This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
This FAQ is an attempt to explain most if not all aspects to the Xenogears
battle system.
All of the data and formulas were discovered using a debugger and my own tests,
but due to the complexity of the battle system's elements, there may be some
mistakes or cases where I simply misinterpreted the game's code.
However, I tried to double check any findings and everything should be mostly
correct.
===============================================================================
Table of Contents
===============================================================================
1. Definitions, Terms
2. Random Number Generator
3. Status Parameters and Battle Commands
3.1 Status Parameters
3.1.1 Character Parameters
3.1.2 Gear Parameters
3.2 Battle Commands
3.2.1 Character Commands
3.2.2 Gear Commands
Rounding:
Generally, you absolutely have to round down after every division, and in some
cases multiplication.
Tick:
Used in anything related to battle timing. A tick is a 1/60th second.
[x..y]:
Means "a random value from x to y". E.g. [0..4] would mean that the values
0, 1, 2, 3 or 4 could be used.
x MOD y:
Divide x by y but instead of using the division result, you use the remainder.
E.g. "2 MOD 5" would result in 2 and "7 MOD 3" would result in 1.
Base stat:
Whenever I mention that, it means that you have to look at the "raw" stat, not
factoring in any changes by equipment.
===============================================================================
2. Random Number Generator
===============================================================================
This game uses a standard ANSI-C pseudo random number generator(RNG) which is
fairly fast and reliable for the most part.
Each time the RNG is called, the seed, which is used for the random value, is
calculated by
Next Seed = (1103515245 * Seed + 12345) MOD 4294967296
And the resulting random integer is
Random Value = Seed / 65536 MOD 32768
which means that the random value is between 0 and 32767, both inclusive.
Random Value = [0..32767]
===============================================================================
3. Status Parameters and Battle Commands
===============================================================================
----------------------
3.1 Status Parameters
----------------------
---------------------------
3.1.1 Character Parameters
---------------------------
Attack:
Higher Attack means that you will deal more physical damage. Some characters
carry weapons which further increase Attack.
(see section 4.1 for more info)
Hit%:
Increasing Hit% will allow you to hit enemies more often and reduces the
probability of guarding against your attacks.
(This stat also carries over into Gears)
Defense:
This parameter lessens the damage you take from physical attacks.
Evade%:
Evade% affects your chance to completely avoid a physical attack.
(This stat also carries over into Gears)
Ether:
Affects anything Ether related that either deals damage or heals.
(This stat also carries over into Gears)
EthDef.:
Reduces the damage you take from offensive Ethers but does not lessen the
amount of healing.
(This stat also carries over into Gears)
Agility:
Increasing this stat will decrease the time between the character's turns.
The exact formula being:
Ticks = 165 - 9 * Agility + [-4..4]
Ticks refers to the number of ticks it takes before the character's bar fills.
As an example, Rico(7 Agility) needs about 1.7 seconds between turns while
Citan(13 Agility) only needs ~0.8 seconds.
Agility is also the only parameter that doesn't increase by leveling up.
Attack:
Analogous to characters, this increases the physical damage your Gear does.
The stat itself is calculated by multiplying the Gear's Attack Multiplier
by the Engine's Output.
E.g.
Xenogears is equipped with X70-8000, which has 70 Output. XG itself
has an Attack Multiplier of 12, so the Attack is 12 * 70 = 840
If a character uses a weapon, simply add the weapon's Attack value.
Defense:
Lessens physical damage and solely depends on what Armor your Gear is carrying
and what Accessories are equipped.
EthDef.:
Lessens Ether damage and is calculated by Armor's EthDef + Character's EthDef
Response:
Affects both Hit% and Evade% of the Gear.
That means that with three MagneticCoats and at least 13 in the character's
Evade%, the Gear will have an Evade% of 50%
Agility:
Same as the chracters':
Ticks = 165 - 9 * Agility + [-4..4]
Ticks refers to the number of ticks it takes before the character's bar fills.
EthAmp:
Basically multiplies the character's Ether by EtherAmp / 4 when casting
offensive Ethers or using Special Options.
Weight:
Weight has no direct impact on anything and is not changeable, but a higher
weight usually means that you can equip heavier accessories without losing
too much Agility.
--------------------
3.3 Battle Commands
--------------------
-------------------------
3.3.1 Character Commands
-------------------------
Attack:
Attack allows you to input Triangle(T), Square(S) and X to deal physical damage
and using a specific combination allows you to use a DeathBlow (provided you've
learned it)
Not so obvious is the fact that there are four animations for T(T1-T4),
two animations for S(S1-S2) and one for X attacks, and each of those is
considered a different attack.
Which of these attacks is used depends on what preceds it:
Previous | T | S
---------|----|----
- | T1 | S1
T1 | T2 | S2
T2 | T3 | S1
T3 | T4 | S2
T4 | T1 | S1
S1 | T2 | S2
S2 | T3 | S1
X | T1 | S1
Say you wanted to execute Kakei (TSTX), what Fei would actually use is:
T1, S2, T3, X(Kakei)
This is also where DeathBlow learning ties in. Each DB requires a specific
amount of Experience points for T1-T4, S1-S2 and X to learn.
