Super Robot Taisen J - Mechanics Guide v1.0


Defensive Abilities
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Beam Coat S                   800 Beam Damage EN5
Beam Coat M                   900 Beam Damage EN5
Beam Coat L                  1000 Beam Damage EN5
Laminate Armor               1200 Beam Damage EN10

Phase Shift Armor             800 ???? Damage EN10
Distortion Field             1000 Non-Beam and Non-Gravity Damage EN10
                          <=2500 Gravity Damage reduced to 0.
                          <=1500 Deflect Beam Damage reduced to 0.

Chakra Shield                 800 Damage EN5
Barrier S                     800 Damage EN5
Barrier M                    1000 Damage EN10
Barrier L                    1200 Damage EN15

Orgon Cloud                  1000 Damage. Bunshin (Morale 130)
Dimension Connection System  1000 Damage. Bunshin (Morale 130)
Lambda Drive                 See Below.

Unit Abilities
Bunshin                      Completely evade attack (Morale 130)
God Shadow                   Bunshin
ECS                          Bunshin
Vital Jump                   Bunshin
Boson Jump                   Bunshin

Mazin Power                  125% Damage Output. (Morale 130)
V-MAX                        Movement +1, Mobility +10, Bunshin,
                            and Beam Coat S (Morale 120)
V-MAX Enhanced               Movement +1, Mobility +15, Bunshin,
                            and Beam Coat M (Morale 120)
V-MAXIMUM                    Movement +2, Mobility +15, Bunshin,
                            and Beam Coat L (Morale 120)
HP Recovery S                Recover 10% HP every turn
HP Recovery M                Recover 20% HP every turn
HP Recovery L                Recover 30% HP every turn

EN Recovery S                Recover 10% EN every turn
EN Recovery M                Recover 20% EN every turn
EN Recovery L                Recover 30% EN every turn


Pilot Abilities
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Cutting
Shooting
Shield Defense
Counter
Hit & Away
Super Mode                   +10 to all Pilot Stats, +1 Movement,
                            +10 Mobility, and +100 Armor, Morale 120
Clear Mirror Still Water     +10 to all Pilot Stats, +1 Movement,
                            +10 Mobility, and +100 Armor, Morale 120
Coordinator                  For each 10 Morale above 100, +2 to all Pilot Stats
SEED                         +10 to all Pilot Stats, Morale 120
IFS
Blaster Mode
Beast Mode
Antibody Reaction
Potential                    See Below. Affected by Size and Terrain Effect.
Support Attack
Support Defense
Combo
Leadership                   (Leadership Level + 1) * (6 - Distance) / 100
                            Leadership Bonus is activated when Distance
                            from Leader <= Leadership Level + 1
                            Not affected by Size and Terrain Effect.
Relationship                 Circle 15%
                            Heart 15%
                            Not affected by Size and Terrain Effect.


Battle Mechanics
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Terrain
S = 110%
A = 100%
B =  90% Untested
C =  80% Untested

Size
SS = -2
S  = -1
M  =  0
L  =  1
LL =  2

Damage
[Attacker's Base Weapon Damage * Attacker's Weapon Terrain Rating * (Attacker's
Melee/Range + Attacker's Morale) - (Defender's Armor + Defender's
Potential Armor Bonus) * Defender's Unit Terrain Rating * (Defender's Defense +
Defender's Morale)] / 200 * [100% + (Attacker's Size - Defender's Size) * 5%] *
(100% - Terrain Effect) - Defensive Abilities

Accuracy Rate
[140% + Weapon Accuracy Bonus / 100 + Attacker's Potential Bonus - Defender's
Potential Bonus + (Attacker's Unit Terrain Rating * Attacker's Accuracy -
Defender's Unit Terrain Rating * (Defender's Mobility * 125% + Defender's
Dodge)) * 80% / 100] * (100% + Defender's Size * 20%) * (100% + Defender's
Terrain Effect) + (5 - Distance) * 3% + Leadership Bonus + Relationship Bonus

Lambda Drive Damage Bonus
Activated at Morale 120. Deactivated when below 100 Morale.

Lambda Drive Defensive Field
Activated at Morale 100.
Damage less than or equal to Defensive Field is reduced to 0.

Lambda Drive Bonuses are Morale dependent.
Morale 100-129: 120% Damage Output, 1400 Field
Morale 130-139: 130% Damage Output, 1600 Field
Morale 140-149: 140% Damage Output, 1800 Field
Morale 150-150: 150% Damage Output, 2000 Field

Potential Armor Bonus
105 + 5 * [Potential Level - Ceiling (HP% * 10, 1)]

Potential Accuracy & Dodge Bonus
5% * [Potential Level - Ceiling (HP% * 10, 1) + 1]

Potential Bonus is activated when [Potential Level - Ceiling (HP% * 10, 1)] => 0
Ceiling (A, B) is a mathematical function meaning to Round A up to the nearest
B. Ceiling (100.01, 1) = 101.



Contact
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Any suggestions or corrections, please contact Mai Tokiha ([email protected]).