DrFetus

7th Dragon 2020-II Idol Skill Data

Apr 20th, 2020 (edited)
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  1. Changes from 2020
  2. =================
  3. New Class!
  4.  
  5. Innate Abilities
  6. ================
  7. Order Action: The Idol can command their allies to partake in an attack. These attacks use the respective party members' stats and proper skill levels, but do not use up any Mana if a skill is used, nor do they use those party members' turns. However, the skills the party members use and the target they go after are random. The order in which the party members attacks plays out goes from left to right in the party order. The Idol's EX can be used to boost the party members' attacks, but how much EX boosts it by depends on the skill being used instead of using the 1.5x damage multiplier from EX.
  8.  
  9. When the Idol uses an Order Action skill, the game checks their learned skills to see what's eligible to be used. The game then sorts the learned skills into a roulette, and picks randomly. Higher levels of an Order Action skill and/or having Luck Booster in effect makes it less likely to see a basic attack be used, and for Rock N' Roll Out!, Rock Legend, and Treat Yourself, also makes it less likely to see lower tier skills used as well, if they can even be used normally. If a skill is not learned, it is simply not placed on the roulette. (A basic attack does not replace this.) If no skills are eligible, then a basic attack is guaranteed to be used.
  10.  
  11. For more information on the probabilities of the Idol's Order Action skills, this document lists the probability tables for those skills:
  12.  
  13. https://docs.google.com/spreadsheets/d/1QYy2X9vqsPTB6ltxVFMyX_lvoqAWdtSy8wsSnK6ja-I/edit#gid=0
  14.  
  15. Fever: Certain skills will activate a Fever Gauge. The gauge has 3 sections to it, with 1 already filled up when it appears. Certain skills can only be used if enough sections are filled up. Dodging attacks while the Fever Gauge is active will add +1 to the gauge. However, increasing the Fever Gauge through this method can only be done while the Fever Gauge is active. The usage of certain skills also increases the Fever Gauge, however they can only increase it to a specific point. There is actually a hidden 4th level that has a chance to be reached while in Fever 3. This can happen at the same time the Idol raises their Fever Gauge from 2 to 3. If the Idol manages to reach Fever 4, their other passive, Star Sanctuary, will activate and the Idol will be sent into Superstar Status. The Fever Gauge can only be depleted by death and the Superstar Status wearing off. The Idol cannot reach Fever 4 by dodging, a skill must be used in order to activate Star Sanctuary.
  16.  
  17. Star Sanctuary: A hidden unlisted passive they have access to. When Idols reach Fever 4, this skill activates and sends them into the Superstar Status for 4 turns, which gives them the following passive benefits. The damage of the Idol's ATK and MAT attacks are multiplied by 1.5. Any ATK and MAT damage they take is multiplied by 0.5. SPD is multiplied by 1.5. The Idol's evasion is increased by +50%. The Idol recovers 50 LIFE at the end of each turn. Skills marked with an "♪" in the skill description will have increased effects.
  18.  
  19. NOTE: Any existing stat buffs on the Idol won't be overwritten by Star Sanctuary. Once the Superstar Status ends, the Fever Gauge is set back to 0 and disappears.
  20.  
  21. Tier 1 Skills
  22. =============
  23. LIFE Bonus
  24. Type: Passive
  25.  
  26. Increases max Life.
  27.  
  28. Lv1: 1.1x Life multiplier. Costs 150 SP.
  29. Lv2: 1.15x Life multiplier. Costs 550 SP.
  30. Lv3: 1.2x Life multiplier. Costs 1500 SP.
  31. Lv4: 1.25x Life multiplier. Costs 3000 SP.
  32. Lv5: 1.3x Life multiplier. Costs 5500 SP.
  33.  
  34. Mosquito Pitch
  35. Type: Active
  36.  
  37. Deals ranged MAT-based aerial damage to all enemies. At levels 2 and above, this skill lowers evasion for 5 turns.
  38.  
  39. Costs 4 Mana at all levels. Fills up 1% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.5 at all levels.
  40.  
  41. Lv1: 1.5x damage multiplier. 2% chance to activate Star Sanctuary. Costs 150 SP.
  42. Lv2: 1.6x damage multiplier. Lowers evasion by -20%. 4% chance to activate Star Sanctuary. Costs 300 SP.
  43. Lv3: 1.7x damage multiplier. Lowers evasion by -30%. 6% chance to activate Star Sanctuary. Costs 1000 SP.
  44. Lv4: 1.8x damage multiplier. Lowers evasion by -40%. 8% chance to activate Star Sanctuary. Costs 2000 SP.
  45. Lv5: 2x damage multiplier. Lowers evasion by -50%. 10% chance to activate Star Sanctuary. Costs 4000 SP.
  46.  
  47. Dry Ice
  48. Type: Active
  49.  
  50. Increases the Idol's evasion for 5 turns. At levels 3 and 4, this skill has a chance to activate Fever 1. At level 5, this skill is guaranteed to activate Fever 1.
  51.  
  52. Costs 4 Mana at all levels. Has a speed multiplier of 1 at all levels.
  53.  
