Overview
Introduce to character/unit stats in detail including Custom Character. Information on all available abilities and skills. This guide includes damage and EXP Formula. Everything about game mechanic up to expansion patch is included.
Introduction
SD Gundam G Generation Cross Rays is a great game. It is not too overly complicated nor that it’s too simple. The game can be completed even without knowing how it truly works. Although there’s quite a few things aren’t clearly explained in game, not to mention some of them are not correctly translated which mislead the actual effect entirely. The incorrect translation is only on English so a responsibility is on those who localized this game.
The foundation of this game is different compare to older installation. The noticeable larger customization on pilot side, with their stats now have a much bigger effect on gameplay. Each characters now possess all kind of stats and make it possible for them to play in any role whatever a pilot or warship crew. So it’s possible to take whoever you want to pilot any suit you desire. Arguably the best when it comes to freedom of choice.
This guide aims to serve those who’re interesting in game mechanic and to know how it actually work, and allow people to further build their own setup on their character/unit to make the most of them and create the best dream team has ever existed in Gundam AU.
If you’re new to a game. You should take a moment to read the stats section of characters and unit. You don’t need to remember how these % are coming from. You only need to know how each stats work and how it affects your gameplay. It will help you a ton because the in-game description will not tell you everything and may leave you in dark. In addition, due to some description of abilities are not correctly translated, you may take a moment to read the section for an abilities you’re interesting in to make sure they actually work as intent.
I used information from several places as reference such as japanese communities, and from my own research/reverse engineering and experiment, which was confirmed both by them and myself through testing so the information may be more or less close to original game mechanic. Feel free to correct or share if you happen to have a piece of information yourself. I am also not english speaker so grammar can be wrong, feel free to address me that too.
Character Performance: Stats
Characters will be your the most important assets to a team regardless of whatever it’s early game or late game. Their performance play a major role on damage/accuracy formula and even exp gain have something to do with their stats total. They’re also easiest to build to how you see fit as long as you have spare capital regardless of level (You can up to 999 stats with capital).
There’re two kind of stats; From the character data screen; on the left is Pilot stats, on the right is Crew stats. At first each stats are capped at 999 but once Limit Break a character can increase them pass 999 hard cap. See Limit Break Section for information.
Pilot stats will be used on all kind of unit, including warship which uses Warship Captain’s stat as a correction.
- Increase Control Area size. Starts with 1 and will increase every 100~150 points by 1
- Max control area by Command stat is 10 at 999 stat.
- For a Raid Group; use sum average of entire team’s Command stat.
- Master Pilot Slot and Warship Captain Slot gain +1 control area. Raid Group gains +1 for entire team.
- Increase Warship Link-up Damage (Captain only)
- Increase Base Damage for Ranged type Weapon
- Increase Accuracy for Ranged type Weapon
- Increase Raid Link-up Damage
- Increase Base Damage for Melee type Weapon
- Increase Accuracy for Melee type Weapon
- Increase Raid Link-up Damage
- Reduce Enemy’s Ranged/Melee stat value on Damage Side
- Reduce Enemy’s Ranged/Melee stat value on Accuracy Side
- Increase Weapon Power with “Awaken” Weapon Effect by following:
- 0~250: Every 25 points increases Power by 50
- 251~500: Every 50 points increases Power by 100
- 501~999: Every 100 points increases Power by 200
- Further enhance accuracy of “Awaken” Weapon (Max +20%)
- Accuracy increases regardless of enemy’s reaction/mobility
- Still subjected to abilities that increase evasion
- Increase range of Weapon with “Awaken” by 1 at 76, 201, 351, 601 and 901 (Max 5)
Crew stats work quite a bit different. In short, they exist to leverage pilot stats value of Warship Captain and provide benefit to the Warship. With an exception of Charisma which also can be used outside of Warship team. Character in Warship Captain slot will get heavy penalty on all pilot stats by default in which cause all of their stats except Command to have only half the effect. Warship Captain alone will hinder Warship performance so much it has negative effect on battle. Therefore by register all the warship slots with characters matching a role, Warship will then function just like MS/MA.
- Further enhance all Warship Captain’s stats value (Executive Office: XO only)
- Increase Warship HP/EN (Min/Max HP 500/10000: Min/Max EN 5/100) (Executive Office: XO only)
- Increase Warship Link-up Damage (Executive Office: XO only)
- Further enhance Warship Captain’s Melee/Ranged stats value
(Communicator Only) - Increase Warship Link-up Damage (Communicator Only)
- Further enhance Warship Captain’s Reaction stats value (Navigator Only)
- Increase Warship Link-up Damage (Navigator Only)
- Further enhance Warship Captain’s Defense stats value (Mechanic Only)
- Increase HP recovery rate for Unit standing by in the Warship at the start of own force next
turn (Max 100%) (Mechanic Only) - Increase Warship Link-up Damage (Mechanic Only)
- Increase Exp Multiplier
– Warship Team will use Guest’s Charisma as correction
– Raid Team will use individual’s Charisma as correction
In case of Raid Link-up. Use Charisma of Pilot who execute the command
– Maximum Exp Multiplier is 100% at 999 stat
– Exp Multiplier is (Charisma/1000)*100 - Increase Warship Link-up Damage (Guest Only)
- Increase Damage Multiplier of Raid Link-up Attack by following: (Pilot who execute Raid-Link only)
CharismaBonus Raid Link-up Damage Dealt0~1000%101~20020%201~30050%301~40080%401~500120%501~600160%601~700200%701~800250%801~900300%901~999400%
can be calculated by following formula:
An actual value of each stats can be as high as 1200 according to formula but they’re capped at 999. Each stats value will be used on damage/accuracy formula or reduce enemy’s stat value in the same fashion of pilot on MS/MA.
By combining all stats of Captain’s Command, XO’s Auxiliary, Mechanic’s Maintenance, Navigator’s Navigation and Guest’s Charisma, you will get the total sum stats value for Warship-Link Attack Damage multiplier.
The table below are a possible multipliers:
Character Performance: Morale Point
Also called Tension. For Cross Rays, morale system has unfortunately been nerfed compare to previous installation, as it no longer have any effect on damage directly and must require critical attack and/or ability in order to make usage of it instead of just simply having more MP than enemy’s with no requirement.
The blue bar indicate low morale, while red bar indicate high. All character will have maximum morale at 400 while the size of blue/red bar will be differed by character’s personality. An ability that can cause a personality change will alter these blue/red bar.
Tension goes up when: Attacks hit the enemy, destroy the enemy, evade enemy attacks.
Tension goes down when: Miss shot, getting hit, use a weapon attack that costs MP.
Tension will not change if character uses defend during combat.
Depending on tension level; It will have effect on critical damage dealt and critical chance:
Note: Character enters Dazed state if MP hit 0 and cannot attack.
In addition, tension level will be required for an activation condition in some abilities.
There’re quite a few personalities type in game. These table below show each of personality and its MP bar.
From top to below:
- Standard
- Determined
- Weak or Coward
- Calm
- Passion
- Abnormal (Character with this personality undergo harsh environment and horribly affected by it like the Boosted or Extended from SEED)
- Tranquil (Character with this personality mostly just AI or robot)
- Madness
- ZERO
- Strong Belief (Character with this personality truly believe on something even the whole world turn against them like Setsuna)
Character Performance: Skill
Character will start with 1 skill at Lv 1 and will learn new skill at 3, 8, 15, 25, 35, 50, 65 and 80. There’re 15 possible skill compositions in this game in which each character will possess one of them. The easiest way to tell which composition your character have is to look at their Skill 1.
The type of team will determine how the skill can be used;
Skill Compositions are listed below. Useful for anyone who want to create custom character.
*Note: MP Up EX is changed to MP Up 3 in English version. Its effect remains the same.
Character Performance: Skill Effect List
Effect of skills are listed below:
Note: Higher effect takes priority over others and does not stack with similar effect.
Character Performance: Ability
Another important part of characters is their ability. Ability can be trained to any character with a cost of capital. This is the main reason why any character can be good since abilities also play the biggest role and biggest difference alongside their stats.
