The Battle System

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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

The battle system features a real-time tower defense gameplay. Refer to Tips and Tricks for supplementary info.

Starting Battle

You take a roster of at most 12 characters into a stage, and additional support unit from other players. The upper portion of the battle screen shows much life you have and how many enemies would spawn. Each stage starts with set amount of resource called cost which increases at a rate of one per second. Battle can be paused or sped up to 2x. Enemies will spawn in hex grids with red borders, and will follow a predetermined path to reach one of your bases, which are hex grids with blue borders. You can deploy characters, which consumes cost, and they will auto-attack (or heal) over a set interval.

Characters all have varying niches they fill and are useful in different stages of the battle.

Using Skills

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. Characters gain sp at a rate of one per second, and can trigger skills, either automatically or manually. The SP bar will turn yellow when full. Once full, for manually activated skills, simply tap the Skill icon to use it. For automatically activated skills, they simply will await until their conditions are met.

The blue box circled in red is an example of a Skill. 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.

Dealing with Enemies

There two types of tiles positions: High and Low tiles. Most enemies walk in low tiles and can be blocked by units. However, some fly and bypass being blocked and must be dealt with ranged attackers. Enemies with ranged attacks will prioritize the most recently deployed unit that is within their range. Units can be killed by enemies or manually taken out of combat, which will return them to the pool of deployable units, but with a cooldown reposition timer.

Check Enemy Data for more information on enemy types.

Win/Lose Conditions

When enemies go through your base, your life would be deducted a point, and reaching zero leads to a game over. Successfully beating all enemies and maintaining at least 1 life would lead to a victory. Depending on your performance on keeping units alive, and enemies away from the base would determine your star rating, which may determine some of the drops you will get. Beating a stage with 3 stars unlocks their 4 star challenge, and ability to use skip tickets to bypass playing the stage for farming purposes. Characters you bring along in a stage will gain bond at the end, regardless if they were used or not.

Unit Information

Class and Trait

See: The Class System

Nature

Unit's unique passive skill that usually gives them a unique buff or function. Some units' natures can be improved through Intimacy, but it still doesn't work right now.

Rank

The current power level of your character, 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 units start off as bronze, aside from limited units that start at silver. Currently only a select amount of characters can be ranked up to silver, and none to gold. 3 stars and up can be promoted to silver.

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

Stats

  • HP (Hit Points) - The amount of damage a unit can sustain. When it reaches 0, they are automatically withdrawn.
  • ATK(Attack) - Determines the amount of damage or healing a unit 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.
  • DEF(Defense) - Determines the amount subtracted against incoming instance of physical damage. However, enemies will deal a minimum of 25% of their attack regardless of how high one's defense is.
  • RES(Magic Resistance) - Determines how much incoming instance of magical damage is reduced. Somehow, it is currently computed like defense, including the damage minimum, even if the expectation is it reduces damage at by percentage.
  • Reposition - This is the cooldown time for a unit to be placed back into the map after being defeated or manually withdrawn.
  • Cost - The amount of cost points a unit will consume when deployed in battle.
  • Block - The amount of enemies a unit can hold off from passing through. Units 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 unit is blocking the same amount as their Block count.
  • ASPD(Attack Speed) - This is the time interval in seconds between each auto attack a unit 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 unit in your Party. At the moment, it has no clear purpose, nor is it clear how exactly it's calculated. A unit's bond appears to go up by 1 per stage clear, but there are cases where this doesn't seem to be consistent.
  • Intimacy - The amount of presents you've gifted to your unit. Units gets stat bonuses at certain intimacy levels. But currently they do not work.

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 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.
  • Starting SP - Characters are usually deployed with starting sp for their skills, making most first activations 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 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.

Proficiency

  • Proficiencies are small stat bonuses gained through expending draco and character duplicates.
  • It can enhance Hp, Attack, Defense, Reposition, and Attack Speed. To note: this is the few ways to improve the latter two stats.
  • The cost and number of duplicates needed to increase Proficiency increases with Proficiency level.
  • At higher levels, upgrades can fail. These only consumes the draco and not the duplicates.
  • Stat gains are different between units, and though there is no known formula for their gains, findings shows an average of 10% stat increase at proficiency +99. It's safe to assume overall stat gain of a unit is on average 0.1% per +1 proficiency.
  • The stat gains are flat and works independent of what level your unit is in. You will gain the same stat boost between giving +1 proficiency to a Lv 1 Romanes, and a Lv 50 Romanes.
  • +1 gives the largest boost in stats. Subsequent boosts will give less stat gains and increasingly severe diminishing returns. At the moment, upgrading a unit past +8 isn't much worth the cost unless you really like a unit.

