Mechanics/ko

물리 대미지
물리 대미지 공식:



\frac{\text {Unit ATK} ^2}{\text {Enemy DEF}} \times \text {Modifier} \times \text {Level Correction} \times \text {Weapon Variance} \times \text {Final Variance} \times \text {Multipliers} \times \text {Weapon ATK Modifier} $$

where:


 * 유닛 공격력(Unit ATK) - 버프 및 디버프 적용 후 계산
 * 적 방어력(Enemy DEF) - 버프, 디버프 및 방어력 무시 적용 후 계산
 * $$\text {Enemy Base DEF} \times \frac{100 - (\text {DEF Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore DEF}}{100}$$
 * 계수(Modifier) - 스킬의 계수, 일반 공격은 1
 * 레벨 보정(Level Correction) - 계산식
 * $$1 + \frac{\text {Unit Level}}{100}$$
 * 무기 변동 수치(Weapon Variance) - 무기 변동 수치 참조
 * 최종 변동 수치(Final Variance) - 0.85 ~ 1 사이에서 무작위로 선정, 0.01 단위로 선정되며 평균 수치는 0.925
 * 무기 공격력 보정(Weapon ATK Modifier) - 특정 전투에서만 적용. weapon ATK modifier 참조

추가 배율(Multiplier) :


 * 체인 피해 보너스 - 일반적으로 4가 최대. See chaining
 * 킬러 - 적의 종족이 1 이상일 경우, 종족 수만큼 나눔. 최대 4, (base 100% + 300%)
 * 점프 피해 보너스 - 최대 9 (base 100% + 800%)
 * 속성 저항
 * 일반 피해량 감소, 물리 피해량 감소, 물리 저항
 * 크리티컬 = 1.5 - 일반 공격 혹은 특정 스킬에만 발동. 기본 확률은 10%, 최대 70%
 * LB 피해량 증가
 * 속성 피해량 증가
 * 다크 비전 파티 속성 피해량 증가 - 다크 비전에서 선택한 파티의 속성 피해량 상승

note:
 * 자신의 유닛을 공격할 시 피해량 1/10으로 감소.
 * 결투장 최대 피해량은 999, 체인 보너스는 별도 적용.
 * 약점 텍스트는 적 약점 수치가 50% 이상일 시에만 출력.

무기 변동 수치
일반적인 무기는 위와 같은 변동 수치를 공유함, 한 손 무기의 평균 수치는 100%, 양손 무기의 평균 수치는 130% 혹은 150%.

예외적인 무기의 예:

이도류 시 양손의 무기 배율이 다를 경우, 오른손에 장착한 무기의 배율을 따름.

To calculate the equivalent ATK of a unit with an average variance of, multiply your current ATK with the multiplier below. This will only work when comparing two units single wielding, as dual wield damage will differ by hand.

무기 공격력 보정
리치 진강림부터 출시된 특정 전투에서는 무기 공격력 보정이 추가로 적용됨.

무기 1개 사용 시:

\frac {\log {(\text {Weapon ATK}} + 5)}{\log {(185)}} $$ 무기 2개 사용 시:

\frac {\log {(\text {Average Weapon ATK} + 30)}}{\log {(185)}} $$

note:
 * 해당 공식은 무기를 들었을 시에만 적용됨(맨손일 시 적용되지 않음).
 * 하이브리드 공격에도 똑같이 적용되며, 무기의 공격력 수치가 적용됨.

Magic Damage
The formula for magic damage:



\frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times \text{Modifier} \times \text{Level Correction} \times \text {Final Variance} \times \text{Multipliers} $$


 * Unit MAG - Calculated after buffs, see above
 * Magic Damage - Calculated using your total MAG when dual-wielding
 * Enemy SPR - Calculated after a debuff and ignore SPR skill/spell
 * $$\text {Enemy Base SPR} \times \frac{100 - (\text {SPR Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore SPR}}{100}$$
 * Modifier - The skill or spell's modifier
 * Level correction - Calculated with
 * $$1 + \frac{\text{Unit Level}}{100}$$
 * Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925

and Multipliers are:


 * Chain Damage Bonus - Caps at 4 normally. See chaining
 * Killers - If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%)
 * Elemental Resistance or Weakness
 * General Damage Mitigation, Magic Mitigation, Magic Resistance
 * Limit Burst Damage Boost
 * Elemental damage boost
 * Dark Vision Elemental Damage Party Boost - Boosts all matching element damage to that of the used Dark Vision Party party selection

note:
 * Attacking player's unit reduces your damage to one-tenth.
 * In the arena, your damage is capped at 999 per cast, before chain damage bonus.
 * The weakness text display only appears if you have 50% or more damage increased due to elemental weakness or killers.