At start you can only train up to 5 abilities. Once you’ve completed final stage, it will unlock a 6th slot make it possible for pilot to have up to trainable 6 abilities prior to Limit Break
- Abilities with same name but different Lv are stackable
- Abilities with different name but have similar or same adding Stats/Power effect regardless of
activation requirement are stackable . - Abilities with different name but have similar or same %Damage buff/%Damage reduction regardless of activation requirement are stackable.
- Abilities with different name but have similar or same %Accuracy/%Evasion regardless of activation requirement are stackable.
- Abilities with different name but have similar or same %Critical chance/%Critical damage regardless of activation requirement are stackable.
- Abilities with different name but have similar or same area of effect is not stackable.
Character Performance: Ability List 1
Some of abilities aren’t explained clearly or the translation is not correct in game so I will note them with a list below: Use Ctrl+F to find a desired ability.
Note1: Where to obtain listed here is prior to Hell difficulty. Otherwise I will mark with Hell only.
Note2: Ability you get from secret enemy is chosen randomly from a pool. Each stage along with difficulty will have different abilities and level in the pool. Which mean there’s chance you can get a top tier ability prior to hell difficulty this way for example you might get Sense lv 6 even before you reach secret stage.
Note3: If ability from the holder is random. It’s pre-determined since the start of stage so you can’t save scum to change it even when they appear as reinforcement later or as a secret enemy.
Note4: Free DLC Dispatch (G Gen BGM Dispatch) which includes some abilities are listed here.
Dispatch has chance to drop
by 30/60/90/120/150/180/210
- SEED 1 (Lv 2/3/4)
- Destiny 5 (Lv 5)
- Secret Stage (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- SEED 1 (Lv 2/3/4)
- Wing 7 (Lv 3/4/5)
- Secret Stage (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- Wing 3 (Lv 1/2/3)
- Wing 8 (Lv 3/4/5)
- 00 13 (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- SEED 1 (Lv 2/3/4)
- IBO 5 (Lv 3/4/5)
- Secret Stage (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- G-Unit 4 (Lv 2/3)
- Wing 5 (Lv 3/4/5)
- Secret Stage (Lv6)
- Hell Secret Enemy only (Lv7)
- Wing 5 (Lv 1/2)
- G-Unit 1 (Lv 2/3/4)
- IBO Gekko 4 (Lv5)
- Hell Gekko 4 (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- Wing 2 (Lv 1/2/3)
- SEED 8 (Lv 3/4/5)
- Hell SEED 8 (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- Wing 3 (Lv 1/2/3)
- 00 10 (Lv 3/4/5)
- SEED 9 (Lv 3/4/5)
- Hell 00 10 (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- SEED 3 (Lv 1/2/3)
- Astray 5 (Lv 2/3/4)
- Destiny 6 (Lv 2/3/4)
- IBO 10 (Lv 2/3/4/5)
- Hell IBO 10 (Lv6)
- Hell Secret Enemy only (Lv7)
by 30/60/90/120/150/180/210
- Astray 4 (Lv 1/2/3)
- Wing 7 (Lv 2/3/4)
- Astray 5 (Lv 2/3/4)
- Hell Astray 5 (Lv5)
- Hell Secret Enemy (Lv 6/7)
that doesn’t have fixed Lv 6 enemy holder in game
by 30/60/90/120/150/180/210
- IBO 2 (Lv 1/2/3)
- SEED 6 (Lv 2/3/4)
- Destiny 4 (Lv 2/3/4)
- 00 13 (Lv 4/5)
- Hell Destiny 4 (Lv5)
- Hell Secret Enemy only (Lv 6/7)
that doesn’t have fixed Lv 6 enemy holder in game
*Lv2 also increase Ranged weapon critical by 15%
- Wing 7 (Lv 1)
- 00F 5 (Lv 1)
- IBO 11 (Lv 1/2)
- SEED 9 (Lv 1/2)
It doesn’t increase critical damage.
Max range is capped at +2
*Lv2 also increase Melee weapon critical by 15%
- Astray 4 (Lv 1)
- Wing 8 (Lv 1/2)
- IBO 12 (Lv 1/2)
- Stargazer 2 (Lv 1/2)
It doesn’t increase critical damage.
Max range is capped at +2
*Lv2 also increase Beam weapon critical by 15%
- 00 5 (Lv 1)
- Wing 7 (Lv 1/2)
- IBO 9 (Lv 1/2)
It doesn’t increase critical damage.
Max range is capped at +2
*Lv2 also increase Physical weapon critical by 15%
- X Astray 3 (Lv 1)
- Astray 5 (Lv 1/2)
- IBO 11 (Lv 1/2)
It doesn’t increase critical damage.
Max range is capped at +2
500/1000/1500
- Wing 8 (Lv 1/2)
- Astray 5 (Lv 1/2)
- IBO 11 (Lv 1/2)
- Hell Secret Stage secret enemy only(Lv3)
500/1000/1500
- Wing 3 (Lv 1)
- SEED 2 (Lv 1)
- Secret enemy only (Lv 2)
- Hell Secret Stage secret enemy only(Lv3)
holder of Melee Handling Lv 2
or above is locked behind Hell mode
Character Performance: Ability List 2
by 500/1000/1500
- Wing 8 (Lv 1)
- Destiny 8 (Lv 1/2)
- Hell Secret Stage (Lv3)
by 500/1000/1500
- SEED 4 (Lv 1)
- Astray 3 (Lv 1)
- IBO 12 (Lv 1/2)
- Hell Secret Stage (Lv3)
by 500/1000
- Secret Enemy (Lv 1)
- Hell Secret Enemy (Lv 2)
can only be obtained by secret enemy.
– “Stop Wing Gundam ZERO”
Dispatch has chance to drop Lv 1
by 500/1000/1500
- SEED 1 (Lv 1/2)
- Destiny 4 (Lv 1)
- Wing 6 (Lv 1)
- Hell Secret Stage (Lv 3)
by 500/1000/1500
- Wing 5 (Lv 1)
- 00 13 (Lv 1/2)
- IBO 2 (Lv 1)
- Hell Secret Stage (Lv 3)
for Ranged Weapons
- Wing 4 (Lv 1)
- Wing 7 (Lv 1/2)
- Destiny 7 (Lv 1/2)
- 00 13 (Lv 1/2/3)
for Melee Weapons
- Wing 4 (Lv 1/2)
- X Astray 2 (Lv 1/2)
- Destiny 7 (Lv 1/2)
- 00 8 (Lv 2/3)
for Beam Weapons
- Wing 7 (Lv 1/2)
- SEED 2 (Lv 1/2)
- G-Unit 2 (Lv 2)
- Hell G-Unit 2 (Lv 3)
for Physical Weapons
- G-Unit 2 (Lv 1/2)
- SEED 3 (Lv 1/2)
- 00F 4 (Lv 1/2)
- Destiny 7 (Lv 1/2)
- Hell Destiny 7 (Lv 3)
- Hell 00F 4 (Lv 3)
for MAP Weapons
- G-Unit 4 (Lv 1/2/3)
- 00 6 (Lv 1/2/3)
- Wing 2 (Lv 2)
- G-Unit 2 (Lv 2/3)
- Destiny 7 (Lv 1/2/3)
- Hell Destiny 5 (Lv 1)
- Hell 00 11 (Lv 1)
- Hell Secret stage secret enemy (Lv 2)
*Lv 2 Max Step Chance -2, gain ATK/DEF/MOB +100
*Lv 3 Max Step Chance -2, gain ATK/DEF/MOB +200. EN consumption +100%
- Wing 6 (Lv 1)
- SEED 5 (Lv 1)
- Hell Wing 6 (Lv 2)
- Hell SEED 5 (Lv 2)
- Secret Enemy (Lv 2)
- Hell Secret stage (Lv 3)
Damage dealt +30%
- Hell SEED 7
- Hell Destiny 8
- Hell Stargazer 2
-Does not work on MAP weapon
Damage dealt +50%
- Hell IBO 9 Secret Enemy
- Hell Secret Enemy
-Does not work on MAP weapon
Damage dealt -30%
- Hell Secret Enemy
-A-LAWS Underwater Diversion Dispatch
has chance to drop
Damage dealt -50%
- Hell Secret Enemy
-Protect the Sanc’s Kingdom Capital
Dispatch has chance to drop
- Hell G-Unit 2
- Hell Destiny 7
- Hell Secret Enemy
Dispatch has chance to drop
- Hell G-Unit 4
- Hell SEED 3
Dispatch has chance to drop
of some abilities change,
and personality cannot be changed.
