Advanced Mechanics

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Below are some advanced mechanics for different aspects of ShinyColors.

Appeals[edit | edit source]

Basic appeal damage formula[edit | edit source]

The basic formula is as follows:

Appeal damage = Base Power * Buff Factor * Timing Factor * Appeal Factor * Excellent Factor * Receptiveness Factor

Note that the game appears to round down to the nearest integer at some points, which can cause the final damage to be slightly different from a manual calculation value using this formula.

Base Power[edit | edit source]

Base power is derived from the stat corresponding to the appeal's attribute, e.g. Dance stat for a Dance appeal. Base power is calculated differently depending on whether the appealing idol is a produce idol, a support idol, a fes idol or an audition AI rival idol.

Produce Idol Appeal Base Power = P * 2 + S * 0.2 * (1 + 0.1 * W)
P: The produce idol's stat value
S: The total stat value of all 4 support idols (not including the guest idol)
W: The number of weeks since the start of the run. Starts at 0 on the first week of season 1, going up to 33 for the W.I.N.G. Finals week.

Support Idol Appeal Base Power = P * 0.5 + (S + 3 * SA) * 0.2 * (1 + 0.1 * W)
P: The produce idol's stat value
S: The total stat value of all 4 support idols (not including the guest idol)
SA: The stat value of the support idol performing the appeal
W: The number of weeks since the start of the run. Starts at 0 on the first week of season 1, going up to 33 for the W.I.N.G. Finals week.

Fes Idol Appeal Base Power = FA * 2 + FS * 0.5
FA: The stat value of the fes idol performing the appeal, including any applicable unit and/or position bonuses.
FS: The total stat value of the other 4 idols in the fes unit, including any applicable unit and/or position bonuses.

Audition Rival Appeal Base Power in produce mode auditions is a constant value for each audition. It applies to all rivals in that audition.

Buff Factor[edit | edit source]

The buff factor corresponds to the effect of any buffs, debuffs and passives affecting the idol. It equals 1 +/- the sum of all current buffs, debuffs, passive skills for the attribute (Vocal/Dance/Visual) corresponding to the appeal's attribute. General appeal strength booster abilities obtained in G.R.A.D. are also considered buffs for the purpose of this calculation, i.e. they are added on top of your active/passive buffs rather than being considered a separate multiplier. You can view passive skills by clicking the passive skill tray on the bottom left, whereas buffs and debuffs (including G.R.A.D. abilities) can be viewed by clicking the pause button.

Example:
Your idol is performing a Dance appeal.
The following passive skills are in your skill tray:

Vocal&Dance 40%UP --> + 0.40 Dance
Dance 7%UP --> + 0.07 Dance
Visual 21%UP --> 0.00 Dance

The pause screen shows the following buffs/debuffs:

Vocal 10%DOWN --> 0.00 Dance
Dance 20%UP --> + 0.20 Dance
Dance 10%DOWN --> - 0.10 Dance
Appeal strength +5% (G.R.A.D. Ability) --> + 0.05

The overall buff factor is: 1 + 0.40 + 0.07 + 0.20 - 0.10 + 0.05 = 1.62

Timing Factor[edit | edit source]

Appeal Timing Accuracy Timing Factor
Bad Appeal 0.5
Normal Appeal 1.0
Good Appeal 1.1
Perfect Appeal 1.5
Bad Memory Appeal 0.5
Good Memory Appeal 1.5

Appeal Factor[edit | edit source]

The multiplier shown in the appeal skill's description. E.g. if the description says Vocal2.5倍アピール (Vocal 2.5x Appeal), the Appeal Factor is 2.5.

Excellent Factor[edit | edit source]

Equals 2 if the appeal's attribute (Vocal/Dance/Visual) corresponds to that of the judge, 1 if not.

Receptiveness Factor[edit | edit source]

Represents the overall interest of the target judge or audience. Obtain this number by multiplying all 興味UP (Interest UP) and 興味DOWN (Interest DOWN) debuffs applied to the target before the appeal. Click the info button on the judge/audience to view these debuffs.

