Gameplay Mechanics: Difference between revisions

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Shot/item bonuses include things like SmashSpeed, LobSpeed, and ChargeshotSpeed which are [[#Item Substats Are Separate|Substats of Equipments]].
Shot/item bonuses include things like SmashSpeed, LobSpeed, and ChargeshotSpeed which are [[#Item Substats Are Separate|Substats of Equipments]].


STR is also used in battle/guardian effect formulas as a offensive stat. STR increases Damage dealt by offensive spells.
STR is also used in battle/guardian effect formulas as a offensive stat. STR '''increases Damage dealt''' by offensive spells.


== STA: Charge Speed ==
== STA: Charge Speed ==

Revision as of 19:23, 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. It decreases damage received by offensive spells.

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 (Homing Souls / Meteor / Blizzard).

 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

Substats
Substats

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.