Battle Mechanics

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Party

A party consists of six members split into two groups: frontline and reserves.

When creating a party, the party is created with four frontline and two reserves, but during combat, it is possible to have only 1 frontline and 5 reserves by utilizing switching.

Frontline

The frontline characters are the characters who participate in combat, can attack enemies and cast skills. These characters can also switch with the characters in the reserves or move directly to the reserves without switching with another character.

If all frontline characters are defeated, a game over will be issued even if the player still has viable characters in reserve.

Note that in-game, skills uses the term "party" to refer to frontline only, and will specify "frontline and reserves" if otherwise.

Reserves

The reserves characters are characters who do not participate in the combat action. Reserves characters will instead sit in the backline and heal 10% of their maximum HP and MP every turn. If there are less than four frontline units, it is also possible for a reserves character to switch to the frontline by selecting the "Frontline" option.

Food

Food fully heals HP and MP of all frontline and reserve members in the party and can be used at any time the menu is available. A maximum of 1 food item can be held at any one time. Food can be replenished at inns or other specific spots. If there is already a food item in inventory, the new food item will not replace the one in the inventory.
The player starts with Feinne’s Sandwiches in the inventory. If consumed, more Feinne’s Sandwiches can be obtained later in the story.

Reserves Healing Tactic

Because food is only limited to 1 until refilled, and the lack of healing locations during some dungeons, knowing how to use the Reserves to heal your party becomes almost essential as the game difficulty increases.

The idea is to swap the characters who need healing to the reserves and allowing them to heal. For example, one method of doing this is:

  1. During combat, eliminate all but one enemy.
  2. Send characters who need to heal to reserves (Up to 5).
  3. Each turn, continue to switch frontline and reserve characters, allowing a different character to take a hit each turn while the rest of the party heals.
  4. Keep switching until the majority of your party is healed up, and then defeat the enemy.

Pay attention to character's Valor Chants during this process since switching will activate Valor Chants. Valor Chants that decrease enemy ATK or increase ally DEF will soften the enemy hits while switching characters, potentially allowing the reserves healing to outheal the enemy attacks, expediting the healing process.

Valor Chant

All characters possess a skill that is only activated when switching from the Reserves to Frontline. This skill is known as Valor Chant. The targets of Valor Chants range from the character itself to including the enemies or the entire party. The effects of Valor Chants also vary from inflicting status effects to changing the entire battlefield. Valor Chants cannot be activated by any other means.

Escaping

The "Run" button causes your party to attempt to escape from the current battle. You can attempt to run from horrors, but the button is disabled entirely for (most) boss battles. If you successfully escape, your party will appear in the nearest "behind the corner" spot on the map. Escaping from a battle in Another Dungeon counts as one of your encounters.

The probability of escaping depends only on your number of escape attempts. Speed of party, state of enemies (sleeps, debuffs) - are irrelevant for escape success. Additionally, certain late game items allow escape chance to be guaranteed.

Attempt Probability of success
1 50%
2 50%
3 75%
4 100%

Combat

In Another Eden, characters and attacks have certain types which can potentially affect the damage of the move when used.

Attacks can comprise two different components.

  • Skill Type (Slash, Piercing, Blunt, Magic)
  • Element (Fire, Water, Earth, Wind, Shade, Thunder, Crystal)

If an element is not stated on an attack, it will be considered a non-elemental attack. See Battle Mechanics#Elements for more details.

Attacks all have an inherent skill multiplier. Attacks which possess an element will also have an additional multiplier called the Elemental Mod which causes such attacks to do more damage than non-elemental attacks with the same skill multiplier.

If an enemy has weakness to a particular attack, the damage dealt will be increased roughly doubled. However, if the enemy resists the attack, the damage dealt is roughly 1/4. For exact calculation, see Damage Formula.

During a battle, an enemy's weakness or resistance can be checked by holding the character's skill of choice. If an enemy is weak against or will resist the attack, its corresponding "Weak" or "Resist" indicator will appear over the enemy on the screen.


