Mechanics

Catalogue of in-game mechanism explainer pages. Each page documents a single system with formulas, source-code references, and verified examples.

Page Topic
starup Gear star-up (★0 → ★3) — stat scaling formula + bond unlock cadence
legacy Legacy / Heritage flag — bond +1 boost (does NOT modify stats)
filter-values Codex → Gear Filter — 5-tab option reference (Basic = gear columns; Value/Mechanic/Timing/Status = bond effect text scan)
recruit-rates Gacha rates — two-stage roll (Step bucket → unit pick), per-roll cost, rate-up math
duplicate-shards Duplicate-roll conversion — owned-again pulls become Standard / Alter Shards (S=50 / A=10 / B=2 / C=1)
fate-die Fate Die — post-battle 1-20 loot dice + Clover reroll + LUK free-reroll formula (Point 20 = guaranteed top-tier drop)
artifact Artifact system (v1.1.1.0) — 78 BS-prefix equippable modifiers: flat stat boosts, combat overrides, race-passive wraps. Acquisition UI TBD.
seven-days-map Seven Days Map event (v1.1.1.0) — 7-day campaign + IAP system. DataTable 0 entries; schema documented from decompile.
battle-weight-correction Drop-tier weighting (gear + rune drops). Server-staged rebalance pending — live client still uses hardcoded WeightTableHelper values. New table biases S-prefix monsters to drop S-loot only (boost doubled, A-leak removed); S-tier battles zero-out C-tier junk.
stat-calculation Unit stat aggregation pipeline (RoleHelper.GetRoleAttr). 7-layer additive: BASE → InitialMagic Mage bonus → ModFirst → InsightRelic → LevelScaling → GearSum → ModSecond → BossConsBuff → ModFinal → LegalTrim. Modifier system stacks 3 passes; verified end-to-end via Cecil-injected runtime logger.

Folder will grow with additional mechanic pages as needed (mana, support layer, talents, drop-rate math, etc.). Source data + formulas are usually decompiled from MainScripts.dll HotUpdate (see data-session/intermediate/decompiled_equip.cs for the gear-related ones).