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

See: Rank Up

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

See: 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 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

See: Proficiency

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