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= Skills =
== Overview ==
== Overview ==


This page covers skill-related mechanics and attribute scaling in JFTSE.
The term '''Skills''' can be confusing in JFTSE because many combat-like effects are handled through the '''Item → Quick Slot''' system.
 
In JFTSE, attributes affect gameplay across multiple modes. Some effects are mainly relevant in Battle Mode, while others also matter in Basic Mode and Guardian content. This page focuses on stat-driven skill effects, damage scaling, mobility, recovery, and other combat-related mechanics.
 
For normal tennis actions such as Serve, Smash, Lob, Volley, Slice, Drive, and Charge Shot, see the appropriate gameplay or shot-type pages instead.
 
== Attributes ==
 
JFTSE uses four main attributes:
 
* '''STR'''
* '''STA'''
* '''DEX'''
* '''WIL'''
 
These attributes affect ball speed, ball curve, movement, recovery, skill damage, channel time, and projectile-based effects.
 
== STR ==
 
STR increases ball speed and increases the damage dealt by skills.
 
This makes STR relevant in more than one mode:
* In '''Basic Mode''', STR improves shot speed and power.
* In '''Battle Mode''', STR also increases skill damage.
* In '''Guardian Mode''', stronger and faster ball pressure can still matter during NPC and boss encounters.
 
Skill damage formula:
* '''DamageBonus = floor(0.35 × STR)'''
 
Examples:
* 3 STR -> 1 bonus damage
* 6 STR -> 2 bonus damage
* 9 STR -> 3 bonus damage
* 12 STR -> 4 bonus damage
* 15 STR -> 5 bonus damage
* 18 STR -> 6 bonus damage
* 20 STR -> 7 bonus damage
 
Notes:
* STR increases skill damage
* STR increases ball speed
* STR does not decrease ball damage
* Higher STR can make WIL-based curve feel less noticeable in practice because the ball travels faster and more directly
 
== STA ==
 
STA improves survivability and recovery.
 
It reduces incoming damage from enemy skill attacks and reduces the delay after being smashed or knocked down. These effects are not limited to player-versus-player situations. They are also relevant in Guardian content, where the same defensive and recovery mechanics apply against NPC enemies and bosses.
 
Damage reduction formula:
* '''DamageReduction = floor(0.3 × STA)'''
 
Examples:
* 4 STA -> 1 damage reduction
* 7 STA -> 2 damage reduction
* 10 STA -> 3 damage reduction
 
Notes:
* Reduces damage taken from enemy skill attacks
* Reduces recovery time after being smashed or knocked down
* Helps the charge bar fill faster
* May also increase the speed of certain return shots after absorbing enemy pressure
 
Mode relevance:
* In '''Basic Mode''', STA has little or no direct value compared with STR, DEX, and WIL.
* In '''Battle Mode''', STA is important for resisting enemy pressure and skill damage.
* In '''Guardian Mode''', STA remains useful because the same recovery and damage-reduction mechanics apply against NPC attacks
 
== DEX ==
 
DEX improves agility and responsiveness.
 
It increases movement speed, improves left-right turning, and makes ball charging faster. DEX is one of the most generally useful stats because movement matters in every mode.
 
Notes:
* Faster left-right turning
* More movement speed
* Faster ball charging
* Increases projectile count for Blizzard, Meteor, and Homing Soul
* Projectile scaling is relevant up to 60 DEX
* Decreases skill channel time, up to a maximum of 50%
 
Mode relevance:
* In '''Basic Mode''', DEX improves movement and court coverage
* In '''Battle Mode''', DEX also affects projectile-based skill behavior
* In '''Guardian Mode''', DEX remains useful for mobility, positioning, and consistent charged-ball pressure
 
Additional note:
* With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable
 
== WIL ==
 
WIL improves ball curve and ball-based pressure.
 
It increases the amount of curve on the ball and increases the damage dealt when enemies miss the ball in Battle Mode. WIL also affects ball-damage scaling directly.
 