Example 1:

Factor
Interest 50% UP 1.50
Interest 33% UP 1.33
Overall Receptiveness 1.995


Example 2:

Factor
Interest 20% DOWN 0.80
Interest 33% UP 1.33
Overall Receptiveness 1.064


Multi-appeals[edit | edit source]

In case of a multi-part or multi-attribute appeal skill, the same formula described above still applies, but damage is calculated separately for each part. Likewise, for an appeal that targets all 3 judges, the damage is calculated separately for each individual judge.

Memory Appeals[edit | edit source]

Memory appeal damage for player idols (in either produce mode or fes) can be calculated as a triple-attribute appeal targeting all 3 judges. This does not apply to audition rivals in produce mode.

Memory Appeal Level Equivalent Appeal Factor
Level 1 Vocal & Dance & Visual 0.8x Appeal
Level 2 Vocal & Dance & Visual 1.0x Appeal
Level 3 Vocal & Dance & Visual 1.2x Appeal
Level 4 Vocal & Dance & Visual 1.4x Appeal
Level 5 / Max Vocal & Dance & Visual 2.0x Appeal

In fes mode, the appeal factor is multiplied by a unit memory level bonus ranging from 1 to 1.3. This bonus, which is also shown in-game on the fes team composition screen, can be calculated by starting at 1 and adding the value corresponding to each unit member's memory appeal level from the table below, excluding the unit center

Unit member memory appeal level Unit memory level bonus
Level 0 + 0
Level 1 + 0
Level 2 + 0.02
Level 3 + 0.03
Level 4 + 0.05
Level 5 / Max + 0.075

Note that this only applies to the basic memory appeal. Any additional effects or link appeal effects stated in the memory appeal's description are calculated separately, so these do not benefit from the unit memory level bonus.

Collaboration Fes[edit | edit source]

Damage calculation in the CollaboFes event is similar to regular fes idol appeals, but the final damage value is multiplied by the current chain bonus shown at the top of the screen. As there is no appeal timing gauge in Collaboration Fes, the Timing Factor is a constant 1.5 (equivalent to Perfect Appeal).

Lessons[edit | edit source]

Lesson Stat Increases[edit | edit source]

Skills[edit | edit source]

Support Skills and Masteries[edit | edit source]

Main Article: Support Skills

SP Required for Appeal Skills[edit | edit source]

Shortest routes to appeals:

SR: 20 + 30 + 40 + 50 = 140

SSR: 20 + 30 * 2 + 40 + 50 = 170

1st live skill: 20 + 30 = 50

You cannot equip the same appeal skill twice. If you take one SSR's Dance 2.5 appeal you cannot take it from another SSR. But you can still "buy" the skill for free to bypass it to access a 40 SP skill.

Appeal Skills Affected by Mental[edit | edit source]

Post-Production SP[edit | edit source]

Fes Appeal[edit | edit source]

Rival AI Appeal[edit | edit source]

Memory Appeal[edit | edit source]

Fes Passive Priority[edit | edit source]

Duplicate Stamina Support Effects[edit | edit source]

Others[edit | edit source]

Trends[edit | edit source]

Affection and Memory Appeal Level[edit | edit source]

The degree of affection can only be seen at the end of production by checking the amount of SP gained from affection.

The memory level is from 0 to 5 (MAX), but rare idols cannot go beyond memory level to 3 (their affection will still increase past 50, it just won't effect memory level.)
Estimated Affection cutoff for memory levels:


0 → 1 → 25 → 50 → 75 → 100
Affection is increased under the following conditions.

  • Good commu: +1
  • Perfect commu: +3
  • Fulfill promise: +10 (success or failure of the lesson is irrelevant)
  • Complete a 2* notebook with an affection (親愛) reward: +1 (TFD Only)
  • Complete a 3* notebook with an affection (親愛) reward: +5 (TFD Only)

Morning commu and promise specifics (unconfirmed but has been heavily tested so seems likely.)

