Mechanics

The gameplay of  follows certain conventions and mechanics.

Units
These are the characters that make up a battle. Player units and enemy units all operate under the same mechanics, the only difference being that enemy units are automatically AI controlled (though running a battle on auto will make your own units AI controlled as well). However, AI scripts can differ from unit to unit.

A unit will have the following that defines it: (Keep in mind these definitions apply to enemies found on the field, as well)
 * Character: The character's model, images, voice and backstory.
 * Type: Related to species/material/Size/Misc, like "Human, Gigantic, Sub-Demon, Metal'. Some units might also have a sin type (Sloth, Wrath, Lust, etc)
 * Gender: Some effects only work on certain genders.
 * Origin: The unit's nationality. Some effects only work on units with specific nationalities.
 * Element: Determines base weaknesses and resistances to other elements.
 * Core Attributes: These are unique to the unit, used as the basis for all attribute formulas.
 * Leader Skill: A passive skill that can have an effect on various units in a battle, provided the unit is the party's "leader". For player units, a player may have up to two leader skills: one from the unit in the first slot (the party leader) and one from a hired mercenary (friend unit). Duplicate leader skills can stack. Not every unit has a leader skill.
 * Jobs: The jobs available to the unit. A unit also has a "current job", which the job that is currently in use, or deployed in a battle. Jobs available can not be changed for player characters.
 * Master Ability: Some units have a unique master ability. Most require a quest to unlock them (typically at level 80).
 * Babel War Art: Some units have a unique babel war art skill, which requires a quest to unlock (typically at level 85).

These also define a unit but can be improved on a player unit:
 * Rarity: Determines the unit's maximum level, maximum job level and maximum limit break. Some leader skills change at different rarities. This is increased through evolution. Player units always start at a defined base rarity and have a max rarity.
 * Level: The level the unit is, which increases base stats and is needed to use more powerful equipment. Increased by gaining experience points after battles or through using apples.
 * Limit Break: The number of LB points the unit has, typically increased by using unit shards. Every point increases the unit's max level and combo stat by 1. Every 5 points unlocks new jobs (at 5 and 15) and additional gear slots (at 10 and 25).
 * Gear: The gear the unit is currently using, which can increase attributes, add effects to attacks and provide skills (as well as cosmetics for the equipped weapon).
 * Memento: The memento(s) the unit is currently using, which can increase attributes, add effects to attacks and provide skills. It can also provide group buffs to the party.
 * Truth Seals: A unit can have up to 6 truth seals which increase the stats of a unit and can also provide bonus stats in specific combinations.

In battle a unit will also have any of the following:
 * Current HP: The current health of the unit. It will die if this reaches 0. All units start a battle with their HP at maximum.
 * Current MP (Jewels): The mana pool that a unit draws from when using a skill.
 * CT (Charge Time): How close the unit is till it gets its turn.
 * Skill Use Counts: Most skills have a limited number of uses per battle.
 * Buffs/Debuffs: Effects that can increase or decrease a unit's attributes. Any number of buffs and debuffs can be attached to a unit. These can come from active skill effects or passive ones (including leader skills).
 * Status Effects: Similar to buffs and debuffs, status effects can change attributes in some way. They also may cause a wide array of changes to how a unit behaves and what it can do. Any number of status effects can be attached.
 * Drops: When killed, the player will acquire this. It can be an item and/or an amount of zeni.

Attributes
Every attribute will fall under one of these categories: stats, elemental assistance/resistance, status assistance/resistance and bonus parameters. Every attribute on a unit has a base score, plus additional factors that may increase or decrease them.

Stats
These are the scores that can be viewed in the unit information screen. Note that different jobs use different stats to calculate their ability damage formulas, although in general Physical Attack is used by most physical damage units and Magic Attack by most magic damage units.

Elemental Assistance & Resistance
Every unit has a single element (which can not change). Additionally, the unit will have an elemental assistance score for each element (such as Fire Assist) and an elemental resistance score for each as well (such as Light Resist).

Elemental resistance will reduce the damage received from attacks by units with that element by 25%, and if the skill is elemental, it can also add/subtract 25% (the two effects will add together, for a total of 50% if both the unit and skill are a resisted element). Elemental assistance in effect reduces the elemental resistance of a defender. Since assist only applies to the unit's element and a unit's element does not change, assist attributes for any other element are in effect, useless. The elemental resistance reduction from a skill is determined instead by its own assist score (not the units).