Hybrid Damage
The formula for hybrid damage:

Physical Damage:

\frac{\text {Unit ATK} ^2}{\text {Enemy DEF}} \times \text {Modifier} \times \text {Level Correction} \times \text {Weapon Variance} \times \text {Final Variance} $$

Magic Damage:

\frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} $$

Hybrid Damage:



\left(\frac{\text{Physical Damage} + \text{Magic Damage}}{2}\right) \times \text{Multiplier} $$


 * Unit MAG and ATK - Calculated after buffs, see above
 * Magic Damage - Calculated using your total MAG when dual-wielding
 * Enemy DEF and SPR - Calculated after a debuff and ignore DEF/SPR skills
 * $$\text {Enemy Base DEF} \times \frac{100 - (\text {DEF Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore DEF}}{100}$$
 * $$\text{Enemy Base SPR} \times \frac{100 - (\text {SPR Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore SPR}}{100}$$
 * Modifier - The skill's modifier
 * Level correction - Calculated with
 * $$1 + \frac{\text{Unit Level}}{100}$$
 * Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925

and Multipliers are:


 * Chain Damage Bonus - Caps at 4 normally. See chaining
 * Killers - Hybrid Damage only uses Physical Killers for both Physical and Magic Damage components. If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%)
 * Elemental Resistance or Weakness
 * General, Physical, and Magic Mitigation
 * Physical, and Magic Resistance - Calculated differently than mitigation:
 * $$\left(1 - \frac{\text{Physical Resistance} + \text{Magic Resistance}}{2}\right)$$
 * Elemental damage boost
 * Dark Vision Elemental Damage Party Boost - Boosts all matching element damage to that of the used Dark Vision Party party selection

note:
 * Attacking player's unit reduces your damage to one tenth
 * In arena, your damage is capped to 999 per action, before chain
 * If an enemy is immune to one damage type, the total damage will be halved since it is both Physical AND Magic damage.

A simple but accurate way of thinking about Hybrid damage is that you're attacking with half of the skill modifier as physical damage and the other half modifier as magic damage, expressed as:

\underbrace{ \left ( \frac{\text{Unit ATK}^2}{\text{Enemy DEF}} \times {\color{Red}\frac{\text{Modifier}}{2}} \times \text{Weapon Variance} \right) }_{\text{Physical Damage}}

+

\underbrace{ \left( \frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times {\color{Blue}\frac{\text{Modifier}}{2}} \right) }_{\text{Magic Damage}} $$ instead of physical damage:

\left ( \frac{\text{Unit ATK}^2}{\text{Enemy DEF}} \times {\color{Red}\text{Modifier}} \times \text{Weapon Variance} \right ) $$

or of magical damage:

\left( \frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times {\color{Blue}\text{Modifier}} \right) $$

Hybrid damage skills generally require a higher skill modifier to deal comparable damage to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid damage. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).

Partially Unmitigated Damage

 * Partial unmitigated damage is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
 * Each damage formula above already took ignore DEF/SPR into account
 * Unmitigated damage increases your ability damage by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
 * You may calculate the amount of damage increased with
 * $$\frac{1}{1 - \text{Ignore DEF/SPR}} $$
 * Ignore 25% DEF/SPR will increase your damage by 1.33x
 * Ignore 50% DEF/SPR will increase your damage by 2x
 * Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite damage
 * Unmitigated damage cannot be reflected. Also, physical unmitigated damage ignores cover effects.

Consecutive damage increase

 * Examples: Aeroja, Comet, Fire From Below.


