faq
If you have any questions or would like to know more about something, please read through this post.
Updated: March 8, 2009
* denotes new addition
general faq
→ What's with the new battle system?
This revised battle system started in Round 06, and will (hopefully) continue to future rounds. It uses an RPG-like style largely similar to the one used in Tales games to create a more "battle"-esque mood. Some new features include shops and job classes.
The elimination feature from previous rounds has been removed. For a participant to be removed from the round, they must either not submit to a challenge or lose all their HP.
→ What is experience?
Experience is the equivalent of battle points in previous rounds. Participants will earn experience after each challenge, depending on their ranking that week. With enough experience, participants can level up and are able to purchase new equipment and items, and learn new skills.
→ What is grade?
Grade is the equivalent of overall points in previous rounds. Grade is partnered with experience, and is earned through a participant's ranking in a challenge. It determines overall ranking in the round. Grade can not be used to purchase new items or learn new skills.
→ What is gald?
Gald is a new feature in this round, equivalent to nothing in previous rounds. Gald is earned in each challenge, partnered with experience and grade. It enables purchase of new equipment and items.
→ What are job classes?
Job classes are a new feature in this round. How to go about a challenge will differ from class to class, and sets the "battle" mood of the round. Each class has starting stats, a type of equipment, and a unique bonus feature attached to it. Examples of classes are Swordsman and Healer.
→ How are challenges played out?
Each week, participants will face against new "enemies" and occasionally a "boss", similar to the battle system of Tales. The objective of the challenge is to defeat the enemies to move on to the next challenge.
→ How do I earn experience, grade, and gald?
Experience, grade, and gald are earned through challenges. There are three tiers: top 25%, average, and bottom 25%. Where a participant is ranked decides the amount of experience, grade, and gald received.
→ * How do I level up and what happens when I do?
Players level up when they've gained enough experience. Experience is earned through challenges and through winning. Upon reaching a new level, players can learn new skills and may be eligible to buy special items. HP, TP, and P.ATK are also increased, by 20/20 and 10 respectively. The amount experience needed to get to the next level is then reset.
Updated: March 8, 2009
* denotes new addition
battle faq
→ What is a battle?
Battles are another term for challenges from previous rounds. A battle is where a participant submit icons in order to "defeat" an enemy or enemies. An enemy as a "weakness" that you must exploit. That weakness is something you have to use in your icon. In other words, weaknesses are icon guidelines.
You can't defeat any enemy just by making an icon, however. Exploiting a weakness is a bonus that makes it easier for you to win. This is where the job classes, attacks, and equipment come in. A player can use skills (artes and spells) and physical attacks to defeat the enemy. Skills use up TP while physical attacks don't.
Here is an example of a typical battle.
Player A; Swordsman
- 125 HP, 45 TP, P.ATK 55
- Compact Sword (ATK 80)
- Leather Mail (DEF 55)
- Skills: Demon Fang (1/1.2, 15 TP)
- From combined equipment and attack power, damage per hit: 96
Enemy; Wood Golem
- 250 HP, 5 TP, P.ATK 30
- No equipment
- Damage per hit: 30
Who attacks first is random (1 in 5 of going second). Misses are also random (1 in 10 of missing).
- Player A attacks first, using Demon Fang once. He loses 15 TP, and Wood Golem loses 96 HP.
- Wood Golem attacks second, connects, and Player A loses 30 HP.
- Player A attacks, using Demon Fang once. He loses 15 TP, and Wood Golem loses 96 HP.
- Wood Golem attacks, misses. Player A does not lose HP.
- Current Stats: Player A - 95 HP, 15 TP; Wood Golem - 58 HP, 5 TP
- Player A uses Demon Fang once, losing 15 TP. Wood Golem loses 96 HP.
- Wood Golem is defeated!
→ What are weaknesses?