By this, each unit has each one of these scores:
 * Element (the unit's element)
 * FireElement.pngFireAssist & FireResist
 * WaterElement.pngWaterAssist & WaterResist
 * WindElement.pngWindAssist & WindResist
 * ThunderElement.pngThunderAssist & ThunderResist
 * LightElement.pngLightAssist & LightResist
 * DarkElement.pngDarkAssist & DarkResist

List of skills that can Reduce Elemental Resistance

Status Assistance & Resistance
A unit may have any of the below status effects applied to it. Each effect may have a value (such as the damage of poison), as well as a turn count (which may be infinite, such as from a Bishop's Regeneration passive). Like the elements, a unit can have assistance and resistance scores for each status effect. Assistance determines chance of inflicting that status effect on an attack while resistance reduces the chance when receiving an attack.
 * Cond death sentence.pngDeath Sentence: After a certain number of turns, the unit will die.
 * A DeathSentence effect can define a DeathTurnCount, which determines the number of turns the units has to live.
 * At the beginning of the units turn, the turn count will reduce by one. If it reaches 0, the unit dies.
 * Timer does not count down while the unit is in the air from a jump attack or if the unit is afflicted with stone.
 * Does not end unless cured or the unit dies.
 * Default DeathTurnCount: 3 turns
 * Cond poison.pngPoison: At the end of the unit's turn, it takes damage.
 * A poison effect can define a PoisonRate (% of the unit's HPmax) and a PoisonFixed (deal a fixed amount) and will deal the highest of the two.
 * For multiple effects, only the highest damage is applied.
 * Default Length: 3 turns
 * Default PoisonRate: 10% (PoisonFixed is 0 by default)
 * Cond regen.pngAuto Heal: At the beginning of a unit's turn, it will restore HP.
 * An autoheal effect can define an AutoHealRate (% of the unit's HPmax) and an AutoHealFixed (heal a fixed amount) and will heal the highest of the two.
 * For multiple effects, only the highest healing is applied.
 * Default Length: 3 turns
 * Default AutoHealRate: 10% (AutoHealFixed is 0 by default)
 * Cond good sleep.pngGoodSleep: At the beginning of a unit's turn, if the unit is asleep, it will restore HP and Jewels.
 * Heals for 10% of HPmax and restores 5% of MPmax.
 * No default length is defined.
 * Cond auto jewel.pngAuto Jewel: At the beginning of a unit's turn, it will generate Jewels.
 * An autojewel effect can define an AutoJewelRate (% of the unit's MPmax) and an AutoJewelFixed (generate a fixed amount) and will use the highest of the two.
 * For multiple effects, only the highest value is applied.
 * Default Length: 3 turns
 * Default AutoJewelRate: 10% (AutoJewelFixed is 0 by default)
 * Cond disable heal.pngDisable Heal: Prevents this unit from restoring HP.
 * Specifically, reduces healing skills to 0 and disables HP regeneration from AutoHeal and GoodSleep (but still restores Jewels)
 * Default Length: 3 turns
 * Cond blind.pngBlind: Reduces a units hit and avoid rates.
 * A blind effect can define a BlindHitRate and a BlindAvoidRate which will act as BuffScales for HitRate and AvoidRate, respectively.
 * For multiple effects, the effect which gives the highest of this formula will be what is used for the buff:
 * Default Length: 3 turns
 * Default BlindHitRate: -15%, Default BlindAvoidRate: -15%
 * Cond confuse.pngConfuse: Forces a unit to attack on auto, while augmenting its stats. (Essentially, Berserk)
 * A confuse effect can define a ConfuseAtkRate and a ConfuseDefRate which will act as BuffScales for PATK, MATK, PDEF and MDEF, respectively.
 * For multiple effects, the effect which gives the highest of this formula will be what is used for the buff:
 * Default Length: 3 turns
 * Default ConfuseAtkRate: 10%, Default ConfuseDefRate: -10%
 * Disables: Player control, Combos, Skills, Items
 * Cond rage.pngRage: Forces a unit to attack on auto, only attacking its rage target.
 * Generally, the rage target will be the unit the inflicted the effect.
 * Will end if the rage target dies.
 * Default Length: 3 turns
 * Disables: Player control, Combos, Skills, Items
 * Cond charm.pngCharm: Forces a unit to attack its allies on its turn.
 * Will end if the unit takes damage.
 * Default Length: 3 turns
 * Disables: Player control, Combos, Skills, Items
 * Cond petrify.pngPetrify: Skips the units turn.