Ball damage formula:
* '''TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))'''
 
Equivalent form:
* '''TotalBallDamage = max(20, 10 + floor(0.52 × WIL))'''
 
Examples:
* 15 WIL -> 10 + floor(7.8) = 17 -> clamped to 20
* 110 WIL -> 10 + floor(57.2) = 67
* 135 WIL -> 10 + floor(70.2) = 80
* 160 WIL -> 10 + floor(83.2) = 93
 
Notes:
* 20 is a minimum clamp, not a base value
* WIL increases ball curve
* WIL increases ball damage
* In Battle Mode, WIL also increases the damage dealt when enemies miss the ball
 
== Mode Relevance ==
 
=== Basic Mode ===
 
Not every attribute is equally important in Basic Mode, but several still matter directly.
 
* '''STR''' increases ball speed and shot power
* '''DEX''' improves movement, turning speed, and charge speed
* '''WIL''' affects curve and ball behavior
* '''STA''' has much less direct value than in Battle or Guardian content
 
=== Battle Mode ===
 
Battle Mode uses the widest range of stat interactions.
 
* '''STR''' increases skill damage and ball speed
* '''STA''' reduces enemy skill damage taken and improves recovery
* '''DEX''' improves movement and increases projectile count for certain skills
* '''WIL''' increases curve and ball damage
 
=== Guardian Mode ===
 
Guardian content in JFTSE uses dedicated scenario and skill systems.
 
Because of this, attribute scaling is also relevant in Guardian gameplay:
* '''STR''' improves ball speed and offensive pressure
* '''STA''' improves recovery and reduces incoming enemy skill damage
* '''DEX''' improves movement, charge speed, and projectile-based skill behavior
* '''WIL''' improves curve and ball damage
 
Guardian-specific WIL effect:
* '''Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health'''
 
== Skills vs. Shot Types ==


This page describes skill-related mechanics and attribute scaling.
This page is kept as a terminology page to avoid confusion.


It does '''not''' treat all tennis actions as “skills” in the same sense. Normal tennis mechanics such as:
For numerical character values such as '''STR''', '''STA''', '''DEX''' and '''WIL''', see the '''[[Stats|Stats]]''' page.
* Serve
* Drive
* Slice
* Lob
* Smash
* Volley
* Charge Shot


should be treated separately as shot types, basic mechanics, or special shot modifiers.
For usable combat and support items such as '''Fireball''', '''Meteor''', '''Blizzard''', '''Homing Soul''', '''Healing''', '''Rebirth''', '''Item Bash''' or '''Blessed Aim''', see the '''[[Items#Quick Slot Items|Quick Slot Items]]''' section on the '''[[Items|Items]]''' page.


== Known Battle Skills ==
== What Should Be Documented Here? ==


Publicly documented examples of Battle-related attacks include:
Only use this page for actual skills if the game has a clearly separate skill system outside of the Item tab.
* Fireball
* Meteor
* Blizzard


Additional JFTSE-specific skill names such as '''Homing Soul''' may be listed separately if confirmed from current game data or developer documentation.
Do not use this page for:


== Related Mechanics ==
* '''[[Stats#Attributes|Attributes]]''' such as '''[[Stats#STR|STR]]''', '''[[Stats#STA|STA]]''', '''[[Stats#DEX|DEX]]''' or '''[[Stats#WIL|WIL]]'''
* '''[[Stats#Secondary Stats|Secondary Stats]]''' such as Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage or HP
* '''[[Items#Quick Slot Items|Quick Slot Items]]''' such as Fireball, Meteor, Blizzard or Homing Soul
* '''[[Items#Buff Items and Synergistic Effects|Buff Items]]''' such as Item Bash, Blessed Aim, Frenzy or Defensive Auras
* Costume or equipment pieces


Some items and equipment also modify normal shot-related properties such as:
== Terminology ==
* Smash
* Serve
* Charge Shot
* Lob
* Speed