  54. Lv1: +25% evasion. 2% chance to activate Star Sanctuary. Initial skill.
  55. Lv2: +26% evasion. 4% chance to activate Star Sanctuary. Costs 250 SP.
  56. Lv3: +29% evasion. 50% chance to activate Fever 1. 6% chance to activate Star Sanctuary. Costs 800 SP.
  57. Lv4: +31% evasion. 70% chance to activate Fever 1. 8% chance to activate Star Sanctuary. Costs 2500 SP.
  58. Lv5: +33% evasion. 100% chance to activate Fever 1. 10% chance to activate Star Sanctuary. Costs 7000 SP.
  59.  
  60. Rush Groove
  61. Type: Active
  62.  
  63. [Order Action Skill] Commands the entire party, including the Idol themselves, to use an empowered basic attack (Critical hits can still proc) on a random enemy. If the Idol uses EX on this skill, a different damage multiplier is used instead.
  64.  
  65. Costs 2 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  66.  
  67. NOTE: Anyone using EX will have the damage boost apply to both their attack and the attack from this skill. If the caster uses EX, the 1.5x damage boost is also applied to their attack.
  68.  
  69. Lv1: 1x damage multiplier. 1.3x damage multiplier instead when caster uses EX. 2% chance to activate Star Sanctuary. Initial skill.
  70. Lv2: 1.1x damage multiplier. 1.5x damage multiplier instead when caster uses EX. 4% chance to activate Star Sanctuary. Costs 150 SP.
  71. Lv3: 1.2x damage multiplier. 1.7x damage multiplier instead when caster uses EX. 6% chance to activate Star Sanctuary. Costs 500 SP.
  72. Lv4: 1.3x damage multiplier. 1.9x damage multiplier instead when caster uses EX. 8% chance to activate Star Sanctuary. Costs 1000 SP.
  73. Lv5: 1.5x damage multiplier. 2.5x damage multiplier instead when caster uses EX. 10% chance to activate Star Sanctuary. Costs 3000 SP.
  74.  
  75. Gig Guarantee
  76. Type: Passive
  77.  
  78. Places a time limit on the party. If the party can win before the time limit is up, the amount of Az gained from the battle will increase. If EX is used on this skill, Az payouts are multiplied further by 1.2x. At level 3, there is no time limit and the extra Az will always be awarded as long as the battle is won. ♪
  79.  
  80. [Superstar Effect] Az payouts are multiplied even further by 1.5x.
  81.  
  82. Costs 1 Mana at all levels. Has a speed multiplier of 1 at all levels.
  83.  
  84. NOTE: Multiple casts do not stack, though the time limit can be refreshed after the skill wears off. Superstar Status coming into effect after this skill has been cast will not affect Az payouts. All Az multipliers within this skill stack multiplicatively. The Az multipliers are applied when the battle ends, not when the enemy is killed.
  85.  
  86. Lv1: Az is multiplied by 1.5x if the party can win within 3 turns after cast. 6% chance to activate Star Sanctuary. Costs 100 SP.
  87. Lv2: Az is multiplied by 2x if the party can win within 5 turns after cast. 8% chance to activate Star Sanctuary. Costs 500 SP.
  88. Lv3: Az is multiplied by 2.5x if the battle is won. No turn limit. 10% chance to activate Star Sanctuary. Costs 1000 SP.
  89.  
  90. Tier 2 Skills
  91. =============
  92. MANA Bonus
  93. Type: Passive
  94.  
  95. Increases max Mana.
  96.  
  97. Lv1: 1.1x Mana multiplier. Costs 300 SP.
  98. Lv2: 1.15x Mana multiplier. Costs 750 SP.
  99. Lv3: 1.2x Mana multiplier. Costs 2000 SP.
  100. Lv4: 1.25x Mana multiplier. Costs 4000 SP.
  101. Lv5: 1.3x Mana multiplier. Costs 6000 SP.
  102.  
  103. Berserk Pitch
  104. Type: Active
  105.  
  106. Deals MAT-based aerial damage to one enemy, applies an aggro buff on the target for 4 turns, and has a 60% chance to inflict Blind (0.85x accuracy multiplier) for 3 turns. ♪ Has a chance to activate Fever 1.
  107.  
  108. [Superstar Effect] The Blind infliction rate is set to 100% and pierces resistances, but not immunities.
  109.  
  110. Costs 6 Mana at all levels. Fills up 1% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.3 at all levels.
  111.  
  112. NOTE: The target rate is applied as a hidden buff, meaning that the game will not tell you when it wears off.
  113.  
  114. BUG: The aggro buff was supposed to be applied to the Idol, redirecting attacks towards them. However, due to the way the effects are coded, this is applied to the target instead, meaning the Idol does not get an increased chance to be attacked. This only matters for forced attacks from luvshock.exe, which can be redirected by Berserk Pitch, but has no effect anywhere else.
  115.  
  116. Lv1: 2.1x damage multiplier. 50% target rate. 10% chance to activate Fever 1. 12% chance to activate Star Sanctuary. Costs 300 SP.
  117. Lv2: 2.3x damage multiplier. 55% target rate. 20% chance to activate Fever 1. 13% chance to activate Star Sanctuary. Costs 1000 SP.
  118. Lv3: 2.5x damage multiplier. 60% target rate. 30% chance to activate Fever 1. 14% chance to activate Star Sanctuary. Costs 2000 SP.
