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===History===
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==History==
   
 
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Revision as of 12:41, 18 June 2015

AP

AP Being Earned

AP is a feature in Elona+ that you can see in your character sheet and your pets'. After you kill a qualifying enemy, a yellow or blue dash will go across your character's or your pet's head, showing that you earned AP.

AP is primarily useful with one NPC called Black Gauntlet <Leold>. He is an NPC that stands around the Cyber Dome, but doesn't want your AP until you complete the main quest. When the main quest is complete, he will move to South Tyris to the refugee camp, and later to Ulm-Leson. Note that Leold won't leave the Cyber Dome until you go talk to him after completing chapter 1 of the Main Quest.

After he leaves the Cyber Dome, you can speak with him to spend AP in order to power up your character or your pets in various ways.


Obtaining AP

Ini-ap

The section of the character sheet where INI and AP are shown.

To determine AP gains, the game calculates three INI stats at the time when a character was generated (for the PC, this is at character creation. For pets and enemies, this is the first time you saw them). The first comes from Life and Mana at generation. Life provides twice its value while Mana provides half of its value. These contributions cap at 200, meaning the highest total Life and Mana INI that a character can have is 500. The second INI stat is simply the sum of all the non-speed stats at character creation, while the third is simply speed at character generation, and plays the largest role in determining AP gains -- this means that a Golem (or, god forbid, Snail) PC will have a much easier time building AP throughout the game. On the a character's status page, there are two INI numbers: the first is the sum of the Life/Mana INI and the attributes INI while the second is the character's speed INI.

I107-HouseBoard
N.B. : whenever the PC is riding a pet or giving a ride to a pet, the speed INI of both characters temporarily becomes the highest of the two characters' speed INIs. This means that riding an extremely high level pet might make it extremely hard to gain AP


First, the game determines whether or not the enemy is eligible to give AP. Only enemies whose left hand number -- the sum of Life/Mana and attributes INI -- is greater than 1000 can hand out AP.

Second, the game compares the sum of the enemy's attribute and speed INIs (without the Life and Mana INI) to the sum of the three INIs of the character who killed it (that is, both INI numbers added together) plus 20% of the killer's total AP gained (the number in parentheses to the right of the character's current AP). If the enemy's number is higher, AP might be given based on a comparison between both characters' speed INI stat. The numerical AP gain is based on the multiplier between the killer's speed INI and the enemy's speed INI, and caps out when the enemy's speed INI is five times higher than the killer's speed INI.

For multipliers 1/2/3/4/5, the gain is 1/4/7/10/12 AP. Pets always receive double AP.

Finally, if the killer has a Tag partner, the same comparisons are made using the partner's numbers, but the partner only gains 1 AP (2 for pets) per multiplier.

In summary:

  • The higher a monster's level, the more likely it is to give AP.
    • As you gain AP (your total AP is displayed in parentheses to the right of your current AP), the threshold for AP gains increases
  • The faster the enemy, the larger the actual AP gain. The smallest number that you can earn is one, and the largest is 12.
  • Pets always earn double AP.
  • Using Tag (press I, target yourself) to partner with a pet is the most convenient way to raise their AP, as they'll earn between two and ten points without having to land the killing blow themselves.
    • When a tag partner gains AP, a yellow line is drawn instead of the usual blue line.
I107-HouseBoard
N.B. : when importing a pre-1.37 save file, the INI of your character and existing NPCs is determined by their current stats, rather than what the stats were at generation. This can make it difficult or impossible to gain AP.



Obtaining AP (before version 1.37)

This section contains outdated information about Elona+ builds prior to 1.37. Click "Expand" to show.

The following information is an aggregation of the information found on the official Elona+ wiki along with the editors experiences and interpretations of the official wiki's info, as such not all of it may be fully correct. The information is intended for Elona+ Ver1.11, earlier versions may differ; current mechanics are subject to change (Ver1.13 appears to be the same for now)  This section has been edited based on testing and seems to be accurate as of version 1.22. Please keep an eye open and feel free to edit anything you find to be inaccurate.

