stats/orders/potentials guide *spoiler*

You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
  1. Boards
  2. Valkyria Chronicles
  3. stats/orders/potentials guide *spoiler*

User Info: Busard

Busard
7 years ago#1
***PLEASE, don't post until I'm finished posting (I have quite a lot to post)***

The idea came from the discussion at the end of this thread:
http://www.gamefaqs.com/boards/genmessage.php?board=942165&topic=49630292&page=2

Before I start, I would like to thank Calad and The Wretched for posting the accuracy and evasion stats from the official guide here:
http://www.gamefaqs.com/boards/genmessage.php?board=942165&topic=49529787
I used those stats and they helped me a lot for understanding accuracy calculation (I also listed them here and modified Rosie's accuracy).

For those who prefer to read it in one page (compared to the 30 posts that will follow), I uploaded it on Google Documents:
http://docs.google.com/Doc?docid=0AQUl_ng6wOjHZGNjNnNmdnNfMWM1bmttZDM1&hl=en

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Table of Contents:
------------------
[Calc] Calculations:
- Damage Calculation
- Accuracy Calculation
- Evasion Calculation
- Other Data
[Char] Characters Stats
- Innate Defense
- Innate accuracy (level 20)
- Innate evasion (level 20)
[Enmy] Enemies Stats
- Innate Defense
- Boss Stats
[Down] Status Down
[Ords] Orders
[Note] Notes about potential activation
[PPot] Personal Potentials
- Hidden Personal Potentials
- Other Personal Potentials
[BPot] Battle Potentials
- Scout Battle Potentials
- Trooper Battle Potentials
- Lancer Battle Potentials
- Engineer Battle Potentials
- Sniper Battle Potentials
[Stac] Stack-ables
[Tier] Tier Lists
- Scouts Tier List
- Troopers Tier List
- Lancers Tier List
- Engineers Tier List
- Snipers Tier List

User Info: Busard

Busard
7 years ago#2
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Calc] Calculations
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Damage Calculation
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Damage = Attack x Multipliers - Defense

Attack = Weapon attack x (100% + Attack modifiers)
Multipliers = Camp x Position x Height x Interception x Evasion x Critical x Distance x Special
Defense = (Armor defense + Innate defense) x (100% + Defense modifiers)


Weapon attack:
- vsPers is target is infantry
- vsArmor is target is tank
Attack modifiers:
- +/- xx% vsPers if activated and target is infantry
- +/- xx% vsArmor if activated and target is tank

Armor defense:
- armor defense value
Defense modifiers:
- +/- xx% defense

Camp multiplier:
- 1 if target is out of camp
- 0.9 if target is in camp
- 0.85 if target is in main camp

Position multiplier:
- 1 if target is standing or if weapon is a flame thrower
- 0.8 if target is crouched behind a sandbag or in a trench
- 0.6 if target is crawling in grass

Height multiplier:
- 0.6 if target two levels above
- 0.8 if target one level above
- 1 if target at the same level
- 1.2 if target one level below
- 1.4 if target two levels below

Interception multiplier:
- 1 if attack or counter-attack
- 0.9 if interception fire

Evasion Multiplier:
- 1 if attack not evaded
- 0.3 if attack evaded

Critical Multiplier:
- 1 if attack not critical or evaded (evasion negates critical) or interception fire (interception fire negates critical)
- 3.5 against infantry (lower for some ace and boss)
- 2.9 against AT Cannon and Heavy Gatling
- 1.2 against Bunkers
- 10 against light tanks, medium tanks, heavy tanks and tank destroyers (lower for some boss tanks)
- [10-(critical boost parts bonus)/100] for Edelweiss and Shamrock

Distance Multiplier:
- 1 if Distance < Weapon range
- Dist_Coef x ( Dist_Cons - Distance ) / ( Dist_Cons - Weapon range ) if Distance > Weapon Range
Dist_Coef:
- 0.3 for scout rifles
- 0.1 for trooper machine guns
- 0 for trooper flame throwers
- 0.3 for lances
- 0.3 for sniper rifles
- 0.3 for tank ragnite rounds
- 0.3 for tank auto reload device
- 0 for tank flame thrower
- 0.3 for tank machine guns
Dist_Cons:
- 1500 for scout rifles
- 1500 for machine guns
- 1000 for lances
- 2500 for sniper rifles
- 5000 for tank ragnite rounds
- 1000 for tank auto Reload Device
- 500 for tank machine guns

Special Multiplier:
- 45 if weapon is a flamethrower against Bunkers, AT Cannon and Gatling
- 0.1 if weapon is grenade, mortar or mine against lancers
- 1 otherwise

User Info: Busard

Busard
7 years ago#3
Accuracy Calculation
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Accuracy = Innate accuracy x (100% + Accuracy modifiers)

Targeting Circle Size = Weapon Circle Size x (100 - Accuracy)

Chances to hit the center: Accuracy (in %)

Notes:
Team attacks with close friends have higher accuracy.
Counter-attacks when attacked from behind have lowered accuracy.