  • There are a total of 15 morning commus for each idol
  • Only 5 morning commus are availble at the start of a produce run. 5 more are unlocked at affection level 2, and the rest at level 3.
  • The same morning commu cannot occur twice during one production
  • Promise proposals only occur immediately after a morning commu
  • Another promise cannot be proposed until previous accepted promise is fulfilled or broken.

This means that you must fulfill at least one promise to reach level 2. If you get through all 5 morning commus and are still at level 1, there will be no morning commus left, and therefore your idol won't be able to ask for promises.

Tension[edit | edit source]

Tension is shown by the face icon at the top of the produce screen. There are five types of tension icon: red / yellow / green / blue / purple.

It seems to have a value of 0 to 20, but the exact number cannot be viewed. The value at the start of production is 10 (green).

The higher your idol’s tension, the more your memory appeal gauge will be filled at the beginning of an audition. It may also increase effects of lessons and work (unconfirmed).

Your tension is randomized at the start of Gradefes. See the table below for tension and memory gauge values.

Tension 0-4 5-8 9-12 13-16 17-20
Icon Color Purple Blue Green Yellow Red
Starting Memory Gauge 0 1 2 3 7

The tension (value) is increased or decreased by the following actions.

Action Tension Increase or Decrease
Keep promise +5
Perfect morning commu +1
Good pre-audition commu +1
Touch (Memory Level 3+) +1
Bad pre-audition commu -1
Turn down promise -1
Break promise -2
Touch (Memory level 2 or less) -2
Lesson/work failure -4
Lesson/work catastrophe -20

Stamina[edit | edit source]

Displayed in the bar at the top of the screen while producing. The maximum value is 100 (exact current stamina number cannot be checked).

Stamina increases or decreases depending on the following actions, support skills, and items.

Action Stamina Increase or Decrease
Lesson -15
Work (radio, talkshow) -20
Work (photoshoot) -5
Failure (lesson/work) -100 (forced to 0?)
Rest +50, +70 (random?)
Support Skills Stamina Increase or Decrease
1 Idol with Stamina Support Stamina consumption -50% (rounded down)
2 Idols with Stamina Support Stamina consumption -100%
[Attribute] Mastery Stamina +Support Level*3
Rest Boost (SSR) +15
Rest Boost (SR) +10
Rest Boost (R) +5
Item Stamina Increase or Decrease
Healing Tart +10
Healing Fruit Tart +20
Premium Healing Fruit Tart +30? (unconfirmed)

Depending on the current stamina, the trouble rate of lessons and work changes. (The magazine trouble rate increases less than the others.)
※Unconfirmed: It is thought that above a certain trouble rate catastrophe will occur instead of failure.

Stamina Trouble Rate
Photoshoot Other work/lessons
100 to 70 0% 0%
65 0% 1%
60 0% 1%
55 0% 4%
50 0% 8%
45 0% 16%
40 0% 27%
35 0% 43%
30 0% 64%
25 0% 92%
20 0% 99%
15 1% 99%
10 1% 99%
5 4% 99%
0 8% 99%

Mental and Memory Gauge[edit | edit source]

The amount of memory that accumulates at the start of each turn is is determined by your idol's remaining mental at the end of the previous turn.

Mental Memory Gauge Fill
100% 10%
Between 100% and 75% 15%
Between 75% and 50% 17.5%
Between 50% and 25% 20%
Between 25% and 5% 22.5%
Under 5% 100%


Post-Production Rank Determination[edit | edit source]

At the end of production when your fes idol is created, ♪ marks fill up a bar. It’s not confirmed what increases this, but memory level seems to be a major factor.

If the bar fills all the way, your idol will be promoted to the next rank, so it is possible to have a rank A idol without 500,000 fans or an S rank idol without 1 million fans, for instance. But if your idol is promoted from B to A this way, you will not get her True End.

For True End earn 500,000 fans and win WING!

Produce Reward Drops[edit | edit source]

Item Specifications[edit | edit source]