Gameplay Mechanics: Difference between revisions
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The plus or minus depends on court side and ball direction. | The plus or minus depends on court side and ball direction. | ||
WIL is also used in battle/guardian effect formulas as a offensive stat. WIL increases Balldamage received by the other Team/Guardian when Ball goes out of court. | WIL is also used in battle/guardian effect formulas as a offensive stat. WIL '''increases Balldamage''' received by the other Team/Guardian when Ball goes out of court. | ||
== Item Substats Are Separate == | == Item Substats Are Separate == | ||
Revision as of 19:21, 11 May 2026
Character Stats and Ball Behavior
Fantasy Tennis does not use raw STR/STA/DEX/WIL directly as ball speed or curve values. The client first converts each stat into a smaller gameplay value using character-specific constants from files like:
Script\PubETC\Ini3\Ini3_Player*Hit Script\PubETC\Ini3\Ini3_Player*Hit_R
For example, PlayerA/Niki uses:
STR -> Power: clamp(STR * 0.032, 0.0, 2.4) DEX -> Speed/Reach: clamp(DEX * 0.042, 0.0, 2.8) WIL -> Spin/Curve: clamp(WIL * 0.15, 0.0, 16.0) STA -> ChargeSpeed: clamp(STA * 0.05, 0.0, 5.2)
Stats are first clamped by the client’s stat aggregation logic, normally to a maximum of 100. This means higher values do not keep scaling forever.
STR: Power
STR increases the player’s shot power.
In simple terms: higher STR -> more Power -> faster outgoing ball
The ball’s final speed is built roughly like this:
final ball speed = shot base speed + STR-based Power + shot/item bonuses
Shot/item bonuses include things like SmashSpeed, LobSpeed, and ChargeshotSpeed which are Substats of Equipments.
STR is also used in battle/guardian effect formulas as a offensive stat. STR increases Damage dealt by offensive spells.
STA: Charge Speed
STA does not directly affect ball motion.
For PlayerA/Niki’s config, STA converts into ChargeSpeed:
In simple terms: higher STA -> faster/better charge-speed related behavior
STA is also used in battle/guardian effect formulas as a defensive stat.
DEX: Speed / Reach
DEX does not directly affect ball motion.
It affects movement/reach/contact behavior.
In practice, higher DEX seems to make it easier to successfully reach or register difficult balls, because the client uses a DEX-influenced speed/reach value when checking whether the player can reach the contact point in time.
In simple terms: higher DEX -> faster sprint -> better reach/contact timing
DEX is also used in battle/guardian effect formulas as a offensive stat. More DEX increases number of offensive spells per cast.
E.g.: 60 Dex cast 5 Homeing Souls (Maximum).
WIL: Spin / Curve
WIL increases spin and curve strength.
In simple terms: higher WIL -> more Spin -> stronger curve/slice/topspin influence
The ball’s curve is built roughly like this:
final curve = shot base curve +/- WIL-based Spin + extra curve bonuses
The plus or minus depends on court side and ball direction.
WIL is also used in battle/guardian effect formulas as a offensive stat. WIL increases Balldamage received by the other Team/Guardian when Ball goes out of court.
Item Substats Are Separate

Item substats are not the same as STR/STA/DEX/WIL.
Examples:
SmashSpeed -> extra speed for smashes LobSpeed -> extra speed for lobs ChargeshotSpeed -> extra speed for charged shots MoveSpeed -> movement-related bonus ServeSpeed -> serve-related bonus
So:
STR affects general shot power. WIL affects curve/spin. DEX affects reach/contact/movement behavior. STA affects charge-speed behavior. SmashSpeed/LobSpeed/ChargeshotSpeed are separate item bonuses.