 * Commonly known as stacking abilities, they contain a base modifier, a stack modifier, and the number of times the damage can ramp up (i.e. the number of times an ability "stacks")
 * Blood Pulsar has a 3.5x base modifier, a 1x stack modifier and can stack 3 times
 * Comet has a 1.7x base modifier, a 0.1x stack modifier and can stack 2 times
 * The stack is not shared between units, each unit has their own stack.
 * The stack is not shared between different consecutive damage increase abilities, using a different one will reset the stacks


 * The formula for current damage of stacking abilities:
 * $$\text{Base Modifier} + (\text{Stack Modifier} \times \text{Number of Stacks})$$


 * The maximum modifier of Blood Pulsar becomes $$3.5 + (1 \times 3) = 6.5$$
 * The maximum modifier of Comet becomes $$1.7 + (0.1 \times 2) = 1.9$$


 * The following actions will reset the stacks:
 * Normal attack
 * Dying (even with Reraise)
 * Guarding
 * Casting a different consecutive damage increase ability (e.g. if you cast Aeroja followed by Stonja, Stonja will reset the stacks)
 * Retaining lost stacks: Whenever you use a normal attack or guard once or more, you can retain the previous stack only if it's followed with a dualcast of non-stacking spell + stacking spell. e.g. guarding on one turn, then using dualcast Tornado + Aeroja on the next turn.
 * Full stacks Aeroja > guard > Aeroja, stacks reset.
 * Full stacks Aeroja > guard > Tornado+Aeroja, stacks retained.
 * Full stacks Aeroja > guard > attack > guard > Tornado+Aeroja, stacks retained.


 * The following actions will not reset the stacks:
 * Using other abilities (as long as they are not stacking abilities).
 * Using items.
 * Dualcasting non-stacking and stacking skills, regardless of the order.
 * Getting afflicted with petrify or other ailments.

Esper Damage
The formulae for esper damage are:

Physical Espers:

\left( \frac{\left \lfloor \left(\frac{\text{ATK} + \text{DEF} + \frac{\text{MAG}}{2} + \frac{\text{SPR}}{2}}{100}\right) \times (1 + \text{EVO MAG}) \right \rfloor ^2}{\text{Enemy DEF}} \right) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

Magic Espers:

\left( \frac{\left \lfloor \left( \frac{\frac{\text{ATK}}{2} + \frac{\text{DEF}}{2} + \text{MAG} + \text{SPR}}{100} \right) \times (1 + \text{EVO MAG}) \right \rfloor^2}{\text{Enemy SPR}} \right) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

where:
 * Modifier - See the esper page
 * Level Correction - Calculated with
 * $$ 1 + \frac{\text{Esper Level}}{100}$$
 * Final Variance - 0.85 to 1.00 in 0.01 increments, averages to 0.925

and Multipliers are:


 * Chain Damage Bonus - Caps at 4. See chaining
 * Elemental Resistance or Weakness
 * General Damage Mitigation, Physical/Magic Mitigation, Physical/Magic Resistance
 * Evoke Damage Boost - Applied as a straight multiplier, separate from EVO MAG. Caps at 4 (base 100% + 300%)
 * Example:
 * Ifrit - Blazing Evocation
 * The Divine Art of War - Water God's Favor

Notes:
 * Esper damage is based on the esper's ATK/DEF/MAG/SPR, as well as the summoner's EVO MAG.
 * Esper's stats are divided by 100 then rounded down, so you will need to increase a stat to +100 in order to increase damage.
 * Esper's damage formula changes depending on their damage type, physical or magic.

Evoke Damage
The formula for evoke damage:

\frac{(\text{Unit MAG}^2 \times \text{MAG Ratio}) + (\text{Unit SPR}^2 \times \text{SPR Ratio})}{\text{Enemy SPR}} \times (1 + \text{EVO MAG}) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

Multipliers are:


 * Chain Damage Bonus - Caps at 4. See chaining
 * Elemental Resistance or Weakness
 * Evoke Damage Boost - Applied as a straight multiplier, separate from EVO MAG. This multiplier is only applied when it has no esper name specified . Caps at 4 (base 100% + 300%)

note:


 * The esper evocation gauge can hold up to 10 esper orbs.
 * Instead of requiring MP to cast, it uses the evocation gauge which is shared with the party.
 * The damage type is fixed attack with magic damage.
 * Evoke damage uses two stats, MAG and SPR, similar to hybrid damage.
 * The default ratio for each stats is 50%, but unlike hybrid damage, evoke damage may use a different ratio.
 * EVO MAG increases its damage and caps at 300%.
 * EVO MAG increases damage as flat multiplier. e.g. EVO MAG +100% will double the damage.

Guard

 * Decrease all damage taken by 50%
 * The skill Defend reduces only physical damage by the same amount and yet requires MP, for an unknown reason.