Some details on AP

  • There are three checks involved with AP acquisition. The first qualifier involved with AP gains is whether an enemy is stronger than you(power check). The second is whether it is faster than you(base speed check). The third check is for Bonus AP acquisition(current speed check). To acquire AP, you must pass the first check, and at least one of the others. If you only qualify for a yellow streak through the 1st check (power), you must pass the second check (base speed) in order to get AP for the kill.
  • A maximum of 3000 AP can be "stored" on the player/pet before enemies will no longer award AP. However, you can have more than 3000 AP via two methods. The first is by earning more than 1 AP when you are near the 3000 cap, which will leave you with slightly more than 3000 AP. The second involves Leold's AP award system. If you attempt to "purchase" a feat you've already received from him, he will refund your AP and remove the feat from the character. This can push your current AP well past the 3000 mark. Note: As of verson 1.37, the stored AP limit is higher than 3000. What is is now, if it even still exists at all, is untested.   
  • Pets receive double the AP a player would from the same sources, except for awards relating to Bonus AP. Pets and players alike can only get one point of Bonus AP per kill.
  •  To prevent abuse, enemies that are summoned intentionally by either the player OR the enemy will not award AP upon death, even if they would when appearing "naturally."
  • Splitting enemies will not award AP under any circumstances. 

The possible amount of AP gained signified by the flash

The color of the AP gain flash Yellow Blue Yellow+Blue
AP player would gain 1 1 2 3 4 2-5
AP pet would gain 1-2 2 4 6 8 3/5/7/9

Check #1: What exactly is meant by "power check?"

  • It uses the stats shown on your character's status screen (the values shown in parentheses). This means it only uses your BASE stats rather than current buffed or debuffed status in AP calculations.
  • If the character passes the "power check" for blue AP, but fails the "base speed check," it is still possible to receive AP from the enemy through Bonus AP (see Check #3 below for details).  
Players total strength+magic in relation to enemy
Much lower Slightly lower Equal Higher
Yellow AP gain Blue AP gain No AP gain
  • Strangely, it seems defeating an enemy far stronger than the player results in a yellow flash, which only gives 1AP (or 2AP in the case of a pet), regardless of other circumstances. This seems to be intentional. Also, an enemy can be so much more powerful than the player/pet that yellow AP is awarded sporadically, or not at all! As defeating enemies that are stronger, but not so strong that they give a paltry yellow reward is the most efficent method in most circumstances, choosing the best area to farm can take a bit of guesswork. 

Check #2: "BASE speed check?"

  • After the player/pet passes the "power check," their base speed, meaning their Speed stat before any modifiers (shown in parentheses on the character sheet) are taken into account, is then checked against the enemy's to determine how much AP is gained. The enemy needs to have at least 1 more (base) speed than the player/pet for them to pass the check and gain AP for the kill.

This example chart gives you an idea how much AP a player character with 100 speed would get for defeating enemies with higher base speeds.

Player with 100 (base) speed
Base Speed of enemy

100


0AP

101-200


1AP

201-300


2AP

301-400


3AP

401-2000


4AP

Ignoring Bonus AP, we can assume that, after passing the "power check" ...

Enemies with the same speed or lower than the player will give 0AP
Enemies with 1 more to 2x the player's base speed will give 1AP (2AP for pets)
Enemies with more than 2x the player's base speed to 3x that amount will give 2AP (4AP for pets)
Enemies with more than 3x the player's base speed to 4x that amount will give 3AP (6AP for pets)
Enemies with more than 4x the player's base speed that amount will give 4AP (8AP for pets)  


Check #3: "Bonus AP? Great! How do I qualify?" (current speed check)                                        

If a player or pet defeats an enemy that passes the "power check" for a blue AP gain, they are further eligible for an award of one Bonus AP. Through Bonus AP, it is possible to receive 5AP from an enemy that would otherwise award 4AP, 4AP from an enemy that would otherwise award 3AP, and so on. If a character receives Bonus AP, it is signified by a yellow streak accompanying the blue award streak(except in cases where the character qualifies for Bonus AP, but fails the "speed check" involved with normal AP gains, in which case only the yellow streak appears, which appears identical to an AP award from an enemy too strong to qualify for a blue AP award). To qualify, the character in question's CURRENT Speed stat must be less than 5X the enemy's BASE Speed stat, after buffs, hexes, feats, the swimming skill, mutations, God bonuses, and equipment bonuses are accounted for.

