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Experience Points FormulasEdit

The following formulas are used for calculating the player's current level, the amount of exp dropped by enemies, and beam levels.

Player EXP CurveEdit

EXP needed for level x: ceiling((1.3x3.2 + (35x)) * ((BSP / 400) + 1))

  • BSP = Total Base Stat Points from reconstructs. Can be a max of 400.

Enemy EXP Drop CurveEdit

EXP dropped by enemy: ceiling(enemyBaseExp * (enemyLevel0.9 / 6))

Beam LevelsEdit

Level Next Level Total Kills
1 63 (except Normal Beam which is 25) 0
2 125 63
3 187 188
4 249 375
5 311 624
6 373 935
7 435 1308
8 497 1743
9 559 2240
10 621 2799
11 683 3420
12 745 4103
13 807 4848
14 869 5655
15 6524


Base Stat FormulasEdit

The following formulas are used for calculating statistics for the player and enemies. The player's stats, including hit points, attack, and defense, will rise after each level up. An enemy's stats are calculated according to its base statistics. (*Note - in version 1.13 the player's base attack and defense were changed from 30 to 28 and 30 to 25 respectively. In version 2.12, Base Stat Points were added from reconstructs.)


Player ATT, DEF, HP CurvesEdit

ATT = ceiling((28 + ATT_BSP * 2) / 50 * (playerLevel3/2)) + addedATTStats + 16 + CU

  • ATT_BSP = Points from reconstructs put into attack
  • CU = Cannons upgrades from the shop

DEF = ceiling((25 + DEF_BSP * 2) / 50 * (playerLevel3/2)) + addedDEFStats + 14 + AU

  • DEF_BSP = Points from reconstructs put into defense
  • AU = Armor upgrades from the shop

MAX HP = round((197 + HP_BSP * 1.6) / 400 * (playerLevel3/2)) + 40

  • HP_BSP = Points from reconstructs put into Max HP
  • Can't exceed 9,999

LUCK = round((7 + LUCK_BSP) / 908 * (playerLevel3/2)) + addedLUCKStats + 6

  • LUCK_BSP = Points from reconstructs put into luck


Enemy ATT, DEF, HP CurvesEdit

ATT = ceiling(baseAttack / 50 * (level3/2)) + (baseAttack * (2/3))

DEF = ceiling(baseDefense / 50 * (level3/2)) + (baseDefense / 2)

MAX HP = ceiling(baseHp / 50 * (level3/2)) + (baseHp / 2)

Notes

  1. Briskers add (baseDefense / 4) rather than (baseDefense / 2).
  2. During hardcore mode, Bosses have the following stat modifications: ATT and DEF are multiplied by 2, HP is multiplied by 4, and EXP dropped is multiplied by 5.


Other FormulasEdit

Damage CalculationEdit

Damage = round(((2 * (level9/8) / 5 + 2) * attack / oDef) * RES * RAND) * CH

  • oDef: Opponent's defense
  • RES: Resistance modifier determined by resistance chart. RES = 1.25 for effective attacks, 0.5 for ineffective, and 1 for no resistance.
  • RAND: Random number between 0.92 and 1.07. Used to add slight randomness to damage.
  • CH: 2 if critical hit, 1 otherwise.

(Notes - Damage is capped at 99,999 and cannot be less than 0.)

General Game InfoEdit

Max Player Level
Galaxy Hero Version Max Level
vers <= v1.04 100
v1.05 <= vers <= v1.21 255
vers >= v1.22 500


Player Stats
Stat Name Initial Value Max Value
Max Hp 40 9,999
Attack 16 50,999
Defense 14 50,326
Speed 7 23
Critical Hit 1 35
Luck 6 1,324
Resistances 0% 50%
  • Max values do not include points from the shop, upgrade points, or % bonuses from drives, items, weapons, etc.