Unit Level Up Costs

Rank 1 / Bronze

Level Required Exp Required Draco
1 0 0
2 100 110
3 206 227
4 ??? ???
5 432 475
6 ??? ???
7 680 748
8 813 894
9 ??? ???
10 1098 1208
11 1252 1377
12 1414 1555
13 ???? ????
14 1763 1939
15 1952 2147
16 2151 2366
17 2361 2597
18 2582 2840
19 2815 3097
20 3061 3367
21 3321 3653
22 3595 3955
23 3885 4274
24 4191 4610
25 4515 4967
Level Required Exp Required Draco
26 4858 5344
27 5221 5743
28 5606 6167
29 6014 6615
30 6447 7092
31 6906 7597
32 7394 8133
33 7912 8703
34 8463 9309
35 9049 9954
36 9672 10639
37 10334 11367
38 11038 12142
39 11788 12967
40 12587 13846
41 13438 14782
42 14344 15778
43 15310 16841
44 16340 17974
45 17438 19182
46 18610 20471
47 19861 21847
48 21196 23316
49 22621 24883
50 24142 26556

Rank 2 / Silver

Level Required Exp Required Draco
1 0 0
2 170 187
3 352 387
4 546 601
5 753 828
6 974 1071
7 1210 1331
8 1462 1608
9 1731 1904
10 2018 2220
11 2324 2556
12 2650 2915
13 2998 3298
14 3369 3706
15 3765 4142
16 4187 4606
17 4637 5101
18 5117 5629
19 5629 6192
20 6175 6793
21 6757 7433
22 7377 8115
23 8038 8842
24 8742 9616
25 9492 10441
26 10291 11320
27 11142 12256
28 12049 13254
29 13015 14317
30 14044 15448
31 15140 16654
32 16308 17939
33 17552 19307
34 18877 20765
35 20289 22318
36 21793 23972
37 23395 25735
38 25102 27612
39 26920 29612
40 28857 31743
Level Required Exp Required Draco
41 30920 34012
42 33118 36430
43 35459 39005
44 37953 41748
45 40610 44671
46 43440 47784
47 46454 51099
48 49664 54630
49 53083 58391
50 56725 62398
51 60604 66664
52 64736 71210
53 69137 76051
54 73825 81208
55 78818 86700
56 81436 89580
57 89800 98780
58 95833 105416
59 102259 112485
60 109103 120013
61 116392 128031
62 124155 136571
63 132423 145665
64 141229 155352
65 150608 165669
66 160597 176657
67 171236 188360
68 182567 200824
69 194635 214099
70 207488 228237
71 221177 243295
72 235756 259332
73 251283 276411
74 267820 294602
75 285432 313975
76 304189 334608
77 324166 356583
78 345442 379986
79 368101 404911
80 392233 431456

Rank 3 / Gold

(Unimplemented)

Battle Records

For info on farming draco and battle records, see: Exploration Quests

Icon Name Exp Draco
Battle Record I 200 220
Battle Record II 400 440
Battle Record III 1000 1100
Battle Record IV 2000 2200

Skill Upgrade Materials

Rarity
1★ x3  x1 x1 x1 x1 x1 x1 x1 x1
2★ x3  x1 x1 x1 x1 x1 x1 x1 x1
3★ x3  x2  x3  x1 x2 x1 x2 x1 x2 x1 x2 x1 x2 x1 x2 x1 x2 x1 x2
x3 x1 x3 x1 x3 x2 x3 x1 x3 x1 x3 x1 x3 x1 x3 x1
4★ x4  x6  x7  x4 x3 x4 x3 x4 x3 x4 x3 x4 x3 x4 x3 x4 x3 x4 x3
x3 x2 x3 x2 x3 x2 x3 x2 x3 x2 x3 x2 x3 x2 x3 x2
5★ x8  x12 x12 x5 x3 x5 x3 x5 x3 x5 x3 x5 x3 x5 x3 x5 x3 x5 x3
x6 x5 x6 x5 x6 x5 x6 x5 x5 x5 x6 x5 x6 x5 x6 x5
6★ x10 x16 x16 x10 x4 x10 x4 x10 x4 x10 x4 x10 x4 x10 x4 x10 x4 x10 x4
x12 x7 x12 x7 x12 x7 x12 x7 x12 x7 x12 x7 x12 x7 x12 x7

Rank Up Materials

3★ x10000 x10000 x10000 x10000 x10000 x10000 x10000 x10000
4★ x15000 x3 x2 x15000 x3 x2 x15000 x3 x2 x15000 x3 x2 x15000 x3 x2 x15000 x3 x2 x15000 x3 x2 x15000 x3 x2
5★ x20000 x6 x4 x20000 x6 x4 x20000 x6 x4 x20000 x6 x4 x20000 x6 x4 x20000 x6 x4 x20000 x6 x4 x20000 x6 x4
6★ x30000 x10 x5 x30000 x10 x5 x30000 x10 x5 x30000 x10 x5 x30000 x10 x5 x30000 x10 x5 x30000 x10 x5 x30000 x10 x5