Combat mechanics
All of this is read from BattleFormulaHandler.cs, the single 4,349-line file
inside Console.dll that resolves every point of damage, healing and status in the game.
Eight Techniques a side, the real turn clock and cooldowns, a thousand fights, and the odds.
InteractiveFour against four on the grid: positions, ranges, the same clock and formula, and the odds.
InteractiveThe real bracket as the client received it, played match by match on the team engine, with the odds of every simulated tie.
ProjectionPut your own sheet in: which stat buys the most damage right now, and the exact Mastery where ATK overtakes it.
InteractiveThe full pipeline in execution order, from skill coefficient to final number, with a worked example.
Start hereThe two stacked elemental layers, and the hidden per-rank value they are scored against.
Includes full tablesThe battle runs on a timeline, not fixed turns. Turn frequency scales with the square root of SPD.
MechanicWhy a "+1K Crit" roll is worth 15% at one rank and 1% a few ranks later.
MechanicThree separate systems punish punching up. What each is worth, from the real tables.
MechanicATK / (ATK + DEF) — so defence has diminishing returns, and ATK enters the
formula twice.