Damage Mitigation

 * Types of mitigation in the game:
 * Physical mitigation
 * Magic mitigation
 * General mitigation
 * Different types of mitigation stack multiplicatively with each other.
 * Damage mitigation effects will also stack multiplicatively with Cover and Guard damage reduction.
 * Generally, the mitigation on most provokes is classified as General mitigation.
 * The exception is White Knight Noel's Bring It On, which gives the caster Physical and Magic mitigation
 * For the items or unit abilities that provide a mitigation buff, see here.

Elemental Resistance
A unit or enemy elemental resistance increases or decreases the damage received by attacks of that element.

An attack can be imbued with elements from the ability and the equipped weapon(s) only if it is a physical attack. Magic attacks take the element from the ability only. Dual Wield will add both weapons' element(s) to the wielder's physical attacks.

If a unit has multiple elements imbued to their attack, their attacks are averaged against the target's resistance, i.e. are subject to the resistance of respective elements; and therefore, are subject to target's respective element resistance. For example:
 * Dual wielding fire and ice weapons, while using a lightning physical attack ability
 * The enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
 * Effective resistance for that attack would be $$ \frac{50% + 50% + 100%}{3} = 66.66% $$

The damage formula for elemental resistance:


 * $$ \text{Damage} = \text{Initial Damage} \times (1 - \text{Elemental Resistance}) | \text{Min}: 0 $$


 * The Initial Damage is the value after the physical, magic or hybrid calculation, see above.
 * Having an elemental resistance over 100% provides no extra benefit damage-wise, but it provides buffer against enemy elemental resistance debuff.
 * Having elemental absorption is separate from the damage calculation. Most units/monsters with elemental absorption will display as having zero elemental resistance; in fact, having negative resistance would result in more damage absorbed.
 * If a target can absorb one of the element coming from a multi-elemental attack, then the whole attacks will be absorbed.
 * Imperil debuffs do not stack. If there were multiple imperil debuffs, only the strongest imperil takes effect regardless of the order in which the debuffs were applied.
 * Imperil debuffs are additive with innate resistances. (For example: a Green Slime with innate -50% fire resist will have -90% fire resist after Anti-Element.)
 * Imperil debuffs applied on the player's turn last for the stated duration of enemy turns, then expire at the beginning of the following enemy turn. Most notably, this means that 1-turn imperils are effective both the turn you apply them, and the following player turn. The imperil then expires at the beginning of the next enemy turn. (This is also true for other enemy debuffs applied on the player's turn, such as stat breaks.)

Damage Types
Damage is divided into 4 types: Physical, Magic, Hybrid, and Fixed.

All magic spells (black or white) do magic damage, modified by magic killer effects, and are affected by matching type of Dualcast. An exception to this would be Olive's Mortar Beacon: A black magic dealing physical damage.

Abilities, however, are more complicated, and can cause certain damage to be calculated differently. Just as damage is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and damage type matches. There are some instances of ability and damage type being different, and does not conform to the usual damage calculation described above.

Let's take a look at how each one of these affect damage mechanics and calculation:

Examples of Mixed type abilities:

Physical and hybrid type abilities trigger physical counters, while magic type abilities trigger magic counters. Fixed type abilities do not trigger any counters. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.

브레이크 게이지
브레이크 게이지는 별도의 HP 창으로 표시되며, 브레이크 게이지를 전부 깎을 시 브레이크 게이지가 회복될 때까지 일시적으로 적이 약화됨(스탯 약화/속성 저항 약화 등).
 * 물리, 마법, 고정, 하이브리드, 환기 피해는 브레이크 게이지에 영향을 줌.
 * 환수 소한, 도트 대미지, 맨손 피해는 브레이크 게이지에 영향을 주지 못함.
 * 유닛의 능력치, 히트 수, 체인은 브레이크 게이지에 영향을 주지 못함.
 * 가장 낮게 책정된 브레이크 피해량은 5. 각각의 미션에 따라 무기별 브레이크 수치는 변동됨.
 * 기본 브레이크 대미지 계수는 1x (100%). 일반 공격, 점프, 자동 시전 공격 (e.g. 츠키코) 등등이 해당 값을 가짐.
 * 반격은 기본 대미지 계수의 0.1x (10%).

공격 횟수, 장착한 무기의 수와 종류가 전체적인 브레이크 피해량을 결정함. 각 공격의 브레이크 피해량은 장착한 무기의 상태와 브레이크 피해 증가 스킬에 따라 결정됨.


