Mechanics - kksham-bladeidle/guide GitHub Wiki
Stages
- Stages in this game are broken up into two categories - repeatable and non-repeatable.
- Each chapter has two repeatable stages - Stage 25 and Stage 50.
- Furthermore, only the last 6 repeatable stages that you have unlocked can be replayed.
- All other stages are non-repeatable. In other words, after you clear them once, you cannot replay them.
Online Farm vs Offline Farm
- Online requires you to keep the game open. Offline is with the game app closed.
- Offline clears the second-to-last stage out of your 6 repeatable stages at a fixed 18 seconds per clear (as of version 1.50.0).
- Online can be more efficient than offline if you can clear your stage faster than 15 seconds, accounting for a very lenient 3 seconds of transition time. However, due to the added stress and electricity needed to keep the game open, it is recommended to keep your clear time under 15 seconds to justify online over offline. To do this, you should avoid pushing too far such that your damage is insufficient to kill enemies quickly enough.
PEN and ACU
PEN affects your damage. If you have less than the recommended amount, even by 1 point, your damage is halved.
ACU affects your chance to hit an enemy. If you have less than the recommended amount, you may miss your attacks. This is scaled based on the difference between your ACU and the recommended amount. The more ACU you are behind, the higher chance you can miss.
In both cases, it is possible to clear content with less PEN/ACU than the recommended values. In the early game, being behind PEN is fine if you can double your damage to offset the damage cut.
For online farming, being behind ACU is worse than PEN. If you have enough damage to offset the PEN penalty, being behind on PEN is okay. However, being behind on ACU will mess up your clear time and skill rotations, making farming inefficient.
Critical Rates & Critical Damage
There are three types of Criticals - Critical, Super Critical, and Hyper Critical.
The calculation to determine each critical rate is as follows:
- $Critical\ Rate = CRIT\ RATE$
- $Super\ Critical\ Rate = Critical\ Rate * Super\ CRIT\ RATE$
- $Hyper\ Critical\ Rate = Super\ Critical\ Rate * Hyper\ CRIT\ RATE$
In plain words, each subsequent Critical Rate type depends on the previous. Picture it like this - you have three dice rolls. Upon a successful $Critical\ Rate$ die roll, a second die rolls for $Super\ Critical\ Rate$, and upon a successful $Super\ Critical\ Rate$, a third die rolls for $Hyper\ Critical\ Rate$. You want to get all three Criticals to $100%$ to guarantee $Hyper\ Critical$.
The calculation for critical damage is as follows:
- $Critical\ Damage = Final\ DMG * CRIT\ DMG$
- $Super\ Critical\ Damage = Critical\ Damage * Super\ CRIT\ DMG$
- $Hyper\ Critical\ Damage = Super\ Critical\ Damage * Hyper\ CRIT\ DMG$
Critical damage multipliers stack on top of one another.
Active Skills
You can equip up to 5 skills at any given time. There are rules that determine the order in which skills are activated.
The main governing rule is:
- The skill with the higher use range is executed before skills with lower use range. See table below.
- If multiple skills have the same range, they are executed from left to right.
If you use Summon Tornado, the rules are:
- Any skills to the right of Summon Tornado will cast, following the main governing rule.
- Summon Tornado will cast.
- Any skills to the left of Summon Tornado will cast, following the main governing rule.
Since Sword Qi has the same range value as Summon Tornado, its mechanic is similar to Summon Tornado; however, Sword Qi require a nearby enemy to activate.
This is a chart of all skills and their use range.
Skill | Use Range |
---|---|
Summon Lightning | 3.5 |
Chain Dash | 50 |
Crescent Moon Slash | 7 |
Charge Boom | 50 |
Blasting Wheel | 7 |
Reckless Blast | 8 |
Gravity Hole | 6 |
Summon Tornado | - |
Space Field | 5 |
Phantom Blade | 5 |
Rain of Sword | 7 |
Piercing Blade | 9 |
Chain Link | 100 |
Sword Qi | - |