 * The unit is considered dead (but can still be cured, treating it again as alive). In Mystic Tower Veda, any units petrified at the end of the floor will die.
 * Does not end unless cured.
 * Disables: Player control, Turn from being taken, Combos, Reactions, Dodges
 * Cond sleep.pngSleep: Skips the units turn.
 * GoodSleep can cause the unit to heal or restore jewels.
 * Will end if the unit takes damage.
 * Default Length: 3 turns
 * Disables: Player control, Turn from being taken, Combos, Reactions, Dodges
 * Cond stun.pngStun: Disables the unit from most actions.
 * Outside of Roxanne, stuns usually end by the beginning of the units turn, meaning it prevents dodging, reacting, charge skills, etc.
 * Default Length: 1 turn
 * Disables: Player control, Turn from being taken, Combos, Reactions, Dodges, Charge Skills
 * Cond paralyze.pngParalyze: At the beginning of a unit's turn, it has a chance to not be able to move or take an action (but can still change facing direction).
 * A paralyze effect can define a ParalyzeRate, which will be the % that the unit can not act.
 * For multiple effects, only the highest ParalyzeRate is used.
 * Default Length: 3 turns
 * Default ParalyzeRate: 80%
 * Disables: Movement, Attacks, Skills, Items, Reactions
 * Cond slow.pngSlow: Reduces the number of tiles a unit can move.
 * A slow effect can define a SlowValue, which determines how many tiles a unit can move.
 * For multiple effects, only the lowest SlowValue is used.
 * Since this effect replaces a unit's MOV stat entirely, in theory, it could actually increase the unit's MOV, providing the SlowValue was higher then the unit's MOV.
 * Default Length: 3 turns
 * Default SlowValue: 1 tile
 * Cond bind.pngBind: Prevents a unit from moving.
 * Default Length: 3 turns
 * Disables: Movement
 * Cond daze.pngDaze: Prevents a unit from attacking.
 * Default Length: 3 turns
 * Disables: Attacks
 * Cond silence.pngSilence: Prevents a unit from using skills.
 * Default Length: 3 turns
 * Disables: Skills, Reactions
 * DisableKnockback: Prevents a unit from getting knocked back from a knockback skill.
 * The assist/resist values for this effect are AssistKnockback and ResistKnockback. Unlike most status effects, they do not influence the application of the DisableKnockback effect.
 * Instead, these are used to increase and decrease the chance of a knockback of occurring. If the target has the DisableKnockback effect, they will be ignored.
 * Does not end unless removed.
 * Cond buff.pngDisableBuff: Prevents a unit from receiving any buffs.
 * The assist/resist values for this effect are AssistBuff and ResistBuff. Unlike most status effects, they do not influence the application of the DisableBuff effect.
 * Instead, these are used to increase and decrease the chance of a buff from being applied. If the target has the DisableBuff effect, they will be ignored.
 * AssistBuff does not seem to be included in the code.
 * Default Length: 3 turns
 * Cond debuff.pngDisableDebuff: Prevents a unit from receiving any debuffs.
 * The assist/resist values for this effect are AssistDebuff and ResistDebuff. Unlike most status effects, they do not influence the application of the DisableDebuff effect.
 * Instead, these are used to increase and decrease the chance of a debuff from being applied. If the target has the DisableDebuff effect, they will be ignored.
 * AssistDebuff does not seem to be included in the code.
 * Default Length: 3 turns
 * Cond stop.pngStop: Stops CT from increasing, preventing the unit from taking its turn.
 * Default Length: 35 Game Clock Cycles
 * Disables: Turn from being taken, Combos, Reactions, Dodges
 * Cond quicken.pngQuicken: Increases CT change rate by a percentage.
 * Removed if delay is inflicted on the unit.
 * Default Length: 35 Game Clock Cycles
 * Cond delay.pngDelay: Decreases CT charge rate by a percentage.
 * Removed if quicken is inflicted on the unit.
 * Default Length: 35 Game Clock Cycles

For More Information

 * List of skills can Remove/Inflict Status/Buffs/Debuffs
 * Skills Applying/Removing Conditions/Status Effects

Unit Type Advantage and Tags
Units in the game have types. Some unit abilities, gear, and leader skills specify increased damage against a specific enemy type, such as "Strong vs Machines" or "Strong vs Demons." Other common enemy types include Humans, Monsters, Airborne, Beasts.