Skill Types

Generally, weapon type resistances do not follow a standard pattern and are set on an enemy-to-enemy basis. For instance, flying enemies are often weak to Pierce, but this is not always the case.

Elements

For elements, the weakness and resistance chart is as shown below. This is just a guideline and does not always hold true in battles.

Element Weak Against Resists
Skill Type 8 1.png Fire Skill Type 8 8.png Water Skill Type 8 4.png Wind
Skill Type 8 8.png Water Skill Type 8 2.png Earth Skill Type 8 1.png Fire
Skill Type 8 2.png Earth Skill Type 8 4.png Wind Skill Type 8 8.png Water
Skill Type 8 4.png Wind Skill Type 8 1.png Fire Skill Type 8 2.png Earth
Skill Type 8 16.png Thunder Skill Type 8 32.png Shade N/A
Skill Type 8 32.png Shade Skill Type 8 16.png Thunder N/A
Skill Type 8 64.png Crystal Skill Type 8 64.png Crystal
Skill Type 8 1.png Fire Skill Type 8 2.png Earth Skill Type 8 16.png Thunder
Skill Type 8 8.png Water Skill Type 8 4.png Wind Skill Type 8 32.png Shade

Playable characters have an innate element and often have skills of that same element. Through the ability board, characters can also increase their elemental resistance by up to 30% (for 5★ NS, ES or AC characters) and 20% (for Another Style Characters) for the element they are strong against. For example, Gariyu is a Fire-element character who deals Fire-element magic damage and has increased resistance to Wind. Note that the playable characters do not have an inherent elemental weakness.

  • If no element is indicated in the skill description and it deals Skill Type 1 0.pngSlash, Skill Type 4 0.pngBlunt, or Skill Type 2 0.pngPierce damage, then it is a Non-Elemental physical attack.
  • If no element is indicated in the skill description and it deals Skill Type 8 0.pngMagic damage, then it is a non-elemental magic attack. Non-elemental magic attacks are also affected by certain elemental buffs and debuffs, see below for details.

Some skill descriptions state an increase or decrease to "Type resistance", such as Mariel's Aurora Force. Other skills may indicate a specific element. such as Gariyu's Burning Shield which states an increase to "Wind type resistance".

  • "Type" refers to all elemental physical attacks and all magic attacks.
    • "Type resistance increase/decrease" directly affects damage from all elemental physical attacks and all magic attacks (including non-elemental magic attacks).
    • "Type attack+" from Equipment or Grasta affects only elemental physical attacks and elemental magic.
    • Exception: "Type attack+ (# moves)" buff from skills or VC affects damage from all sources of damage.
  • "Wind type" refers to all physical and magical attacks of Wind element only.
    • "Wind type resistance increase/decrease" directly affects damage from all physical and magical attacks of Wind element and also non-elemental magic attacks.
    • "Wind type damage+" directly affect damage from all physical and magical attacks of Wind element only.
  • "Non-type" effects refer to non-elemental physical and non-elemental magic attacks only.
    • "Non-type resistance increase/decrease" does not exist in the game.
    • "Non-type attack+", from Equipment or Grastas, affects damage for non-elemental physical and non-elemental magic attacks only.
    • "Non-type physical attack+" affects non-elemental physical attacks only. It has the same icon as "PWR+" but is considered a separate buff. It is also separate from "Non-Type Attack+" (gray Type attack icon).

A summary of how elemental moves are affected is shown below.

Element Type Elemental Physical Null Physical Elemental Magical Null Magical
Null element damage UP (Skill/Equip) × ×
Specific element damage UP (Skill/Equip) × ×
Type damage UP (Skill)
Type damage UP (Equip) × ×
Specific element resistance buff/debuff (Skill/Equip) ×
Type resistance buff/debuff (Skill/Equip) ×

Others

Enemies can have additional resistances beyond what the element normally resists. For instance,

  • Certain bosses may resist all elements especially if some mechanics or enemies are not defeated in time. Examples include Zennon Ogre.
  • Enemies in Weapon Manifestation resists all elements except their own innate element and the element they are supposed to be weak against. Their innate element and the opposing element is neutral instad.