Speed reductions involved with the various levels of the Tired, Overweight, and Starving status effects do not factor into this calculation. If a character IS Starving, Overweight, or Tired, the easiest way to see if they qualify for Bonus AP is to bring up their character sheet and look at their Speed stat there. 

Because of the way Bonus AP awards are calculated, the otherwise near-uselessFetter of Earth artifact has a function other than as a joke item. Of course, battling monsters that pass the "power check" while suffering a 1373 reduction to Speed is a risky proposition indeed...

AP Rewards

There are several rewards that Leold offers for AP, some exclusively available to pets. Feats will appear as           "[Awake] Your body is complicated. []" in green text, where your other feats are listed. 

To get the rewards, talk to him, then choose "Awake of power" (c) (Japanese: 力の覚醒). After choosing this option, choose whether you want to buy rewards for yourself (first option) or for pets (second option) -- this part is cogently translated.


Speed Up

Speed up is the first option for both the player and pets -- it's untranslated in the English version ("I think not."), "速度上昇" in Japanese. For an amount of AP equal to the PC/pet's current base speed, Leold will increase the character's speed by 20 for the PC and 30 for the pet. Note that Leold can't raise a character's speed over 500 until you finish Chapter 2, after which he travels to Ulm-Leson. Furthermore, during Chapter 3, he will be unable to raise your speed once it's higher than 800.


Gain Feat

The second option is also identical for the PC and pets -- it's untranslated in English ("I think not."), "フィート取得" in Japanese. Here's a table of the four different feats you can obtain from this section; the effects and AP costs are the same for players and pets. A PC or a pet may only have two of these feats at a time, but Leold will fully refund your AP and remove the feat if you select a feat that the PC or the pet already has.

Feats available for AP
Dialogue Option Effect Cost
TraitCharm Beguile - Enemies are dimmed when they attack you 1500 AP
TraitBrave Courage - As your health decreases, damage done to enemies increases. Increase begins at x1.3 when health is at 50%, and maxes out at x3 when health is 5%* 1500 AP
TraitObstinate Stubborn Will - As your health decreases, your evasion increases, your damage reduction increases, your critical rate increases, and your enemies' critical rates decrease.** 1800 AP
TraitBarrier Barrier - Damage done to your taken when your MP is greater than 1/3 of it's maximum value will be subtracted from your MP instead. 2000 AP

(*) Prior to patch 1.40, this ability increased damage to enemies that were higher level than yourself. Bosses in Awakened dungeons can have this trait innately.

(**) All numbers are based on max HP/current HP in some way, therefore their effects are extremely limited or non-existent before the player reaches 50% HP. At maximum effectiveness, evasion is tripled (10% HP), effective PV is multiplied by 1.5 (20% HP), the player never receives critical hits (25% HP), and the player always deals critical hits (5% HP). Only the critical hit portions have an impact when the player is at 51-100% HP -- in that range, the player receives a 5% chance to score a critical hit, and a 20% chance to negate one.

Gain Ability

(Japanese: "技能の会得" for the PC, "魔法や技能の会得" for pets) The third option, translated to "Gain ability" for both the PC and pets, has different options for the PC and pets. For the PC, these special actions are available:

Special actions available for AP
Dialogue Option Special action Cost
Continuous attacks Continuous attacks 100 AP
TraitCharm Provoke 300 AP
Metal Guard Metal guard 500 AP
Synchro hearts Synchro Hearts 800 AP
Charge Attack Charge Attack* 1000 AP

(*)The Charge Attack ability is the same that you can learn with 120 constitution once you progress enough through the storyline.