On top of these common types, units can have other additional tags that can modify damage when attacked. Those include gender for Humans (Male, Female), material (Metal, Plant), raid-specific types (Gigantic, Eldritch, Holy Beast), miscellany (Undead, Insect, Hybrid, Demi-Human, Templar) and a special Sin type (Envy, Sloth, Lust, Gluttony, Wrath, Pride, Greed).

"Strong vs Sin" modifiers are currently gained by maxing Gate 4 (Gluttony) of a unit's Enlightenment, often +20 against one type and +40 against another. There are also strong vs sin bonuses on Memento Leader Skills.

It's worth noting that units commonly have multiple tags, and attacks against them with corresponding strength modifiers can deal significantly more damage.

Unit attack abilities that specify enemy type modifiers can have varying degrees of strength modifiers: These values are labeled as "killerBonus" in the damage formula. On occasion, abilities labeled as "Strong vs Enemy Type" actually have a higher modifier tier, possibly due to a mistranslation.
 * "Strong vs Enemy Type": +50
 * "Very Strong vs Enemy Type": +80
 * "Powerfully Strong vs Enemy Type": +120

Bonus Parameters
Miscellaneous attributes fall into this category.
 * EffectRange: Increases range of attacks and skills. (Note: Does not seem to increase range on melee attacks/skills; Needs confirmation)
 * EffectScope: Alters the area of effect the attack/skill hits, as in "5x5 diamond" or "3 (lateral line)"
 * EffectHeight: Increases the height range the attack/skill hits.
 * HitRate: Increases chance to hit.
 * AvoidRate: Increase chance to avoid being hit.
 * CriticalRate: Increase chance of landing a critical attack.
 * GainJewel: Increases the number of jewels gained when making a normal attack by a flat amount.
 * UsedJewelRate: Reduces the jewel cost of skills.
 * ActionCount: Unknown
 * GutsRate: Percentage chance of surviving a killing blow (surviving with 1 hp).
 * AutoJewel: Generates a fixed number of jewels each turn (not to be confused with the AutoJewel status effect).
 * ChargeTimeRate: Reduces CT needed to take a turn.
 * CastTimeRate: Reduces the cast time needed to on relevant skills.
 * BuffTurn: Increases the number of turns that buffs cast by this unit will last.
 * DebuffTurn: Increase the number of turns that debuffs cast by this unit will last.
 * CombinationRange: Increases the number of tiles away that a unit can be to be considered for a combo attack.
 * HpCostRate: Reduces the hp cost for skills that cost hp.
 * SkillUseCount: Increase the number of uses on each skill.
 * PoisonDamage: Increases the damage that poison inflicted by this unit will do by a percentage. PoisonFixed is scaled by this value while PoisonRate is added to.
 * PoisonTurn: Increases the number of turns that poison inflicted by this unit will last.

Formula
For every attribute, the score is determined by the following formula: FinalValue = (FinalBase + BuffAdds) * BuffScale FinalBase = (BaseScore + BaseAdds) * BaseScales BaseScore = levelScale(UnitBase, UnitLevel) * JobScale

BaseScore
For stats (except MOV and JUMP), every unit has a base score, which is scaled according to the unit's level. That number is then multiplied by a value determined by the current job of that unit to give the BaseScore of that unit.

The base value for MOV and JUMP usually are solely determined by the job. Some units may also increase/decrease these values by a flat amount, regardless of job.

Nearly every other attribute has a base value of 0, though some units and jobs can specify other values.

BaseAdds
These include flat increases or decreases that add to the BaseScore, including equipment, gear and skins. Nearly every value from equipment, gear and skins will take be a BaseAdd.

Specific to gear: For any given attribute, the add value will be equal to the highest value for that attribute among all equipped gear. This means having two gear that supply PATK will only give the benefit of the highest value (they do not stack).

BaseScales
After adding the BaseScore with all BaseAdds, this value is then multiplied by the sum of all the BaseScales. There is no known BaseScales so this is in effect adding 0%.

