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How the numbers are worked out
- A Tuning Slot gives both Tuning Skills of the memory in it, at the slot's level. Slots 1–5 are the left column, 6–10 the right.
- A Special Tuning Slot gives the memory's Special Tuning Skill, but only while all five slots of its row are set. One memory can only be in one slot of a costume, and a Battle Style cannot use its own memory (its other styles' memories are fine).
- Added together: Max HP, Max GP, downed HP, the three jump heights and PU/PC active time. Max HP+ really is +1 to +4 HP (on 250–400), and Max GP+ +1 to +4 GP (on 250).
- Multiplied together: run, dash, wall shuffle and downed crawl speed, every Attack and Defense skill and the reload skills. Two Lv 4 attack skills give 1.025 × 1.025 = +5.06 %, not +5 %.
- A hit uses the Attack / Defense skill of the move it comes from: Quirk Skill α, β, γ, or Melee. Finishers and Special Actions only get the HP / GP skills. Reload skills make the timer run faster, so the time is divided: Lv 4 is −2.44 %, not −2.5 %.
- Fixer (a Special Tuning Skill) strengthens only the bonus part of every Tuning Skill in its own column: +2.5 % at ×1.4 becomes +3.5 %.
- One hit: GP damage = GuardBreakValue × attack × defence, HP damage = DamageValue × attack × defence, each rounded up to a whole number. Attack = team attack bonus × the move's Attack skill × Attack HP (or GP); defence = the target's team bonus × their Defense skills for the move and the bar. All of it is multiplied, nothing is added.
- GP before HP: while a target has GP, a hit only removes GP. The hit that breaks it carries what is left over into HP. Moves marked "ignores GP" (GuardType THROUGH) go straight to HP. Damage over time skips Attack HP and the target's defence.
- Team role bonus: each Strike on a team raises its attack (+5 / 10 / 20 %), each Assault lowers the damage it takes (−5 / 10 / 20 %), Technique speeds up reload (+10 / 20 / 30 %), Rapid movement (+5 / 10 / 20 %). The bonus is one more factor in the same product as the tuning. Pick the teammates and opponents under Stats (or "any" of a role) and the counts follow; the target takes the picked opponent's own HP and GP.
- PU/PC: active time = 15 s + PU/PC Active Duration+. The gauge also fills by itself: 1 point (of 100) every 3, 7 or 12 s depending on the match type. PU/PC Reload+ only speeds up that passive fill, and the game stacks it unusually: each skill squares what came before, so two Lv 4 skills give 1.025² × 1.025 = +7.69 % instead of +5.06 %.
- Special Tuning Slot level cap: every unlocked MAX LVL slot raises the cap of both Special Tuning Slots by one.
- Not covered: status effects and buffs from items, Special Tuning Skills that work during a match (shown, not added; some, like Full Burn, change PU/PC time through the game's scripts), extra damage on downed or grabbed targets, damage falloff over distance on a few projectiles. Every character's own damage-taken and guard-break rates are 1.0 in the data. The Rapid bonus is applied to movement by the game's scripts (with a cap), so it is shown separately and not merged into the speeds.
Read from the game's code (Season 19 client, 32-bit float arithmetic reproduced step by step) and the game's data. Base numbers: HP per Battle Style, GP and movement from the character's tables, damage and reload from the server's balance data (the client loads it over its own table at the start of a match), downed HP (400), PU/PC time and gauge from the shared character file every character uses.