1. #1

    Game mechanics guide [Contains Spoilers]

    This guide contains everything, that is not told by the tutorial or is otherwise obvious.

    And, if not obvious. This is a GUIDE. It contains SPOILER!

    for search: South park the fractured but whole game mechanics guide, sptfbw, tfbw

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    1. Difficulty (DIF)
        Let's start with the difficulty. Difficulty is a factor that modifies the damage you cause and the damage you receive from foes. 
        Nothing else! Heroic is considered normal, casual = easy, mastermind = hard, diabolic = very hard.
        
                        damage receive (DIFr)        damage cause (DIFc)
        casual:                0.5                            1.30
        heroic:                1                              1
        mastermind:            1.25                           0.75
        diabolic:              1.75                           0.60
    
    2. Experience (EXP)
        Next is experience gained from defeating foes. Regular encounters all have a fixed EXP of 20xDAY. Might or level have no influence
        on that.
        Regular encounters are, for example
            - the raisins girls at the parking lot of MFC 
            - the police next to the police station, if your black and before day 4 
            - the sixth graders next to the school from day 2 on  
        You might say: "Who cares. Level is not so important in this game anyway." Well here comes the next.
    
    3. Level (LVL)
        Level is probably the most underestimated value in this game, given the advices on the Internet. It is most commonly known, that
        LVL unlocks artifact slots. Here are the things, which also depend on LVL.
            - summon damage/heal
            - status damage
            - Might of foes (I am unsure, if it is the LVL or the opened up and filled artifact slots, that increase foes Might. Day seems
        to be also a factor in this.)
        This one is very important.
        There is only ONE level in the entire game and that is the characters LVL! 
        Everything and everyone (including foes) take this LVL for calculation.
    
    4. Status
        Status damage (STD) is calculated with this formula updated every half LVL. 
            
                STD = (5 x product from 2 to LVL (1.205 - 0.01 x LVL)) x TYPE x artifact bonus
        
        example for LVL 3, Gross and 40% artifact bonus
        
                STD =(5 x (1.205 - 0.01 x 2) x (1.205 - 0.01 x 2.5) x (1.205 - 0.01 x 3)) x 4 x 1.40 = 46
                
        There are four types of status damage.
                    
                          TYPE
            Bleed:        1        (weakest, but most persistent; four rounds)
            Fire:         2        (only three rounds, but double damage of bleed)
            Lightning:    3        (potentially the most damaging, since damage jumps to adjacent squares.
                                        WARNING! Confused foes/heroes let lightning jump to everyone and not just allies.)
            Gross:        4        (highest single foe damage)
            
        And that's it! No modifiers for difficulty or might. At LVL 15 with an artifact bonus of 74% (highest on day one) you can do
        731 gross damage on every difficulty on the first day! You can hardly achieve that on the last day with 811 might and
        regular damage.
            
        Attack up (AttUp) increases direct damage by 25% and defence down (DefDown) increases direct damage by 50%. 
        This values are additive.
    
    5. Summons
        Summons are a little odd. The formula for Summon damage (SUMD) is till LVL 6 the same as STD without artifact bonus and
         with an out of place value at LVL 3.5. From LVL 6.5 to 8 it has weirdly oscillating values and from LVL 8.5 it grows
         with 5 x TYPE per half LVL. (You can look up the original game values in the calc file) 
        
        SUMD is direct damage and therefor modified by 
        
            BONUS = (1 + AttUp(hero) + DefDown(foe)) x DIFc
            
        BONUS doesn't applie to Moses.
        
        There are three types of Summons. Since the formula is very confusing, I have to define a TYPE2, which is the type increase
        relative to Gerald instead to a general base (aka bleed).
                    
                                         TYPE          TYPE2
            Gerald:                       4              1
            Ned'n Jimbo/Classi:           5              1.25
            Moses:                       10              2.5
        
        The formula is than in half LVL steps
        
            SUMD LVL 1 to 6  = (5 x product from LVL 2 to 6 (1.205 - 0.01 x LVL)) x TYPE x BONUS
            SUMD LVL 6.5     = 100 x TYPE2 x BONUS
            SUMD LVL 7       = 120 x TYPE2 x BONUS
            SUMD LVL 7.5     = 130 x TYPE2 x BONUS
            SUMD LVL 8       = 150 x TYPE2 x BONUS
            SUMD LVL 8.5 up  = (160 + (SUM (LVL-8.5)) x 2 x 20 ) x TYPE2 x BONUS
        
        My guess for this strange implementation is either a bug, a mistake in the game code or ubi had no time left to program this properly
        till the game's release.
        