In theory, the maximum value restriction on gear does not apply to gear with attribute scales.

BuffAdds
These include flat increases or decreases that add to the FinalBase from skills and effects. Both passive (including leader skills) and active effects are included. Some attributes act as a percentage so most increases to these will take the form of an add (such as elemental resistance).

BuffScales
After adding the FinalBase with all BuffAdds, this value is then multiplied by the sum of all the BuffScales.

Example: The leader skill Pure Water's Trance increases PATK of water units by 30%. A water unit that has this effect as well as a Bard's Song of the Warrior Lv. 1 (Increases PATK by 10%) will have a total BuffScale to PATK of 40%.

Charge Time (CT)
In battle, every unit maintained a Charge Time (CT) value which is used to determine when the unit will get their turn. At 100 CT, a unit will get their turn and will be able to move. CT can go over 100, and the unit with the highest CT will get to move first.

Actions
On a units turn, 60 CT is automatically deducted. If the unit moves, 20 more CT is deducted. If that unit takes an action (attacking, casting, etc), an additional 20 CT is also deducted.

By not moving and/or not taking an action, a unit can make its next turn come quicker.

Effect Timing
Every buff, debuff and status effect has a timing which determines how long it lasts. With the exception of Eternal, every effect will have a turn count, which will cause the effect to expire once it reached 0. The timings determine how the counter is decremented:
 * Eternal: The effect lasts all battle (Passive effects are almost always Eternal).
 * ActionStart: Counter decrements at the beginning of a unit's turn.
 * SkillEnd: Counter decrements after using any skill (including regular attacks).
 * AttackEnd: Counter decrements after doing any attack (any skill that can apply damage).
 * DamageEnd: Counter decrements after taking damage.
 * GutsEnd: Counter decrements after taking fatal damage.
 * Moment (Movement): Counter decrements after the unit moves (or is moved).
 * ClockCountUp: Counter decrements after each game clock advancement (see below).

Game Clock
When the battle first begins, as well as after any unit ends their turn, the game checks the highest CT of every unit in the battle. If that value is at least 100, that unit will then take its turn. If no unit can take its turn, the game clock is advanced by 1.

Advancing the game clock has these effects:
 * Every unit increases its CT by its AGI/10. (This number is rounded to the lowest 0.1, AKA you can have 46.5 CT)
 * If a unit has the Stop status effect, its CT does not increase.
 * If a unit has the Quicken status effect, the CT increase is scaled up by 50% times the Quicken status effect value.
 * If a unit has the Delay status effect, the CT increase is scaled down by 50% times the Delay status effect value.
 * All buffs, debuffs and status effects with an effect timing of "ClockCountUp", reduce their turn count by 1, expiring if necessary.
 * Some units do not spawn at the beginning of the battle. Instead, they can be set to spawn after X game clock advances.

Casting
When a skill with cast time is casted, a "spell unit" is created, when the "spell unit's" CT reaches 100, the spell is cast. The AGI of the spell unit is equal to the spell's cast speed, indicated beside the use count in game. Note that cast speed is NOT related to the caster's AGI, but status effects (Stop, Quicken, Delay) can influence the cast speed. The CastTimeRate bonus param will reduce the total CT needed for the spell unit. For example, a CastTimeRate of -40 will reduce the CT needed for the spell down to 60.

Amount of Starting Jewels
Starting jewels are based on these factors:


 * Maximum Jewels: Depends on unit, unit's job, job equipment, gear, mementos and skills.


 * Initial Jewels:
 * Percentage of maximum jewels: each job has a different base percentage- typically magical units start at full jewels and most physical units are at a fraction of their maximum jewels (Job Quick Reference)
 * Some gear, mementos, skills can give additional initial jewels


 * Starting jewel formula:
 * Starting jewels = total maximum jewels * percentage of maximum jewels + initial jewels

Attribute Legend:
Any damage skill, will usually have a combination of three main attributes which are categorized as Damage, Power Type, and Element:


 * Damage: Damage Type Physical.pngcal (reduced by PDEF), Damage Type Magic.pngal (reduced by MDEF)


 * Power Type: Attack Type Slash.png, Attack Type Strike.pnge, Attack Type Pierce.pnge, Attack Type Missile.pngle, Attack Type Magic.png/Spell, Attack Type Jump.png, (no icon) Special/Other/Non-Type


 * Element: LightElement.png, DarkElement.png, FireElement.png, WaterElement.png, WindElement.png, ThunderElement.pngning

You can see which of these attributes a skill has, at the top left corner of the skill.