 * 1회에 2번 피해를 주는 스킬은 (e.g. 그랑셀트 세이버) 1회 공격으로 간주됨.
 * 여러번 공격하는 스킬은 (e.g. 난사) 다회 공격으로 간주됨.
 * 추후 업데이트에서 다회 공격 이후의 공격은 기본 브레이크 계수의 80%만 적용되지만 이도류 혹은 다중시전시 초기화됨.
 * 무기 1개만 장착한 유닛이 일반 공격 시 공격 횟수는 1회로 간주됨.
 * 해당 공격의 피해량은 무기 1개로 간주됨.
 * 무기 1개만 장착한 유닛이 스킬은 2번 사용할 시 공격 횟수는 2회로 간주됨.
 * 해당 공격의 피해량은 무기 1개로 간주됨.
 * 무기를 2개 장착한 유닛이 일반 공격 시 공격 횟수는 2회로 간주됨.
 * 해당 공격의 피해량은 피해 횟수와 관계 없이 무기 2개로 간주됨.(단일 공격을 해도 무기 2개 피해량 합산)

유닛이 2개의 같은 종류의 무기를 장착 시:
 * 유닛 A (한손에 무기 1개만 장착, 스킬 2회 시전): 2*100 = 200
 * 유닛 B (한손에 무기 2개 장착, 스킬 2회 시전): 2(100 + 100) = 400

브레이크 피해량 증가 스킬은 해당 스킬이 명시한 장비를 장착 시에만 발동.

즉시 회복
회복량 공식:


 * $$\text{Skill Base Healing} + \left(\left(\frac{\text{Unit SPR}}{2} + \frac{\text{Unit MAG}}{10}\right) \times \text{Modifier}\right)$$


 * 유닛의 정신력 과 마력 은 버프 후 수치를 기반으로 적용.
 * 최종 회복 수치는 85 - 100% 범위 사이에서 무작위로 결정됨.


 * 예시:
 * 정신력 1000과 마력 300인 힐러가 케알가을 시전 시 회복량:
 * $$ \underbrace{2500}_{\text{Base Healing}} + \left( \left(\frac{1000}{2} + \frac{300}{10}\right) \times \underbrace{18}_{\text{Modifier}} \right) = 12040$$

턴당 회복
기본적인 즉시 회복과 공식은 동일하나, 기본 회복량(Base Healing)과 계수(Modifier)를 지속 턴 수에 나누어주어야 함. 턴당 회복은 내 턴이 끝나고 상대 턴이 오기 전에 회복됨.

턴당 회복 공식:


 * $$ \frac{\text{Skill Base Healing}}{\text{Number of Turns}} + \left(\frac{\left(\frac{\text{Unit SPR}}{2} + \frac{\text{Unit MAG}}{10}\right) \times \text{Modifier}}{\text{Number of Turns}} \right)$$

Note: 턴당 회복은 중첩되지 않음.

Multiple Hits
There are two kind of multiple hits: Number of actions and animation.

Generally, the majority of abilities are single action, but there are several abilities which activate multiple actions, indicated by your unit casting them multiple times. These abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical damage combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 damage, before chain. Status ailments can also proc from each action.

Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).

Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.

Weaving a large amount of multiple hits from different units (multiplied by Dual Wield) is important to be able to create a high chain value.

Chaining

 * Main article: Chaining

능력치 증가
유닛 능력치 버프 계산식:


 * $$(\text{Unit Base Stats} \times \text{Buffs}) + \text{Equipment Stats}$$

능력치 증가는 유닛의 기본 능력치에만 적용. Doublehand등 장비의 능력치 상승은 별도로 적용. 포트로 증가시킨 능력치와 비전 카드 장착으로 증가한 능력치는 기본 능력치로 적용.

같은 타입의 버프/디버프는 중첩되지 않고 가장 수치가 높은 버프만 적용. Power Break (공격력 -15%) 은 Full Break (공격력, 마력, 방어력, 정신력) 에 중첩이 안되지만 Armor Break (방어력 -15%)과는 중첩이 가능. 자동 시전되는 버프/디버프도 동일하게 적용. 유닛의 버프와 디버프는 합연산으로 취급. +50%의 버프와 -30%의 디버프를 동시에 받을 시 +20%의 버프로 적용.

패시브 버프는 합연산으로 취급. 공격력 +10%를 2개 장비 시 공격력은 +20%가 되며 최대 상한은 +400%. 이는 패시브 수치에만 국한되며, 액티브 버프로 더욱 증가 가능.