  119. Lv4: 2.7x damage multiplier. 65% target rate. 40% chance to activate Fever 1. 15% chance to activate Star Sanctuary. Costs 4000 SP.
  120. Lv5: 3x damage multiplier. 70% target rate. 50% chance to activate Fever 1. 16% chance to activate Star Sanctuary. Costs 6000 SP.
  121.  
  122. Attack ♪ Beat
  123. Type: Active
  124.  
  125. For this turn, the party's ATK and MAT-based attacks have their damage boosted. However, they take increased damage from ATK-based attacks from enemies as well. Activates Fever 1.
  126.  
  127. Has a speed multiplier of 1 at all levels. Has a priority level of 1 at all levels.
  128.  
  129. Lv1: Costs 6 Mana. Damage dealt multiplied by 1.3x. Damage taken multiplied by 1.1x. Costs 100 SP.
  130. Lv2: Costs 8 Mana. Damage dealt multiplied by 1.35x. Damage taken multiplied by 1.15x. Costs 500 SP.
  131. Lv3: Costs 10 Mana. Damage dealt multiplied by 1.4x. Damage taken multiplied by 1.2x. Costs 1000 SP.
  132. Lv4: Costs 12 Mana. Damage dealt multiplied by 1.45x. Damage taken multiplied by 1.25x. Costs 2500 SP.
  133. Lv5: Costs 14 Mana. Damage dealt multiplied by 1.5x. Damage taken multiplied by 1.3x. Costs 5000 SP.
  134.  
  135. Defense ♪ Beat
  136. Type: Active
  137.  
  138. For this turn, enemies' ATK and MAT-based attacks have their damage decreased. However, the party's ATK-based attacks have their damage reduced. Activates Fever 1.
  139.  
  140. Has a speed multiplier of 1 at all levels. Has a priority level of 1 at all levels.
  141.  
  142. Lv1: Costs 4 Mana. Damage taken multiplied by 0.75x. Damage dealt multiplied by 0.9x. Costs 100 SP.
  143. Lv2: Costs 5 Mana. Damage taken multiplied by 0.73x. Damage dealt multiplied by 0.85x. Costs 500 SP.
  144. Lv3: Costs 6 Mana. Damage taken multiplied by 0.71x. Damage dealt multiplied by 0.8x. Costs 1000 SP.
  145. Lv4: Costs 8 Mana. Damage taken multiplied by 0.7x. Damage dealt multiplied by 0.75x. Costs 2500 SP.
  146. Lv5: Costs 10 Mana. Damage taken multiplied by 0.69x. Damage dealt multiplied by 0.7x. Costs 5000 SP.
  147.  
  148. Rock n' Roll Out
  149. Type: Active
  150.  
  151. [Fever 1 Skill][Order Action Skill] Commands the other party members to use a random learned tier 1 skill. If this chance fails, the party member uses a basic attack instead. Has a chance to increase the Fever Gauge from 1 to 2.
  152.  
  153. Costs 8 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  154.  
  155. NOTE: The Idol themselves does not participate in this skill.
  156.  
  157. Lv1: Damage multiplied by 1.03x when caster uses EX. Uses the Weight 1 Column. 20% chance to go from Fever 1 to Fever 2. 12% chance to activate Star Sanctuary. Costs 300 SP.
  158. Lv2: Damage multiplied by 1.06x when caster uses EX. Uses the Weight 2 Column. 30% chance to go from Fever 1 to Fever 2. 13% chance to activate Star Sanctuary. Costs 750 SP.
  159. Lv3: Damage multiplied by 1.09x when caster uses EX. Uses the Weight 3 Column. 40% chance to go from Fever 1 to Fever 2. 14% chance to activate Star Sanctuary. Costs 1500 SP.
  160. Lv4: Damage multiplied by 1.12x when caster uses EX. Uses the Weight 4 Column. 50% chance to go from Fever 1 to Fever 2. 15% chance to activate Star Sanctuary. Costs 3000 SP.
  161. Lv5: Damage multiplied by 1.15x when caster uses EX. Uses the Weight 5 Column. 60% chance to go from Fever 1 to Fever 2. 16% chance to activate Star Sanctuary. Costs 5000 SP.
  162.  
  163. Soothing Song
  164. Type: Active
  165.  
  166. Heals the entire party and has a chance to dispel ailments. ♪
  167.  
  168. [Superstar Effect] The chance to dispel ailments is guaranteed.
  169.  
  170. Costs 3 Mana at all levels. Has a speed multiplier of 1.3 at all levels.
  171.  
  172. NOTE: Healing is equal to Base Heal + MAT * 0.1.
  173.  
  174. Lv1: 12 base heal. 30% chance to dispel ailments. 12% chance to activate Star Sanctuary. Costs 300 SP.
  175. Lv2: 22 base heal. 40% chance to dispel ailments. 13% chance to activate Star Sanctuary. Costs 550 SP.
  176. Lv3: 31 base heal. 50% chance to dispel ailments. 14% chance to activate Star Sanctuary. Costs 1500 SP.
  177. Lv4: 40 base heal. 60% chance to dispel ailments. 15% chance to activate Star Sanctuary. Costs 2000 SP.
  178. Lv5: 50 base heal. 70% chance to dispel ailments. 16% chance to activate Star Sanctuary. Costs 3000 SP.
  179.  