I won't cover this here as there's already a good guide on this by fidormula
(Deathblow Learning Guide)
Item:
Allows you to use consumable items, like HP restoring items or items which
provide positive effects.
Ethers/Chi/Arcana/Spirit/Spells/Controls:
Allows you to use the characters' Ethers.
Combo:
By cancelling attacks without using up all AP, you can save them up and then
use the Combo command to execute several DeathBlows in sequence. This is
generally helpful when you want to damage an enemy which counters DBs, as
you'll only recieve one counter for the whole Combo.
Keep in mind that only the first 7 character DBs can be used in a combo and
that you can only save up 28 AP.
Call Gear:
Character enters her/his Gear. Not always available.
Guard:
The character can't evade attacks anymore and any physical damage will be
halved with a probability of 95%
Escape:
Available only in random encounters and allows you to escape the battle with
a fixed probability of 50%
Attack:
Just like with chracters, it allows you to input T, S and X to perform physical
attacks and DeathBlows. Additionally, Gears can build up Attack Level (AL)
to perform stronger DeathBlows and under certain conditions, enter Hyper Mode
(see section 8. for more details).
Item:
Same as characters', although restorative items don't heal Gears.
Ether Machine:
Allows you to use the character's Ethers. As mentioned earlier, the character's
Ether status parameter is multiplied by the Gear's EtherAmp / 4 for this
command.
Booster:
Induces the SpeedUp status effect for the Gear, but decreases the Gear's
Fuel as long as it's activated by 2% of Max. Fuel each round. (including the
one Booster was activated)
Charge:
This command has two effects, first it restores Fuel based on Attack Level and
second, it puts the Gear into Guard mode, allowing them to halve physical
damage with a probability of 95%
The amount of Fuel restored can also be altered by the A/S/X/Z Charger
accessories:
HitChance = AttackerHit - TargetEva + BaseHitChance
If the attacker is character-sized:
Hit% = 100 + HitChance
If the attacker is Gear-sized:
Hit% = 95 + HitChance
BaseHitChance is a value different for each normal attack and DeathBlow:
Character Attacks | Gear Attacks | BaseHitChance
-------------------|--------------------|---------------
T1-T4 | T | 70
S1-S2 | S | 10
X | X | 0
4-6 AP DeathBlows | all DeathBlows | 70
7 AP DeathBlows | Hyper Mode attacks | 90
Note: If the target used the Defend or Charge command, the attack will always
hit.
Step 2: Damage Reduction Check
There is a probability that the damage inflicted will be reduced by 50%.
If this happens, the target usually does some defending animation and the
damage is displayed in red. The actual reduction takes place in step 5.
Reduction% = 5 - HitChance
Obviously, if Reduction% is negative, the damage will never be halved.
Note: If the target used the Defend or Charge command, Reduction% will be
set to 95
Character Attack | Gear Attack | Power
------------------|------------------|-------
T1-T2 | T | 0.25
T3 | - | 0.3
T4 | - | 0.35
S1 | S | 0.5
S2 | - | 0.6
X | X | 1.0
Note: The Gear column is assuming you attack another Gear. If the Gear
is attacking a character-sized enemy, you can't perform any
DeathBlows (even in Hyper Mode) and the Power value is modified
as follows:
Gear Attack | Power
-------------|-------
T | 1.0
S | 2.0
X | 3.0
===============================================================================
5. Status Effects
===============================================================================
This section covers most status effects. But since the game
doesn't even make clear what the status effects are and the way they're
handled is not as straightforward as in other games, I've only included effects
that I think are worth mentioning.
This status is an umbrella term for Ethers that increases Attack, Defense,
Ether and EthDef by a set percentage.
Each skill dealing with these stats(Iron Valor, Yamiga, etc) is actually
considered a status effect of its own and therefore stack.
Excluded from this is Chu-Chu's innate Att+100%, Eth+100%.
Every Ether overwrites that. (accessories do not, however)
There are two reasons why these two are not included in the upper definition:
- The way they work is fundamentally different.
- Although there are accessories to increase Hit%/Evade% by a set percentage,
all Ethers dealing with these two decrease/increase them by a set value. and
effects from accessories can't be cancelled.
Attack, Ether etc effects are immediately calculated into the respective
parameters but Hit% and Evade% augmentations have their own variables which
are used in the hit/evade formula although everything still works out if you
just assume that Wild Smile, for example, reduces the enemy's Hit% by 50.
-------
SpeedUp
-------
Duration: 5 Turns (Speed Star), 10 Turns (Ethers)
SpeedUp basically reduces the wait time between turns by half. This can also
be induced by Booster in Gears (lasts until you deactivate it or run out of
Fuel) or the Speed Shoes accessory (permanent effect).
The way this is done, it stacks with both Slow and Stop:
SpeedUp + Slow = Normal speed until either Slow or Speed Up wears off
SpeedUp + Stop = You're Stopped until Stop wears off
Note: Neither Slow nor Stop affect how long SpeedUp will last and vice
versa.