Evasion Calculation
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Evasion = Innate evasion x (100% + Evasion Modifiers)

Chances to evade: Evasion (in % / tanks never dodge)


Other Data
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Characters can be selected multiple times per turn but they will have less AP.
They will have 2/3 of max AP on the second selection, 1/3 of max AP on the third and 50 AP on any subsequent selection.

A character recovers 20% of his max HP at the beginning of each turn; 50% if he is in a camp.
A character recovers 1 ammunition at the beginning of each turn; all ammunition if he is in a camp.

If an attack hits the tank's treads, 20% of the damage to body will be dealt to the body (no critical possible).

Ragnaid (S) heals 100 HP and has 50 range.
Ragnaid (L) heals 250 HP and has 50 range.
Engineer's Tool repairs 1000 HP to both body and treads and has 50 range.

Anti-Personnel mines do from 160 to 320 damage.
Anti-Tank mines do from 350 to 600 damage.

You need 141 or more vsArmor power in one shot to blow sandbags, trees, crates... but not mines.
(consider them like tanks with 1 HP and 140 defense)

Sight (distance to spot enemies):
Day: unlimited
Night*: 300
Sandstorm: 300
Grass: scouts 150, others 50
*Maps at night are chapters 8a, 9, 10a and Largo's report.

Ground types:
- Grass: anything green
- Dirt: brownish areas, usually roads
- Desert: sandy areas
- City: paved roads and city streets
- Metal: metal ground like Fouzen bridges and Marmota's deck

User Info: Busard

Busard
7 years ago#4
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Char] Characters Stats
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Innate Defense:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Scouts: 0
Troopers: 10
Lancers: 6
Engineers: 0
Snipers: 0


Accuracy (level 20):
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Tanks:
-----------------
Edelweiss: 6
Shamrock: 10

Scouts:
-----------------
Alicia: 54
Cherry: 43.8
Hermes: 38.8
Nancy: 38.1
Juno: 37.1
Ramona: 37.1
Welkin: 34
Wavy: 33.3
Aika: 33.3
Noce: 33.1
Freesia: 32.3
Susie: 32.3
Ted: 32.1
Musaad: 31.3
Melville: 28.3
Montley: 27.3

Shocktroopers:
-----------------
Rosie: 63
Lynn: 56.5
Wendy: 56.5
Mica: 49.5
Jane: 47.8
Edy: 46.8
Vyse: 44.8
Aisha: 44
Nina: 44
Dorothy: 43
Alex: 42.8
Kevin: 42.8
Coby: 42
Hannes: 39
Salinas: 38

Lancers:
-----------------
Yoko: 31.7
Audrey: 30.7
Rosina: 28.8
Largo: 26.4
Hector: 24.5
Elysse: 23.8
Theold: 23.7
Walter: 21.8
Nils: 21.7
Jann: 19.8

Engineers:
-----------------
Ramsey: 44.5
Homer: 42.8
Knute: 39.5
Dallas: 38.8
Nadine: 33
Claudia: 33
Karl: 32.8
Herbert: 29

Snipers:
-----------------
Marina: 64
Emile: 64
Catherine: 55.4
Cezary: 53.4
Oscar: 50.4

User Info: Busard

Busard
7 years ago#5
Evasion (level 20):
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Scouts:
-----------------
Alicia: 72.8
Wavy: 71.5
Freesia: 69.5
Montley: 69.5
Juno: 60
Musaad: 59
Ted: 59
Susie: 59
Aika: 57.2
Cherry: 55.2
Hermes: 55.2
Nancy: 54.2
Ramona: 54.2
Melville: 54.2
Noce: 54.2
Welkin: 37.6

Shocktroopers:
-----------------
Salinas: 34.3
Aisha: 34.3
Coby: 33.4
Alex: 32.4
Edy: 32.4
Rosie: 31.4
Kevin: 31.4
Dorothy: 31.4
Jane: 29.5
Mica: 29.5
Wendy: 29.5
Lynn: 28.5
Vyse: 28.5
Hannes: 28.5
Nina: 28.5

Lancers:
-----------------
Largo: 22.6
Walter: 15.5
Audrey: 13.6
Elysse: 13.6
Theold: 12.6
Yoko: 10.7
Nils: 10.7
Jann: 8.8
Hector: 8.8
Rosina: 8.8

Engineers:
-----------------
Herbert: 44.3
Homer: 42.8
Nadine: 42.4
Claudia: 41.5
Knute: 39.5
Ramsey: 39.5
Karl: 38.5
Dallas: 38.5

Snipers:
-----------------
Catherine: 13.6
Oscar: 13.6
Marina: 8.8
Emile: 8.8
Cezary: 8.8

