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Damage Formulae[]

In general, damage is given by the following equation:

weaponPower*(1 + attackAdjustment - defenseAdjustment)*awakenAdjustment*tensionAdjustment

awakenAdjustment is only used for Awaken- and Special Awaken-type attacks, and tensionAdjustment is only used for Melee-, Special Melee-, and Hissatsu-type attacks. Numbers are rounded to the nearest whole number.

After this formula, any Skill, Ability, or Size adjustments are applied. In the case of a Critical or Super Critical, a certain percentage of the opponent's Defense is ignored, and then the damage is multiplied by 1.25.

attackAdjustment = The Attack of the attacking unit / 45

defenseAdjustment = The Defense of the defending unit / 45 * (1 + Pilot's Defense/200)

awakenAdjustment = 1 + (Attacker's Awaken - Defender's Awaken)/200

tensionAdjustment:

  • For Melee-type attacks:
    • Normal = 1.00
    • Strong = 1.05
    • Super Strong = 1.10 (including Critical adjustment this comes to 1.375)
    • Super One-Hit = 1.20 (including Super Critical adjustment this comes to 1.50)
  • For Hissatsu-type attacks:
    • Normal = 1.00
    • Strong = 1.00
    • Super Strong = 1.20 (including Critical adjustment this comes to 1.50)
    • Super One-Hit = 1.40 (including Critical adjustment this comes to 1.75)

Unlike previous installments, if defense is 1 the damage won't suddenly increase a lot.

Ability and Option Part comparisons[]

If you increase a unit's Attack by 1, damage will be increased by Weapon Power/45 - in other terms, this is a 2.22% increase in damage. At the max level for Hero, which increases the unit's Attack by 16, weapon power will increase by around 35.5%. What this means is that the more you strengthen the Attack stat on levelups, the less effect the Hero ability will have. In the same way, if the unit's Attack is at least 115 higher than the enemy, then Veteran (Damage+10%) will increase damage by more.

Bringing an enemy unit's Defense down by 1 will increase damage done to them by Weapon Power*(200 + enemy pilot Defense)/9000. On Normal mode, where generic soldiers have 15 Defense, this is a 2.39% increase in damage done to them. At the max level for Cool-Headed, which decreases the enemy unit's Defense stat by 20, you get about a 47.7% increase in damage. With Cool-Headed at max level, the High Neuro pilots on Hell mode, which have 40 Defense, will take a 53.3% increase in damage. In conclusion, Cool-Headed has more of an effect than Hero does, but you can't use it along with support attacks. In addition, the enemy unit's Defense can't go below 1 even at max level Cool-Headed, so in the first parts of Normal mode its effect will be somewhat decreased.

When you increase a weapon's power by using Option Parts or Abilities, the damage increases by the added value/old attack power*100%. So if you have Power +500, for any weapon whose power was originally at or below 4166, this gives a greater effect than Independent Movement MAX, which increases damage by 12%. With Power +1000, any weapon whose power was originally at or below 8333 will be more effective than Independent Movement MAX.

  • If we have a pilot with both School of the Undefeated of the East (damage +25%) and Meikyou Shisui (damage +1000), and compare it to Independent Action(Damage+25+12=total+37%)...
  • Even using Shin Knight Gundam's Three Artifacts (Hissatsu-type weapon power 10000), School of the Undefeated of the East + Meikyou Shisui damage is greater than School of the Undefeated of the East + Independent Action damage.

If the effect is a Power+n%, it will simply increase the damage by n%. It's useful to keep this in mind when deciding between a flat power increase or a percentage one.

Accuracy Formula[]

Hit Rate = (Attack Hit Rate*terrainAdjustment + awakenAdjustment + mobilityAdjustment)*actionAdjustment

Decimals are rounded off to the nearest whole number. At the very end, Skill, Ability, and Size adjustments are applied.

terrainAdjustment = 1 + Attacker Unit's Terrain Adaptability - Defending Unit's Terrain Adaptability

  • S = 1.05
  • A = 1
  • B = 0.95
  • C = 0.8
  • D = 0.7

awakenAdjustment = (Attacker's Awaken - Defender's Awaken)/10

mobilityAdjustment = (Attacker's Mobility - Defender's Mobility)/2

actionAdjustment = 0.73 if the defender choose Evade, otherwise 1

If two or more units support attack, each attacking unit gets +5% hit rate.

When support defending an ally, enemy hit rate +20% (hit rate calculated against the supporting unit instead of originally targeted unit).