---------
Play Dead
---------
Duration: Until end of battle or until the two other characters die.
This status effect can only be induced by Chu-Chu's Play Dead spell as well
as the Tragedienne battle item and it can only be cast/used when at least one
other character is alive.
Enemies can't target the character with this status, but he/she is limited to
the Defense, Item and Ether commands.
You can only cast spells if you don't press left or down when the character's
turn comes up. (doing so will select Defense/Item and prevent you from
reselecting the Ether command)
Note: Using an item/Ether that restores PHY effects will make the character
targetable again, but you still can't use the other commands.
Similarly, using an item/Ether that restores MNT effects (and both PHY
and MNT effects at once) will the inflicted character to select Spells
normally.
----------
Hyper Mode
----------
Duration: 3 Turns
Gears only. Allows the use of stronger DeathBlows and improved Charge command.
See section 8. for more details.
Negative status effects have two categories, PHY (physical) and MNT (mental),
and depending on what category they're in, you have to use different
restorative Ethers/items.
------------------------------
Blind (C) / Camera Damaged (G)
------------------------------
Duration: Until end of battle
Type: PHY
Reduces the target's Hit% by 50.
--------------
Armor Loss (G)
--------------
Duration: Until end of battle.
Type: PHY
Defense is decreased by the percentage shown, can also stack.
Confusion (C):
Executes randomly one of the following actions:
10% Call Gear
22.5% Cast random Ether
21.6% Attack(T1)
32.4% Attack(S1)
13.5% Attack(X)
Confusion (G):
Executes randomly one of the following actions:
32% Attack(T)
48% Attack(S)
20% Attack(X)
Note: Apart from Call Gear, the target for these actions is selected randomly
and the confused character can't used it on him-/herself.
If the confused character/enemy is attacked physically, Confuse will end.
(the attack can't miss and mustn't be reduced for this to work)
-----------------------------------
Forget (C) / E Machine Shutdown (G)
-----------------------------------
Duration: Until end of battle.
Type: MNT
Can't use Ethers/Ether Machine.
-----------
Slow (C, G)
-----------
Duration: 5 Turns
Type: MNT
Doubles the time between each turn.
Note: If the chracter has already SpeedUp, both effects will be negated until
either Slow or SpeedUp expires.
-----------
Stop (C, G)
-----------
Duration: 120 ticks (2 seconds)
Type: MNT
Until Stop expires, the character's/Gear's turn bar stops filling.
-------------
Dispel (C, G)
-------------
Duration: -
Type: -
Negates all positive status effects.
Note: Not really a status effect, but it doesn't fit anywhere else.
As far as I'm aware, only Fei's Big Bang has this side-effect.
===============================================================================
6. Element System
===============================================================================
This part of the game is probably the most complex (starting with the fact that
Ether attacks and physical attacks are treated differently) and as such, I
won't explain everything that the system supports and only limit myself
to what the game actually uses.
First, what are the elements?
Dark, Light, Wind, Earth, Fire, Water
Wind and Earth oppose each other (I'll come back to that in a bit)
Fire and Water also oppose each other.
However, Dark and Light do not.
There are 5 bytes dealing with elements: One for weaknesses, two for temporary
elemental properties (induced by items and ethers) and two for permanent
elemental properties (induced by accessories or weapons).
Each byte holds 8 bits, and each of those bits has a specific meaning. As you
may know, one bit can either have the state "true" or "false".
-------------
6.1 Weakness
-------------
Six bits of this hold the elements the target is weak to and one bit a
modifier
which makes the weakness even greater. The last bit is unused.
Bit | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7
--------|-------|-------|-------|-------|-------|-------|----------|--------
meaning | Water | Fire | Earth | Wind | Light | Dark | VeryWeak | unused
E.g. If bit 0 and bit 3 are set (to "true"), the enemy/ally takes additional
damage from the Water and Wind element.
If bit 1, bit 4 and bit 6 are set, then the enemy/ally is very weak to
both Fire and Light.
Those two sets are identical in that each bit has the same meaning, and there
are really only differences when you change elemental properties in battle
with items/ethers and already have equipment on you to alter those (Water
Ring, EtherVeiler and so on)
The first set is changed by using items in battle, such as Red Star, or Ethers,
such as Wind Mode or Water Shield.
First Byte: Resisted element, physical attack element
--------|-----------Resistance----------|------------Attack-------------|
Bit | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
--------|-------|-------|-------|-------|-------|-------|-------|-------|
meaning | Water | Fire | Earth | Wind | Water | Fire | Earth | Wind |
And here is where the fact that Water-Fire and Earth-Wind oppose each other
comes into play.
If neither bit is set, it means that the enemy resists no element.
However, if, for example, the Water bit (Resistance) is set, the enemy not
only becomes a bit stronger against Water attacks, but also a bit weaker
against Fire attacks. (same goes for Earth and Wind)
That's also the reason why Light and Dark don't oppose each other; it's
impossible to resist either of them.
Also, no enemy has anything in the Attack bits(4-7) set, so you could say
they're exclusive to chracters.
