SP Pool immediately when a unit is placed down.  This is the "Init. SP" stat on a characters stat page.  Gaia, for example, starts with 5 SP right away for his Skill when deployed. 
==The Map Structure==
==The Map Structure==
[[File:Mapexample.png|900px]]
[[File:Mapexample.png|900px]]


The Red hexs are the enemy spawns. The blue hex is the point you have to keep them from.
The Red hexs are the enemy spawns. The blue hex is the point you have to keep them from.

Revision as of 06:05, 16 March 2022

The basis of AnotherEidos is Tower Defense. Select a unit to place it on a hex. It will auto attack when an enemy gets in range of it. When the yellow bar under a unit is filled, tap it to use it's skill


Stats Explanation

HP
HP is the amount of hitpoints your unit has. When a unit reaches 0, it's automatically withdrawn.
Attack
Attack governs both the damage your units deal to enemies and the amount your Healers heal your allies. At its base damage is calculated simply as your Attack minus the enemy Defense stat, though the usage of Skills by you and the enemy can complicate this formula. Attacks or heals that damage or heal multiple units at once have their damage split.
Defense
Defense is the ability of your units to reduce the damage of enemy attacks. As its simplest base, damage done to your units is calculated simply as enemy attack - your defense stat. However, it's impossible for an enemy to deal less than 25% of their Attack as damage, so there are times where extra Defense will not benefit your units. Defense does not reduce magic damage, nor does it affect the healing you take from allies.
Magic Resist
Magic Resistance is the ability of a hero to reduce magic damage. Magic resist reduces damage by a percentage equal to value, ie 10 Magic Resistance = 10% reduced magic damage.
Redeploy
Redeploy is the time it takes for a unit to placed on the field again after either defeat or manual withdrawal.
Cost
Cost is the amount of Cost needed to deploy a unit onto the field from your Cost pool (which means units cost Cost, as odd as that sounds) in battle. Cost is gained naturally every second, and units such as Vanguards specialize in building more Cost with their abilities.
Block
Block is the number of enemy units that an ally unit is able to stop from passing you. While a unit is blocking an enemy, they will engage in combat and fight until one is defeated. If an enemy reaches an ally while they're already fighting a number of enemies equal to their Block, the enemy will pass through. A few units are able to hit all enemy units that they're blocking at once.
Attack Speed
Attack Speed is the speed at which your unit attacks or heals your allies. Attack speed is displayed as an interval in seconds. This means that a LOWER number in your attack speed stat is actually FASTER, while HIGHER numbers in the attack speed stat attack SLOWER.
Intimacy
Intimacy is based on the amount of presents you've given a unit. Units get stat bonuses at specific intimacy levels. Currently, intimacy bonuses do not appear to be working.
Bond
Bond is an indicator of how many times you've used a unit in your Party. At the moment, it has no clear purpose.
SP
SP is the blue (yellow when full) bar under your units HP in battle and governs their ability to use Skills. Although it's easy to first mistake SP as a recharging MP bar similar to other RPGS, technically, characters do not actually have an SP stat tied to their character. The SP amount you see in battle is actually tied to each specific Skill, not the character itself. Skills with higher SP cost take longer to charge.

Skills Explanation

Skills are special abilities that units can use to change the tide of battle. Skills cost SP to use, but as explained above, SP is tied to each Skill, not the character. The general SP progress of a skill can be seen by either looking at the blue bar that grows beneath a character, or by tapping on that character and examining the square box that pops up below the character. The SP bar will turn yellow when full. Once full, simply tap the Skill icon to use it.

The blue box circled in red is an example of a Skill. On the left, it's currently generated 8 SP out of a max of 20 SP. In general, a Skills SP bar must be full to use a Skill, but there are exceptions. SP can be generated in multiple ways.
AutoRecovery: SP is automatically generated at a rate of 1 SP per second.
OffensiveRecovery: SP is generated whenever an ally attacks an enemy. (currently unimplemented)
DefensiveRecovery: SP Is generated whenever an ally is hit by an enemy. (currently unimplemented)
In addition, Skills can be either Manual Cast or Auto Cast. Manual Skills must be tapped to be activated. Auto Cast Skills activate automatically once they have enough SP. (currently unimplemented)
Some Skills also begin with some SP in their SP Pool immediately when a unit is placed down. This is the "Init. SP" stat on a characters stat page. Gaia, for example, starts with 5 SP right away for his Skill when deployed.

The Map Structure

The Red hexs are the enemy spawns. The blue hex is the point you have to keep them from.