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Cyllya
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PostPosted: Mon May 16, 2005 12:33 am    Post subject: Reply with quote

Stealing


Only Colette can steal. Her Item Thief skill can steal an item, and Item Rover will steal an item and gald. I don't think either skill has a higher chance of stealing an item than the other. A successful use of Item Rover will always steal both an item and gald (if the enemy has an item), never one or the other.

Here are the rules of stealing;

1: THE ENEMY MUST HAVE SOMETHING TO STEAL
-This one's obvious. A particular type of monster will either have an item to steal or it won't; check the Monster List. If there's a line of question marks, it has an item to steal, but you've never stolen from it. If it's a blank space, the monster doesn't have an item.
-You can only steal from each individual enemy once, so you might as well kill it go find a new one.
-All enemies have gald.

2: THE ATTACK MUST CONNECT AND DO DAMAGE
-Colette will trip when using Item Thief or Item Rover. She must land on the enemy and do damage. If the enemy has Invalid or Absorb status for her attack attribute, it won't do damage and thus won't work. (Note that Fakes have Invalid for Physical.)
[See: Elemental Attack/Defense]

3: THE ENEMY DOESN'T BLOCK
-Even if you do damage, it will often (always?) fail if the enemy blocks.

4: RANDOM CHANCE MUST BE IN YOUR FAVOR
-Yup, like all RPGs. I don't know whether Colette's LCK stat has any affect on this at all. If you want to completely remove this rule, equip these Ex-Skills on Colette: Sharp-Eyed + Magical + Lucky + Stat Boost. You still have to follow the other three rules though.

I think you will always steal 500 gald.


Last edited by Cyllya on Sun Aug 07, 2005 6:30 pm; edited 2 times in total
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Cyllya
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PostPosted: Mon May 16, 2005 12:34 am    Post subject: Reply with quote

Over Limit


When a character goes into Over Limit mode, "Over Limit" will flash up and the character will be surrounded by a black aura. It lasts for about eight seconds (more like 9.8 if you have the Limiter aka Over Limit compound EX-Skill), and during this time, you have these advantages:

-less damage taken
-you don't stagger when hit (no "Ouch!" mode)
-immune to Stun/Dizzy status effect (with the little birds) (but if you are already stunned upon entering Over Limit, being hit will not take you out of being stunned like it normally would!)
-Sheena can summon non-Corinne Spirits
-Genis can use Indignant Judgement (if he's used Indignation 50+ times)

Whether a character goes into Over Limit is determined by a hidden parameter which represents the character's tension value. Think of it as a meter that fills up like the Combo Guage, except you can't see it. (When it gets about 90% full, the character's outlines will flicker red.) This chart lists how you can force the invisible "Over Limit Guage" to fill.

Code:
 +-----------------------------------------+------------------------------+
 |EVENT                                    | EFFECT ON TENSION            |
 +-----------------------------------------+------------------------------+
 |Get hit (guard doesn't matter)           | +1                           |
 +-----------------------------------------+------------------------------+
 |Use Sylva/Tethe Seal                     | +2 (for Sheena)              |
 +-----------------------------------------+------------------------------+
 |Chara dies                               | That character drops to 0    |
 |                                         | +10 for others               |
 +-----------------------------------------+------------------------------+
 |Chara cooks (nuetral)                    | +5% *                        |
 +-----------------------------------------+------------------------------+
 |Chara fails dish (nuetral)               | -5% *                        |
 +-----------------------------------------+------------------------------+
 |Chara cooks (liked food)                 | +10% *                       |
 +-----------------------------------------+------------------------------+
 |Chara fails dish (liked food)            | -0                           |
 +-----------------------------------------+------------------------------+
 |Chara cooks (disliked food)              | +0                           |
 +-----------------------------------------+------------------------------+
 |Chara fails dish (disliked food)         | -10% *                       |
 +-----------------------------------------+------------------------------+
 |Different chara cooks (nuetral)**        | +0                           |
 +-----------------------------------------+------------------------------+
 |Different chara cooks (liked food)**     | +5% *                        |
 +-----------------------------------------+------------------------------+
 |Different chara cooks (disliked food)**  | -5% *                        |
 +-----------------------------------------+------------------------------+

*Percentages refer to the percent of the required amount of tension for that character, e.g. +10% is +5.6 for Sheena but +6.7 for Lloyd (see chart below)
**This means the effect on Chara X's tension if Chara Y cooks something with Chara X's favorite food. e.g. the effect on Lloyd's tension if Colette cooks something with Lloyd's favorite food.

