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Author Topic: One For All: Gameplay thread  (Read 56168 times)

Setsuna

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Re: One For All: Gameplay thread
« Reply #75 on: June 09, 2014, 08:31:34 pm »
https://www.youtube.com/watch?v=k5myoqQb0-A

I could add in detailed explanations as to how FESes work, if you guys actually want explanations though. Granted, a lot of the tricks aren't that useful, unless you're trying to sneak into ranks you normally would get wiped in though.
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Yukibro

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Re: One For All: Gameplay thread
« Reply #76 on: June 10, 2014, 05:56:47 am »
Looking over costume setups, does it make any difference if your outfit goes past the 5 stars for a stat? I noticed that the max number of stars per stat is 5 for each idol's costume. It might be better to go for a 3-star outfit and diversify with accessories if that's the case.

BadBoy25

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Re: One For All: Gameplay thread
« Reply #77 on: June 10, 2014, 01:53:22 pm »
Looking over costume setups, does it make any difference if your outfit goes past the 5 stars for a stat? I noticed that the max number of stars per stat is 5 for each idol's costume. It might be better to go for a 3-star outfit and diversify with accessories if that's the case.
Max number of stars per stat is 7 (3 stars for the costume and 4 for the accessories)

Yukibro

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Re: One For All: Gameplay thread
« Reply #78 on: June 10, 2014, 03:34:18 pm »
Max number of stars per stat is 7 (3 stars for the costume and 4 for the accessories)

Not sure why I confused that for 5. So I'm going to guess there's no point going beyond 7 stars with accessories, then.

BadBoy25

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Re: One For All: Gameplay thread
« Reply #79 on: June 10, 2014, 05:04:00 pm »
Not sure why I confused that for 5. So I'm going to guess there's no point going beyond 7 stars with accessories, then.
I think it's not possible to go beyond 7, as far as I know there aren't accessories with two stars of the same color (but I'm still at level 18, so it's possible that I have still to unlock 'em).

Setsuna

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Re: One For All: Gameplay thread
« Reply #80 on: June 10, 2014, 06:02:37 pm »
I think it's not possible to go beyond 7, as far as I know there aren't accessories with two stars of the same color (but I'm still at level 18, so it's possible that I have still to unlock 'em).

Good thing I've got everything unlocked to this point. I can confirm there are no accessories that give you 2 stars in anything.

Right now, though, the highest point setups are:

Costume: 3VI (Idol@school EXT-07 or Change2MYColour EXT-08 or STA-15)  3DA (LUX-15) or 3 VO (EXT-09, FLO-15)

All these costumes are NOT DLC items, so you can get them in game sooner or later. There's also a 1DA, 2VO (EXT-03), and 1VI, 2VO (EXT-16)

Head: The crown is the best item, with 1/1/1 DA/VI/VO. Not DLC. (Hd-34)

Body: 1/1 pick any two stats. There's a lot of them. The DLC item is in fact just 1 star.

Hand: 1/1 pick any two stats. The DLC items (Both of them) are just 1 star.

Leg: 1/1 pick any two stats. The DLC item is 1 star.

So for absolute min/maxing:

You can get 7 stars in one catergory, 4 in the second, and 1 in the last.

If you're wondering on the item codes, they're the position they'd exist on the grid.

Now this is where things get fun.

I'm in the All star, and if you didn't know, you can adjust costumes in the idol setup.

More importantly:

With a 4 DA / 7 VI /1 VO setup with 3x 5 star lessons on a full  level 35 team with Azusa, Takane and Miki, you will have stats of 462/644/468

When I direct Azusa (And only Azusa) to take off a 1VI/1DA item (The Ami & Mami Puppets in this case) we get 454/656/468

Now, remember, I have access to individual item equipment, so I can actually tell Azusa only to take off her accessory.

I now direct both Miki and Takane to take off their puppets. (Trio now don't have it) we get 448/650/468.

Now for extra credit...