With that alone, it's impossible to have an enemy absorb certain elements,
so there's another byte dealing with how much the elements are resisted.
There's also a default behaviour, activated when neither of these bits are set
which is "Resist1"
In theory, there are several rules when combining bits with one another,
but there are only five configurations the game uses for enemies:
- No bit in Resistance set (nothing changes, unless the enemy has an entry
in the Weakness byte)
- Absorb is activated and the enemy has one element set in Resistance
- Absorb is activated and the enemy has every element set in Resistance
- Absorb and Resist2 are activated, the enemy as all but one element set in
Resistance
- Absorb and Resist2 are activated, the enemy has every element
set in Resistance
Characters can have other configurations which will be covered in a bit.
These configurations have different meanings for physical/Ether attacks.
Note: Attack/Ether bonuses are stacked additively as you'll see in the
following sections.
E.g. Attack+30% and Attack+100% would become Attack+130%
For DeathBlows, "Attack" refers to "Attack * Power", so the elemental
bonus is multiplied after Power. That's only semi-important because the
result is rounded down after every division.
"Absorb"
Absorb, one element:
Attack+30% if attacked by opposite element. No change otherwise.
Absorb, all elements:
Attack+30% if attacked by any element.
Note: That actually means that the enemy doesn't absorb anything if he has one
of these configurations.
"Absorb-Resist"
Absorb, all elements, Resist2 activated:
Attack unchanged, damage is absorbed.
Absorb, all but one element, Resist2 activated:
E.g. Tolone
Fire or Water attack: Attack unchanged, damage is absorbed.
Wind attack: Attack-30%, damage is absorbed
Earth attack: Attack+30%
Tolone is also weak against Earth, so it'll become
Attack+100%
Note: Only Dominia, Seraphita, Tolone and Kelvina use
this configuration, so just replace the respective elements.
(E.g. Dominia is weak against Wind, so if attacked by Earth she
decreases your Attack by 30% and absorbs your attack/DB)
Attacking with an element the enemy is weak against (Weakness byte):
Attack+70%
Attacking with an element the enemy is very weak against (Weakness byte):
Atttack+100%
If the Attack/DeathBlow has an element, the one the character has set is
ignored.
Absorb, one element:
Ether-30%, enemy absorbs damage if attacked by that alement.
Ether+30% if attacked by opposite.
Absorb, all elements:
Ether unchanged, damage is absorbed.
"Absorb-Resist"
Absorb, all elements, Resist2 activated:
Ether-30%, damage is absorbed.
Absorb, all but one element, Resist2 activated:
E.g. Seraphita
Wind or Earth attack: Ether-30%, damage is absorbed.
Fire attack: Ether-60%, damage is absorbed.
Water attack: Ether+30%
Attacking with an element the enemy is weak against (Weakness byte):
Ether+50%
Attacking with an element the enemy is very weak against (Weakness byte):
Ether+80%
E.g. Redrum (weak to Fire, absorbs Fire)
Attacking Redrum with Fire (see "Absorb, one element"):
Ether-30%, absorb effect
Since he's also weak to it: Ether-30% and Ether+50% result in Ether+20%
That means that attacking him with Fire (or when he does it himself)
increases Ether by 20%, but the damage is absorbed.
However, physically attacking him with Fire has no changes.
----------------------------------------------
6.5 Characters and their elemental properties
----------------------------------------------
By default, no character is weak to anything or resists anything, but you can
change that through equipment (permanent effect) and items as well as Ethers
(temporary effect).
Bart's Ethers and the items ElementAero/Terra/Pyro/Hydro allow you to change
the physical attack's element, which makes all non-elemental physical attacks
use that element.
White/Brown/Red/Blue star and Citan's/Billy's Ethers can set respective
elemental bits in Resistance, but they don't change the Resistance Modifier,
so you get the default Resist1 (which reduces Ether by 30% if attacked by that
element, but increases Ether by 30% if attacked by the opposite)
Same goes for the Wind/Earth/Fire/Water Ring accessories, which permanently
(or until you take them off) set the respective bits and allow protection.
You could also equip both Water Ring and Fire Ring, but they'll only negate
each other as this little table demonstrates:
Ring | When attacked by Water | When attacked by Fire
-----------|------------------------|----------------------
Water Ring | Ether-30% | Ether+30%
Fire Ring | Ether+30% | Ether-30%
-----------|------------------------|----------------------
Sum | Ether+0% | Ether+0%
But equipping a Water and Wind Ring for example, would work fine.
The Ether Veiler accessory activates the Resist3 bit; if attacked
by the resisted element, Ether would be decreased by 60% instead of 30%
(being attacked by the opposite still increases Ether by 30%).
Ether Veiler works with both temporary and permanent effects.
Using the same example of Water/Fire Ring, assuming Ether Veiler is equipped:
Ring | When attacked by Water | When attacked by Fire
-----------|------------------------|----------------------
Water Ring | Ether-60% | Ether+30%
Fire Ring | Ether+30% | Ether-60%
-----------|------------------------|----------------------
Sum | Ether-30% | Ether-30%
The only real difference between permanent and temporary effects is that
when you already have a temporary effect and cast another, the new one will
always overwrite the old one. Everything else is basically the same (Water
Shield and Fire Ring would negate each other without an Ether Veiler etc)
Casting something like Water Shield when you've already a Water Ring equipped
wouldn't change anything.