The required tension is a fixed value which varies between characters. Getting the "Increased Tension" option from Grade Shop lowers the required value to 67-70%.

Code:
 +--------+----------+---------------------+--------------------------+
 |CHARA   | TENSION  | FAVORITE            | LEAST FAVORITE           |
 |        | REQUIRED | FOOD                | FOOD                     |
 +--------+----------+---------------------+--------------------------+
 |Lloyd   | 67       | Beef                | Tomato                   |
 |Colette | 91       | Fruit Group         | Bell Pepper              |
 |Genis   | 84       | Milk**, Potato*     | Carrot                   |
 |Kratos  | 100      | Tuna**              | Tomato                   |
 |Raine   | 84       | Lemon               | Mushroom                 |
 |Sheena  | 56       | Rice Group          | ?                        |
 |Zelos   | 72       | Snapper**, Tuna**   | Octopus **               |
 |Presea  | 100      | ?                   | ?                        |
 |Regal   | 84       | Tofu                | Beef, Cucumber**, Melon**|
 +--------+----------+---------------------+--------------------------+

*These foods I have only tested slightly, I could be wrong
**These foods I haven't tested at all; I'm going off hearsay.
I'm certain of the other foods listed, but if you have more info, feel free to tell me.

As you can see from the first chart, damage doesn't matter at all. A character is will go Over Limit after getting hit 100 times for 1 HP of damage but not getting hit one time for 100 HP of damage.

Most humanoid bosses are capable of Over Limit, as well as some non-boss enemies (noteably angels).

There can't be more than two characters in Over Limit at once. A charactercan go into Over Limit multiple times in the same battle.

[Uber-Thanks: MEE, Majestic Fantasian]


Last edited by Cyllya on Sun Aug 07, 2005 6:19 pm; edited 1 time in total
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Cyllya
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PostPosted: Mon May 16, 2005 12:34 am    Post subject: Reply with quote

Grade Points


The system grades how well you fought after each battle. Most battles tend to range between -2.00 and 2.00 grade points, but the total possible range is bigger (not sure how big... -15.00~15.00?). The grade increase option in the Grade Shop makes the max +20 in Normal Mode. If you're in Mania versus a boss, you have the Grade Increase option, and the game doesn't consider you over-leveled, the max is +60.

You can use your grade points to purchase stuff sometimes. It also effects which things you get to keep when you go into Clear File (playing the game after beating it).

Details of grade acquisition:

Code:
Defend against enemy attack                +0.01 (each time)
Use defensive skill against enemy attack   +0.02
Get 5+ combo                               +0.02 (20hit=0.02*4= +0.08, etc)
Enemy killed w/ combo                      +0.04 (combo number * 0.04)
HP is full at battle end                   +0.25 (per person)
TP is full at battle end                   +0.25 (per person)
Do a successful U-Attack                   +0.50
Battle ends within 15sec                   +0.50
Battle ends within 5sec                    +1.00
Take damage                                -0.01 (each time)
Use an item                                -0.05 (each time)
Attack w/ element enemy is strong against  -0.05 (each time)
Enemy gets an 8+ combo                     -0.10 (16 hits is -0.20, etc)
Character dies                             -0.50 (each time)
Character you control dies                 -1.00 (each time)
Dead character at end of battle            -0.50 (per person)
Status effect at end of battle             -0.50 (per person)


Your grade is also decreased if you're at a very, very high level compared to the enemy. Nonetheless, it's still efficiant to hunt for Grade near Iselia at the end of the game because of the bonuses you get for speed and full HP/TP.

[Uber-Thanks: Majestic Fantasian]


Last edited by Cyllya on Sun Aug 07, 2005 6:21 pm; edited 2 times in total
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Cyllya
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PostPosted: Mon May 16, 2005 12:35 am    Post subject: Reply with quote

Special Effects of Equipment, Elemental Attack/Defense


Obviously your biggest concern in your choice of equipment is the numbers. [See: Effects of Attributes] to figure out what those numbers mean to you. Remember when choosing weapons for Raine and Genis that INT is more important than ATK, because they cast spells more than they beat on the enemy with their weapons.