        A summon type can only be used once per battle and summon damage is scaled by difficulty and does not profit from DNA or
        artifact bonuses. All this makes summons the least useful part of this game (except for Moses). So if you have the Danger Deck
        DLC, only spend game money on Moses. 
        
    6. Powers
        Most powers are explained well enough. Here comes, what you might not know about them.
    
        1. Block powers
            Block powers are broken by knock back or next turn. Status cannot be blocked, but status damage can. So if you don't want to
            waste  healing items use block to absorb the damage. The cyborg's block (aka Ganz Technique) is unique in the game. It applies
            shock to adjacent foes when broken.
    
        2. Healing
            The best healing power is elementalist's Hydro Helper. It heals, clears status and gives attack up like a maximum antidote. The
            plantmancer's power has aoe, but comes late in the game and also has a heavy cool down of three rounds. 
            Human Kite's heal has a knock back and therefor breaks block!
        
        3. Double-Edge
            Probably the most powerful ability in the game. Double-Edge lets you go two times in a row for a skipped turn after. That doesn't
            sound too helping at first, but ....
            Activation and each round allow you to reposition. This way you can move almost to every corner of a battlefield. 
            Status damage is applied at the second turn. So you have one penalty free round. 
            You can use block on the first round and move freely with it on the second. This is very helpful, if you want to shock foes with
            cyborg's block without receiving damage.
            But what makes this power so OP is the fart minion. Fart minions remain for three rounds. With Double-Edge they can act six
            times, since the round counter only decrease at the second round of Double-Edge. Since they skip turns, they remain practically
            twice as long, allowing you to have more than one at a time.
            