User Info: Busard

Busard
7 years ago#6
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Enmy] Enemies Stats
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Generics Innate Defense:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Scouts: 0~1
Troopers: 9~10
Lancers: 5~6
Engineers: 0~1
Snipers: 1~2


Boss Stats:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Chapters 1-2 light tank:
------------------------
Critical multiplier: 1.5

Chapter 5 Lupus:
----------------
3200 Body HP, 600 Body Defense
850 Tread HP, 100 Tread Defense
Critical: 1.5
Interception fire: 30 vsPers, 5 shots
Flee if below 50% Body HP

Chapter 7 Batomys:
------------------
4.000 Body HP
600 Body defense
Critical: 1

Chapter 7~13 Selvaria:
----------------------
50.000 HP
20 defense
Interception fire: 75 vsPers, 10 shots
always dodge (protects herself with her shield; undodgeable shot doesn't work on her)
fully heals at the beginning of each turn

Chapter 9 Gallian APC:
----------------------
3000 Body HP
140 Body Defense
Critical: 3
Interception fire: 42 vsPers, 5 shots
Explosives instant-kill

Chapter 14 Dromedarius:
-----------------------
4000 Body HP, 660 Body Defense
3000 Tread HP, 200 Tread Defense
4000 Turret HP, 660 Body Defense
Critical: 2.5

Chapter 15b Selvaria:
---------------------
1100 HP
20 defense
Critical multiplier: 2.5
Interception fire: 25 vsPers, 25 shots
Attack: 35 vsPers, 25 shots

Chapter 17 Lupus Regnum:
------------------------
4000 Body HP, 900 Body Defense
1100 Tread HP, 250 Tread Defense
Lupus Armor: 9000 Body HP, 500 Body Defense
Critical: 2.5
Interception fire: 30 vsPers, 5 shots

Chapter 18a Valkof:
-------------------
21.000 HP
1600 Def
Critical: 2.1

Chapter 18b Maximilian:
-----------------------
3.000 HP
20 Def
Critical: 1
Connected to 3 towers: damage nullified
Connected to 2 towers: damage 10%
Connected to 1 tower: damage 20%
Connected to 0 tower: full damage
Interception fire: 30~32~45~55~60 vsPers, 10 shots
Counter-attack: 30~32~45~55~60 vsPers, 10 shots
Note: Interception fire & Counter-attack will vary during the battle.
Flee at the north end of the map if below 50% HP

User Info: Busard

Busard
7 years ago#7
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Down] Status Down
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Defense Down
Weapon: Scout Rifle
Effect: -50% defense

Attack Down
Weapon: Trooper Machine gun
Effect: -50% vsPers, -50% vsArmor

HP Down
Weapon: Trooper Flamethrower
Effect: loses 3% of max HP every 3 seconds

Accuracy Down
Weapon: Sniper Rifle
Effect: -50% accuracy

User Info: Busard

Busard
7 years ago#8
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Ords] Orders
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Evade Boost
Description: Raises one ally's evasion
Cost: 1 CP
Target: no tank
Effect: +10 evasion value (see evasion calculation)

Attack Boost
Description: Raises one ally's anti-personnel attack power
Cost: 1 CP
Target: any ally
Effect: +10 attack value against infantry (see damage calculation) / glitch: effective for interception fire during enemy turn, wear off at the first counter-attack

Neutralize
Description: Prevents one ally's attacks from being countered
Cost: 1 CP
Target: no tank
Effect: enemies won't counter-attack

Healing Boost
Description: Increases the HP one ally can heal using Ragnaid (S)
Cost: 1 CP
Target: no tank
Effect: doubles HP healed with Ragnaid (S), Ragnaid (L) and Engineer's Tool

Resupply
Description: Restocks one ally's ammunition
Cost: 1 CP
Target: targets with less ammo (tank???)
Effect: recovers all ammunition

Defense Boost
Description: Raises one ally's defense
Cost: 1 CP
Target: no tank
Effect: +10 defense value (see damage calculation), effective during enemy turn

Antidote
Description: Removes one ally's status ailments
Cost: 1 CP
Target: targets with status down
Effect: removes status down effects

Explosives Boost
Description: Increases the damage done by hand grenades for one ally
Cost: 1 CP
Target: no tank
Effect: +100 damage with hand grenades

Aim Boost
Description: Raises one ally's accuracy
Cost: 1 CP
Target: any ally
Effect: +10 accuracy value (see accuracy calculation)

Retreat
Description: Orders one ally to retreat
Cost: 1 CP
Target: no tank
Effect: retreats the unit

Medic Request
Description: Evacuates one fallen ally
Cost: 1 CP
Target: down ally
Effect: evacuates the unit