- Hell Wing 8
from “Super High” to “High”
and no longer change personality to “ZERO” type.
-Disrupt Operation Fallen Angels has
chance to drop
within control area at the start of own force turn.
- Wing 1 (Lv 1)
- Destiny 9 (Lv 1/2)
- Hell Secret enemy (Lv 3)
and doesn’t stack with similar effect.
within control area at the start of own force turn.
- IBO 8 (Lv 1/2)
- Astray 5 (Lv 1)
- Hell Secret enemy (Lv 3)
and doesn’t stack with similar effect.
within control area at the start of own force turn.
- Hell Destiny 9 (Lv 1)
- Hell IBO 3 (Lv 1)
- Secret enemy (lv 1/2)
- Hell Secret enemy (Lv 2/3)
and doesn’t stack with similar effect.
Character Performance: Ability List 3
within control area.
- Wing 6 (Lv 1)
- Hell Wing 6 (Lv 2)
- Secret enemy (Lv 1/2)
- Hell Secret enemy (Lv 2/3)
and doesn’t stack with similar effect.
-Protect Avalanche 5 Dispatch
has chance to drop Lv2
within control area.
- SEED 2 (Lv 1)
- Hell SEED 2 (Lv 2)
- Secret enemy (Lv 1/2)
- Hell Secret enemy (Lv 2/3)
and doesn’t stack with similar effect.
-Protect the skies of Kaguya Dispatch
has chance to drop Lv2
taken -10/15/20% in one-on-one battle.
- G-Unit 4 (Lv 1/2)
- SEED 4 (Lv 1/2)
- Secret enemy (Lv 1/2)
- Hell Secret stage secret enemy (Lv 3)
chance to drop lv1
and support counter.
- SEED 1 (Lv 1)
- Hell SEED 1 (Lv 2)
- Hell Secret enemy (Lv 2/3)
Dispatch has chance to drop Lv2
- SEED 3 (Lv 1)
- Hell SEED 3 (Lv 2)
- Hell Secret enemy (Lv 2/3)
has chance to drop Lv2
- Destiny 2 (Lv 1)
- Hell Destiny 2 (Lv 2)
- IBO 7 (Lv1/2)
- Hell Secret enemy (Lv 2/3)
- G-Unit 3 (Lv 1)
- IBO 12 (Lv 1/2)
- Hell Secret enemy (Lv 2/3)
has chance to drop Lv2
- Hell SEED 8
- 00 13
- Hell Secret enemy
and stacks with “Shield Defend”
-Hinder Project G Dispatch has chance to drop
- Destiny 7
Dispatch has chance to drop
- Hell X Astray 1
- Hell 00 13
-Each 1% missing HP adds 0.2% bonus damage dealt.
- Hell G-Unit 4
enemy’s DEF by % according to difference amount in MP (Max 200 difference)
-Effect Scaling is greatly reduced in Inferno Difficulty but max effect is the same
- (MP – Enemy’s MP) : Def reduction starts at 10 difference by 18%
and max ~40% reduction at 200 difference.
Increase 1~2% for every 10 difference. - 999ATK with 200MP against enemy with 190 MP and 390 DEF
net ~14.69% damage dealt - 999ATK with 240MP against enemy with 190 MP and 390 DEF
net ~18.82% damage dealt - 999ATK and 400MP against enemy with 190 MP and 390 DEF
net ~36.84% damage dealt - 999ATK and 400MP against enemy with 200 MP and 390 DEF
net ~36.84% damage dealt - 999ATK and 400MP against enemy with 200 MP and 465 DEF
net ~39.86% damage dealt
-No effect if MP is equal or lower than enemy.
-No effect if use on weapon with “Ignore DEF” effect
a unit from Warship
- SEED 6
- Destiny 7
if piloting S-size unit
- Hell Astray 1
- Hell IBO 7
Dispatch has chance to drop
if piloting XL-size unit or larger
- 00 13
- Hell IBO 7
Dispatch has chance to drop
if piloting Fighter unit
- Destiny 5
has chance to drop.
-Many of MA jet form also counts.
if piloting Tank unit
- IBO 7
has chance to drop.
-Many of MA tank form also counts.
if piloting Ground unit
- Wing 4
- SEED 4
-Only Reginlaze Julia Ground Type is good for this ability.
if piloting Space unit
- G-Unit 2
- Destiny 2
-Stargazer and Reginlaze Julia work with this ability.
-Disrupt Operation Fallen Angels Dispatch has chance to drop
if piloting Underwater unit
- SEED 5
- Destiny 4
if piloting Ground unit
- Hell Wing 4
if piloting Space unit
- Hell 00 6
Character Performance: Ability List 4
if piloting Underwater unit
- SEED 5
They try to refer to Ground/Water
or “Amphibious” type unit like Superbia GN-X
when fighting on ground battle
- Hell Destiny 4
when fighting on Space battle
- Hell SEED 8
when fighting on Atmospheric battle
- Hell Wing 1
when fighting on Surface/Underwater battle
- Hell SEED 5
If piloting a unit with Alaya-Vijnana system
- Hell IBO 4
If piloting a unit with Alaya-Vijnana system
has chance to drop
If piloting a unit with Alaya-Vijnana system.
Also Weapon Critical +30% if Morale is High or higher
has chance to drop
-Require Alaya-Vijnana system for both effects to work.
If piloting a unit with Alaya-Vijnana system.
Also change personality
- Hell IBO 7
(All MP bar is red) if Alaya-Vijnana system exists.
If piloting a unit with Alaya-Vijnana Type-E system.
Also +50 Ranged/Melee/Reaction when
Morale is Super High or higher
- Hell IBO 12
If piloting a unit with Alaya-Vijnana system
has chance to drop
in one-on-one battle
has chance to drop
when fighting in one-on-one battle.
has chance to drop
at the start of own force turn.
-Junius Seven Drop Disaster Dispatch
has chance to drop
unit gains +1 movement
- Hell Wing 8
- Hell Wing 8
- Hell G-Unit 2
- Hell G-Unit 1
- Hell G-Unit 2
- Hell G-Unit 4
has chance to drop
Reaction/Awaken +60
- Hell SEED 5
has chance to drop
- Hell SEED 1
- Hell SEED 3
- Hell SEED 5
Abilities that alter pilot stats will have 50% more effect
- Hell Astray 2
- Hell Destiny 1
- Hell Destiny 9
if fighting on Ground battle
- Hell SEED 4
control area at the start own force turn
and doesn’t stack with similar effect.
-Junius Seven Drop Disaster Dispatch
has chance to drop
Weapon Critical +30%
- Hell Destiny 7
Defense/Reaction/Awaken +50.
If Morale is Timid or lower
Defense/Reaction/Awaken -30.
- Hell SEED 9
Character Performance: Ability List 5
- Hell Destiny 4
- Hell Destiny 5
- Hell Destiny 2
- Hell Stargazer 2
exclude MAP weapon
has chance to drop
Survive the battle with 1HP
has chance to drop
-Does not work on counter
-Stacks with Cooperation ability
Dispatch has chance to drop
-Stacks with Melee Handling ability
Dispatch has chance to drop
-Stacks with Analyst ability
has chance to drop
Abilities that alter pilot stats will have 30% more effect
- Hell X Astray 1
when piloting Gundam
- Hell 00 13
- Standard; 340
- Determined, Passion, Belief and ZERO; 320
- Weak, Calm; 360
- Abnormal; 310
- Tranquil; 300 but does not change morale to High
- Madness; 200
- Hell 00 10
has chance to drop
MP -5 per turn
- Hell 00 13
Line Dispatch has chance to drop
-Does not active on support attack/support counter
-Protect Humanity’s Absolute Defense
Line Dispatch has chance to drop
- Hell 00 8
for characters with Team Trinity
has chance to drop
-As long as both attacking/attacked
unit and support unit have this ability
effect will apply even there’re other
support unit without it.
has chance to drop
within control area at the start of own force turn.
has chance to drop
-Higher effect take priority over others
and doesn’t stack with similar effect.