The stat that has an effect on your hit rate[]

Status Type Status Type Status Type
Shooting stat Shooting Melee stat Melee Awaken stat Awaken
Beam Shooting Beam Melee Special Awaken
Pierce Beam Special Melee
Special Shooting Special Attack
Rapid-Fire Electric
Beam Rapid-Fire Hissatsu
Scatter
Beam Scatter
Flame

MP Fluctuation[]

The starting value for a pilot's MP is 200, and the highest value is 400. If a pilot returns to her battleship at less than the starting value, it will be recovered up to the starting value.

Combat effects[]

After combat, the pilots' MP will be changed according to a specific pattern. If a unit attacks more than one unit in a single battle, the same combat effect won't stack multiple times, so defeating 2 enemies will have the same effect as defeating just 1. Supporters' MP is never affected unless a support attacker uses a weapon that consumes MP.

Side Attacking Action - Counter-Attacking Action -> MP Affected
Attacker Hit and destroy enemy - (No counter-attack) -> +40
Attacker Hit enemy - Evade enemy counterattack -> +20
Attacker Hit enemy - Take damage from enemy counterattack -> +2
Attacker Miss enemy - Evade enemy counterattack -> -10
Attacker Miss enemy - Take damage from enemy counterattack -> -28
Defender Evade enemy attack - Hit and destroy enemy on counterattack -> +40
Defender Take damage from enemy attack - Hit and destroy enemy on counterattack -> +22
Defender Evade enemy attack - Hit enemy on counterattack -> +20
Defender Take damage from enemy attack - Hit enemy on counterattack -> +2
Defender Evade enemy attack - Miss enemy on counterattack -> -10
Defender Take damage from enemy attack - Miss enemy on counterattack -> -28
Defender Evade enemy attack - [Choose Defend] -> +0
Defender Defend enemy attack - [Choose Defend] -> +0
Defender Evade enemy attack - [Choose Evade] -> +1
Defender Do not evade enemy attack - [Choose Evade] -> -20

Combat effects summary :

Destroying an enemy = +20

Hitting an enemy = +20

Evade an attack = +0 (unless you choose to evade)

Take damage from an attack = -18 (unless you choose to evade)

Attack miss the enemy = -10

Choose Defend will never affected MP = +-0

Choose Evade - Evasion succeed = +1

Choose Evade - Evasion failed = -20

List of other things that effect MP change[]

Name Amount Activation Scope Notes
Ability: Spirit +5 Every battle Self Only increases MP for self when it was going to increase already
Ability: Fear -20~-40 Every battle Opponent Only decreases MP when the attack hits
Ability: Nightmare of Solomon -20~-40 Every battle Opponent Only decreases MP when the attack hits; only increases MP for self when it was going to increase already
+3 Self
Ability: Blazing Mobile Suit Pilot +3 Every battle Self Only increases MP for self when it was going to increase already
Ability: Graham Special +2~+7 Every battle Self Amount changes with level. Only increases MP for self when it was going to increase already
Ability: Laura Rola +1~+6 Every battle Range Amount changes with level. Only increases MP for self when it was going to increase already
Ability: Solomon's Ghost -10~-20 Every battle Self Reduces MP consumption when using Awaken- or Special Awaken-type weapons
Ability: Hawk of Endyminion -10~-20 Every battle Self Reduces MP consumption when using Awaken- or Special Awaken-type weapons
Ability: Spiritual Response -20% Every battle Self Reduces MP consumption on all weapons
Ability: Category F -20% Every battle Self Reduces MP consumption on all weapons
Ability: Dignity (+5) Every battle Group For captains. Increase only when MP would decrease to begin with. Doesn't stack.
Ability: Kindness (+30) Start of every turn Range Only activates when MP is below the starting value. Cannot increase past the starting value. You can stack multiple pilots with Kindness.
Ability: Inspire (+4) Every battle Range For Masters. Only affects those in the same group. Only activates when MP would decrease to begin with.
Unit Ability: PX System -10 Every battle Self Activates on attacks on top of Special Attack-type weapons, in addition to otherwise
Unit Ability: EXAM System -10 Every battle Self Activates on attacks on top of Special Attack-type weapons, in addition to otherwise
Unit Ability: n_i_t_r_o -10 Every battle Self Activates on attacks on top of Awakening-type weapons, in addition to otherwise
OP: Ring Psycommu (+10%) Every battle Group Only activates when MP is below the starting value. Cannot increase past the starting value.
OP: Ring Psycommu II (+3) Every battle Group Activates every battle (*1).
  • (*1) The Ring Psycommu II will activate even when you evade an attack after choosing a Defend option that doesn't use MP, so your MP will go from +0 to +3.
  • The effects of Dignity don't stack, so it's worth it to prioritize over other skills.

Cool Down[]

If a pilot receives damage while their MP is at Super One Hit level, they will cool down, and their MP will revert to the starting value(200). This will occur when getting hit with MAP attacks as well. Even if you block damage with a GN Field, Barrier Field, etc. it will still occur.

