User:IGKilim/RSRS-Battles

The majority of the gameplay focuses around battles, which are in a classic 2D, turn-based fashion. The goal of combat is to lower the HP of your foe to zero, which can be accomplished in a myriad of ways.

Stats
Before delving into the combat mechanics of the game it is important to grasp stats and how they relate to combat.
 * HP: Max HP. If it reaches 0, you are KO’d and are knocked down 1 LP.
 * LP: Life Points. If it reaches 0, you can’t be raised. All heals cost 1(or 2) LP; despite being able to heal KO’d characters back up, you are still using LP!
 * BP: This is the main pool your skill usage will draw from.
 * STR: Affects weapon damage from Swords, Greatswords, Axe, Spear, Club and Martial Arts/Claws.
 * END: Affects damage taken from physical attacks.
 * DEX: Affects accuracy, as well as weapon damage from Guns, Bows and Rapiers.
 * AGI: Affects Evasion, Turn Order and some damage calculations (Martial Arts/Claws).
 * INT: Determines strength of Magic Attacks, as well as the chances of inflicting a status ailment.
 * WIL: Higher WIL means higher magic defense and resistance to status ailments.
 * LOV: Amount of HP you can give from heals. Has numerous hidden effects.
 * CHA: Determins how much HP you receive from being healed as well as chance of landing the Charm status ailment.

BP and Skill Usage
BP recovers by +3 at the start of each turn and all Styles begin with a base BP of 7, meaning on turn 1 they have access to 10BP (7 Initial BP + 3 from start of turn). Generally, the higher the BP of a skill the greater its power. The player must always plan ahead, either saving BP for an upcoming boss or choosing to mitigate damage taken now by spending BP to kill mobs, as an example.

Combos
When two or more Character's use a skill in succession a Combo may occur. Combos bring about the following benefits: Please Note: Combos can only occur when a skill is used, they will not trigger off of a normal attack.
 * Damage dealt and HP recovered increase
 * Attacks have 100% Accuracy
 * Status debufffing/buffing effects are enhanced

OverDrive
OverDrive combos rely on the OD Gauge, which accumulates whenever a unit is attacking or has been attacked.

Unlike regular combos, these can be activated whenever the player chooses and can significantly turn the tide of

battle. OverDrive combos have the following effects: Much like regular combos, OverDrive combos will not work when a unit uses a normal attack.
 * All Stats will temporarily increase
 * Those who used OD that turn will have priority and act first
 * A massive boost to skill damage and healing received

Normal AUTO
Exactly as its name suggests, Normal AUTO focuses on using strictly Auto Attacks to progress battles. This can be utilized when fighting easy enemies or before a boss battle as a way to build BP.

Full-Power AUTO
This is when your characters will choose the moves that have the highest BP Cost (unless there is an ally with critically low health, then healing is prioritized). The customization for this mode runs extremely deep, as there are ways to lower the BP Cost of Skills through Awakening, allowing you to tweak exactly how Full-Power AUTO functions. This can lead to extremely efficient grinding and allow you to farm for stats/equipment much faster and is what a considerable amount of end-game is based on. As a new player, you will not have to worry about this much, if at all.