- Hell 00 6
with “Transform” ability
- Hell 00 6
damage taken -15% in one-on-one battle
- Hell 00 11
when piloting “Flag” series units
- Hell 00 4
- Hell 00 6
Exclude MAP weapon
- Hell 00F 1
- Hell 00 13
- Hell 00 6
and doesn’t stack with similar effect.
-Aid Tekkadan’s HQ Escape Dispatch
has chance to drop
-Orga Itsuka’s famous line
Dispatch has chance to drop
and support counter
- Hell IBO 3
- Hell IBO 3
- Hell IBO 6
- Hell IBO 12
Character Performance: Ability List 6
Dispatch has chance to drop
- Hell IBO 1
Messiah Dispatch has chance to drop
Dispatch has chance to drop
- Hell Wing 5
Dispatch has chance to drop
-Doesn’t work on Support Counter
has chance to drop
Ability that alter stats has 50% more effect
has chance to drop
has chance to drop
when fighting in one-on-one battle
has chance to drop
Character Performance: DLC Ability
Mobile Trace System
when pilot stats are still lower than 275. It has no benefit beyond 275.
Awaken 500 or more, Max chance step +1
Damage dealt +30 if pilot from support attack also has this ability.
Morale changes more easily
Morale changes more easily
Damage taken -10% for support defend
- Number of kills * 5
- Additional damage bonus is capped at 50000
- Effect applied after damage calculation
when fighting in one-on-one battle
Character Performance: Inferno Ability 1
I1 stands for Inferno Lv 1
Exp stands for Expansion Stage
Ability you get from secret enemy is chosen randomly from a pool. Ability Pools for each Inferno level and stage are similar to of those Hell difficulty one but almost always reward maximum level.
Melee Weapon range +1
- Wing 3 I1
Physical Weapon Power +300
- Astray 5 I25
Bean Weapon Power +300
- Wing 8 I25
- IBO 7 I25
- Wing 8 I75
Ranged Weapon range +1
- IBO Gekko 3 I1
Physical Weapon Power +300
- 00F 5 I1
Bean Weapon Power +300
- SEED 7 I25
- 00 13 I75
- 00F 5 I75
- Astray 4 I1
- Destiny 5 I1
- Astray X 2 I50
- IBO 9 I25
- Wing 5 I25
- G-Unit 4 I75
- 004 I1
- SEED 4 I25
- G-Unit 4 I75
- Wing 8 I75
- Wing 8 I50
- Destiny 9 I50
- Stats Gain=
- 350 * Number of Lv.1 Ability
- Stat increases this way cannot be increased by
ability that alter stats
that has a status raising value under +90.
- WingEW 2 I50
Only biggest bonus take priority
that has a status raising value under +50.
- WingEW 2 I25
Only biggest bonus take priority
that has a status raising value under +30.
- WingEW 2 I1
Only biggest bonus take priority
Ranged have 70% more effect.
- 00 13 I50
Melee have 70% more effect.
- Destiny 9 I50
Defense have 70% more effect.
- G-Unit 4 I50
- SEED 9 I50
- Stargazer 2 I50
Damage Taken -10% in one-on-on battle
- Wing 8 I1
- Wing 8 I1
- Destiny 7 I50
Dispatch has chance to drop
- Destiny 9 I1
- Destiny 9 I25
Character Performance: Inferno Ability 2
- Destiny 9 I50
- Destiny 9 I75
Dispatch has chance to drop
It has nothing to do with damage
-Generation System Dispatch
has chance to drop
- SEED 9 I1
- 0013 I1
- 0013 I25
- 0013 I25
- 0013 I50
- 0013 I25
Dispatch has chance to drop
Dispatch has chance to drop
- Secret Stage I25
- Secret Stage I50
-Does not active on support attack/support counter
turn. The higher the crew stats, the greater the effect.
- Secret Stage I90
turn. The higher the Pilot Stats, the greater the effect.
- EXP 5 I75
-Takes priority over “Spirit of the Algus Knights” version of this ability
- EXP 5 I90
Unit Performance: Stats and Terrain Capability
Unit is next thing you need to consider. As for Cross Rays, Unit Performance has been adjusted so their stats aren’t affecting damage directly like it used to in older game, their behavior now change based on how strong your weapon move and how high the pilot’s stats are so these stats will truly show their potential once you have trained your pilot and upgraded unit enough. Therefore weapon moveset kit and its ability are now especially more important than deciding based on stats alone.
At first each ATK DEF and MOB stats are capped at 999 but once Limit Break a unit can increase them pass 999.
- Increase Max HP
- Increase Max EN
- Multiply Base Damage (Max 150%)
- Main stats for Warship/Raid Link-up Attack
- Increase Warship/Raid Link-up Damage
- Reduce Enemy’s % Multiply Base Damage (Cannot reduce below -90%)
- Reduce Enemy’s Warship/Raid Link-up Damage
Min/Max Multiplier you’ll get after ATK-DEF correction is -90% to 150%. You can only get 150% bonus by using weapon move that ignore DEF with 999ATK stat. Common Enemy will usually have 150 DEF on Normal and 250 DEF on Extra which means with an average ATK stat of 300-400 of Lv1 high tier Gundam, you will get at least 5~15% bonus stats and will get 45~60% most of time at 999ATK on Extra. You can only get a -90% when your unit has 999DEF and being attacked by enemy unit that has less than 100ATK.
Multiplier will have its effect increased in double when ATK is much greater than enemy’s DEF at certain threshold that’s why it has such a big jump in % but it’s impossible to achieve this without “Piercing” or “Ignore DEF” weapon effect or without character ability “Intimidate”. It’s even harder to achieve double effect on higher difficulty due to enemy will have high DEF.
DEF will reduce Warship/Raid Link-up damage. You will never get attacked through Link-up attack but enemy’s DEF stat will be used as correction when you execute Link-up attack.
ATK – DEF Correction
- -999 to -990 : -90%
- -990 to 590 : Every 10 points increase multiplier by 1%
- 590 to 999 : Every 10 points increase multiplier by 2%
- 990 to 999 : Max 150%
- Leverage Pilot’s Accuracy Stats for All Weapon type
- Leverage Pilot’s Reaction Stats against enemy attacks
- Increase Warship/Raid Link-up Damage
- Increase Critical Chance for Warship/Raid Link-up Attack by following:
Sum Totals MOB of Participantion UnitWarship/Raid Link-up Critical Chance0~1890%190 or higherIncrease Critical Chance for every 100 points on MOB by 1%909090%
MOB does not increase Accuracy and Evasion directly. They exist to have either benefit or nerf on pilot’s respective stats. For example a pilot’s Ranged stat at 600 will not perform as if it has 600 stats on Accuracy formula when MOB stat is lower than that Ranged stat, thus will get less benefit from it. Ranged/Melee stats on Accuracy side will perform at full potential only if MOB stat has at least same value. At the same time MOB will give small benefit if it’s higher than pilot’s respective stats. The same rule also applies to Reaction stat for Evasion.
Accuracy and Evasion are not only calculating from your pilot’s stats, they also compare to enemy’s stats and their unit’s MOB stat when engaging in battle. So the further nerf may occurs if enemy unit has more MOB than yours. However getting nerf this way is a rare case because most enemy you’re going to face are mass product units and grunt enemy, so it’s not happening very often unless you play on highest difficulty with starter units right away or handicap yourself. Therefore even if you have MOB lower than your pilot stats, you can still gain benefit enough to make up with that lost in battle by having a MOB stat higher than enemy’s which is more practicable this way.
MOB is only stat that can increase critical chance on Warship/Raid Link-up Attack. It cannot be increased by other way. What determine whatever a critical is a normal ones or super critical is a pilot that participates in link-up attack has high morale or not, chance further increase a more pilots with high morale in a group and participate in that link-up.
- Increase Base Movement
- Modifier Accuracy by following:
Defender Unit’s SizeAttacker Accuracy ModifierS0.9M1L1.1XL1.2XXL1.3
Note: All Warship size is registered as XXL
All unit can be affected by a terrain they’re currently position in both as Damage Dealt Modifier and Accuracy Modifier. Terrain Capability can also negatively affect Unit’s Movement.
Damage Modifier
Accuracy Modifier
Movement
C and D rating penalty become bigger a more Base Movement unit has.
Sub-Flight System
Sub-Flight System or SFS is a flight plane designed for Mobile Suit to dock it and use as quick transportation. It does not directly modify unit’s terrain capability however a game will prioritize SFS’s terrain capability as a modifier if exists. It follows the same rule of unit.
