Table of Contents
SP Skill
Details on SP gauge charge and how the score and bonuses from SP Skills is calculated.
SP Gauge
The amount of SP points gained per tap depends on the rarity of the appealing card, while the amount lost on MISSes and the total required to fill the SP gauge mostly depends on the song's difficulty. The exact formula for SP charge (with Bond Board, Accessories, Skill effects etc) has not been investigated in detail yet.
SP Charge
The formulae in this section are guesses and not confirmed. Also, Bond Board bonus is missing.
$$spcharge_{Tap} = basecharge \cdot (1 + accs) \cdot (1 + type + skills)$$
Rarity | Base Charge |
---|---|
R | 100 |
SR | 150 |
UR | 200 |
Tap SP Gain seems to be uncapped in both directions. That means that if you stack too many debuffs, you can actually lose SP per tap. Unlike the Miss penalty (see below), this SP Gauge loss does not stop for filled gauges.
$$spcharge_{Fill\;Skill} = gaugesize \cdot percentage \cdot (1 + type)$$
SP Charge from SP Fill Skills depends on the SP Gauge Size, and is affected by the Sp-type bonus/penalty of the active Strategy.
$$spcharge_{Strategy\;Switch} = 300$$
SP Charge from Strategy Switches is always 300 points and not affected by any multipliers.
SP Discharge per BAD/MISS
1)Difficulty | Discharge |
---|---|
Beginner | 50 |
Intermediate | 75 |
Advanced / Advanced+ / Challenge | 100 |
The SP Gauge will not be discharged by Misses if it is filled. Once you're at 100%, the gauge cannot fall below 100% from a Miss penalty. The same applies to SP Overcharge - the gauge cannot fall below 100% if you're over 100%, and it cannot fall below 200% once you reach full overcharge.
SP Gauge Size
2)Difficulty | Size |
---|---|
Beginner | 3600 |
Intermediate | 4800 |
Advanced | 6000 |
Advanced+ | 7200 |
Challenge | 8400 |
Exceptions (outside of Story Stages) | |
Evergreen (Beginner) | 2400 |
SP Power
The SP Power depends on the Appeal and Tech stats of the three cards in the SP group, along with a bonus for matching attributes:
\begin{align*} &cardSPPower = appeal_e + tech_e\cdot1.2 \end{align*} This calculation uses Effective Stats, which means the Attribute Matching bonus only applies to the Tech part, in addition to the 1.2x Tech factor. The following formula is correct if belts and SP Bomb Skills are not used.
\begin{align*} baseSPPower &= \lfloor \sum_{Cards}cardSPPower\rfloor \odot (1 + \sum_{Card}cardSPBonus)\odot\begin{cases} 1 & \text{if no SP cards are on-attribute} \\ 1.1 & \text{if one SP cards is on-attribute} \\ 1.15 & \text{if two SP cards are on-attribute} \\ 1.2 & \text{if all SP cards are on-attribute} \\ \end{cases}\\ actualSPPower &= min((baseSPPower + bombs) \odot (1 + type), SPCap) \end{align*}
$spbonus$: The SP voltage bonus from the Bond Board of the character
$type$: Vo-type bonus/penalty from active Strategy
$bombs$: Total of extra Voltage from SP Bomb Skills used since last SP activation
$beltbonus$: A factor from Heart Belt accessories: $\sum_{Belts}(skillpower*\sum_{Cards}\frac{tech_e}{10000})$ (not added to the formula above because unsure of position/rounding)
$SPCap$: 250k for Beginner/Intermediate/Advanced, 500k for Advanced+, 750k for Challenge.
SP Level
SP Level depends on the rarity of the three cards in the SP group. Each card contributes points, and the sum of these points defines the used SP Level. The SP Level defines the bonuses cards gain during SP Time.
Points per Card
3)Rarity | Points |
---|---|
R | 1 |
SR | 2 |
UR | 3 |
Fes/Party UR | 4 |
SP Level Bonuses
Appeal and Skill Bonuses are invariant, but added for the sake of completeness.
4)Points Required | Appeal Voltage Bonus | Skill Effect Bonus | SP Time Duration | |
---|---|---|---|---|
0 - 4 | 10% | 10% | 3.0 seconds | |
5 | 10% | 10% | 3.1 seconds | |
6 - 7 | 10% | 10% | 3.2 seconds | |
8 | 10% | 10% | 3.4 seconds | |
9 | 10% | 10% | 3.6 seconds | |
10 | 10% | 10% | 3.8 seconds | |
11 | 10% | 10% | 3.9 seconds | |
12 | 10% | 10% | 4.0 seconds | Activates special animations |
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