  180. Gift For You
  181. Type: Active
  182.  
  183. Attempts to transfer every single ailment on the Idol to the targeted enemy at a 100% infliction rate. Costs 0 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  184.  
  185. NOTE: The Idol is always cured of ailments, however inflicting the enemy is not guaranteed. All properties of the ailments on the Idols, such as damage and the duration left at the moment of casting this skill, are transferred as well.
  186.  
  187. Overexposed
  188. Type: Active
  189.  
  190. Who knows what will happen? Something good, or something bad may happen to any lucky or unlucky person in the battle! ♪ Has a 12% chance to activate Star Sanctuary.
  191.  
  192. [Superstar Effect] Rigs the effects even further depending on what unit type was chosen to ensure this skill cannot backfire on the player.
  193.  
  194. Fills up 2% of the EX Gauge. Costs 1 Mana. Has a speed multiplier of 1. Costs 300 SP.
  195.  
  196. NOTE: How this skill works is that it first determines who will be targeted. Everyone in the battle has an equal chance of being selected. After the target is chosen, it then selects a random effect from a list then applies it. All of the applicable choices have a specific chance of being chosen, but generally it tries to make it so that players get positive effects and enemies get negative effects more often. The skill does not rig the roulette further depending on the target's state. It is possible for this skill to choose an effect the target already has or cannot be affected by, with or without the Idol having Superstar Status, in which case it will end up doing nothing. Ailments have a 100% chance to land on enemies that pierces their resistances but not immunities. On players, ailments will always be inflicted, even if they have immunity to the chosen ailment through equipment.
  197.  
  198. The possible effects are as follows:
  199.  
  200. Players:
  201.  
  202. Each buff has a 100 out of 920 chance to be chosen (around 11%), for a total of a 700 out of 920 chance to be chosen (around 76%).
  203.  
  204. [Buff] ATK damage dealt is multiplied by 1.5x for 3 turns.
  205. [Buff] MAT damage dealt is multiplied by 1.5x for 3 turns.
  206. [Buff] ATK damage taken is multiplied by 0.5x for 3 turns.
  207. [Buff] MAT damage taken is multiplied by 0.5x for 3 turns.
  208. [Buff] Evasion is increased by +75% for 3 turns.
  209. [Buff] Subtracts 0.5 from the target's Fire damage multiplier for 5 turns.
  210. [Buff] Subtracts 0.5 from the target's Ice damage multiplier for 5 turns.
  211.  
  212. Each debuff and ailment has a 20 out of 920 chance to be chosen (around 2.2%), for a total of a 220 out of 920 chance to be chosen (around 24%).
  213.  
  214. [Debuff] ATK damage dealt is multiplied by 0.5x for 3 turns.
  215. [Debuff] MAT damage dealt is multiplied by 0.5x for 3 turns.
  216. [Debuff] Adds 0.5 to the target's Fire damage multiplier for 5 turns.
  217. [Debuff] Adds 0.5 to the target's Ice damage multiplier for 5 turns.
  218. [Ailment] Inflicts Curse for 3 turns. Cursed targets get 30% of the damage they deal reflected back at them.
  219. [Ailment] Inflicts Bleed for 3 turns. The Bleed ticks for 28/33/34 damage.
  220. [Ailment] Inflicts Burn for 3 turns. The Burn ticks for 41 damage, multiplies ATK and MAT damage dealt by 0.7x, and multiplies ATK and MAT damage taken by 1.3x.
  221. [Ailment] Inflicts Sleep for 5 turns.
  222. [Ailment] Inflicts Chaos for 3 turns.
  223. [Ailment] Inflicts Stop for 3 turns.
  224. [Ailment] Inflicts Poison for 3 turns. The Poison ticks for 43 damage.
  225.  
  226. Enemies:
  227.  
  228. Each buff has a 70 out of 1690 chance to be chosen (around 4.1%), for a total of a 490 out of 1690 chance to be chosen (around 29%).
  229.  
  230. [Buff] ATK damage dealt is multiplied by 1.2x for 3 turns.
  231. [Buff] MAT damage dealt is multiplied by 1.2x for 3 turns.
  232. [Buff] ATK damage taken is multiplied by 0.5x for 3 turns.
  233. [Buff] MAT damage taken is multiplied by 0.5x for 3 turns.
  234. [Buff] Evasion is increased by +75% for 3 turns.
  235. [Buff] Subtracts 0.5 from the target's Fire damage multiplier for 5 turns.
  236. [Buff] Subtracts 0.5 from the target's Ice damage multiplier for 5 turns.
  237.  
  238. Each debuff and ailment has a 100 out of 1690 chance to be chosen (Around 6%), for a total of a 1200 out of 1690 chance to be chosen (around 71%).
  239.  
  240. [Debuff] ATK damage dealt is multiplied by 0.5x for 3 turns.
  241. [Debuff] MAT damage dealt is multiplied by 0.5x for 3 turns.
  242. [Debuff] ATK damage taken is multiplied by 1.5x for 3 turns.
  243. [Debuff] MAT damage taken is multiplied by 1.5x for 3 turns.
  244. [Debuff] Adds 0.5 to the target's Fire damage multiplier for 5 turns.