Turn used in SFS and units are separated
Maximum Upgrade Points you can get varies from unit to unit. They all but one exception secret unit: Knight Superior Dragon will follow the same rule below:
- The amount earn is higher the more level unit has. Low-tier unit will gain more upgrade points per level.
- At Lv40~60 Some of low-tier stats will catch up with high-end unit in one stat or two, depending where you use your point on.
- At Lv99 All unit will have almost exact same stats value except HP if never use point on it.
The easiest way to tell which unit is on higher or lower tier than other is their EXP required for leveling up at Lv 1 or a “Cost” you use to produce said Unit.
Unit Performance: Weapon
Yes this is counted as weapon
Unit available in game will come with at least one weapon. Each come with Base Power, Base Accuracy, Base Critical Chance, EN consumption, MP consumption, Weapon Effect, Capability and Combat Effect.
There’re three type of Weapon; Ranged, Melee and MAP
Type of Weapon indicates which pilot stat/ability will affect its performance such as Melee type Weapon will use Melee Pilot Stat and vice versa. MAP ignores all rule including all defensive abilities and deal damage equal to its Power.
Three Sub Type; Beam, Physical and Special.
Sub Type indicates which ability/terrain will affect its performance such as Beam Weapon damage will be reduced if attacking an enemy unit with Nanolaminate Armor, and is further reduced if used in Underwater terrain. Special ignores all defensive abilities and can be used by most terrain unless disabled by Weapon Capability Effect.
A most important stat in weapon is power. It’s a base damage of that weapon which will be enhanced by pilot stats, then multiplied by all sort of damage dealt buff. If can’t think of anything, add more power.
Base accuracy of weapon. Assuming that you and enemy are equally match the % shown here will be used before being corrected by map positive correction and any source of buff or penalty from abilities.
Any ability that affect weapon critical will add to this stat. It’s a base critical chance of weapon.
All weapon cost EN while some might cost MP as well. Character will suffer moderate MP lost if they use the weapon that also cost MP and miss a shot.
Some weapons do not only deal damage, they may inflict debuff or has additional benefit if condition met.
Some weapons aren’t always working in every terrain.
It contains information about what would affect to weapon when used in certain terrain. Such as -50% when use Beam Weapon against enemy in Underwater terrain.
A shield icon under unit stats indicates that this particular unit can use “Defend” command. Which will reduce damage taken by 20%. If “Shield Defend” unit ability exists it will reduce damage taken by 40% instead. Iron Wall ability will further reduce damage taken by 10%.
Sub-Flight System icon under stats indicates whatever this particular unit can use SFS or not
Unit Performance: Weapon Effect
All Weapon Effects are listed below:
– if not all hit connect; Damage decrease by (number of fail hit / Max possible number of hit) * 100 (%)
– If all hit connect; Damage Dealt +20%
-Due to how formula works, these bonus damage stack multiplicatively. The actual damage dealt you get:
- Timid: 32%
- Normal: 44%
- High and Super High: 56%
- Super Charged: 68%
In game translation is incorrect debuff inflict only affect unit stats
Unit Performance: Ability
Just like pilots, major of units also possess ability but unlike them, unit cannot be trained. Most of abilities are exclusive to certain units, however they can gain some of abilities by equipping with modification or OP part. Modification can be obtained by completing modifications (Bronze, Sliver and Gold) quest.
- Abilities with different name but have similar or same adding Stats/Power effect regardless of activation requirement are stackable.
- Abilities with different name but have similar or same Damage Reduction regardless of activation requirement are stackable .
- Abilities with different name but have similar or same %Damage buff/%Damage reduction regardless of activation requirement are stackable.
- Abilities with different name but have similar or same %Accuracy/%Evasion regardless of activation requirement are stackable.
- Abilities with different name but have similar or same %Critical chance/%Critical damage regardless of activation requirement are stackable.
- Abilities with different name but have similar or same area of effect are not stackable.
- Abilities with different name but have similar or same Damage Nullifies regardless of whatever activation requirement are not stackable but they’re still working.
Unit Performance: Ability List 1
Some of abilities aren’t explained clearly or the translation is not correct in game so I will note them.
Ability are listed below: Use ctrl+f to find specific ability.
-Will display blurring effect similar to Gundam Deathscythe
requirement changes from super high to high, and no
longer cause personality changes.
Physical/Beam Weapons. Consume 12 EN per usage
Consume 30 EN per usage
Consume 15 EN per turn
Consume 5 EN per usage
Ranged Beam Weapons when defend. Consume 20 EN per usage
Ranged Physical/Beam Weapons. Consume 10 EN per usage
All Weapons when defend. Consume 30 EN per usage
All Weapons.
same group with Deuterion Beam Charge System within 5 spaces
same group with Deuterion Beam Transmitter
Enable unit to receive EN from units of the
same group with Deuterion Beam Transmitter
Unit Performance: Ability List 2
Also enhance the effect of “GN Field”
and Morale is Super High or higher
Change form when receive more than 5000 damage from Physical Weapons
- Lv1 : Reaction +30
- Lv2 : Reaction +40
- Lv3 : Reaction/Awaken +30. Accuracy/Evasion +10%
when Morale is Super High or higher - Lv3(Limiter OFF): Reaction/Awaken +30 and Accuracy/Evasion +10%
- Original: Reaction +50 and Accuracy/Evasion +5%
- Bio-Unit: Reaction +50
- Type-E: Reaction +50.
Damage dealt +20% when morale is Super High or higher
-Type-E english translation is slightly incorrect, Ranged/Melee +50
only comes from pilot’s Type E there’s no Ranged/Melee +50 effect from unit,
thus there’s only 50 bonus stats total for Ranged/Melee. Reaction will gain
+50 from both effects thus +100 stats bonus in total.
Restore 30 EN when activated. Only activate when defend.
The higher HP, the more MP gains
- (HP/1000) * 2
Highter DEF/MOB the greater effect.
Maximum effect is 20% at 999 of respective stats
The more MOV stats, slightly increase the chance to activate.
Unit Performance: DLC Ability
Currently. None of DLC unit ability can be obtained via OP part.
Restores 5% of Max HP when activated
Pilot’s Melee/Ranged and Reaction
- Melee/Ranged at 100 damage dealt is lowered by ~16% and accuracy is lowered by ~10%
- Melee/Ranged at 250 damage dealt is lowered by ~2.1% and accuracy is lowered by ~1%
- Reaction at 160 evasion is lowered by 7%
- These negative effects are completely removed if pilot has “Gundam Fighter” ability
Stats above 275 will have benefit.
- Melee/Ranged 300 increases damage dealt by ~5.9%
- Melee/Ranged 500 increases damage dealt by ~36%
- Melee/Ranged at 999 increases damage dealt by 100%
- Reaction at 500 increases evasion by 10%
- Reaction at 999 increases evasion by 20%
This ability works even without “Gundam Fighter”
Restore 30 EN when activated.
Unit Performance: Modification
Also known as OP (Option Part). It gives direct benefit to the equipped unit such as stat increase, accuracy/evasion buff, HP/EN regen and a lot more.
Modification can be unlocked through completing quests such as bronze, silver and gold quest, a reward unlocked this way is determined by number of completion and given by order. There’s also specific quest that reward unique mod (ie Zero System), and Inferno quest will always reward fixed modification part.
Below is a list of Bronze, Sliver and Gold reward order.
Unit Performance: Inferno Modification
Inferno Modification (also called EX tier) can only be obtained by completing specific quest. The quest name and their rewards are listed below.