Additionally,

  • Null completely nullifies the attack
  • Absorb causes the enemy recovers health from an attack that would have otherwise dealt damage. If in Another Force, the enemy does not recover health outside of rare circumstances.

Turn Order

Battles generally follow the following order within each turn, but exceptions exist.

  1. Start of battle
  2. Enemy start-of-turn actions; Bag Baddies "# more turns"
  3. Party start-of-turn actions (in order of character placement: left to right)
  4. Enemy and party preemptive actions (in order of speed, with RNG ±10%)
  5. Enemy and party normal actions (in order of speed, with RNG ±10%)
  6. Enemy and party delayed actions (in order of speed, with RNG ±10%)
  7. Party preemptive end-of-turn actions (in order of speed, with RNG ±10%)
  8. Party end-of-turn actions (in order of speed, with RNG ±10%)
  9. Party/Enemy Regen
  10. Buffs, debuffs, statuses end of turn (including recovery from status); end of Flash Zone
  11. Pain/Poison damage
  12. Enemy end-of-turn actions
  13. Party other end-of-turn effects: party heal/buffs/stacks based on no. of moves/actions; most Song effects excluding attacks
  14. Waves of [Zone] energy fill the area
  15. All status status icons disappear temporarily, HP/MP recovery for party reserve members, turn switching for singing
  16. Go back to No. 2

Notes:

  • Preemptive end-of-turn actions can be only executed using Falcon Grasta at the end of T1AF.
  • No. 3 (party start-of-turn actions) example: Pizzica's Oratorio can be used to cleanse Kikyo (Another Style)'s stun from Overdrive ending if Kikyo is placed to the left of Pizzica.
  • Notice that the end-of-turn actions from no. 8 is done before recovery from status (e.g. stun, sleep, etc) so such actions may be skipped if the character is afflicted with such statuses, while that of 13 is done after recovery from status.
  • In Battle Simulator, upon defeating the last enemy in a wave, the next wave starts and all remaining actions are skipped, continuing instead from No. 9 (Regen).
  • Flash Strike Stance may be overwritten by another zone by the enemy in some cases, but may overwrite enemy zones in others.
  • Counters follow in order of character placement: left to right

Buffs and Debuffs

Buffs and debuffs are blue or red icons respectively which provide percentage-based positive or negative effects to a character respectvely. They may have limited durations (from skills), or permanent (from equipment, such as Weapons, Armor or Grasta). There are also some rare buffs which have purple icons.

Note that buffs and debuffs are distinct from Status Effects and named stacks from character skills. Status effects are usually purple icons, while named stacks are white or red orbs.

Named stacks

Named stacks are white or red orbs on characters (for positive and negative effects respectively). There are also some orbs which are hexagon-shaped. While technically not buffs/debuffs, they may provide similar effects. They are not removed by skills which cleanse buffs/debuffs. Some stacks may provide fixed increase to a character's stats, or may provide a %-based effect similar to buffs. Named stacks with %-buffs/debuffs have similar stacking rules with buffs/debuffs, while fixed stacks interact with the Damage Formula directly. See Damage Formula for more details.