This section covers all characters and their abilities.
Although almost everything is self-explainary, there are some special terms
used throughout the section:
Learning
Refers to the amount of move experience gained through an attack. For more
details, refer to fidomura's Deathblow Learning Guide.
Attack Multiplier
Each Gear has its own Attack Multiplier which is multiplied by the equipped
Engine's Output to get the base Attack value.
Capacity
Each Gear accessory has its own weight value and each Gear can carry a
certain amount of additional weight without losing Agility. If the
additional weight reaches the listed number, Agility is decreased by 1,
so staying below that number will ensure that the Gear gets no Agility
penalty.
For more info, refer to section 9.3.
Du
Duration of an Ether effect, in turns. If the duration is listed as *, it
means that it'll last until the end of battle.
Note: As long as CounterForce is active, Fei will evade all physical attacks
and counter with a Power of 1.0
Yang/Yin Power is supposed to increase/decrease Defense when used in
Gear, but it doesn't.
Big Bang loses the Dispel effect when used in Gear and both it and
Radiance are weakened.
Special Options
Note: All of the following options are only available to Weltall-2.
Weltall-1 and Xenogears don't have any innate options.
Option | Fuel | Target | Power | Element | Effect
-------------|------|---------|-------|---------|-----------------
System Id | 1000 | Slf Sgl | - | - | Enter Hyper Mode
Thor Wave | 600 | Enm Sgl | 2.5 | - | -
Flaming Hell | 1000 | Enm All | 7.5 | - | -
Note: Flaming Hell is listed as Fire elemental, but it's non-elemental like
every other Special Option.
---------
7.2 Elly
---------
Elly's Ethers can sometimes fail and do less damage, with the Success% being
determined by (see below for each BaseSuccess value):
Success% = BaseSuccess + Ether
If the spell fails, calculate damage as normal and after the Random Damage
Modification, the damage is altered:
Name | Lv | EP | Target | Power | Du | Effect
----Char-----|----|----|---------|-------|----|--------------------------
Sazanami | -- | 2 | Aly Sgl | 0.3 | - | Heals
Renki | 10 | 2 | Slf Sgl | - | * | Next Arcana hits all
Fuuseii | 25 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit
Chiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit
Kaseii | 25 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit
Suiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit
Ryokusho | 40 | 3 | Aly Sgl | - | - | Cures PHY effects
Reisho | 42 | 3 | Aly Sgl | - | - | Cures MNT effects
Koga | 52 | 2 | Aly Sgl | - | * | Def+10%, Att-10%
Yamiga | 54 | 2 | Aly Sgl | - | * | Att+10%, Def-10%
Senkei | 60 | 6 | Aly Sgl | - | 10 | SpeedUp
----Gear-----|----|----|---------|-------|----|--------------------------
Sazanami | -- | 2 | Aly Sgl | - | - | Restores Gear Def
Renki | 10 | 2 | Slf Sgl | - | * | Next Arcana hits all
Fuuseii | 25 | 4 | Aly Sgl | - | 10 | Sets Wind Resistance bit
Chiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Earth Resistance bit
Kaseii | 25 | 4 | Aly Sgl | - | 10 | Sets Fire Resistance bit
Suiseii | 25 | 4 | Aly Sgl | - | 10 | Sets Water Resistance bit
Koga | 52 | 2 | Aly Sgl | - | * | Att-10%
Yamiga | 54 | 2 | Aly Sgl | - | * | Att+10%
Note: Renki lasts until the end of battle but disappears if you cast an
Arcana.
For more info on the effects of Fuuseii etc check section 6.
Also, note that Koga/Yamiga do not increase/decrease Defense in Gear.
Bart's Gears, except Yggdrasil, use GWhips as weapons.
Name | Attack Multiplier | Notes
-----------|-------------------|--------------------------------------------
Brigandier | 8 | -
Brigandier | 9 | only usable in one battle during disc 2
Andvari | 9 | -
Yggdrasil | 10 | only usable in one battle during disc 2
Note: Blue Cologne increases Bart's Hit by 30 and any enemy that attacks Bart
suffers a Hit-50 penalty for that attack. Stacks with Wild Smile.
As long as WhiteClogne is active, Bart will evade all physical attacks
and counter with a Power of 1.0
Special Options
Name | Fuel | Target | Power | Element | Effect
-------------|------|---------|-------|---------|--------
Ygg D.Charge | 600 | Enm All | 3.0 | - | -
----------
7.5 Billy
----------
Billy somewhat differs from other characters. First, the damage formula he uses
is a bit different and second, all his non-elemental attacks have an innate
Light element.
When you equip a weapon for Billy, you can select the Handgun(HG) ammo, the
Ethergun(EG) ammo and his Shotgun(SG) ammo, with HG and SG having variable
attack power.