  245. [Debuff] Adds 0.5 to the target's Ice damage multiplier for 5 turns.
  246. [Ailment] Inflicts Curse for 3 turns. Cursed targets get 150% of the damage they deal reflected back at them.
  247. [Ailment] Inflicts Bleed for 3 turns. The Bleed ticks for 53/63/65 damage.
  248. [Ailment] Inflicts Burn for 3 turns. The Burn ticks for 61 damage, multiplies ATK and MAT damage dealt by 0.7x, and multiplies ATK and MAT damage taken by 1.3x.
  249. [Ailment] Inflicts Sleep for 5 turns.
  250. [Ailment] Inflicts Stop for 3 turns.
  251. [Ailment] Inflicts Poison for 3 turns. The Poison ticks for 63 damage.
  252.  
  253. If the Idol is in Superstar Status, then the skill ensures player units can only be affected by buffs and enemy units can only be affected by debuffs and ailments. Each effect has an equal chance of being chosen. The possible effects in this case are as follows:
  254.  
  255. Players:
  256.  
  257. [Buff] ATK damage dealt is multiplied by 1.5x for 3 turns.
  258. [Buff] MAT damage dealt is multiplied by 1.5x for 3 turns.
  259. [Buff] ATK damage taken is multiplied by 0.5x for 3 turns.
  260. [Buff] MAT damage taken is multiplied by 0.5x for 3 turns.
  261. [Buff] Evasion is increased by +75% for 3 turns.
  262. [Buff] Subtracts 0.5 from the target's Fire damage multiplier for 5 turns.
  263. [Buff] Subtracts 0.5 from the target's Ice damage multiplier for 5 turns.
  264.  
  265. Enemies:
  266.  
  267. [Debuff] ATK damage dealt is multiplied by 0.5x for 3 turns.
  268. [Debuff] MAT damage dealt is multiplied by 0.5x for 3 turns.
  269. [Debuff] ATK damage taken is multiplied by 1.5x for 3 turns.
  270. [Debuff] MAT damage taken is multiplied by 1.5x for 3 turns.
  271. [Debuff] Adds 0.5 to the target's Fire damage multiplier for 5 turns.
  272. [Debuff] Adds 0.5 to the target's Ice damage multiplier for 5 turns.
  273. [Ailment] Inflicts Curse for 3 turns. Cursed targets get 150% of the damage they deal reflected back at them.
  274. [Ailment] Inflicts Bleed for 3 turns. The Bleed ticks for 53/63/65 damage.
  275. [Ailment] Inflicts Burn for 3 turns. The Burn ticks for 61 damage, multiplies ATK and MAT damage dealt by 0.7x, and multiplies ATK and MAT damage taken by 1.3x.
  276. [Ailment] Inflicts Sleep for 5 turns.
  277. [Ailment] Inflicts Stop for 3 turns.
  278. [Ailment] Inflicts Poison for 3 turns. The Poison ticks for 63 damage.
  279.  
  280. Colorful Stage
  281. Type: Active
  282.  
  283. Has a 25% chance to activate at the start of the battle. If the effect activates, the party's SP gain will be multiplied by 1.5x if they win.
  284.  
  285. Has a speed multiplier of 1. Costs 2000 SP.
  286.  
  287. Tier 3 Skills
  288. =============
  289. Glory Note
  290. Type: Active
  291.  
  292. Deals melee ATK-based non-elemental damage to one enemy, and has a chance to inflict Curse (100% damage reflect) for 5 turns. ♪ Has a chance to activate Fever 1.
  293.  
  294. [Superstar Effect] The Curse infliction rate is set to 100% and pierces resistances, but not immunities.
  295.  
  296. Costs 6 Mana at all levels. Fills up 1% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  297.  
  298. Lv1: 3x damage multiplier. 10% infliction rate. 20% chance to activate Fever 1. 16% chance to activate Star Sanctuary. Costs 2000 SP.
  299. Lv2: 3.5x damage multiplier. 15% infliction rate. 30% chance to activate Fever 1. 17% chance to activate Star Sanctuary. Costs 3500 SP.
  300. Lv3: 4x damage multiplier. 20% infliction rate. 40% chance to activate Fever 1. 18% chance to activate Star Sanctuary. Costs 5000 SP.
  301. Lv4: 4.5x damage multiplier. 25% infliction rate. 50% chance to activate Fever 1. 19% chance to activate Star Sanctuary. Costs 7000 SP.
  302. Lv5: 5x damage multiplier. 30% infliction rate. 60% chance to activate Fever 1. 20% chance to activate Star Sanctuary. Costs 9500 SP.
  303.  
  304. Shuffle Pitch
  305. Type: Active
  306.  
  307. Deals ranged MAT-based aerial damage to one enemy multiple times. ♪
  308.  
  309. [Superstar Effect] The skill always hits for the maximum number of times.
  310.  
  311. Costs 4 Mana at all levels. Fills up 1% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.3 at all levels.
  312.  
  313. BUG: Sometimes when this skill is called through Order Action, the hits will target random enemies instead of a single one. For the purposes of Woodwind Duet, this version is treated as single target and only attacks the first enemy to be hit by this skill.
  314.  
