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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 unit, 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 |
$$spcharge_{Fill\;Skill} = gaugesize \cdot percentage \cdot (1 + type) \cdot \begin{cases} 1 + sptimebonus & \text{if during SP Time} \\ 1 & \text{otherwise} \end{cases}$$
SP Charge from SP Fill Skills depends on the SP Gauge Size, and is affected by the Skill effect boost during ACs and 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 Miss
1)Difficulty | Discharge |
---|---|
Beginner | 50 |
Intermediate | 75 |
Advanced / Advanced+ | 100 |
SP Gauge Size
2)Difficulty | Size |
---|---|
Beginner | 3600 |
Intermediate | 4800 |
Advanced | 6000 |
Advanced+ | 7200 |
Exceptions (outside of Story Stages) | |
Evergreen (Beginner) | 2400 |
SP Power
The SP Power depends on the Appeal and Tech stats of the three units in the SP subunit, along with a bonus for matching attributes:
\begin{align*} &sppower = 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.
\begin{align*} &power = \lfloor\lfloor\lfloor\lfloor \sum_{Units}sppower\rfloor \cdot (1 + \sum_{Units}spbonus)\rfloor\cdot\begin{cases} 1 & \text{if no SP units are on-attribute} \\ 1.1 & \text{if one SP unit is on-attribute} \\ 1.15 & \text{if two SP units are on-attribute} \\ 1.2 & \text{if all SP units are on-attribute} \\ \end{cases}\rfloor\cdot (1 + type)\rfloor\\ \end{align*}
$spbonus$: The SP voltage bonus from the Bond Board of the character
$type$: Vo-type bonus/penalty from active Strategy
$beltbonus$: A factor from Heart Belt accessories: $\sum_{Belts}(skillpower*\sum_{Units}\frac{tech_e}{10000})$ (not added to the formula above because unsure of position/rounding)
The extra voltage added to SP voltage from SP Bomb Skills has not been investigated in detail yet. After the total power is calculated, it is capped if neccessary (250k for Beginner/Intermediate/Advanced, 500k for Advanced+).
SP Level
SP Level depends on the rarity of the three units in the SP subunit. Each unit contributes points, and the sum of these points defines the used SP Level. The SP Level defines the bonuses units gain during SP Time.
Points per Unit
3)Rarity | Points |
---|---|
R | 1 |
SR | 2 |
UR | 3 |
Fes 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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