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.