I direct Takane to put her puppets back ON. We get 451/653/468.

So what is the takeaway here?

1. An equipment star seems to only be worth 14 points to an entire team. It's nice of course, but it should NOT break you.

2. If you do a partial equip on a trio, it's worth 8 points on the leader, and 3 points on each of the supports.

This would also imply that the formula for stats is 4/7 * leader + 2/7 for support idol 1  +2/7 for support idol 2.

I won't bother with the quintet calculations, but I imagine they're done with similar math, with the supports taking up a similar percentage.



Actually, now I REALLY think about it...

I suspect lessons are a % booster on your base stats, because I suspect I'm getting rounding errors. (14 is a weird number to stop at.)

Which in turn means that a star is always worth 10 in a stat, before a multiplier.

It would be easier to code across the board - each costume star is 10 points, and each grid star for each idol is 10 points.

Each lesson star increases the modifier on your stats by 0.1, with a base of 1.0 (So 5 stars will make the multiplier 1.5x)

I can't comment on the song modifier yet, only cause I want to get to sleep before an exam today. I'm sure someone else can do the test there. I don't think the song modifier is a multiple though (so 10 points per star), since it doesn't drastically affect your stats.


Edit from original post: Math changes. I got back to my desk from my living room, and corrected the math.

Edit 2: Thoughts before sitting a basic law exam.
« Last Edit: June 10, 2014, 07:20:01 pm by Setsuna »
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Yukibro

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Re: One For All: Gameplay thread
« Reply #81 on: June 11, 2014, 01:39:14 am »
I've done something similar with ALLSTAR LIVES and costumes. I've saved the best costume for each stat under my favorites and have three groups for each stat perform. It's actually pretty neat for aesthetic's sake, since each performing group will have a different costume altogether. Though in light of those numbers on the stars, it doesn't really break the performance much.

Naryoril

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Re: One For All: Gameplay thread
« Reply #82 on: June 16, 2014, 09:18:13 am »
the Duo/Triple skills work when any idol on stage has them, the actual burst skills only work if the idol is bursting. What about the other burst/memory enhancing skills? Those "the voltage meter of the opponent is decreasing more" or "the rate is increased" and so on=

Setsuna

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Re: One For All: Gameplay thread
« Reply #83 on: June 16, 2014, 05:05:35 pm »
the Duo/Triple skills work when any idol on stage has them, the actual burst skills only work if the idol is bursting. What about the other burst/memory enhancing skills? Those "the voltage meter of the opponent is decreasing more" or "the rate is increased" and so on=

All unit skills apply whenever they activate.

So all voltage on note skills whenever you hit a note use the team (since the entire team is involved with the process).

I'm not sure if the unit's appeal related skills are averaged out, or only apply the idol's skill set when they get pulled up for the duo/triple memory appeal. I imagine for consistency' sake, that their grids only apply when they're part of the appeal.

I do know that for bursts, they pull the idol's skills applying to it, ONLY when they participate in it though.
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Naryoril

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Re: One For All: Gameplay thread
« Reply #84 on: June 16, 2014, 05:18:32 pm »
i guess i'll try it out if i get the chance. Best is probably a skill which increases the rates and compare what happens when i do a memory appeal on the very first note of the song, with and without the skill.

I do know that for bursts, they pull the idol's skills applying to it, ONLY when they participate in it though.

Do you mean the skills which have the idol's image on the board, or the ones with the explosion like symbol?

Setsuna

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Re: One For All: Gameplay thread
« Reply #85 on: June 16, 2014, 07:23:46 pm »
i guess i'll try it out if i get the chance. Best is probably a skill which increases the rates and compare what happens when i do a memory appeal on the very first note of the song, with and without the skill.

Do you mean the skills which have the idol's image on the board, or the ones with the explosion like symbol?


All skills that happen during the burst phase. This is (from memory) the actual burst skill itself (being the idol on grid) and any voltage reduction (basically, it assumes you appeal once for voltage damage on your rival).

