If you're looking for Vital Bracelet (Digital Monster, Digivice -V-, Characters, Vital Hero) battle logic, please see here.
Each character on a BEM has three encounter chance percentages: one for phase 1-4, one for phase 5-7, and one for phase 8. For Dims and VBMs, there is no phase 8, so no encounter chance for it. An enemy is chosen based on the chance associated with your character's phase. If no character is picked for some reason, you will fight the same character you are currently using.
You are first assigned battle stats and they are adjusted (note: adjusted values are rounded up to the nearest integer):
- HP: base character HP plus trained HP, adjusted based on percentage of current
VP against maximum VP for the phase (note that all phases have the same
maximum):
VP percentage VP range HP bonus 0%-25% 0-2500 0% 25%-50% 2501-5000 3% 50%-75% 5001-7500 6% 75%-100% 7501-9999 10% - AP: base character AP plus trained AP, adjusted based on current mental state:
Mental state Mental value range AP adjustment Good 0-29 +5% Normal 30-79 0% Bad 80-100 -5%
The enemy is then assigned battle stats:
- For Dims/VBMs: original VB logic applies; HP, AP, and BP are loaded from the enemy character's stats.
- For BEMs: Adventure bosses have their own stats, and the HP, AP, and BP are loaded from the adventure mission's data. Otherwise, they are loaded from the enemy character's stats.
While adjustment logic is present, because the enemy's VP is set to 0 and mental state set to normal, and VS battles do not exist on BE, effectively no stat adjustments are made for the enemy.
Hitrate is the chance that your character will succeed in its attack, and is calculated as such:
Your battle BP = base character BP + trained BP
Hitrate = your battle BP / (your battle BP + enemy BP) * 100
Hitrate is then adjusted based on your and your enemy's attributes:
You/Enemy | Vi/SP/○ | Da/TN/△ | Va/PW/□ | Fr/ー |
---|---|---|---|---|
Vi/SP/○ | 0 | +5 | -5 | 0 |
Da/TN/△ | -5 | 0 | +5 | 0 |
Va/PW/□ | +5 | -5 | 0 | 0 |
Fr/ー | 0 | 0 | 0 | 0 |
A battle can last up to five rounds. In each round, a random number between 0 and 99 inclusive is generated and compared against the hitrate. If the number is less than the hitrate, you land a hit, otherwise the enemy lands a hit. In every round only one of the participants lands a hit, not both or neither.
When a participant uses their special move depends on the Digimon's personality:
Personality | Round |
---|---|
Stoic | 1 |
Active | 2 |
Normal | 3 |
Indoor | 4 |
Lazy | 5 |
First, support attack is evaluated. If you are destined to hit this round, all of the following conditions are evaluated to see if the current attack is a support attack:
- Your health indicator is showing half health or less
- You are not using a special move this round
- You have a support character assigned, it is at phase 3 or higher, and it is from a BEM
- Support attack has not been used previously in the battle
If the current attack is determined to be a support attack, the adjusted AP becomes double your battle AP plus double the support character's base AP.
If the current attack is not a support attack, the winner of the round is checked for whether they are using a special move. If they are, their AP is doubled for the round.
The loser of the round gets their HP reduced by the adjusted AP of the winner. If one of the participants' HP is reduced to zero, the battle ends. Otherwise, it cycles until five rounds have finished.
If one of the participants' HP is at zero, the other participant wins. If both participants have non-zero HP, the one with the most HP wins. If both have the same HP, you win.
The total battles counter in your save data is incremented. If you won, the battles won counter is incremented and your character gains 10% mental state. If you lost, and your character has either bad mental state or is currently injured, you gain a consecutive injury, unless the BEM does not allow the character to be injured. Your character loses 10% mental state.
Your vital points are adjusted according to the following chart:
You/Enemy | Phase 3 win | Phase 3 lose | Phase 4 win | Phase 4 lose | Phase 5 win | Phase 5 lose | Phase 6 win | Phase 6 lose | Phase 7 win | Phase 7 lose | Phase 8 win | Phase 8 lose |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Phase 3 | 200 | -160 | 300 | -100 | 600 | -20 | 1200 | -20 | 1800 | -20 | 2400 | -20 |
Phase 4 | 100 | -300 | 300 | -240 | 450 | -150 | 700 | -20 | 1400 | -20 | 2100 | -20 |
Phase 5 | 20 | -600 | 150 | -450 | 400 | -320 | 600 | -400 | 800 | -20 | 1600 | -20 |
Phase 6 | 20 | -1200 | 20 | -700 | 400 | -600 | 500 | -400 | 750 | -500 | 900 | -20 |
Phase 7 | 20 | -1800 | 20 | -1400 | 20 | -800 | 500 | -750 | 600 | -480 | 800 | -600 |
Phase 8 | 20 | -2400 | 20 | -2100 | 20 | -1600 | 20 | -900 | 600 | -800 | 700 | -560 |