상태 이상

 * Main article: Status Ailments

약화
추가적으로, 상태 이상은 아니나 상대방을 약화시키는 효과가 있음. 결투장에서는 상태 이상으로 취급받기도 함.

지속 효과

 * 매혹 - 타켓의 행동 불능, 피격 시 회피 불능
 * 스톱 - 타켓의 행동 불능, 피격 시 회피 불능
 * 광폭화 - 타겟은 일반 공격만 할 수 있음.
 * 브레이크 - 능력치 저하 (공격력, 마력, 방어력, 정신력)
 * 턴 당 피해(Damage Over Time,DoT) - 매 턴이 끝날 때마다 상대에게 피해. 다른 스킬들로 중첩 가능.

즉시 발동

 * 즉사 - 즉시 전투불능 상태로 만듬
 * 그래비티 - 최대 HP의 고정 비율로 피해

Damage Over Time

 * Examples: Solar Plexus Blow, Requiem of Ruin, Serpenté - Unholy Kiss.


 * 체인 불가.
 * LB 크리스탈이나 환수 구슬을 발생시키지 않음.
 * 회피 불가.
 * 상대의 턴이 끝날 때마다 피해 부여. 상대의 반격까지 끝난 후 발동. DoT의 지속 턴 수가 1턴 남았다고 표기 시, 다음 상대의 턴에는 DoT가 발동되지 않음.
 * 스킬 ID가 다른 스킬들과 중첩 가능. 다른 유닛이 시전하더라도 동일한 스킬을 시전 시, 해당 스킬은 덮어씌어짐.
 * 시전자의 능력치 버프/디버프 등은 DoT 피해량에 계속해서 반영됨.
 * 해제 가능/해제 불가에 적용됨.
 * DoT가 적용된 유닛이 전투 이탈 시, DoT는 정상적으로 발동됨. 전투 이탈 화면에서 사망하지는 않으나 HP가 1만 남음.
 * 물리나 하이브리드 공격 타입일 시:
 * 무기의 속성이 적용됨.
 * 무기 배율은 적용되지 않음.
 * 이도류는 DoT 횟수에 반영되지 않음. 이도류 시 총 공격력이 반영됨.
 * 각종 버프 적용됨. (킬러, 속성 등등)

저주

 * 예시: 저주의 눈, 저주받은 눈, 종말의 눈.

현재로썬 크라일라만 사용 가능. 저주는 대상이 걸린 각각의 약화 효과에 비례하여 내 턴 시작 시 추가적인 고정 피해를 주는 특별한 상태 이상. 약화 효과는 지속 효과, 능력치 약화, 속성 저항력 약화 및 석화를 제외한 모든 상태 이상.(총 22개). 광폭화는 적용되지 않음.

속성 부여, 스킬 해제,DoT 스킬은 저주에 영향을 주지 않음. 저주는고정피해로, 속성 저항, 킬러, 체인 등에 영항을 받지 않음. 같은 저주 스킬은 이전 저주 스킬을 덮어씌움. 저주는 결투장에서 영구 금지.

Accuracy

 * Examples: Doublehand, Goddess Bow, Battle - Vigor Slash Combo.


 * This stat gives a unit a percentage-based chance to bypass a unit's physical evasion stat
 * Must be using both hands on one weapon for the stat to apply
 * Often found on 2-handed weapons and Doublehand-type passive abilities
 * Abilities with reduced accuracy can be compensated with additional accuracy via equipment, except critical or miss abilities.
 * Accuracy is checked first before evasion, so 100% accuracy will always bypass evasion.
 * Accuracy does not bypass mirage.
 * Accuracy on 1-handed weapons is bugged. A unit's accuracy will not change with just it equipped.

Evasion

 * Examples: Evade, Elusive Moves.


 * Referred to as "Chance of evading/dodging physical damage" in the game.
 * This stat gives a unit a percentage-based chance to completely negate incoming damage.
 * It is possible to reach 100% for physical evasion.
 * Physical evasion works against physical and hybrid attacks.
 * Magic evasion works only against magic attacks (Special abilities that deal magic damage do not count; they have to be proper magic spells).
 * Evasion - A list of units and abilities that utilize this mechanic.
 * A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.
 * A unit that has landed from a jump cannot evade counters like Brachiosaur.

Counter

 * Examples: Counter, Retaliate, Warden.


 * Refers to abilities that are triggered by sustaining physical or magic damage.
 * The Counter skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
 * Abilities that buff user's next normal attack (like Store) are consumed during a counter.
 * You may counter up to a single time per single attack your character sustains.
 * If you evade an attack, it still counts as sustaining it for the purposes of counter.