EXP stands for Expansion Stage
- DEF +200, Accuracy +13%
- DEF +250, Movement +1
- DEF +350
- Evasion +10%, DEF +100
- DEF +175
- Accuracy +10%, DEF +100
- ATK +175
- MOB +200, All weapon power +500 exclude MAP weapon
- MOB +250, MAP weapon power +500
- MOB +350
- ATK/DEF/MOB +200, Accuracy +3%
- ATK/DEF/MOB +200, Evasion +3%
- ATK/DEF/MOB +200, Accuracy/Evasion +2%
- Movement +3 when there’re OP parts with I, II and III equipped
- Max Team +1, Movement +1
- Max Team +1, Copy Space terrain capability to Atmospheric
- Reduce Damage taken by 500. Exclude MAP Damage
- Movement +1 by every OP parts with III equipped
- Evasion +30%, All Weapon Power +3000. Exclude MAP weapon
- Accuracy +30%, HP +30000
- HP +30000, DEF +300
- Reduce damage taken by 5000. Exclude MAP Damage
- Increase ATK from OP part by 1.5 times
- Increase DEF from OP part by 1.5 times
- Increase MOB from OP part by 1.5 times
- 4 times the effect of any OP part with status raising value under +60
- Reduce Damage taken by 1000. Exclude MAP Damage
- Accuracy +10%. Increase Range of Ranged Weapon by 1
- Accuracy +10%. Increase Range of Melee Weapon by 1
- Accuracy +15%. MAP Weapon Power +500
- ATK+200. Accuracy +5%
- ATK+250. Movement +1
- ATK+350
- Give unit ability “Knight of Light”
- Give unit ability “Golden Guardragon”
Must also defeat all secret units
- Give unit ability “Dimensional Transcendence”
Custom Character Performance: Stats 1
Custom Character is one of great feature. It’s not required to complete a game but imagine having your OC piloting a powerful dream MS/MA can be fun.
I will cover up custom character performance as the bonus since why not? It may help you in RPing experience.
Character will have “Standard” Personality no matter what.
The Lv 1 stats are determined by adding up month of birthday and day of birthday. The first digit number of result is your character’s start stat.
For example 29 Jun is 29+6 = 35; 5 is the type of character.
Note: Names below are made by me. Not official.
Pilot Stats:
Crew Stats:
Birthday and Blood type will affect stat growth. There’re possible 17 stats growth your character can get. The growth may random but eventually they will reach at designated stats. Stats shown on the table below are the stats your character will gain from leveling up to Lv 50 and Lv 99, add up to your starter stats to get the final stats.
Example the 29 Jun (5 type) with B Blood type will get 120+354 = 474 Ranged at Lv 99
Again, names are totally thought by mine.
- All Rounder Pilot (+All Pilot Stats)
“0”, “3”, “6”, “9” with A and O Blood type
“2”, “5”, “8” with B Blood type
“1”, “4”, “7” with AB Blood type
“0”, “1”, “4”, “7” with Unknown Blood type
- Shooter Commander (+Command, +Ranged)
“7” with B Blood type
“3” with Unknown Blood type
- Protective Commander (+Command, +Defense)
“0” with AB Blood type
“6” with Unknown Blood type
- Quick Commander (+Command, +Reaction)
“3” with AB Blood type
“9” with Unknown Blood type
Custom Character Performance: Stats 2
Steam character limit suck bad
- Shooter (+Ranged)
“6” with B Blood type
“2” with Unknown Blood type
- Late Bloomer Shooter (+Ranged, Slow Growth Rate)
“9” with B Blood type
“5” with Unknown Blood type
- Close Combatant (+Melee)
“2” with AB Blood type
“8” with Unknown Blood type
- Late Bloomer Close Combatant (+Melee, Slow Growth Rate)
“1” with A Blood type
“5” with AB Blood type
- Protector (+Defense)
“4” with A Blood type
“8” with AB Blood type
- Nimble (+Reaction)
“7” with A Blood type
“1” with O Blood type
- Main Protagonist who undergo harsh experiment of evil organization (+Awaken)
“0” with B Blood type
“4” with O Blood type
- Main Protagonist who undergo harsh experiment of evil organization
and also develop PTSD (+Awaken, Slow Growth Rate)
“3” with B Blood type
“7” with O Blood type
Custom Character Performance: Stats 3
- Deputy Chief (+Auxiliary)
“2” with A Blood type
“6” with AB Blood type
- Communicator (+Communication)
“5” with A Blood type
“9” with AB Blood type
- Wheelsman (+Navigation)
“8” with A Blood type
“2” with O Blood type
- Mechanic (+Maintenance)
“1” with B Blood type
“5” with O Blood type
- Popular (+Charisma)
“4” with B Blood type
“8” with O Blood type
Custom Character Performance: Skill
Custom character will get one of 15 possible skill compositions when created using birthday and blood type. Good thing it shows you a first skill your character will get so it’s easily to know which composition you have by comparing the skill table below.
For people who want to know how it actually works. Combine the day and month to get the first digit number. The number of digit will indicate order from 0 to 9.
Each Blood type has own start point (0) and end point (9) of loop.
For example take a skill table above as reference, B Blood type has “Attack Burst β1” skill registered as start point (0) and “Mind Save 1” as an end point (9). Order always goes from top to below.
- 0 : Attack Burst β1
- 1 : Attack Burst γ1
- 2 : Force Guard α1
- 3 : Force Guard β1
- 4 : Force Guard γ1
- 5 : Double Repair 1
- 6 : EXP Boost β1
- 7 : EXP Boost α1
- 8 : HP Repair 2
- 9 : Mind Save 1
After order 9 return back to 0 and loop continue.
So if you take 29 Jun B Blood Type : That would mean a character will get order 5 from B Blood order which you will get “Double Repair 1”.
The table below will show start point and end point loop of each blood type:
Limit Break
Introduced in newly 1.6.0 patch is limit break system.
By using capital they can be limit broken and have their stat cap increased to even greater high. This allows character/unit to become even more powerful through leveling up, and open up new option to further strengthen them.
There’s no difference between limit break before or after capping their initial stats. Any natural growth stats that should have been gained via leveling up will be added back in case you capped any stats before limit break your characters.
What happen when you limit break character:
- Lv cap increases to 999
- Stats hard cap increases to 9999
- All Character gain a same stat growth at Lv 100 (+4 all)
- Except character with 0 awaken growth rate will stay at 0
- Character can purchase limit break using breakthrough point to further increase stats
- Many character can purchase ability slot with breakthrough point
- Max possible breakthrough points is 240
What happen when you limit break unit:
- Lv cap increases to 999
- Stats hard cap for ATK/DEF/MOB increases to 9999
- All Unit gain a same amount of upgrade points once level up pass Lv 100
- +171 between 100-170
- +128 between 171-199
- +85 between 200-659
- +77 between 660-999
- Upon 999 you get 4275 points
- Unit gains 1 more OP or Modification slot
Each time a limit break characters with Lv 99 or more level up, they may gain breakthrough point which can be used to purchase a direct upgrade to character in similar fashion to buying stats with capital. However just like paying capital, there’s limit amount you can purchase. As it shows in the picture below.
These are possible upgrade you can purchase
- Increase Command by 40
- Increase Ranged and Melee by 30
- Increase Defense by 27
- Increase Reaction by 20
- Increase Awaken by 35
- Increase Character Ability slot by 1 (Cost 10 BP)(Character with 2 or lower inherited ability)
- Increase Character Ability slot by 1 (Cost 7 BP) (Character with no inherited ability)
Each stats can be purchased for total of 100 times for 1 BP each. Number of character ability which can be bought are different for each character. A character with no ability at all will get 2 possible expansion. While a character that already come with at least 3 abilities will not be able to purchase more slot.
Group Composition System
In order to deploy your unit into battle, you must first form a group. There’re two type of groups in game which will have unique features and different team built lineup.
Warship will be center of this team as well as additional slot to use one unit and one character as a “Master” of the group. Warship’s team size is depending on what kind of Warship you use, max team is 2. Smaller Warship usually come with 1 team but can be increased by using certain modification or OP part.
- Warship provides core benefit for survivability in both short-game and prolonged battle. As Warship itself is very strong in defend phase due to large HP and usually because AI was scripted to attack Warship above all else most of time due to being easy target, they can be used to tank and carry your first early game units. In additional to that Warship with mechanic in the group will regen HP/EN over time.
- Warship also provides a place to station your unit for safety and recover most of their HP and regen EN at the end of turn.
- Warship team can set specific character skill to be used in battle as desired, at a cost of only Warship and Master can execute the skill. However skill will affect everyone within control area of executor, some skill can be used on ally unit outside their group such as Guest Force. Make it a best team to complete the quest and secret condition challenge.
In addition to above certain slots also gain benefit buff:
Master Slot
- Master slot unit will get +1 Control Area as well as ability to regen HP/EN at the end of turn similar to a Warship.