Healing Request
Description: Restores a set amount of one ally's HP
Cost: 1 CP
Target: any ally without full health (no tank)
Effect: heals 80 HP

User Info: Busard

Busard
7 years ago#9
All Units Evade
Description: Raises all allies' evasion
Cost: 2 CP
Target: all allies
Effect: +10 evasion value (see evasion calculation)

Caution
Description: Raises one ally's resistance to interception fire
Cost: 2 CP
Target: no tank
Effect: halves damage from interception fire (see damage calculation)

Concentrate Fire
Description: Raises one ally's accuracy to focus shots on the target
Cost: 2 CP
Target: no tank
Effect: sets accuracy to 100

All Units Attack
Description: Raises all allies' anti-personnel attack power
Cost: 2 CP
Target: all allies
Effect: +10 attack value against infantry (see damage calculation) / glitch: effective for interception fire during enemy turn, wear off at the first counter-attack

Damage Boost
Description: Raises one ally's anti-tank attack power
Cost: 2 CP
Target: any ally
Effect: +50 attack value against tanks (see damage calculation)

All Units Defend
Description: Raises all allies' defense
Cost: 2 CP
Target: all allies
Effect: +10 defense value (see damage calculation), effective during enemy turn

All Units Aim
Description: Raises all allies' accuracy
Cost: 2 CP
Target: all allies
Effect: +10 accuracy value (see accuracy calculation)

Penetration
Description: Makes one ally's attacks ignore any enemy defenses
Cost: 2 CP
Target: no tank
Effect: ignores enemy defense value (see damage calculation)

Sniper Support
Description: Attacks one specified enemy foot soldier unit
Cost: 2 CP
Target: any enemy (no tank)
Effect: 100 damage

Heal All
Description: Restores a set amount of all allies' HP
Cost: 2 CP
Target: all allies
Effect: heals 80 HP (including body HP and treads HP for tanks)

Awaken Potential
Description: Awaken one ally's innate abilities (Potentials)
Cost: 2 CP
Target: any ally
Effect: high increase of potentials activation rates

Recon Request
Description: Makes all enemy units' current positions visible
Cost: 2 CP
Target: all enemies
Effect: spots all enemies

First Aid
Description: Fully restores one ally's HP
Cost: 2 CP
Target: target without full health
Effect: heals all HP (including body HP and treads HP for tanks)

Demolition Boost
Description: Greatly raises one ally's anti-tank attack power
Cost: 3 CP
Target: any ally
Effect: +100 attack value against tanks (see damage calculation)

Attack Weak Spot
Description: Makes all of one ally's attacks do critical damage
Cost: 3 CP
Target: no tank
Effect: Attacks become critical (doesn't work with grenade and mortar)

Mortar Support
Description: Attacks the area around one specified enemy unit
Cost: 3 CP
Target: any enemy, 100 horizontal range (ignores height)
Effect: 200 damage to targets in range (treads for tanks)

Awaken All
Description: Awaken all allies' innate abilities (Potentials)
Cost: 3 CP
Target: all allies
Effect: medium increase of potentials activation rates

Artillery Support
Description: Attacks all enemy units
Cost: 3 CP
Target: all enemies
Effect: 100 damage to all units (treads for tanks) / glitches: negates sight during turn, spots all enemies at the end of the turn

User Info: Busard

Busard
7 years ago#10
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Note] Notes about potential activation
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

"Activation: when being at less than 100 range from xxx" means the potential may activate:
- when you enter 100 range or less from xxx (if it doesn't activate when you enter, you have to exit and enter again to get another chance)
- when you select your unit while already being at 100 range or less from xxx

"Activation: when being on a xxx type ground" means the potential may activate:
- when you enter a xxx type ground (if it doesn't activate when you enter, you have to exit and enter again to get another chance)
- when you select your unit while already being on a xxx type ground

"Activation: when having under xxx HP" means the potential may activate:
- when you lose HP and your remaining HP are under xxx HP

"Activation: when having under xxx AP" means the potential may activate:
- when you hit xxx AP
- when you select your unit while already having less than xxx AP

"Activation: when performing an attack" means when you use an offensive weapon (grenades included)
"Activation: when performing an action" means when you perform an action (ragnaid and engineer's tool included)

Unless I say so, potentials can activate multiple times per selection of the unit if you can meet the activation condition again; for example, phoenix can activate multiple times.

Full screen animations and actions reset the sight lines; it won't deactivate an already activated potentials but will give another chance to activate a non activated potential.

Deactivation is listed only when the potential can be deactivated; it usually deactivates when you don't meet the activation condition anymore.
  1. Boards
  2. Valkyria Chronicles
  3. stats/orders/potentials guide *spoiler*

Report Message

Terms of Use Violations:

Etiquette Issues:

Notes (optional; required for "Other"):
Add user to Ignore List after reporting

Topic Sticky

You are not allowed to request a sticky.