Cover

 * Examples: Cover, Saintly Wall, Light is with us!.


 * Partially unmitigated physical damage, those with ignore DEF, will bypass cover entirely. But this isn't the case with partially unmitigated magic damage.
 * If a unit has several covers of the same target and type, only the one with highest rate is used.
 * If a unit has both ST (single target) and AoE (area of effect) cover active, the AoE cover will take precedence.
 * Cover targetting (ST/AoE) refers to the target allies protected, either single or all allies, and will work regardless of the target of the enemy attacks. If a unit uses AoE cover and an enemy uses an AoE attack, the chance for cover will be counted per unit, dramatically increasing the chance for it to proc. e.g. a 50% chance to cover against attacks to full party of 6 units will in effect gives it 96.87% chance to proc (5 units are counted, excluding the coverer).
 * Cover will trigger based on the attack type, regardless of the damage type. e.g. Magic attack with physical damage will trigger magic cover instead of physical cover. Hybrid attack will trigger both magic and physical cover
 * A unit cannot have both AoE physical and AoE magic cover statuses simultaneously. The most recently applied cover status will take effect and remove the previous one (e.g. a unit using Triteleia Wall and then being targeted by Illusion - Redirect will have the magic cover overwritten by the physical one).
 * For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.
 * Once cover is triggered, that cover will stay activated for the entire turn unless the coverer dies. If the coverer has reraise they can't cover for the rest of the turn.
 * Cover cannot trigger if the unit is being covered by another unit, regardless of the cover target or type. This means that once an AoE cover is activated, no more cover can be triggered for the rest of the turn.
 * If a unit covers another unit with ST cover, the coverer cannot be covered by another ST cover. However,
 * If a unit covers another unit with ST cover, the coverer can be covered by another AoE cover.
 * If an enemy has counters, their attacks can also be covered. Enemy counter turn exists before enemy turn, and the chance to cover will reset accordingly. However, there is a visual bug that prevents a unit to reset their position after covering in enemy counter turn. This leads to a situation where two coverers can stand in the same position, covering a unit/party, but in actuality only one cover was triggered.
 * Mitigation from a cover will reduce any type of damage, and is stackable with other types of mitigation.
 * Some cover has a variable range of mitigation, e.g. 50-70% mitigation. A random number is picked once it triggers, and will not change for the rest of the turn.

Enemy targeting

 * Examples: Camouflage, Provoke, Draw Attacks.


 * Abilities that modify the chances of being targeted can be stacked additively.
 * Abilities that reduce the chance of being targeted (such as Camouflage) will "fade" over time.
 * Example: After ~7 turns, a unit with 100% Camouflage will no longer be completely safe from being targeted.
 * Evidence is still needed to prove this mechanic's functions as described above.
 * Abilities that increase the chances of being targeted will override the passive reduction of not being targeted.

Jump attacks

 * Examples: Jump, Point-Warp.


 * A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
 * After the listed number of turns, at the beginning of the player's turn, the unit will land and deal damage to the target. The unit is unavailable for further actions on that turn.
 * For timed jumps, the player can determine when the unit will land and deal damage.
 * When using Dual Wield, damage will be performed on each hand when they land.
 * If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no damage is dealt.
 * Damage from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
 * If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
 * Jump skills are permanently banned from the arena.
 * Jump damage% stacks additively and hard caps at 800%.

Killing blow mission

 * The said source of damage (esper, magic, ability) must either deal damage causing the target to go to 0 HP, or deal overkill damage after the target is dead.
 * If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking damage.
 * Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra damage is dealt.
 * Espers with long evocation hitframes allow more time to guarantee the mission completion.

LB Gauge

 * Examples: Auto-Limit, Entrust, High Tide.


 * The automatic filling of the limit burst gauge is limited to 12 crysts per turn.
 * The number of lb crysts that can drop per enemy per turn is 20.
 * Increase LB fill rate boosts have a 1000% cap.
 * Automatic LB filling is not affected by LB fill rate boosts
 * When using another unit's gauge to fill an ally's, the required cryst value is not considered. Rather the percentage of the gauge is transferred to that ally, which means a full gauge (100%) for a 16 cryst LB gauge can fill an empty 30 cryst LB gauge.

Reflect

 * Examples: Carbuncle, Reflect.