If you use Triangle attacks in battle:
Attack = HG's Attack * 5/3
Note: Use the Physical Damage Formula in section 4.1 with that Attack
value.
If you use X Attacks in battle:
Attack = SG's Attack * 5/3
Note: Use the Physical Damage Formula in section 4.1 with that Attack
value.
When you use Deathblows, the Attack stat you see in his menu will be used.
As for his Square attacks, they're treated as normal Ether attacks which use
Billy's Ether stat and are even affected by EtherDoubler. However, the elements
they use are fixed at Wind for S1 and Fire for S2. You can't change that by
equipping different ammo kinds.
The attacks from Billy's Gears are also treated similarly to Billy's. After
calculating his base Attack (Engine's Output * Gear Attack Multiplier), add
the Attack of the Gear HG's ammo(T attacks) or SG's ammo(X attacks) multiplied
by 5 / 3 for the real Attack. DeathBlows use the Attack stat you see in the
menu.
The Gear's Square attack is also treated as an Ether attack (with a Power
value of 1.0) and use the Ether Damage formula for Gears but unlike Billy's
S1 and S2 attacks, they're non elemental.
By the way, the Power Output value you see in battle is calculated via
base Attack + T's ammo Attack * 5/3 + X's ammo Attack * 5/3
but since that value is not used anywhere, it's useless.
As I mentioned, Billy's attacks have an innate Light element which increases
Attack/Ether by 25% if the enemy is weak against Light and by 56.25% if it's</pre><pre id="faqspan-2">
very weak against Light. However, only non-elemental attacks are affected by
it.
In other words, all of the following have the innate Light element:
- T1-T4, X, all Character DeathBlows
- T, S, X, all Gear DeathBlows except Holy Climb and Holy Soul
- all Special Options
Holy Climb/Holy Soul are Light elemental themselves, but use the normal
Element System (Attack+70% if enemy is weak against Light, Attack+100% if very
weak)
Note: Steel Body does not increase Defense like it's supposed to.
-------------
7.7 Emeralda
-------------
Once Emeralda grows up through an optional event at the Lighthouse, she will
gain a hidden permanent 20% increase to Attack and Ether (both as character and
in Gear). That increase stacks with any other Attack/Ether increasing effect.
E.g. If (adult) Emeralda has an Attack stat of 100 in menu and Yamiga is cast
on her in battle, the real Attack stat will be
(100+20%)+10% = 120+10% = 132
---------------Character---------------||----------------Gear----------------
Name | Lv | AP | Combo | Elem || Name | FL | CB | Element
-------------|----|----|-------|-------||--------------|-----|----|----------
Leg Cutter | 5 | 4 | TX | - || Arm Bash | 50 | TT | -
Wave Cutter | 10 | 5 | TTX | - || Air Bash | 60 | TS | -
Leg Spin | 16 | 5 | SX | - || Dance Bash | 20 | TX | -
Hammerhead | 22 | 6 | TTTX | - || Devil Hand | 90 | ST | -
Grand Arm | 30 | 6 | TSX | - || Devil Hold | 100 | SS | -
Divider | 38 | 6 | STX | - || Devil Bird | 40 | SX | -
Flying Arm | 46 | 6 | XX | - || Dead Spin | 130 | XT | -
-------------|----|----|-------|-------|| Dead Drive | 140 | XS | -
Tornado Hand | 50 | 7 | TTTTX | Wind || Dead Melody | 60 | XX | -
Reycount | 50 | 7 | TTSX | - || Dark Wave | 10 | T | Dark
Dark Beast | 50 | 7 | TSTX | Dark || Dark Force | 20 | S | Dark
| Dark World | 30 | X | Dark
Ethers
Name | Lv | EP | Target | Power | Element
--Char/Gear--|----|----|---------|-------|---------
Anemo Dharm | -- | 3 | Enm Sgl | 1.2 | Wind
Terra Feist | -- | 3 | Enm Sgl | 1.2 | Earth
Thermo Gord | -- | 3 | Enm Sgl | 1.2 | Fire
Aqua Aroum | -- | 3 | Enm Sgl | 1.2 | Water
Anemo Omega | -- | 6 | Enm All | 1.2 | Wind
Terra Holz | -- | 6 | Enm All | 1.2 | Earth
Thermo Geist | -- | 6 | Enm All | 1.2 | Fire
Aqua Dhaum | -- | 6 | Enm All | 1.2 | Water
------------
7.8 Chu-Chu
------------
Chu-Chu is one of the two characters that have no DeathBlows and some unique
mechanics. She also has no Gear and instead increases in size.
First, her Attack and Ether base stats are increased by 100% while in battle,
although the spell Forest Dance still uses the normal value.
Additionally, Chu-Chu is the only character who has the ability of critical
hits. When attacking with the Attack command or any Ether, there is a 10%
probability that the damage will be increased by 50% (calculated before
Random Damage Modification).
There is an accessory that increases critical rate (Fei Jr.Doll) and one that
increases critical damage (Bart Jr.Doll). See section 9.2 for more.
details.