For pets, this option will allow them to learn various magical spells and special actions:

Spells and special actions available for AP (pets)
Dialogue Option Effect & Cost Cost
Insult Pet learns Insult special action 100 AP
Crystal Spear Pet learns Crystal Spear spell 600 AP
Dimensional Move Pet learns Dimensional Move special action 100 AP
Provoke Pet learns Provoke special action 200 AP
Charge Attack Pet learns Charge Attack special action 1000 AP
Tactical Martial Arts Pet learns BakuretuKenClear Mind, and Attribute special actions 600 AP
Tactical Attack Pet learns Shadow Step special action, can decapitate enemies at < 10% health 400 AP
 Tactical Heal

Pet learns Healing Rain, Regeneration and Heal Critical spells, and the Absorb Mana special action

500 AP
Tactical Curse Pet learns various debuff spells (Slow, weak, element scar, nightmare, silence) 500 AP
Zero Shoot Pet learns Zero Shoot special action 500 AP
Struck Out Pet learns Struck Out special action 500 AP
Variable Breath Pet learns Variable Breath special action 300 AP
Variable Storm Pet learns Variable Storm spell 800 AP

Convert into skill bonus

(Japanese: スキルボーナス100獲得) This option, implemented in Elona+ v1.38R, allows the PC and pets to spend 1500 and 500 AP, respectively, in order to gain 100 bonus skill points (the same skill points that you obtain when you level up; equivalent to 20 level ups). After using this option on a pet, you must manually spend the points using any method that brings up their stat page: Gene Engineering, an Informer, the Doujou, etc.

It's the fourth option for PCs and the fifth for pets.


Change battle style

(Japanese: 戦闘スタイル変更) This option, only available to pets, allows you to slightly modify their AI by changing its proper distance and probability of ranged/melee attack. The way a pet's AI works is extremely simple: if it's not within the "proper distance" of its target, the pet will randomly choose between moving, using a ranged attack, and using a melee attack according to the probability of each. If no melee attack can be used at this range (some ranged special actions associated with melee weapons and the Tactics skill are considered to be melee attacks), then the probability of using a melee attack is ignored. If the pet is within the "Proper distance," the probability of moving is ignored.

Note that it's impossible to modify pet AI in more complex ways, like making it use healing spells only when it's low on health, even though several NPCs have AI that behaves this way.

Battle style
Dialogue Option Special action Cost
Increased frequency of melee Pet's AI will prioritize melee attacks. This seems to mean that when attempting to attack from a distance, they will tend to use special actions like shadow step and Remote Attack if they are equipped with a weapon that can use it. 30 AP
Increased frequency of range Pet's AI will prioritize using ranged attacks. This includes using ranged weapons when adjacent to the target. 30 AP
Proper distance increase 1 Pet's AI changes to stay one additional space away from the enemy in combat. 10 AP
Proper distance decrease 1 Pet's AI changes to stay one additional space closer to the enemy in combat. 10 AP
Movement probabilty increase 10 Pet's movement likelihood increases by 10% (AI) 5 AP
Movement probability decrease 10 Pet's movement likelihood decreases by 10% (AI) 5 AP
Seal magic Stops the pet from using magic. It can be reversed by buying this again. 20 AP
Seal ability Stops the pet from using special actions. It can be reversed by buying this again. 20 AP
Chara quality up Strong resistance against most debuffs and status effects, Doesn't work against Pregnant, Also grants immunity to stat drains. 1000 AP


History

1.40:

  • Courage changed. It now increases damage done as the character's health decreases.
    • Courage's AP cost decreased to 1500.

1.39:

  • Added the option to raise pet rank for 1000 AP. This grants them exceptional resistance to stat drains, status effects, item destruction from fire and cold damage, and hexes.

1.38R:

  • "Convert into skill bonus" option added.
  • Maximum AP that can be stored reduced to 2000 from 5000.
  • Enemies whose INI is below a certain threshold can no longer give AP.
  • 20% of lifetime earned AP is factored into INI.
  • 200% of original Life and 50% of original mana added into INI.

1.37:

  • Changed the way that gaining AP works. The game now compares the killer and the target's INI stat, which is a composite of attributes at character generation.
  • Maximum AP that a character can hold increased from 3000 to 5000.