Weaknesses are icon guidelines. These guidelines are posted
here. Each one has a certain rule to making your icon attached to it. Each enemy has a weakness and a resistance, which the player must take note of before submitting the icon and going into battle. Submitting an icon under a monster's weakness will give that player a bonus, and the damage dealt will be doubled. Similarly, if a player submits an icon under a monster's resistance, the damage dealt will be halved.
→ Do I have to attack the enemy's weakness?
No, it is not necessary. Attacking a weakness will give the player a bonus - a less chance of missing and a higher amount of damage dealt. Not attacking the weakness will only result in a battle with the normal rates (no bonuses).
* If you choose not to attack a weakness, you must still use a guideline. It can be any guideline other than those of the enemy's resistance.
→ What are resistances?
Resistances are the guidelines players cannot use. Using a resistant guideline in an icon will result in a disadvantage, including a higher chance of missing and a higher amount of damage received. Players aren't obligated to avoid using a resistant attack, but it is in their best interests to do so.
→ What are skills and physical attacks?
Skills are special attacks that do more damage and consume TP. Physical attacks do less damage but do not consume TP. A player does not have to use a skill every battle; they can choose their strategy in the submissions post.
→ When do attacks and skills take place?
Players will choose their battle strategy in the submissions post.
→ When are items used?
All expendable items are used in the submissions post. Players simply comment that they wish to use so-and-so, and the item will be removed from their inventory and used in battle.
* Items are used in a specific order! Recovery items, such as Apple Gels, are used first. Strengthening items, such as Sages, are used second. For example, if a player wanted to use 2 Apple Gels, 1 Savory 1 Orange Gel, it would be used in this order: Apple Gel, Apple Gel, Orange Gel, Savory.
→ What are HP and TP?
HP is the life source of the player this round. Instead of weekly eliminations, players are removed from the round once their HP reaches 0. TP is what enables players to use skills in battle. The player will not be eliminated if their TP reaches 0, but they must use physical attacks until they recover enough TP to use a skill.
HP and TP regeneration is not available until a player reaches level 2. Healers and Mages have a bonus that recovers 5 HP and 5 TP, respectively, after battle.
When a player's HP/TP reaches 25% or below, it will be marked red in their battle log. If recovery items are available in their inventory, items will be used automatically in battle.
→ How is damage to an enemy calculated?
Damage from a physical attack is combined from the values of P.ATK and the player's equipped weapon. For example, a level 1 Swordsman with P.ATK 55 and a Rapier (ATK 80) would do 135 damage. Physical attacks, however, have a 1 in 20 chance of missing.
Damage from a skill is calculated from the hit number, the damage rate, and the attack value of the equipped weapon. Using the same stats for the mock battle above, an example of damage calculation would be:
1 x 1.2 = 1.2; 1.2 x 80 = 96 damage
hit x damage = initial damage; initial damage x weapon attack value = final damage
→ How is damage to the player calculated?
Stats for the enemy will be listed on each submissions post. The armor a player has equipped will determine how much damage they'll receive from an enemy attack. The initial armor of all classes does not reduce any damage from an enemy (i.e., if the final damage of an enemy is 100, the player will lose 100 HP).
Once the player reaches level 2, they may purchase new armor. Following the mock battle above, here is an example of damage calculation:
65 / 30 = 2; 30 - 2 = 28
value of armor (Chain Mail) / enemy damage = damage evaded; enemy damage - damage evaded = final damage.
→ How are bonuses calculated?
Attacking an enemy weakness results in a bonus. Bonuses result in a doubled attack damage and an increased hit rate. Using the same stats for the mock battle above, an example of damage calculation for skills would be:
1 x 2.4 = 2.4; 2.4 x 80 = 192
hit x doubled damage = initial damage; initial damage x weapon attack value = final damage
The damage calculation for a level 1 Swordsman's physical attack would be:
55 x 2 = 110; (if weapon is included) 110 + 80 = 190
physical attacked doubled = initial damage; initial damage + weapon attack value = final damage
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