  315. Lv1: 1.1x damage multiplier. 1 to 3 hits. 16% chance to activate Star Sanctuary. Costs 400 SP.
  316. Lv2: 1.2x damage multiplier. 1 to 4 hits. 17% chance to activate Star Sanctuary. Costs 1400 SP.
  317. Lv3: 1.3x damage multiplier. 2 to 4 hits. 18% chance to activate Star Sanctuary. Costs 2500 SP.
  318. Lv4: 1.4x damage multiplier. 2 to 5 hits. 19% chance to activate Star Sanctuary. Costs 4000 SP.
  319. Lv5: 1.5x damage multiplier. 3 to 6 hits. 20% chance to activate Star Sanctuary. Costs 6000 SP.
  320.  
  321. Follow Me
  322. Type: Active
  323.  
  324. Grants one party member a priority level of 1 for this turn. Has a 16% chance to activate Star Sanctuary.
  325.  
  326. Costs 8 Mana. Has a speed multiplier of 1. Has a priority level of 1. Costs 700 SP.
  327.  
  328. NOTE: The priority level of the action is set to 1, even allowing skills with a priority level of 5 to be used at the start of the turn.
  329.  
  330. Speed ♪ Beat
  331. Type: Active
  332.  
  333. [Fever 1 Skill] For this turn, the entire party is granted a priority of 1. Increases the Fever Gauge from 1 to 2. Has a 16% chance to activate Star Sanctuary.
  334.  
  335. Costs 6 Mana. Has a speed multiplier of 1. Has a priority level of 1. Costs 800 SP.
  336.  
  337. NOTE: When activated, party members will act in order from left to right. The priority level of the actions are set to 1, even allowing skills with a priority level of 5 to be used at the start of the turn.
  338.  
  339. Cure ♪ Beat
  340. Type: Active
  341.  
  342. [Fever 2 Skill] For this turn, the effects of healing skills, healing items, and Mana recovery items are increased. Increases the Fever Gauge from 2 to 3.
  343.  
  344. Costs 8 Mana at all levels. Has a speed multiplier of 1 at all levels. Has a priority level of 1 at all levels.
  345.  
  346. NOTE: The restoration boost stacks with Trick Hand and EX boost. Restoration amounts are always rounded up.
  347.  
  348. Lv1: 1.5x healing multiplier. 16% chance to activate Star Sanctuary. Costs 1000 SP.
  349. Lv2: 1.7x healing multiplier. 17% chance to activate Star Sanctuary. Costs 2000 SP.
  350. Lv3: 1.9x healing multiplier. 18% chance to activate Star Sanctuary. Costs 3500 SP.
  351. Lv4: 2.1x healing multiplier. 19% chance to activate Star Sanctuary. Costs 5000 SP.
  352. Lv5: 2.5x healing multiplier. 20% chance to activate Star Sanctuary. Costs 7000 SP.
  353.  
  354. Big Rush Groove
  355. Type: Active
  356.  
  357. [Order Action Skill] Commands the entire party, including the Idol themselves, to use an empowered basic attack (Critical hits can still proc) on a random enemy. If the Idol uses EX on this skill, a different damage multiplier is used instead. Activates Fever 1.
  358.  
  359. Costs 5 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  360.  
  361. NOTE: Anyone using EX will have the damage boost apply to both their attack and the attack from this skill. If the caster uses EX, the 1.5x damage boost is also applied to their attack.
  362.  
  363. Lv1: 1.2x damage multiplier. 1.3x damage multiplier instead when caster uses EX. +10% crit rate. 16% chance to activate Star Sanctuary. Costs 1000 SP.
  364. Lv2: 1.25x damage multiplier. 1.5x damage multiplier instead when caster uses EX. +15% crit rate. 17% chance to activate Star Sanctuary. Costs 2000 SP.
  365. Lv3: 1.3x damage multiplier. 1.7x damage multiplier instead when caster uses EX. +20% crit rate. 18% chance to activate Star Sanctuary. Costs 3000 SP.
  366. Lv4: 1.35x damage multiplier. 1.9x damage multiplier instead when caster uses EX. +25% crit rate. 19% chance to activate Star Sanctuary. Costs 4000 SP.
  367. Lv5: 1.4x damage multiplier. 2.5x damage multiplier instead when caster uses EX. +30% crit rate. 20% chance to activate Star Sanctuary. Costs 6000 SP.
  368.  
  369. Rock n' Roll Out!
  370. Type: Active
  371.  
  372. [Fever 2 Skill][Order Action Skill] Commands the other party members to use a random learned skill from tier 1 to tier 2. If this chance fails, the party member uses a basic attack instead. Has a chance to increase the Fever Gauge from 2 to 3.
  373.  
  374. Costs 10 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  375.  
  376. NOTE: The Idol themselves does not participate in this skill.
  377.  
  378. Lv1: Damage multiplied by 1.03x when caster uses EX. Uses the Weight 1 Column. 10% chance to go from Fever 2 to Fever 3. 16% chance to activate Star Sanctuary. Costs 1000 SP.
  379. Lv2: Damage multiplied by 1.06x when caster uses EX. Uses the Weight 2 Column. 20% chance to go from Fever 2 to Fever 3. 17% chance to activate Star Sanctuary. Costs 2000 SP.