These should be documented separately from skill formulas where appropriate.
{| class="wikitable"
! Term
! Use for
! Main page
|-
| '''Stats'''
| Numerical values and bonuses
| '''[[Stats]]'''
|-
| '''Attributes'''
| STR, STA, DEX and WIL
| '''[[Stats#Attributes|Stats → Attributes]]'''
|-
| '''Secondary Stats'''
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses
| '''[[Stats#Secondary Stats|Stats → Secondary Stats]]'''
|-
| '''Quick Slot Items'''
| Usable Item-tab objects such as Fireball, Meteor, Blizzard, Homing Soul, Healing or Rebirth
| '''[[Items#Quick Slot Items|Items → Quick Slot Items]]'''
|-
| '''Buff Items'''
| Quick Slot-related items with Synergistic Effects such as Item Bash, Blessed Aim, Frenzy or Defensive Auras
| '''[[Items#Buff Items and Synergistic Effects|Items → Buff Items]]'''
|-
| '''Enchant'''
| Equipment improvement system using Tablets, Elemental Stones and Jewels
| '''[[Enchantment]]'''
|}


== Summary ==
== Common Confusions ==


Skills and attribute scaling are important across Basic, Battle, and Guardian content in JFTSE.
{| class="wikitable"
! Confusing term
! Correct page
! Explanation
|-
| STR, STA, DEX, WIL
| '''[[Stats]]'''
| These are Attributes, not skills.
|-
| Fireball, Meteor, Blizzard, Homing Soul
| '''[[Items#Quick Slot Items|Quick Slot Items]]'''
| These are usable items from the Item tab.
|-
| Item Bash, Blessed Aim, Frenzy, Defensive Auras
| '''[[Items#Buff Items and Synergistic Effects|Buff Items]]'''
| These are item effects with Synergistic effects.
|-
| Move Speed, Charge Speed, Chargeshot Speed, HP
| '''[[Stats#Secondary Stats|Secondary Stats]]'''
| These are numerical bonuses or derived values.
|}


* '''STR''' increases skill damage and ball speed
== Related Pages ==
* '''STA''' improves resistance and recovery against enemy pressure
* '''DEX''' improves mobility, charging, and projectile-based skill behavior
* '''WIL''' increases curve and ball damage


At the same time, normal tennis actions such as Serve, Smash, Lob, Volley, Drive, Slice, and Charge Shot should be treated separately from Battle-style skills and stat-scaling formulas.
* '''[[Stats]]''' – explains Stats, Attributes, Secondary Stats and formulas.
* '''[[Items]]''' – explains Item-tab objects, Quick Slot Items, Buff Items, Tools and Balls.
* '''[[Enchantment]]''' – explains the Enchant system.
* '''[[Maps]]''' – shows map information and Gacha availability.

Revision as of 14:14, 5 May 2026

Overview

The term Skills can be confusing in JFTSE because many combat-like effects are handled through the Item → Quick Slot system.

This page is kept as a terminology page to avoid confusion.

For numerical character values such as STR, STA, DEX and WIL, see the Stats page.

For usable combat and support items such as Fireball, Meteor, Blizzard, Homing Soul, Healing, Rebirth, Item Bash or Blessed Aim, see the Quick Slot Items section on the Items page.

What Should Be Documented Here?

Only use this page for actual skills if the game has a clearly separate skill system outside of the Item tab.

Do not use this page for:

Terminology

Term Use for Main page
Stats Numerical values and bonuses Stats
Attributes STR, STA, DEX and WIL Stats → Attributes
Secondary Stats Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses Stats → Secondary Stats
Quick Slot Items Usable Item-tab objects such as Fireball, Meteor, Blizzard, Homing Soul, Healing or Rebirth Items → Quick Slot Items
Buff Items Quick Slot-related items with Synergistic Effects such as Item Bash, Blessed Aim, Frenzy or Defensive Auras Items → Buff Items
Enchant Equipment improvement system using Tablets, Elemental Stones and Jewels Enchantment

Common Confusions

Confusing term Correct page Explanation
STR, STA, DEX, WIL Stats These are Attributes, not skills.
Fireball, Meteor, Blizzard, Homing Soul Quick Slot Items These are usable items from the Item tab.
Item Bash, Blessed Aim, Frenzy, Defensive Auras Buff Items These are item effects with Synergistic effects.
Move Speed, Charge Speed, Chargeshot Speed, HP Secondary Stats These are numerical bonuses or derived values.

Related Pages

  • Stats – explains Stats, Attributes, Secondary Stats and formulas.
  • Items – explains Item-tab objects, Quick Slot Items, Buff Items, Tools and Balls.
  • Enchantment – explains the Enchant system.
  • Maps – shows map information and Gacha availability.