Stats & Attributes: Difference between revisions

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For character's upgrading and progression systems, refer to [[Character Progression|Upgrading Characters]].
For character's upgrading and progression systems, refer to [[Character Progression|Upgrading Characters]].
== Overview ==
=== Character Progression Indicators ===
{| class="wikitable"
!Attribute
!
|-
|Rarity
|A character's ceiling in terms of rank and level. A higher rarity character also requires more investment to boost.
|-
|Class & Trait
|A character's primary role or niche. Usually gives you a general idea on how they can be deployed, their attack type, their stat distribution, and how their skill may function.
|-
|Nature
|A unique passive skill that usually gives them a unique buff or function. May overlap with trait.
|-
|Level
|The character's current power level in a given rank.
|-
|Rank
|The indicator of how many times a character's level has reached max then reset back to 1.
|-
|Proficiency
|Indicator of how many times a character has received a proficiency upgrade, which provides small incremental stat boosts at the cost of character dupes and draco.
|}
==== Character Attributes ====
{| class="wikitable"
!Attribute
!
|-
|HP
|The amount of damage a character can withstand.
|-
|Attack
|The strength of a character's damage or healing. It is subject to different calculations depending on it's attack type.
|-
|Defense
|How much physical damage the character can mitigate.
|-
|Magic Resistance
|How much magic damage the character can mitigate.
|-
|Cost
|Hos much Cost is needed to expend in order of the character to be deployed.
|-
|Reposition Time
|The amount of time in seconds a character will remain in cooldown after withdrawn before they are deployable again.
|-
|Block Count
|The amount of enemies a character can prevent from passing-through. Some enemies will consume more than one block count to be actually blocked.
|-
|Attack Speed
|The time interval in seconds between a character's attack or healing. Important to note an "increase in attack speed" technically means a decrease in this stat's value, thus decreasing it's attack interval.
|-
|Bond
|Indicates how many times a character is played in combat. Alternative variants of a character share this stat. It unlocks the character's gallery function.
|-
|Intimacy
|A stat related to Interaction, which can be increased by giving characters gifts. At certain intervals, small stat boosts are granted.
|}
=== Skill Attributes ===
[[Category:Game Guide]]
[[Category:Game Guide]]
{| class="wikitable"
!Attribute
!
|-
|Skill
|The special ability of a character which can be activated in combat once a unit's SP requirement is reached. In its description, it may specify details like it being automatically activated when conditions are met, or if it can keep charges.
|-
|SP
|The resource used to activate skills. Most skills cap at their sp cost. SP recovers 1sp per second normally. Some characters' SP recovery is tied to the current accumulated COST in battle instead.
|-
|Initial SP
|The starting SP of a character when newly deployed.
|}
=== Eidoi Attributes ===
{| class="wikitable"
!Attribute
!
|-
|Eidos
|An equippable still which grants bonus stats, and in higher rarities provides an Eidos Skill.
|-
|Eidos Skill
|An additional passive skill than an Eidos of rarity 5 or 6 can provide. Some have conditions to trigger like working only on certain Classes.
|}


== Rarity ==
== Rarity ==