  380. Lv3: Damage multiplied by 1.09x when caster uses EX. Uses the Weight 3 Column. 30% chance to go from Fever 2 to Fever 3. 18% chance to activate Star Sanctuary. Costs 3000 SP.
  381. Lv4: Damage multiplied by 1.12x when caster uses EX. Uses the Weight 4 Column. 40% chance to go from Fever 2 to Fever 3. 19% chance to activate Star Sanctuary. Costs 4000 SP.
  382. Lv5: Damage multiplied by 1.15x when caster uses EX. Uses the Weight 5 Column. 50% chance to go from Fever 2 to Fever 3. 20% chance to activate Star Sanctuary. Costs 6000 SP.
  383.  
  384. SOS
  385. Type: Active
  386.  
  387. [Fever 2 Skill][Order Action Skill] Commands the other party members to prioritize using defensive skills this turn. Activates Fever 1. Has a 16% chance to activate Star Sanctuary.
  388.  
  389. Costs 10 Mana. Has a speed multiplier of 1. Costs 1500 SP.
  390.  
  391. NOTE: The Idol themselves does not participate in this skill. Skills prioritized are any skills that result in some form of defense (Destroyer's counters are candidates for this) and any form of healing (Trickster's Vampire and Fullmoon Vamp are also candidates).
  392.  
  393. True Pro
  394. Type: Passive
  395.  
  396. At the start of the battle, there is a 25% chance to place a buff on the Idol that instantly revives them whenever they die.
  397.  
  398. Has a speed multiplier of 1 at all levels.
  399.  
  400. NOTE: Doesn't actually let the Idol die, as any other buffs will stay on them. Also does not trigger skills that activate on party member deaths as a result.
  401.  
  402. Lv1: Revived at 1 LIFE. Costs 2000 SP.
  403. Lv2: Revived at 5 LIFE. Costs 2500 SP.
  404. Lv3: Revived at 10 LIFE. Costs 3000 SP.
  405. Lv4: Revived at 20 LIFE. Costs 4000 SP.
  406. Lv5: Revived at 40 LIFE. Costs 5500 SP.
  407.  
  408. Miss React
  409. Type: Active
  410.  
  411. Places a buff on the Idol for 5 turns. While the buff is active, if the Idol dodges an attack, the Idol will have a 100% chance to gain an extra turn. Has a 16% chance to activate Star Sanctuary.
  412.  
  413. Costs 3 Mana. Has a speed multiplier of 1. Costs 2000 SP.
  414.  
  415. NOTE: Only attacks missing count. Ailments missing will not activate this skill. All react skills can only activate up to 3 times at most in a given turn.
  416.  
  417. Overtime
  418. Type: Passive
  419.  
  420. Has a 12% chance to extend any buffs on the party by 1 turn at the end of the turn. Has a speed multiplier of 1. Costs 2500 SP.
  421.  
  422. NOTE: Does not work on debuffs. The effects of this skill can be stacked repeatedly. Activates at the end of the turn, so it cannot extend buffs that only had 1 turn left, as they will have already worn off by the time Overtime activates. Superstar Status itself cannot be extended, but the buffs it grants are extended.
  423.  
  424. Rocket Start
  425. Type: Passive
  426.  
  427. Has a 25% chance to heal the Idol and activate Fever 1 at the start of the battle.
  428.  
  429. Has a speed multiplier of 1 at all levels.
  430.  
  431. NOTE: Healing is equal to Base Heal + MAT * 0.1.
  432.  
  433. Lv1: 10 base heal. Costs 2000 SP.
  434. Lv2: 20 base heal. Costs 2500 SP.
  435. Lv3: 30 base heal. Costs 3000 SP.
  436. Lv4: 40 base heal. Costs 3500 SP.
  437. Lv5: 50 base heal. Costs 4000 SP.
  438.  
  439. Tier 4 Skills
  440. =============
  441. Angelic Pitch
  442. Type: Active
  443.  
  444. Deals ranged MAT-based aerial damage to all enemies.
  445.  
  446. Costs 8 Mana at all levels. Fills up 5% of the EX Gauge per hit at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1.3 at all levels.
  447.  
  448. Lv1: 4x damage multiplier. 18% chance to activate Star Sanctuary. Costs 3000 SP.
  449. Lv2: 4.5x damage multiplier. 19% chance to activate Star Sanctuary. Costs 4000 SP.
  450. Lv3: 5x damage multiplier. 19% chance to activate Star Sanctuary. Costs 5000 SP.
  451. Lv4: 5.5x damage multiplier. 20% chance to activate Star Sanctuary. Costs 6500 SP.
  452. Lv5: 6x damage multiplier. 20% chance to activate Star Sanctuary. Costs 8000 SP.
  453.  
  454. Rock Legend
  455. Type: Active
  456.  
  457. [Fever 3 Skill][Order Action Skill] Commands the other party members to use a random learned skill from tier 1 to tier 3. If this chance fails, the party member uses a basic attack instead.
  458.  
  459. Costs 12 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  460.  
  461. NOTE: The Idol themselves does not participate in this skill.
  462.  
  463. Lv1: Damage multiplied by 1.03x when caster uses EX. Uses the Weight 1 Column. 18% chance to activate Star Sanctuary. Costs 4000 SP.