- Master gains an ability to request Support Attack from all ally units within its control area, including Guest Unit, and able to request support attack from Warship. The max possible number request is 9
Leader Slots
- Leader Slots unit will get an ability to request Support Attack and Support Defend from within the same team.
In Cross Rays, an alternate “Raid” group has been introduced to the game, this group allows you to launch a units into battle without Warship, and gains benefit and features unique to the group.
Without Warship, Raid team can be deployed with just a unit, with the downside of having limited number of deploy units by stage rule. There’re quite a few benefit raid team gets that does not present in Warship Group.
- Raid Group allows an aggressive playstyle by providing Support Attack regardless of Control Area size, limited by only weapon range. Anyone can request Support Attack and Support Defend.
- Raid provides some survivability by giving out HP/EN regen per turn. Unit will receive 30% EN per turn while units are not adjacent to ally unit within same team. Will gain 20%HP and 10%EN regen per turn if is adjacent to 1 ally unit within same team, 40%HP and 5%EN with 2 allies, 60%HP with 3 allies and 80%HP with 4 allies.
- All units within raid group will have own control area, allow anyone to use ability with AoE effect. This also apply to raid group link-up attack range which further establishing aggressive playstyle
- Any unit within raid group can initiate a Link-up attack.
- Every unit will has it own skill stocks, and skill can be executed by any unit but will only affect themselves reagardless of control area
Stat Value Correction
Figure that with a new cap on stat. I think it’s time to explain what stat value correction is.
Stats Value Correction is a game mechanic that transfer raw stats into benefit of things depending on the rule rank from a basic “How much Awaken do you need to get certain weapon power boost and range” to a more complex one like “how much in each respective stats do you need to maximize the damage boost of Link-up Attack” and so on. They have maximum value of 999 for each stats used in formula.
For example a 999 Charisma that give 400% damage bonus on Raid Link-Up Attack is actually calculated through Stat Value Correction with rule set specifically for it.
Mobile Trace System that gives up 100% damage bonus once Ranged/Melee has reached 999 is also calculated under the rule set specifically for them. Even a basic unit’s ATK – DEF correction is one of them. Awaken stat value correction for Weapon with Awaken weapon effect. Control Area size etc. The formulas behind these are done through stat value correction with each unique rule attached to.
Basic Stat Value Correction Rule:
- 1) Maximum SVC is always 999. It didn’t worth mentioning it at first because prior to 1.6.0 patch, the hard cap of stat is 999 so it’s common sense the SVC cap was also 999. Now even with 9999 stat cap, SVC stays 999
- 2) Minimum of SVC is never below 0.1
- 3) It always involve in one of character or unit stat, maybe two and maybe even more
Due to SVC cannot exceed 999. Some of benefit from above examples such as Awaken weapon or control area size remain unchange even with stats more than 1000.
Example of formula that uses SVC rule.
The % I show above are actually the result of several stats calculated under SVC with a basic rule and specific formula below:
SVC of Warship Link-up Damage Bonus
- ((Command + Auxiliary + Communication + Navigation + Maintenance + Charisma)) /1200) * 100 (%)
Due to basic rule of SVC, Command over 1000+ will only contribute 999 values to this formula. Auxiliary and other also fall under this rule. That mean the maximum you can get from this is still (5994 / 1200) *100 = 499.5% or 500%
However you may notice the increase in overall damage. That’s because some Pilot stat such as Melee/Ranged are added directly into formula without a SVC. So if I say 1 point in melee worth 5 weapon power. 999 would worth 4995, and 9999 would be 49995. So you can deal more damage the more these stats are. Link-up attack that uses ATK and MOB stat as their base damage also adds directly into formula without SVC.
List of Exception:
- Ranged/Melee and Defense in case of calculating Base Damage for usual battle and Raid Link-Up Damage
- ATK and MOB in case of calculating Warship/Raid’s offensive stats only
Inferno Difficulty Special Rule
Inferno Difficulty is a new mode introduced by DLC expansion pack. It comes with a special rules that have direct impact to character/unit performance;
1) Stat Value Correction Scaling is lowered by 90% or only have 1/10 effective compare to Hell difficulty and lower. That means you start with stat identical to how you start a game first time, a 999 stats would only give out like playing on Hell difficulty and lower with 99 stats. Assuming that new stat cap is 9999, stat value in formula hard cap would come back to be 999 once you cap your stat again.
List of stats that affected by this change:
- Pilot Stats
- Crew Stats
- Unit’s Stats
2) Effect Scaling is also lowered due to stat value scaling being lowered. Noticeable Control Area will be affected due to decrease of stat value in Command. Several abilities such as Mobile Trace System will also be affected by this change. If you take this guide as reference, in other to gain a full effect (aka prior known and 999 stat value correction) you have to max out stat again which is 9999 to regain the full potential of said ability like it used to in lower difficulty.
For example to regain a full Link-up Damage bonus of 500% in Warship. You have to max out respective crew stats in new hard cap (9999). Or to regain a full Awaken Weapon effect, you have to max out 9999 on awaken again.
3) Warship/Raid Link-up Attack is further reduced in damage due to increase in penalty.
4) Units that participant as Support Attack will deal less damage.
- Damage Reduced by = Number of Support attack units * 10
5) Weapon effect “HP & Status Recovery” cannot be used.
6) Map Positive Correction is removed. All terrain now has 0%
EXP Gain Formula
Pilot and Unit gain EXP by defeating enemy. The stronger the enemy unit, the more exp you will acquire.
However as you’re continuing you will notice you actually gain less EXP eventhough you play on the higher difficulty.
It’s because your character/unit stat value is higher than enemy’s, fighting weaker opponent yield less EXP than you should have. SD Gundam G Generation and Cross Rays included has established an EXP system very similar to the MMORPG despite it’s single player sandbox game yeah…
As for Inferno standard, you have to divide each stat except HP and EN by 10 first before adding to each formula.
The basic formula is:
(Warship EXP)
(Units EXP)
(Executor Unit)
(Other Units EXP)
Exp you gain by defeating enemy is calculated by adding score of enemy’s unit and pilot together Scores are based on enemy pilot/unit stats so stronger mean more score. The number you get will be both Pilot exp and Unit exp.
In some case. Your Master can asks guest or story unit to join in the support battle. In this case you will gain exp bonus based on guest’s charisma. If your guest unit is actually part of guest’s warship group, use Warship Guest’s Charisma as correction.
“So rely on Guest Force more often!” is a tip from a game itself. There’re quite a few stages come with Guest character with literally high Charisma as Warship Guest, have you been wondering what the point? You’ve gotten the answer now. You should and will be always relying on guest force even when you want to leveling up late game unit/pilot.
Note : If there’re more than one Guest Unit on battle, use the ones with highest value.
This is very important. I will explain in a nutshell. You gain less exp if your pilot and unit are way stronger than defeated enemy. And a way to tell you that is a difference amount in stats value between enemy and you.
All units, including warship, stats value can be calculated with formula above.
Once you have done the calculation of both your unit and enemy’s. They will be used in correction below.
- -351 or lower : -90% exp bonus
- -350 to -251 : every 50 points increase exp bonus by 10%
- -250 to -11 : every 40 points increase exp bonus by 10%
- Same or 0 : 0%
- -10 to 290 : every 20 points increase exp bonus by 20%
- 291 to 340 : every 10 points increase exp bonus by 20%
- 340 or more : max 400% exp bonus
For example if your character stats value is 300 and enemy is 150. The correction is -150 that means you will be received exp penalty of roughly -45%
Rules :
- One-on-one battle uses the stats value correction between you and enemy
- Warship-Link will use Warship’s stats value as correction. Participants don’t matter.
- Raid-Link will use individual’s stats value as correction.
If there’re more than one enemies you defeat in one battle as in case of Link Attack, you have to calculate each enemy stats value correction separately then you will get individual exp gain from each of defeated enemies then you sum all of them to get total exp gain from that battle.
Ability and Skill can increase the incoming EXP gain but there’re some rule regarding on how to use them.
- Ability and Skill will only apply to the pilot who execute an attack (Link-up Attack included)
- Ability and Skill will not apply to pilot who’re part of support attack and Link-up Participants.
- Ability and Skill will not work on pilot in support attack/counter/defend/Link-up Participants even when they have EXP buff applied individually on them.