Buff/debuff duration

Buffs/debuffs applied during battle (i.e. not from equipment) will have a stated duration. The turn it is applied can be considered as "turn 0". If the buff/debuff is going to expire at the end of the turn, the icons will flash on the character. The duration of Another Force is considered as a single turn and any buffs/debuffs active will last throughout the whole AF.
Examples:

  • Most Valor Chants last 1 turn. They will take effect immediately once the character comes to frontline ("turn 0"), and last until the next turn ("turn 1"). The effects will disappear in the following turn ("turn 2").
  • Turn-end buffs from zone setters last 1 turn. They take effect at the end of "turn 0" and last until the end of the next turn, "turn 1". In practice, this means only 1 turn to take advantage of this buff. (Note that EoT attacks generally occur before EoT buffs are applied)
  • Some buffs only last until the end of the turn, such as some buffs from Yipha (Another Style)

Chance of Inflicting Buffs and Debuffs

  • In general, non-attacking skills have a 100% chance to inflict debuffs on the target.
  • Skills with multiple stacks (e.g. Fascinating Saga) also have 100% chance to inflict debuff.
  • Attacking skills, including those which do no direct damage but only inflict statuses, tend to not have a 100% chance to inflict debuffs.
  • Additionally, manifest-enhanced attacking skills tend to have a 100% chance to inflict debuffs, but this is not always the case.
  • As of Global ver2.9.100, no enemy has debuff resistance, so skills which have 100% chance to inflict debuff will guarantee a debuff.
  • Also see Status Effects#Status Affliction Chance, which applies to debuffs as well, except enemies have no debuff resistance.

Overwriting Buffs/Debuffs in Battle

Each category of limited-duration buffs/debuffs can only be applied once per source per character. The sources are VC, Skill, and Equipment (includes weapon and ores). If the same buff/debuff is applied again from the same source, the newest instance will overwrite the previous instance from the same source. Buffs/debuffs which have more than one stack are considered to be the same as Buffs/debuffs which don't.

  • E.g. Consider the following sources from Claude: PWR debuff from Claude Valor Chant (VC) + Forefather (Skill) + Cruel Angel's Bow (Equipment) + Occasional PWR- Ore (Equipment) They can stack on a single target, leading to 3 PWR down debuffs solely from Claude. Note that Cruel Angel's Bow and Occasional PWR- Ore are both equipment so they will overwrite each other's debuffs, and only one of them will count, totalling to 3 debuffs instead of 4. Using High Power Down (skill) from Power of Curses will also overwrite the PWR debuff from Forefather (skill).
  • E.g. Consider the following: 4 slash moves are used in turn 2 in Dazzling Slash Stance, allowing Radias to provide a +60% Sword damage buff in turn 3. If Radias uses True Sword's Prayer (skill obtained fromsupport grasta, the 50% Sword Damage Buff overwrites the 60% Sword damage buff.
    • Regardless, the same category of buff/debuff are still subject to their usual stacking rules so this mechanic may be less useful than what is immediately obvious.

Equipment Buffs/Debuffs

Equipment buffs/debuffs (marked by E on the icon) cannot be removed during battle. All (E) buffs/debuffs can stack. The effects of equipment can be found under Party > Status > Ability > Ability Effect

Buff/Debuff Size

For party buff/debuffs, the size of the buff will generally be included in the skill description.
For buffs/debuffs inflicted by enemies during battle, the size can be inferred from selecting Status in the top left hand screen and selecting the afflicted character. Approximate numbers below:

  • S is between 0% to 30%
  • M is between 31% to 50%
  • L is between 51% to 100%
  • XL is above 100%

Unique Buffs

Unique buffs can count towards damage condition of some skills. See Damage Formula#Distinct Buffs for details.

Status Effects

Status effects are distinct from buffs/debuffs. Negative status effects include Pain/Poison/Sleep. Positive status effects include HP Regen. Moves which remove negative status effects generally do not remove buffs/debuffs and vice versa.

Another Force

The basic elements, as described above, are available as soon as Another Eden is started. In later chapters, a new combat mechanic is introduced in the story, known as Another Force. As Another Force has the capability to make "multiple turns" within the same turn, it will prove to be an important source of damage and support for certain battles.

Zones

In certain content, enemies may use specific mechanics known as Zones or Stances. They can amplify or minimize the damage bonus of elemental types or physical types, and affect the progression of Another Force for the entire duration of the battle. Zones/Stances are also available to players in certain character skills and Valor Chants.