 * Reflect will cause one magic attack to bounce off the unit and hit a random unit on the other side.
 * AoE attacks will be reflected as individual attacks, potentially allowing you to concentrate all your power to one enemy. This means the number of units in your party determines the number of reflected attacks (e.g. when an AoE spell is reflected in a party of 6 units, the reflected spell becomes 6 ST attacks).
 * Reflected AoE spells do not chain with themselves, instead it would be as if a single unit were attacking multiple times on its own.
 * The reflected spell ignores any cover or provoke effects.
 * Reflect only works one time. If a unit uses multiple spells, by use of Dualcast or otherwise, the spells after will work normally.
 * The exception is Marie's ability awakened Reflect, which can reflect 2 or 3 spells respectively.
 * Multiple layers of reflect cannot stack. So, using Marie's Limit Burst and then summoning Carbuncle at the same time will allow for only 1 layer of reflect to be active.
 * Does not reflect spells with an ignore SPR component such as Ultima or Meteor.
 * Does not reflect most Black Magic spells with a level of 8 or higher, such as Tornado.
 * Stonega V and other V spells can be reflected.
 * Healing spells are affected; Death is unaffected.
 * Enthunder is unaffected.
 * While there are general patterns, there is no set rule. For example, Flare cannot be reflected for an unknown reason.
 * Reflect will not work if the unit with reflect is performing any action.
 * Spells that are bouncing from another reflect cannot be reflected. Ex. If a monster is using reflect, your own reflect will not bounce it back.

Steal

 * ''Examples: Steal, Mug, Waylay


 * Some abilities allow you to procure additional items while battling a monster.
 * Each monster can only be stolen from once, max. If the steal fails, you can try again.
 * The steal success rate is independent of any damage the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
 * The default item-steal chance is 50%.
 * Steal Gil-type passives will enable any item-steal ability to gather a predefined-% of the gil-steal value when used (active gil-steal abilities work different, see Pilfer). The gil-steal chance is either fixed at a range (e.g. 50-100%) or at 100% and independent of the item-steal chance - you can fail to steal an item and still get the gil. You will successfully steal the gil from a monster once.
 * Bandit doubles all steal chances.
 * Waylay and Mug won't attack twice with Dual Wield, but Grand Waylay will.
 * You can't exceed 100% of steal chances.
 * Fleeing denies any stolen items/gil.

Stored damage

 * Examples: Store, Inferno Rage, Ultimate Focus.


 * Abilities that increase the damage of your next attack.
 * Abilities that increase the ATK stat will only affect a unit's normal attack.
 * Abilities that increase the MAG stat will only affect a unit's first cast of a spell or magic ability.
 * The second cast of a multicast will not receive the stat boost.
 * A MAG buff will stack normally.

Unstackable Effects

 * Main article: Effect Stacking

Expedition
The formula used to calculate expedition success rate:


 * $$\text{Expedition Success Rate} = \text{Total Unit Success Rates} + \text{Consumables}$$


 * $$\text{Success Rate Per Unit} = \frac{\text{Unit Stats}}{\text{Stats Modifier}} + \text{Bonus}$$


 * $$\text{Consumable} = 20% \text{ when used}$$

See the table for the full list of stats modifier for each expedition.

Stats modifier can be derived from:


 * $$\text{Stats Modifier} = \frac{\text{Difficulty Value}}{\text{Stats Weight}}$$

Each expedition has its own stats weight and difficulty value. This value can be found under each expedition's page.

Loot Drop
Each monster has its own Loot Drop table(s) (up to 3):


 * Common
 * Rare
 * Unique

The items contained within each Loot Drop Table differs between each enemy.


 * An item in the Common table can have a lower chance to drop and an item in the Rare table can have a higher chance to drop.
 * Similarly, the rarity of the items (stars rating) does not affect the Loot Drop table it is placed in, and the same item can be dropped from multiple tables for the same monster.

Once defeated, a monster can drop an item from each Loot Drop table.
 * If the monster has items in the Common and Rare Loot Drop table, it has a chance to drop up to 2 unique items.
 * If all 3 tables are empty, there will be no item drops.


 * The drop rate cap is 100% for each of their respective tables. This is a list of items and unit abilities that affect the drop rates of their own respective table.

Party Order

 * Add information about best chaining positions, enemy targeting and cover checks.
 * The unit order for spark chains follows the party order from one to six. Unit placed in the first position will always be ordered first during spark chain, while guest unit will always be last.
 * For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.