    7. Items
        Antidotes do not cleanse status, if the regeneration of a previous antidote is still on!
        Reviving a hero allows the revived to act directly after the reviver.
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  2. #2
    Status damage
    colored are taken from game
    lvl (lvl-0.5)*2 bleed fire lightning grossout bleed fire lightning grossout bleed fire lightning grossout BASE avrg
    1 1 5 10 15 20 5,0000 10,0000 15,0000 20,0000 5 10 15 20 5,00000000
    1,5 2 5 10 15 20 5,0000 10,0000 15,0000 20,0000 5 10 15 20 5,00000000
    2 3 6 12 18 24 5,9250 11,8500 17,7750 23,7000 6 12 18 24 6,00000000
    2,5 4 7 14 21 28 6,9915 13,9830 20,9745 27,9660 7 14 21 28 7,00000000
    3 5 8 16 25 33 8,2150 16,4300 24,6450 32,8601 8 16 24 33 8,14583333
    3,5 6 10 19 29 38 9,6116 19,2231 28,8347 38,4463 10 19 29 39 9,66666667
    4 7 11 22 34 45 11,1975 22,3949 33,5924 44,7899 11 22 33 45 11,14583333
    4,5 8 13 26 39 52 12,9891 25,9781 38,9672 51,9563 13 26 39 52 13,00000000
    5 9 15 30 45 60 15,0024 30,0047 45,0071 60,0095 15 30 45 60 15,00000000
    5,5 10 17 35 52 69 17,2527 34,5055 51,7582 69,0109 17 35 52 69 17,27083333
    6 11 20 40 59 79 19,7544 39,5088 59,2631 79,0175 20 40 60 79 19,85416667
    6,5 12 23 45 68 90 22,5200 45,0400 67,5600 90,0800 23 45 68 91 22,66666667
    7 13 26 51 77 102 25,5602 51,1204 76,6806 102,2407 26 51 77 103 25,66666667
    7,5 14 29 58 87 116 28,8830 57,7660 86,6490 115,5320 29 58 87 116 29,00000000
    8 15 32 65 97 130 32,4934 64,9868 97,4802 129,9736 32 65 97 129 32,33333333
    8,5 16 36 73 109 146 36,3926 72,7852 109,1778 145,5704 36 73 109 145 36,33333333
    9 17 41 81 122 162 40,5777 81,1555 121,7332 162,3110 41 81 122 163 40,66666667
    9,5 18 45 90 135 180 45,0413 90,0826 135,1239 180,1652 45 90 135 180 45,00000000
    10 19 50 100 149 199 49,7706 99,5413 149,3119 199,0825 50 100 150 199 49,85416667
    10,5 20 55 109 164 219 54,7477 109,4954 164,2431 218,9908 55 109 164 219 54,72916667
    11 21 60 120 180 240 59,9487 119,8974 179,8462 239,7949 60 120 180 240 60,00000000
    11,5 22 65 131 196 261 65,3441 130,6882 196,0323 261,3764 65 131 196 261 65,27083333
    12 23 71 142 213 284 70,8984 141,7967 212,6951 283,5934 71 142 213 284 71,00000000
    12,5 24 77 153 230 306 76,5702 153,1405 229,7107 306,2809 77 153 230 307 76,66666667
    13 25 82 165 247 329 82,3130 164,6260 246,9390 329,2520 82 165 247 329 82,27083333
    13,5 26 88 176 264 352 88,0749 176,1498 264,2247 352,2996 88 176 264 352 88,00000000
    14 27 94 188 281 375 93,7998 187,5995 281,3993 375,1991 94 188 282 375 93,85416667
    14,5 28 99 199 298 398 99,4278 198,8555 298,2833 397,7110 99 199 298 397 99,33333333
    15 29 105 210 315 420 104,8963 209,7926 314,6889 419,5851 105 210 315 420 105,00000000
    Summon damage
    heroic 1.25 2.5
    lvl Gerald NJ/Classi Moses gross out
    damage comperison
    lvl Base Base STD G-G G/G previose Base+5 guess with
    STD till lvl 8
    G base NJ/C base M base
    1 20 25 50 20 1 5.000 5.000 #VALUE! 1,000 #VALUE! 20 5 5 5
    1.5 20 25 50 20 2 5.000 5.000 0 1,193 10.00 20 5 5 5
    2 24 30 59 24 3 5.967 5.913 0.97 1,173 10.00 23.7 6 6 5.9
    2.5 28 35 70 28 4 7.000 7.000 1.03 1,174 10.97 27.97 7 7 7
    3 33 41 82 33 5 8.217 8.246 1.22 1,274 12.00 32.86 8.25 8.2 8.2
    3.5 42 52 105 38 6 10.467 9.642 2.25 1,072 13.22 38.45 10.5 10.4 10.5
    4 45 56 112 45 7 11.217 11.246 0.75 1,159 15.47 44.79 11.25 11.2 11.2
    4.5 52 65 130 52 8 13.000 13.000 1.78 1,154 16.22 51.96 13 13 13
    5 60 75 150 60 9 15.000 15.000 2 1,150 18.00 60.01 15 15 15
    5.5 69 86 173 69 10 17.250 17.271 2.25 1,147 20.00 69.01 17.25 17.2 17.3
    6 79 99 198 79 11 19.783 19.829 2.53 1,264 22.25 79.02 19.75 19.8 19.8
    6.5 100 125 250 90 12 25.000 22.617 5.22 1,200 24.78 90.08 25 25 25
    7 120 150 300 102 13 30.000 25.617 5 1,082 30.00 102.24 30 30 30
    7.5 130 162 325 116 14 32.467 28.975 2.47 1,156 35.00 115.53 32.5 32.4 32.5
    8 150 188 375 130 15 37.533 32.633 5.07 1,066 37.47 129.97 37.5 37.6 37.5
    8.5 160 200 400 146 16 40.000 36.433 2.47 1,125 42.53 160 40 40 40
    9 180 225 450 162 17 45.000 40.617 5 1,111 45.00 180 45 45 45
    9.5 200 250 500 180 18 50.000 45.000 5 1,100 50.00 200 50 50 50
    10 220 275 550 199 19 55.000 49.854 5 1,091 55.00 220 55 55 55
    10.5 240 300 600 219 20 60.000 54.729 5 1,083 60.00 240 60 60 60
    11 260 325 650 240 21 65.000 59.950 5 1,077 65.00 260 65 65 65
    11.5 280 350 700 261 22 70.000 65.271 5 1,071 70.00 280 70 70 70
    12 300 375 750 284 23 75.000 70.875 5 1,067 75.00 300 75 75 75
    12.5 320 400 800 306 24 80.000 76.542 5 1,063 80.00 320 80 80 80
    13 340 425 850 329 25 85.000 82.371 5 1,059 85.00 340 85 85 85
    13.5 360 450 900 352 26 90.000 88.000 5 1,056 90.00 360 90 90 90
    14 380 475 950 375 27 95.000 93.804 5 1,053 95.00 380 95 95 95
    14.5 400 500 1000 398 28 100.000 99.433 5 1,050 100.00 400 100 100 100
    15 420 525 1050 420 29 105.000 105.000 5 0,000 105.00 420 105 105 105
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  3. #3
    UbiVertigo's Avatar Community Developer
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    Thanks for posting these, Fhav6X!

    /stickied
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  4. #4
    "WARNING! Confused foes/heroes let lightning jump to everyone and not just allies." This has been fixed in one of the recent patches.
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