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The Alchemist Code Wiki
21,548
pages
Explore
Main Page
All Pages
Interactive Maps
Units
Team Building Tools
Global Tier List
ACDB Unit Builder
Raid Buffer/Debuffer List
Team Building
About Units
About Units
List of Units
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About Jobs
List of Jobs
Job Upgrades
Job+ List
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Unit Shards
Elemental Shards
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==Timing== ===Charge Time (CT)=== In battle, every unit maintained a Charge Time (CT) value which is used to determine when the unit will get their turn. At 100 CT, a unit will get their turn and will be able to move. CT can go over 100, and the unit with the highest CT will get to move first. ===Actions=== On a units turn, 60 CT is automatically deducted. If the unit moves, 20 more CT is deducted. If that unit takes an action (attacking, casting, etc), an additional 20 CT is also deducted. By not moving and/or not taking an action, a unit can make its next turn come quicker. ===Effect Timing=== Every buff, debuff and status effect has a timing which determines how long it lasts. With the exception of Eternal, every effect will have a turn count, which will cause the effect to expire once it reached 0. The timings determine how the counter is decremented: * '''Eternal''': The effect lasts all battle (Passive effects are almost always Eternal). * '''ActionStart''': Counter decrements at the beginning of a unit's turn. * '''SkillEnd''': Counter decrements after using any skill (including regular attacks). * '''AttackEnd''': Counter decrements after doing any attack (any skill that can apply damage). * '''DamageEnd''': Counter decrements after taking damage. * '''GutsEnd''': Counter decrements after taking fatal damage. * '''Moment (Movement)''': Counter decrements after the unit moves (or is moved). * '''ClockCountUp''': Counter decrements after each game clock advancement (see below). ===Game Clock=== When the battle first begins, as well as after any unit ends their turn, the game checks the highest CT of every unit in the battle. If that value is at least 100, that unit will then take its turn. If no unit can take its turn, the '''game clock''' is advanced by 1. Advancing the game clock has these effects: * Every unit increases its CT by its AGI/10. (This number is rounded to the lowest 0.1, AKA you can have 46.5 CT) ** If a unit has the Stop status effect, its CT does not increase. ** If a unit has the Quicken status effect, the CT increase is scaled up by 50% times the Quicken status effect value. ** If a unit has the Delay status effect, the CT increase is scaled down by 50% times the Delay status effect value. * All buffs, debuffs and status effects with an effect timing of "ClockCountUp", reduce their turn count by 1, expiring if necessary. * Some units do not spawn at the beginning of the battle. Instead, they can be set to spawn after X game clock advances. ===Casting=== When a skill with cast time is casted, a "spell unit" is created, when the "spell unit's" CT reaches 100, the spell is cast. The AGI of the spell unit is equal to the spell's cast speed, indicated beside the use count in game. Note that cast speed is NOT related to the caster's AGI, but status effects (Stop, Quicken, Delay) can influence the cast speed. The CastTimeRate bonus param will reduce the total CT needed for the spell unit. For example, a CastTimeRate of -40 will reduce the CT needed for the spell down to 60.
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