  464. Lv2: Damage multiplied by 1.06x when caster uses EX. Uses the Weight 2 Column. 19% chance to activate Star Sanctuary. Costs 5000 SP.
  465. Lv3: Damage multiplied by 1.09x when caster uses EX. Uses the Weight 3 Column. 19% chance to activate Star Sanctuary. Costs 6000 SP.
  466. Lv4: Damage multiplied by 1.12x when caster uses EX. Uses the Weight 4 Column. 20% chance to activate Star Sanctuary. Costs 7000 SP.
  467. Lv5: Damage multiplied by 1.15x when caster uses EX. Uses the Weight 5 Column. 20% chance to activate Star Sanctuary. Costs 8000 SP.
  468.  
  469. Treat Yourself
  470. Type: Active
  471.  
  472. [Fever 3 Skill][Order Action Skill] Commands the other party members to use a random learned skill from tier 1 to tier 4. If this chance fails, the party member uses a basic attack instead.
  473.  
  474. Costs 12 Mana at all levels. Has a speed multiplier of 1 at all levels. Has an accuracy multiplier of 1 at all levels.
  475.  
  476. NOTE: The Idol themselves does not participate in this skill.
  477.  
  478. Lv1: Damage multiplied by 1.03x when caster uses EX. Uses the Weight 1 Column. 18% chance to activate Star Sanctuary. Costs 5000 SP.
  479. Lv2: Damage multiplied by 1.06x when caster uses EX. Uses the Weight 2 Column. 19% chance to activate Star Sanctuary. Costs 6000 SP.
  480. Lv3: Damage multiplied by 1.09x when caster uses EX. Uses the Weight 3 Column. 19% chance to activate Star Sanctuary. Costs 7000 SP.
  481. Lv4: Damage multiplied by 1.12x when caster uses EX. Uses the Weight 4 Column. 20% chance to activate Star Sanctuary. Costs 8000 SP.
  482. Lv5: Damage multiplied by 1.15x when caster uses EX. Uses the Weight 5 Column. 20% chance to activate Star Sanctuary. Costs 9500 SP.
  483.  
  484. Super Mellow Time
  485. Type: Active
  486.  
  487. [Fever 3 Skill][Order Action Skill] Commands the other party members to use their react skills. Has a 18% chance to activate Star Sanctuary.
  488.  
  489. Costs 8 Mana. Has a speed multiplier of 1. Costs 6000 SP.
  490.  
  491. NOTE: The Idol themselves does not participate in this skill. If a party member hasn't learned their react skill, a basic attack is used instead.
  492.  
  493. EX Skill: Tokyo Arena
  494. =====================
  495. Instantly activates Star Sanctuary, setting the Fever Gauge to Fever 4, and granting the Idol Superstar Status.
  496.  
  497. Costs 35 Mana. Has a speed multiplier of 1. Costs 9000 SP.
  498.  
  499. Super EX Skill: Tokyo Arena Plus
  500. ================================
  501. [Order Action Skill] Commands the rest of the party to use their special hidden skills against random enemies.
  502.  
  503. Costs 40 Mana. Has a speed multiplier of 1. Costs 9900 SP.
  504.  
  505. NOTE: The Idol themselves does not participate in this skill. Unlike the other Order Action Skills, the Idol's EX does not boost the other party members in this case. The attacks used depend on the class, and if applicable, their stance or the weapons they are using. These skills are essentially the same as a max version level of a similarly named skill in their skillset. Though accuracy multipliers are different in most cases.
  506.  
  507. Samurai (Battou Stance): Orochi Thrust - 5.5x melee ATK-based non-elemental damage to one enemy. 1.5x accuracy multiplier.
  508. Samurai (Iai Stance): Checkmate in 16 - 6x melee ATK-based non-elemental damage to one enemy. 1.5x accuracy multiplier.
  509. Trickster (Dagger): Solstice Vamp - 4.5x melee ATK-based non-elemental damage to one enemy. 17% of damage dealt is converted to a party heal, capped at 30 LIFE on non-Bleeding targets. On Bleeding targets, 20% of damage dealt is converted to healing instead and is capped at a heal of 50 LIFE. 10% chance to crit for 1.2x more damage. 2x accuracy multiplier.
  510. Trickster (Gun): Hollowpoint Blank - 5x ranged ATK-based non-elemental damage to one enemy. 2x accuracy multiplier.
  511. Destroyer: Quintetto - 7x melee ATK-based non-elemental damage to one enemy. 2x accuracy multiplier.
  512. Psychic: Frozenflame - 6x ranged MAT-based non-elemental damage to one enemy that has a 50% chance of inflicting Burn (51 Burn damage, multiplies damage dealt by 0.9x, multiplies damage taken by 1.05x) for 4 turns. Has a 50% chance of inflicting Freeze (51 Freeze damage, multiplies SPD by 0.9x) for 4 turns. Has a 50% chance of inflicting Paralysis (45% chance to not act) for 4 turns. 2x accuracy multiplier.
  513. Hacker: noiztank.max - 1.5x ranged MAT-based non-elemental damage to one enemy. 15% of damage dealt is converted to a party Mana restore. If the target isn't hacked, this skill will miss. 1.5x accuracy multiplier.
  514. Idol: Perfect Pitch - 6x ranged MAT-based aerial damage to all enemies. 1x accuracy multiplier.
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