She also has no Gear and instead grows, although she doesn't have the options
Booster and Special Options and uses no Fuel, not to mention that she also
can't equip an Engine, a Frame or any Gear accessories.
The stats in her grown up form are calculated as follows:
Name | Lv | EP | Target | Power | Du | Element | Effect
----Char-----|----|----|---------|-------|----|---------|--------------------
Forest Dance | -- | 2 | Aly Sgl | 0.4 | - | - | Heals
Culen Prayer | -- | 2 | Aly Sgl | - | - | - | Cures PHY effects
Myrm Prayer | -- | 2 | Aly Sgl | - | - | - | Cures MNT effects
Play Dead | -- | 2 | Slf Sgl | - | * | - | Play Dead status
Maiden Kiss | -- | 8 | Aly Sgl | - | - | - | Revives with 30% HP
Forest Wind | 58 | 4 | Enm Sgl | 2.0 | - | Wind | -
Earth Gnome | 58 | 6 | Enm Ara | 2.25 | - | Earth | -
Ancient Myth | 62 | 10 | Enm All | 2.5 | - | - | -
----Grown----|----|----|---------|-------|----|---------|--------------------
Forest Dance | -- | 2 | Aly Sgl | 0.4 | - | - | Heals
Note: Forest Dance is the only ether in the game that can restore Gears' HP.
----------
7.9 Maria
----------
Maria is the second character with no (character) DeathBlows but her Controls
more than make up for it.
Her Controls are divided into two sections: Physical and Ether and both make
some use of Seibzehn's(SZ) stats, along with a different Damage Formula:
Hyper Mode allows you to perform even stronger attacks than Attack Level three
ones which are also cheaper Fuel-wise. Another benefit is that the Charge
command restores more fuel, 1000% of the amount normally restored, that is.
First, the game calculates the probability of the character entering Hyper
Mode. First, each Gear has a "Base Hyper Mode Modifier" and the value depends
on what position they're in the battle. The first position (which is usually
Fei) has a value of 0, the second 1 and the third 2. That value is only used
when the Gear's HP are full.
Now to determine what your Hyper Mode Modifier (HMM) and HyperMode% are:
Step 1:
If CurrentHP equal MaxHP:
HMM = BHMM + 1
skip to Step 3
If CurrentHP does not equal MaxHP: go to step 2
Step 2:
HMM = (MaxHP - CurrentHP) * 10 / MaxHP
If HMM is zero: HMM = 1
Step 3:
HyperMode% = (HyperModePoints + 5) * HMM
Note: Swordless Heimdal's HyperMode% will always equal 0 (0%)
Likewise, Xenogears' HyperMode% will always equal 99 (99%)
Hyper Mode Points (HMP):
You can accumulate HMP by attacking. Each DeathBlow and no other attack
increases the HMP by a certain amount:
HMP are reset to 0 when you enter Hyper Mode or end the battle.
To enter Hyper Mode, you must be at Attack Level three and then perform an
action that does not decrease the Attack Level such as Attack without using
a DeathBlow, Item, Ether Machine, Booster, Special Options, Charge or even
Escape (assuming it'll fail).
Right before that character gets his turn again, the game performs a check
to see if that Gear can get into Hyper Mode:
If ([0..99] < HyperMode%) raise Attack Level to 4 (Infinity)
Note: White/Brown/Red/Blue Star overwrite any other (temporary) elemental
resistances.
Hard Star does not increase Defense like it's supposed to.
Samson'sHair lasts until the end of battle.
For more info on the Play Dead status effect, see section 5.1 for more
info.
Name | Duration | Effect
-------------|----------|------------------------------------
White Star | 5 Turns | sets Earth's Resistance bit
Brown Star | 5 Turns | sets Wind's Resistance bit
Red Star | 5 Turns | sets Water's Resistance bit
Blue Star | 5 Turns | sets Fire's Resistance bit
ElementAero | 5 Turns | sets Wind's Physical attack bit
ElementTerra | 5 Turns | sets Earth's Physical attack bit
ElementPyro | 5 Turns | sets Fire's Physical attack bit
ElementHydro | 5 Turns | sets Water's Physical attack bit
Speed Star | 5 Turns | inflicts SpeedUp on a character
Hard Star | -------- | -
Tragedienne | * | inflicts Play Dead on a character
Comedienne | * | cures Play Dead
Samson'sHair | * | Weapon's Attack is increased by 50%
========================
9.2 Character Equipment
========================
---------------------------------
9.2.1 Manly Mantle, Kingly Armor
---------------------------------
Works in Gear: no
Increases Defense based on how many allies have been KO'd.
One ally KO'd: Defense+50%
Two allies KO'd: Defense+100%
-------------------
9.2.2 Hero Costume
-------------------
Works in Gear: no
Decreases Defense based on how many allies have been KO'd.
One ally KO'd: Defense-25%
Two allies KO'd: Defense-50%
-------------------
9.2.3 WizardryRing
-------------------
Works in Gear: no
Increases DeathBlow learning rate by 2 (or 4 if you have two equipped).