MAP Weapons[]

MAP weapons have 100% hit rate and 0% critical rate by default, and always do the weapon power in damage. They cannot be used after moving.

Necessary Stats for Expanding Areas[]

Area Lv 3 4 5 6 7 8 9 10 Effect
Group Area None 1 20 40 60 80 90 100 Captain
Master Area 1 30 40 50 60 70 80 90 Master Unit
Leader Area 1 40 80 120 - - - - Captain and Leader

Things that expand Area[]

Name Range Target Notes
Ability: Combat Leader +3 Leader Area For Leaders. Area expansion + attack up
Ability: Brave Leader +3 Leader Area For Leaders. Area expansion + defense up
Ability: Command +3 Master Area, Leader Area For Masters and Leaders.
Ability: Wild Bear of Russia +3 Master Area, Leader Area For Masters and Leaders. Area expansion + attack up
Ability: Songstress +3 Group Area, Leader Area For Captains and Leaders. Area expansion + charm up
Ability: Laura Rola +1~+6 Group Area, Master Area, Leader Area For Captains, Masters, and Leaders. Area expansion + MP gains up
Ability: Phantom Sweep +3 Leader Area Grants attack and defense to the user. When Leader, will also expand area.
Ability: Invincible Knights +3 Leader Area Grants attack and defense to the user. When Leader, will also expand area.
OP: Beam Flag +1 Leader Area For battleships. Its team's Area will be expanded.

Experience Formulae[]

Acquired experience follows the formula:

baseExperience * charmAdjustment * abilityAdjustment

Decimals are rounded to the nearest whole number.

This ultimately adjusts gained experience based on level difference.

When a battleship assists in a kill, the battleship's crew will gain a Support Bonus that gives them half of the experience gained by the pilot that initiated the attack.

baseExperience = OutPoints*(100 - (UnitLevel + CharacterLevel)/3)/100/NumAttackers

This is calculated for each individual participating pilot separately, so it doesn't matter who the main attacker is - they will all receive the same experience they would have otherwise.

  • OutPoints: The base for this is determined by the unit (though for a few, the data appears to be different). This data is hidden, but is in strategy guides. (Note: There is a value for this in the unit table.)
  • UnitLevel: The higher it is, the less experience you get. Battleships are treated as level 1.
  • CharacterLevel: The higher it is, the less experience you get. For battleships, the level is taken as the average level of all crew members.

(for units) charmAdjustment = (100 + Charm + GuestCharm/2)/100

(for battleships) charmAdjustment = (100 + CaptainCharm + GuestCharm)/100

Increasing experience gain[]

Summary of experience gain tools[]

Number of Chance Steps[]

Starts at 2; every time the pilot hits a level multiple of 15 it will go up.

Stat Increases from Ability Up (Customization)[]

Ability points at level-up[]

Ability points required for status increase[]

Map Movement Terrain Costs[]

Unit Movement Spaces[]

The actual movement range may less than the number displayed on unit info card depend on the terrain adaptive rating and the terrain type the unit is standing.

Rating A, S - No movement range penalty.[]

Rating B - Movement range = -1.[]

Rating C - Movement range = -2.[]

Rating D[]

Battleship Movement Spaces[]

Rating A, S, or with Neo Craft Engine[]

Rating B[]

Characters Unlocked from Unit Collection Completion Percentage[]

You will receive these characters as you progress through the game by completing stages and achieve various completion percentages.

10% Collection: Yurin L'Ciel (AGE Character)
15% Collection: Brando Freeze (Original Character)
20% Collection: Loni Garvey (Unicorn Character)
25% Collection: Marina Ismail (00 Character)
30% Collection: Degwin Sodo Zabi (Gundam Character)
35% Collection: Reese Arno (F91 Character)
40% Collection: Captain G. G. (Seed Astray Character)
45% Collection: Lilia Flaubert (Gundam Side Story Character)
50% Collection: Asemu Asuno (AGE Character)
55% Collection: Stella Raberadu Twink (Skullheart Character)
60% Collection: Great Wong (G Gundam Character)
65% Collection: Ple Twelve (Unicorn Character)
70% Collection: Fon Spaak (00F Character)
75% Collection: Bright Noah (Unicorn Character)
80% Collection: Shiho Hahnenfuss (Seed Character)
85% Collection: Mineva Lao Zabi (Z / ZZ Character)
90% Collection: Haman Karn (ZZ Casual Clothes)
95% Collection: Code Phoenix (Original Character)
99% Collection: Code Amelias (Original Character)
100%Collection: Original Aphrodia (Original Character)

Credit goes to GameFaqs forum users for posting this information.

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