"Magical Damage" indicates that it can be reduced by MDEF, but it also ignores PDEF

"Missile Type" so it benefits from "Missile ATK Power" modifiers

"Light Element" indicates if the skill gains additional element modifiers

Other skills may have a different combination of attributes, but they all show "damage / power type / element" attribute symbols, unless it's a "non-typed" skill (which won't have symbols)

*** In-game wording can be confusing; the "Attack Type" will determine which "Power Modifiers" an attack will benefit from. Meanwhile the "Attack Damage" will determine if it's reduced by MDEF, or PDEF"

* Even if an attack does Magical damage, it still needs to have the symbol for "Magic Power" to benefit from "MATK Power"


 * ReactionAbilityIcon.pngion/Counter skills, can also have a combination of those attributes.

Attack Modifiers
With the exception of "Other" attacks (such as a Bard's attack), a unit has 3 bonus modifiers for each ATK Type: Other-type attacks do not use these parameters.
 * ATK Power Up: Multiply the damage of that attack type by a percentage. (ex: Slash ATK Power Up)
 * Resist: Reduces the damage of that attack type by a percentage. (ex: Missile Resist)
 * Avoid: Gives a chance to evade that attack type by a percentage. (ex: Magic Avoid)

For a list of some skills which modify attack type resistances, see Resist Skills.

For a list of some skills which buff/debuff attack types, see Buff Skills.

Damage Formula
Here is some psuedo-code detailing how damage is calculated. Credits to Xores for decoding this:

FinalDamage: if JewelAttack: sqrt(SkillPower)*2 else:          SkillPower*(100% - defender.resistDmgType)

SkillPower: skillDamage*(100% + atkMod) - defStat*(100% + defMod) 0, If result < 0 skillDamage: if scaling: skillEffect*attackBase if adding: skillEffect+attackBase if fixed:  skillEffect skillEffect: skillEffectValue + Random(0, skillEffectRange) + EffectHpMaxRate*hp/maxHp + EffectMpMaxRate*mp/maxMp + EffectDeadRate*numOfDeadUnits + EffectGiantRate*max(defender.lvl - attacker.lvl, 0) attackBase: Uses skill formula depending on job or skill Generally skillAttack * attackerStat / 10 defStat: PDEF or MDEF, if skill is Physical or Magical atkMod: attacker.bonusDmgType // Bonus to Pierce attacks, for example + unitElementBonus // attacker.assist[attacker.element] - defender.resist[attacker.element] + skillElementBonus // skillElementValue - defender.resist[skill.element] + killerBonus      // Bonus to machines, for example + heightBonus + comboBonus       // 50% per additional unit defMod: skill.ignoreDefenseRate + skillPositionDefenseRate // For skills like sneak attack when attacking from side or back + heightBonus heightBonus: if skill.usesHeightBonus: +5%/-5% or -5%/+5% for atkMod/defMod depending on relative height of attacker and defender else: 0

If the skill is a suicide skill: Scale skillEffectValue by attacker.hp/attacker.maxHp then add standard skillEffect random and bonuses Calculate skillDamage Add attacker.hp/2 to skillDamage

Special Attack References

 * Attacks Ignoring Defense
 * Unclassed Attacks
 * Multi Hit Attacks
 * Raid Buffer/Debuffers (GoogleDoc)

Combat Power
The in-game calculation for total power for a unit uses the following formula:

HP / 10 + AGI * 5 + All Other Stats (PATK, PDEF, MATK, MDEF, DEX, CRIT, LUCK)

This calculation includes any equipped gear, mementos, passives, truth seals, etc, as long as they affect the stats on the character screen (so on map abilities will not be included).

Total combat power for an element just adds the power of each unit you have of that element. For the requirements of accessing the Elite Door quests, you must only reach that total combat power once to qualify, you do not need to be at that power when you do the quest.

Gear
Attack skills on gear only proc from basic attacks unless otherwise specified. Stats on gear/memento which give +status effect (i.e. charm, poison, etc.) apply to all attacks.

Other Mechanics Guides

 * How Crit, Avoid and Damage work
 * Charge Time Planning (Google Doc)