Some other minor rule
- Enemy defeated by MAP weapon only give 0.5 EXP
- White Flag Enemy defeated only give 0.3 EXP
- Battle with Support Attack/Support Counter will use (EXP / Number of Participants Units) as exp gain. Each participants also use individual stat value correction for example:
A unit attacks an enemy B with C unit as support attack
EXP gain for A will be; A stats value correction EXP / 2
C will be; C stats value correction EXP / 2So basically you calculate each unit exp gain separately with exp gain formula then divide it by number of participant units. Guest unit does not count toward this penalty for example if above example also have D Guest unit, the game will count only A and C as participant units.
- Own Force Charisma Correction
Warship Group use Charisma of Guest
Raid Group use individual Charisma
MVP EXP bonus applies at the end of stage using total exp that character has gained all throughout the stage.
Damage Formula
This section may not require to enjoy the game but it can explain a flow of damage and easier to tell which stats do in respective formula, thus it helps you decide which thing better be invested first given that you only have limit capital and time.
As for Inferno standard, you have to divide each stat except HP and EN by 10 first before adding to each formula.
- Melee Specialty Weapon: (Melee – Enemy’s Defense) * 5
- Ranged Specialty Weapon: (Ranged – Enemy’s Defense) * 5
If result is less than 100, take 100
Any abilities which increase pilot stats are added to this correction
- -999 to -990 : -90% or 0.1
- -990 to 590 : Every 10 points increase multiplier by 1% or 0.01
- 590 to 999 : Every 10 points increase multiplier by 2% or 0.02
- 990 to 999 : Max 150% or 2.5
Conclusion :
- Pilot stats are most important. 1 point equal to 5 Weapon Power. A 999 stats is equal to 4995 weapon power, simply turn any weapon into finisher attack. Let also not forget that pilot stat also increase accuracy, majorly. If you want a more offensive team, it’s killing two birds with one stone.
- Weapon Power is as important. Minus by only lack of accuracy boost.
- Unit’s ATK will show effect on late game once both weapon power and pilot stats are certain high.
- Due to how formula works. Bonus damage dealt from abilities will stack additively while they stack multiplicatively with other source of bonus such as Weapon Effect, Terrain Capability, Critical Damage and etc. Which can result in massive damage dealt if all bonuses from each source are presented.
- (ATK + MOB) * 20
If result is less than 100, take 100.
Any OP part and ability add to Warship’s ATK/MOB are counted here.
- (Total ATK – Total Enemy’s DEF) * (1+ (Average MOB / 1000))
Units that already end turn only contribute 0.9 *ATK to Total ATK
Units that have 0 EN only contribute 0.7 * ATK to Total ATK
- 1 + (Captain’s Command + XO’s Auxiliary + Communicator’s Communication + Mechanic’s Maintenance + Navigator’s Navigation + Guest’s Charisma) / 1200
Max is 6 times or 500%
Lock on 1 unit get a 0.9 modifier and decrease 0.1 for every more number of lock on
Normal : 0 Hard : -5000 Extra/Hell : – 10000 Inferno : -25000
Conclusion :
- Crew’s Stats are very important if you want a high damage output for Warship Link-Up Attack.They can multiply up to 500%
- Warship’s ATK is more important than Unit’s ATK. It plays 20 times more effect and doesn’t care about enemy’s DEF.
- MOB is actually important. It can make your Unit’s ATK-DEF correction worth 2 times more with 999 MOB. Add damage directly alongside ATK in case of Warship. Also MOB is only stat that increase critical chance for Link-up Attack (refer to unit stat section).
- (Average of ATK in the group) * 25
If result is less than 100, take 100.
Any OP part and ability add to Raid Group’s ATK are counted here.
- (Total ATK – Total Enemy’s DEF) * (1+ (Average MOB / 1000))
Units that already end turn only contribute 0.9 *ATK to Total ATK
Units that have 0 EN only contribute 0.7 * ATK to Total ATK
- (Sum total of Ranged + Sum total of Melee) – Sum total of Enemy’s Defense
Lock on 1 unit get a 0.9 modifier and decrease 0.1 for every more number of lock on
Normal : 1 Hard : 0.8 Extra/Hell : 0.6 Inferno : 0.5
Conclusion :
- Pilot’s Stats are very important if you want a high damage output for Raid-Link Attack. Especially Charisma for Executor Pilot, can multiply damage up to 400%. Both Ranged and Melee are used resulting in potential damage being ridiculously high especially in late game.
- Unit’s ATK is important, require entire team to have high ATK.
- Raid’s team get balanced with difficulty penalty due to how formula work in favor of pilot stats.
- MOB is actually useful. It can make your Unit’s ATK-DEF correction worth 2 times more with 999 MOB. Also MOB is only stat that increase critical chance for Link-up Attack (refer to unit stat section).
Accuracy Formula
This section may not require to enjoy the game and the formula itself is incomplete and not accurate. Take it with grain of sand.
However it can serve as a more explanation on how it works overall.
First, we use Accuracy and Evasion in normal discussion because it’s simply easier to understand this way plus even the game uses these terms themselves. But in a face of formula, only Accuracy exists, there’s no such thing as Evasion. The only reason they use the terms “Evasion” is because it’s more suitable terms in the game than saying “Inflict -%Accuracy to the enemy”. Therefore from now on, formula will be known as “Accuracy Formula”
Again, as for Inferno Standard. Ranged&Melee, Reaction and MOB will be divided by 10.
If a result is less than 0; take 0
If a result is more than 100; take 100
If a result is less than 0; take 0
If a result is more than 100; take 100
If Target use Evade: * 0.8
If it’s Awaken Weapon; + (Attacker’s Awaken / 50) at the end of Basic Accuracy
(*)The value of Accuracy in Final Accuracy Formula before being adjusted by Skill can only be the number between 0 to 100. For example Accuracy calculated from previous formula is 120, the game will change a value and use 100 for a chance to hit in Final Accuracy instead. So Sway EX will completely delete all the chance to hit despite that the result of Accuracy from formula was 120.
Accuracy is calculated through Ranged and Melee stats on Attacker side then minus by Reaction of an enemy. Awaken Weapon will gain additional accuracy based on awaken stats, and unaffected by enemy’s Reaction and MOB. Reaction has much small effect than Ranged and Melee, it means that it requires large among of Reaction and respectable MOB stats in order to stay at 0-5% chance to get hit than Ranged and Melee in order to do 100% chance to hit.
Map Positive Correction can be found by observing map grid and bring up information. It has effect to your accuracy according to the number shown in there. Inferno Difficulty has changed all value to 0% mean they have no effect on that difficulty.
Since MOB has several threshold effect in levels, there’s actually no way of knowing how many MOB truly added into formula. MOB will be compared to both you and enemy before the actual number is determined, and will only benefit one side, either you or enemy. Once it’s determined which side is benefit from, certain number of MOB will be added to you or enemy if you have more MOB than the enemy and vice versa. MOB then will further interact with the Ranged/Melee, either nerf them or give them a boost. Due to this. It’s easier to rely on accuracy/evasion boost from various of abilities and buff from Pilot&MS.
The complicated of the MOB stats come from that unlike on Damage side, both ATK and DEF have a clear role on formula. ATK for attacker DEF for defender, they’re used in specific role in formula that would easily figure the change in value and and easily separate the variance from the formula, then figure out the rest using it. And unlike a case of Reaction which it has Ranged&Melee on Accuracy side to go for. MOB on the other hand having roles in both attacker and defender, either acting as boost/nerf to accuracy to both side. Both your and enemy’s MOB in battle are actually a single same MOB stats which came from being compared to each other then given out an unknown determined number based on amount of difference instead of usual final result of ATK-DEF, MOB then give the final determined number to the one that should be benefit from, thus boost the accuracy of the winner and nerf the accuracy of the goner.
Once the basic accuracy is determined, it will then be added directly with the OP part and ability Accuracy bonus (or minused in case of enemy’s evasion ability). If enemy uses evade command, it will reduce accuracy by 0.8.
Skill is acting as post formula in this regard which mean a skill like Lock-on and Sway will have highest priority over other thus far. EX skill will completely obstacle everything that has been calculated up to this point.
Terrain Capability and Size will have direct effect on attacker’s accuracy
Accuracy Modifier