The elemental attack attribute of special skills or spells can be seen in the skill menu next to TP usage amount. A character or enemy's attack attribute is the element of his or her normal TP-free attack. Elemental defense affects whether and to what extent the character or enemy is damaged when attacked with an element.

For your characters, the elemental attack/defense attribute comes from what you have equipped. The list of the item's stats should specify what kind of elemental defense it provides or takes away, but does not specify how much (see below).

There are five ways to have an attack attribute:
1: It's part of the weapon
2: Use Sheena's Sylva Seal or Tethe Seal skills (wears off)
3: Use a Quartz item (one time use in battle; wears off)
4: Equip one of the gems you received from the summon spirits
5: It's part of the skill you're using (i.e. Hurricane Thrust = Wind)

Refer to the Equipment Guide for info on Elemental Defense.

Elements work the same way for you as they do for enemies. When viewing the Monster List or Magic Lens display, the elements listed as S or Str are either Reduce, Invalid, or Absorb for that monster, but it doesn't say which. The elements listed as W or Weak are the Weak element, obviously. Attack attribute is only visible in the Monster List as AA. Don't assume that the monster's elemental weaknesses are the opposite of its strengths or that its attack attribute is the same as its strengths.

[Thanks: Majestic Fantasian]


Last edited by Cyllya on Sun Aug 07, 2005 6:20 pm; edited 2 times in total
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Cyllya
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PostPosted: Mon May 16, 2005 12:36 am    Post subject: Reply with quote

Running Away

The last option on the menu is to run away from battle. A little meter appears after you select this option, and when it fills, you leave battle. How long it takes depends on your levels, monster type, etc..

If you run away from a battle in a dungeon, the monster is still RIGHT THERE once you're out of battle, so it will catch you again if you don't leave quickly.

If you change your mind and don't want to run away, choose the option from the menu again to cancel.


Last edited by Cyllya on Sun Aug 07, 2005 6:20 pm; edited 1 time in total
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Cyllya
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PostPosted: Mon May 16, 2005 12:38 am    Post subject: Reply with quote

Damage Formula


Majestic Fantasian provided a damage formula (detailed mathmatics used by the game to calculate damage), so I occassionally translated it and posted when someone asked for it on a forum. Since enough people have asked, I figure I'll put it in this guide.

I found this all very confusing, so forgive me if I've made mistakes. Instead of listing it in the form of a formula followed by miles of explaination, I've listed it like a step-by-step process to find the damage number.

If you don't want to mess with all this, just think of it as half of ATK minus DEF. Otherwise....

Important Basics(you NEED these things to calculate damage)
  • Start with ATK x 0.5
  • Subtract target DEF
  • If using a skill, MULTIPLY by the appropriate number according to skill usage count (not applicable for basic attacks, Falcon Crest, or Ex-Skill "Pow Hammer") (for skills such as Grave Blade, their count is that of the skill they came from)
    • [Using basic attack = 1]
    • [0~49 = 1]
    • [50~99 = 1.01]
    • [100~149 = 1.02]
    • [150~199 = 1.03]
    • [200~249 = 1.04]
    • [250+ = 1.05]

  • Consecutive basic attacks decrease in strength, so MULTIPLY accordingly. (Lloyd gets two hits of the same strength) (Skills use the same numbers based on how many times in a row you use that same skill*) (left column is normal, right column is w/ EX-Skill "Combo Force")
    • [First Hit = 1] [First Hit = 1]
    • [Second Hit = 0.85 ] [Second Hit = 0.9]
    • [Third Hit = 0.7] [Third Hit = 0.8]
    • [Fourth Hit = 0.55] [Fourth Hit = 0.7]
    • [Fifth Hit= 0.4] [Fifth Hit= 0.6]
    • [Sixth Hit = 0.25] [Sixth Hit = 0.5]

  • Multiply by something between 1 and 0.8 according to Accuracy/Evade. (details unknown)
    • [Target is "Dizzy" = 1]

  • If using a skill, multiply by the appropriate number according to the strength of that skill (all hits as part of a skill are not necessarily the same) (see Majestic Phantasian's skill guide**)
  • Multiply by a random number between 0.96~1.04 (nine possible numbers)