I do know if you burst with an idol with an incomplete voltage reduction layout, it affects how much voltage your opponent loses on burst. Problem is, I don't know if it matters who's bursting, because it only really starts to matter towards endgame, and by that point I'm almost always triple bursting, so I'd always have the average calculated and I gear all my idols to have maximum group skills as a growth focus, so my average is always the maximum.

(Basically if it's an average, it should be same reduction no matter who starts, but if it takes individual grids who's bursting determines the reduction of the initial burst on your opponent. As you can guess, this applies only if you're solo/duo bursting.)

It's confusing, and highly technical... and mostly not very useful to know, to be honest, since the effects are very much marginal.
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Naryoril

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Re: One For All: Gameplay thread
« Reply #86 on: June 16, 2014, 09:05:50 pm »
i just saw that i have the perfect opportunity to test it, and so i did:

following setup:
Takane as leader, Azusa and Yukiho as support, doing Takanes rank up festival
always using the same songs and same costume and accessories, using the first song of the festival to fill the voltage bar, so i can burst on the very first appeal.

without the skill, they start the song at 100% for each appeal type, during the burst it is 207% and after the burst (not hitting any notes at all) 70%. It didn't matter whether Takane or Azusa bursted.

If Azusa learns the skill that increases the rates during burst it, it was 214% during the burst, not matter whether Azusa or Takane bursted.

This means it doesn't matter who bursts, at least this burst enhancing skill always works (only speaking about the ones that look like an explosion on the grid). I think it's pretty safe to assume this is true for all other skills of this type as well.



Now about memory appeal enhancing skills:
Same team, normal audition, using a memory appeal on the very first note

Start at 100%, score for visual +162, after the appeal the rates were 107%, no matter whether Takane or Azusa used the memory appeal.

Then Takane learned the skill which increases the rates when using a memory appeal.
Start at 100%, score for visual +169, after the appeal the rates were 111%, it didn't matter whether Takane or Azusa used the memory appeal.

Thus i conclude it's the same as with burst skills: The memory appeal skills (the ones with the heart on the grid) always count, no matter who uses the memory appeal.

Setsuna

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Re: One For All: Gameplay thread
« Reply #87 on: June 17, 2014, 02:04:03 am »
The question is though, how does it factor in? I mean, is it averaged over the idols?

Everything else is, (since we sort of proved that) so the question becomes 'do skills add on to each other, or do they add on then average out?'

The difference between the two would amount to 'It actually may be more perferable to run an idol with a full grid over a trio with no appeal related skills.' (Namely, if you don't have to average your skills, you don't suffer dilution)

In the end though it doesn't matter TOO much - since there's more benefits to running a group (Appeals, the ability to duo/trio appeal/burst and possibly additional stats) over the hypothetical scenario anyway.
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Naryoril

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Re: One For All: Gameplay thread
« Reply #88 on: June 17, 2014, 08:41:09 am »
so if i get you right i could test it like this:

if i take an idol with the memory appeal boosting skill alone and do a memory appeal, i can check what the rates are afterwards. Then i go into a duo or trio, where only one has the skill and try it again. And for good measure i could try what happens when the idol with the skill is not the center. Since i'm only in the 6th season i do have idols without the memory appeal boosting skills, so i can easily test it.

I'll check this evening.

Naryoril

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Re: One For All: Gameplay thread
« Reply #89 on: June 17, 2014, 09:06:24 pm »
ok, i did my tests now:

With Azusa solo, the rate after a memory appeal on the very first note was 110%. After adding Makoto and Haruka (both without the skill), the rate after a memory appeal on the very first note was 110% as well. When Makoto was the leader, with Azusa and Haruka as support, the rate after the memory appeal was 107%.

So the skills don't average out between the idols, but the skills are weaker on support idols.
« Last Edit: June 17, 2014, 10:06:28 pm by Naryoril »