- User:Hentropia: Difference between revisions - Adventure High Wiki

User:Hentropia: Difference between revisions

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[[Base Stats]]
[[Base Stats]]


* Deprecated stats: Love (unused), Support (unused, Assistive is the variable for it instead)
*Deprecated stats: Love (unused), Support (unused, Assistive is the variable for it instead)
*Unused variables: [[Victoria]]'s Level, [[Monster Ranch|Chakram]] base cost, some variables appearing multiple times
*Unused variables: [[Victoria]]'s Level, [[Monster Ranch|Chakram]] base cost, some variables appearing multiple times
==Game Mechanics: Additions==
===General===
*35 [[Trust]] is required to control a party member who is not a slave. Free Will Battle Mode ignores this.
*Loading a savestate while not already playing will send you to the [[Protagonist]]'s room.
===Battle Time===
When a battle triggers, several things can happen:
*If one or both monsters are intimidated by the Protagonist's high level and Monsters Flee is on, they will run away, leaving behind 7/15th of their battle rewards. Note that in order to get battle rewards, there must be no monsters left on the battlefield.
*If at least one monster did not flee, the battle proceeds as follows.
Every target starts with a set Act. Every tick, Act is reduced by a set amount depending on [[Speed]], [[Stamina]] and any buffs or debuffs. The first target to get to Act 1 or less gets to act, then the process repeats as everyone takes their turns until the battle is over.
*KO'd targets cannot act and their Act counter will not decrease until the end of the fight or they are revived.
*If a target gets to act, everyone's Act recovery process is temporarily halted until their turn is over.
*Each action increases Act by the corresponding Delay value. More powerful actions generally are slower and have higher Delay and Stamina cost. This ends the user's turn.
*If all party members are KO'd (unless a [[Endings|Bad End]] triggers), they will automatically be taken to [[Dr. Tiff]]. If the party drops below a certain amount of HP and [[Kate]] is ready to help, a scene will play instead, and you will remain in the dungeon. It will take some time until she becomes able to help again. She also cannot help you if everyone gets KO'd before she gets the chance.
**No XP or [[Gems]] are lost when defeated in battle.


==Leveling Mechanics==
==Leveling Mechanics==

Revision as of 12:58, 11 January 2021

Placeholder for stuff that may be useful. WIP. If you'd like to move something to a wiki article, please do so. Thanks.

Data

Base Stats

  • Deprecated stats: Love (unused), Support (unused, Assistive is the variable for it instead)
  • Unused variables: Victoria's Level, Chakram base cost, some variables appearing multiple times

Game Mechanics: Additions

General

  • 35 Trust is required to control a party member who is not a slave. Free Will Battle Mode ignores this.
  • Loading a savestate while not already playing will send you to the Protagonist's room.

Battle Time

When a battle triggers, several things can happen:

  • If one or both monsters are intimidated by the Protagonist's high level and Monsters Flee is on, they will run away, leaving behind 7/15th of their battle rewards. Note that in order to get battle rewards, there must be no monsters left on the battlefield.
  • If at least one monster did not flee, the battle proceeds as follows.

Every target starts with a set Act. Every tick, Act is reduced by a set amount depending on Speed, Stamina and any buffs or debuffs. The first target to get to Act 1 or less gets to act, then the process repeats as everyone takes their turns until the battle is over.

  • KO'd targets cannot act and their Act counter will not decrease until the end of the fight or they are revived.
  • If a target gets to act, everyone's Act recovery process is temporarily halted until their turn is over.
  • Each action increases Act by the corresponding Delay value. More powerful actions generally are slower and have higher Delay and Stamina cost. This ends the user's turn.
  • If all party members are KO'd (unless a Bad End triggers), they will automatically be taken to Dr. Tiff. If the party drops below a certain amount of HP and Kate is ready to help, a scene will play instead, and you will remain in the dungeon. It will take some time until she becomes able to help again. She also cannot help you if everyone gets KO'd before she gets the chance.
    • No XP or Gems are lost when defeated in battle.

Leveling Mechanics

Characters need 20% additional XP for each Level. To put it simply:

<math>\text{XP to next Level}=[\text{XP Goal}\times1.2^{Level-1}]</math>

<math>\text{Total XP from Level }a\text{ to }b=\sum_{n=a}^ {b-1}[\text{XP Goal}\times 1.2^{(n-1)}]</math>

On a NG+ characters go back to Level 1 and lose stat gains. The Protagonist keeps Proficiency gains.

When a character levels up, they get random bonuses to all stats. By saving prior to leveling up, this can be manipulated.

At L85+ XP Goal overflows into negatives and characters gain levels until it becomes positive again or they reach L100.

Experience growth analysis (Gn: XP Goal at Level n, if n<LV, Gn is derived from Base XP Goal)
Name LV G1 G6 G7 G10 G12 G25 L30 Total L100 Total
Protagonist, Val 1 200 498 598 1034 1489 15934 12705334145
Sarah 1 250
Julia 1 300
Ashley, Cassandra 6 322 800
Molly 7 250 622 746
Kate 10 233 578 694 1200
Derrick 12 337 837 1005 1736 2500 26749 12781564813
Reese 25 189 470 563 974 1402 15000 12619236412