Common Variables
  • If you get a critical hit ("CRITICAL DAMAGE"), multiply by 1.5
  • If your weapon type is strong against the monster type of the target (i.e. "Added Damange to _________"), multiply but 1.125
  • Multiply by the appropriate number according to the target's elemental weakness
    • [Nonappicable = 1]
    • [Weak = 1.5]
    • [Reduce (strong) = 0.5]
    • [Invalid = (no damage)]
    • [Absorb = 1 (HP recovered)]

  • Multiply by the appropriate number according to the status of the target
    • [Guarding (normal) = 0.25]
    • [Guarding (attacker has "EX Attack") = 0.4]
    • [Guarding (w/ "Absorb" attribute) = 1]
    • [Lying on ground = 0.25]
    • [Just stood up or trying to stand up = 0.125]
    • [In Over Limit = 0.5]

Changes by Items/Skills/Food
  • If applicable, multiply by the appropriate number according to "Attack Up" Status. (No stacking; Keenness or S. Seal: Fire will take priority)
    • [Meat Stew, Paella, Sharpness, Acuteness, T. Seal: Birth*** = 1.10.]
    • [Keenness, S. Seal: Fire = 1.15]

  • If you've used Holy Song or Holy Judgment, multiply by 1.10.
  • If the target's DEF has been lowered by Power Seal, Power Seal Absolute, or Power Seal Pinion, multiply by 0.9.****
  • If using a Flare Bottle or Flanoir Potion, multiply by 1.2
  • If using a Syrup Bottle, Palma Potion, Mizuho Potion, or Shell Bottle***, multiply by 0.8
  • If equipped with an Attack Ring, multiply by 1.1

Uncommon Variables
  • If using active Devil's Arm, ADD [number of enemies killed x 0.5] (do this MULTIPLYING any multiplying) (max enemies killed is 5000)
  • If you used an All Divide, multiply by 0.5.
  • If applicable, multiply by the appropriate number according to the attack-power-effecting torches in Niflheim
    • [Normal = 1]
    • [Attack Up = 1.25]
    • [Attack Down = 0.75]

  • If applicable, multiply by the appropriate number according to which floor of Niflheim you're on. (Living Armor and Hell Knight fights are normal)
    • [Not in Niflheim = 1]
    • [F1 = 0.8]
    • [F2 = 0.77]
    • [F3 = 0.74]
    • [Etc, lowering by 0.03 each time until 0.38 at F15]

Notes
* May be translated incorrectly, sorry
** For example, you should multiply by 1.2 if using Demon Fang. The big number list is too detailed to post here; belongs in a skill FAQ. I don't currently know any English skill guides which list this. If you find one, make sure they use the right number scale by comparing the Demon Fang example.
*** May not be correct English version name, sorry
**** I think it's translated right, but I wonder if the website made a mistake. If the target's defense is lowered, shouldn't the damage go UP? I think the number was supposed to be 1.1.

[Uber-Thanks: Majestic Fantasian]


Last edited by Cyllya on Fri Mar 16, 2007 10:57 am; edited 2 times in total
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Cyllya
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Joined: 01 May 2004
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Location: Arizona, USA

PostPosted: Mon May 16, 2005 12:39 am    Post subject: Reply with quote

Credits

Help me and I will put you here.

- Majestic Fantasian, the website which puts all guidebooks to shame
- MEE
- Kiko
- GallyYouko
- dgjk
- Chuc
- maiwurm
- Huff n puff 20
- Kratos_Aurion75
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Posts: 65
Location: kupo! kupo kupooooo!

PostPosted: Wed Jan 17, 2007 12:21 am    Post subject: Reply with quote

Cyllya wrote:
Multiplayer and Character Choice
To change characters in battle, open the battle menu and flip through your four characters with the Z button (sometimes this mysteriously stops working in multiplayer?). [/url]]


this is only a 1player action, that said i mean it can only be done by the 1p controller. and when 1p does this your swaping with your auto characters its helpfull if your loyd and you realize that collete could learn pow hammer Rolling Eyes i.e. so you swap loyd (im so sorry i dont really know how to spell his name) with collete and use whatever you have to, to get pow hammer then swap back and slash and dash. im sorry if this doesnt help
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