The Battle System: Difference between revisions

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The formula for Proficiency stat increases for units is unclear. There does not to appear to be a global formula that applies to all units equally for stat increases.  As there aren't many units that have the exact same stats, and upgrading proficiency is very expensive, it's difficult to test fully. By examining changes in Attack Speed, which users can see the decimal values of, we can see that units seem to fit into "growth rate" categories, and there is no one universal formula that applies to all units. </br>
The formula for Proficiency stat increases for units is unclear. There does not to appear to be a global formula that applies to all units equally for stat increases.  As there aren't many units that have the exact same stats, and upgrading proficiency is very expensive, it's difficult to test fully. By examining changes in Attack Speed, which users can see the decimal values of, we can see that units seem to fit into "growth rate" categories, and there is no one universal formula that applies to all units. </br>
However, it's unclear if these growth rates are determined automatically based on something, or if they were assigned manually.  Based on the observation that Imperial Archer and Mummy Archer improve Attack Speed at different rates despite being the same class AND rarity, it seems likely that some form of manual growth rate assignment was involved.</br>
However, it's unclear if these growth rates are determined automatically based on something, or if they were assigned manually.  Based on the observation that Imperial Archer and Mummy Archer improve Attack Speed at different rates despite being the same class AND rarity, it seems likely that some form of manual growth rate assignment was involved.</br>
Proficiency stat gains are flat, not percentage based.  A Romanes at level 1 will gain the same amount of Proficiency stats at +1 as a level 50 Romanes.
Proficiency stat gains are flat, not percentage based.  A Romanes at level 1 will gain the same amount of Proficiency stats at +1 as a level 50 Romanes. </br>
</br>
Regardless of the rules, Proficiency raising is very expensive, and best reserved for only your favorite units.
Regardless of the rules, Proficiency raising is very expensive, and best reserved for only your favorite units.
==Upgrading Units==
==Upgrading Units==

Revision as of 02:06, 22 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 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. Just like Defense, Magic Resist reduces damage from magic attacks by 1 point per MR, to a cap of 25% damage taken. At the moment however, methods of raising Magic Resistance are limited and usually bugged, so reaching this 25% damage cap in later stages is impossible.
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.
Individual Skills generate SP in different 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. Gaia, for example, starts with 5 SP right away for his Skill "Dragon Flame Sword" when deployed.

The Map Structure

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

Proficiency

Duplicates of a unit can be used to upgrade the Proficiency level of a unit, increasing the stats of a unit for a large Draco fee. Proficiency enhances HP, Attack, Defense, Redeploy time, and Attack Speed of a unit.
The cost and number of duplicates needed to increase Proficiency increases with Proficiency level. In addition, at higher levels there is a chance to fail; however, it will not remove your duplicates and you can try again. Failing only consumes Draco.
The formula for Proficiency stat increases for units is unclear. There does not to appear to be a global formula that applies to all units equally for stat increases. As there aren't many units that have the exact same stats, and upgrading proficiency is very expensive, it's difficult to test fully. By examining changes in Attack Speed, which users can see the decimal values of, we can see that units seem to fit into "growth rate" categories, and there is no one universal formula that applies to all units.
However, it's unclear if these growth rates are determined automatically based on something, or if they were assigned manually. Based on the observation that Imperial Archer and Mummy Archer improve Attack Speed at different rates despite being the same class AND rarity, it seems likely that some form of manual growth rate assignment was involved.
Proficiency stat gains are flat, not percentage based. A Romanes at level 1 will gain the same amount of Proficiency stats at +1 as a level 50 Romanes.
Regardless of the rules, Proficiency raising is very expensive, and best reserved for only your favorite units.

Upgrading Units

Level Required Exp
1 0
2 100
3 206
4 ???
5 432
6 ???
7 680
8 813
9 ???
10 1098
11 1252
12 1414
13 ????
14 1763
15 1952
16 2151
17 2361
18 2582
19 2815
20 3061
21 3321
22 3595
23 3885
24 4191
25 4515
Level Required Exp
26 4858
27 5221
28 5606
29 6014
30 6447
31 6906
32 7394
33 7912
34 8463
35 9049
36 9672
37 10334
38 11038
39 11788
40 12587
41 13438
42 14344
43 15310
44 16340
45 17438
46 18610
47 19861
48 21196
49 22621
50 24142
Icon Name Exp Draco
Battle Record I 200 220
Battle Record II 400 440
Battle Record III 1000 1100
Battle Record IV 2000 2200