------------------
9.2.4 Trader Card
------------------
Works in Gear: yes
Sets the probability to get the first of the two items an enemy has to 100%
Note: Even if the enemy has nothing in his first slot and something in his
second, you will get that nothing with Trader Card equipped.
-------------------
9.2.5 Holy Pendant
-------------------
Works in Gear: yes
Doubles the duration of positive status effects.
This also doubles the duration of Hyper Mode, unless it was induced by
Weltall-2's Special Option System Id.
-------------------
9.2.6 Power Crisis
-------------------
Works in Gear: no
Increases Attack based on how much HP you've lost.
If the total weight of all Gear accessories reaches the capacity in that list,
Agility is already decreased by 1. After that, Agility is decreased for every
additional 240 weight.
Gear Accessories and their Weight values:
Gear Acc | Weight
--------------|-------
Extra Ar | 240
Extra Ar+1 | 240
Extra Ar+2 | 240
Extra Ar+3 | 240
Extra Ar+4 | 240
Extra Ar+5 | 240
Extra Ar+6 | 240
Extra Ar+7 | 240
Extra Ar DX | 240
Lite Ar+1 | 120
Lite Ar+2 | 120
Lite Ar+3 | 120
Silver Ar | 240
Silver Ar+1 | 240
Lite Alloy | 120
Heavy Alloy | 480
Beam Coat | 10
Mirror Ar | 240
Mirror Ar+1 | 240
Mica | 240
Insulated Ar | 240
InsulateAr+1 | 240
Molecular Ar | 240
Stress Ar | 240
Stress Ar+1 | 240
ShockproofAr | 240
Seal Ar | 240
Seal Ar+1 | 240
Angel Ar | 240
Angel Ar+1 | 240
Angel Ar S | 240
Ether Ar | 240
Ether Ar+1 | 240
Ether Ar+2 | 240
Ether Ar+3 | 240
Wind VeilAr | 360
EarthVeilAr | 360
Fire VeilAr | 360
WaterVeilAr | 360
Cast Ar | 240
Old Circuit | 120
Simp Circuit | 120
Resp Circuit | 120
Def Circuit | 120
A Circuit | 120
B Circuit | 120
C Circuit | 120
D Circuit | 120
E Circuit | 120
C Circuit+1 | 120
A/C | 120
Beam Jammer | 240
Ground | 240
Stress Mat | 240
AirtightHull | 240
Noise Filter | 240
AntiAngelSys | 240
O2 Cylinder | 360
MagneticCoat | 240
Ballast | 480
Gold Plate | 260
Seal Barrier | 240
Energy Saver | 240
Power Magic | 360
Lens Cover | 240
Veil Doubler | 360
Sword Veil | 360
Magic Guard | 240
Engine Guard | 240
Pilot Shield | 120
Tank Guard | 240
Ar Repairer | 360
Motion Guard | 240
Frame HP10 | 240
Frame HP30 | 240
Frame HP50 | 240
Frame HP70 | 240
Frame HP90 | 240
FX Cleaner | 360
DeathBlower1 | 240
DeathBlower2 | 240
DeathBlower3 | 240
GNRS20 | 240
GNRS50 | 240
A Charger | 360
S Charger | 480
X Charger | 480
Z Charger | 600
E.g. Crescens (600 capacity) loses 1 Agility if she equips a Z Charger.
If she equips three Z Chargers, her Agility is decreased by a total of 6
and she's left with only 7 of her initial 13.
===============================================================================
10. Character Stat Gain Mechanics
===============================================================================
This section covers the stat points you get at level up.
Each character has a "growth value" for each stat and higher value means a
higher chance for that stat to increase.
Here's a list of all characters' growth values:
Note: Citan2 refers to Citan with a sword and Emeralda2 refers to grown up
Emeralda.
Now for the formulas for each stat. All status parameters use the same formula
except for HP and EP. By the way, "nextLv" refers tothe level you're leveling
up to.
E.g. if Fei levels from 45 to 46, NextLv = 46.
GrowthMod = (EP_Growth - MaxEP) * 100
LevelMod = 99 - NextLv
GainCheck = GrowthMod / LevelMod - 50 + [0..99]
If (GainCheck >= 50): Stat increases by one.
Other stats gain formula:
GrowthMod = (Stat_Growth - Stat) * 100
LevelMod = 100 - NextLv
GainCheck = GrowthMod / LevelMod - 50 + [0..99]
If (GainCheck >= 50): Stat increases by one.
In a nutshell:
Higher growth > higher chance of increase
Higher level > higher chance of increase
Lower stat > higher chance of increase
There is also a second table with growth values(at least I assume that,
because each of these values is right next to the first table's ones), but I
don't know what it's used for.
Every value in this table is greater or equal than in the first (except
Emeralda2's Edf value), but I don't know when and why (or even if) the game
uses this one.
If you have any theories about that, e-mail me and I'll look into it.
===============================================================================
11. Revision History
===============================================================================
03/14/11 - Corrected Ether Damage formula for Gears (Thanks to phiefer3)
09/12/10 - Corrected Chu-Chu's stat growth. (Thanks to Emperor Magus)
Corrected StatUp status info. (Thanks to Esco_Esco)