User:CanvasK/Facilities

=Facilities= After using a facility a Spirit will get tired and be unable to use another facility. Being in losing or winning a match will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired.

Activities ↑:
 * Gym: 1.1× more experience per cycle
 * Dojos: 0.9× learning time
 * Ruins: Roughly 1.1× more SP.

Gym
Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue.

Dojos
Spirits will learn Styles at a rate based on their Rank. Styles can be instantly taught with (Rank 1/2/3/4) (200/300/400/500)+(10 × # of taught styles) SP. A good condition will make learning take time×0.8 (25% faster) and a bad condition will make learning take time×1.5 (50% longer). Styles take longer to learn if a Spirit already knows other Styles. Each extra Style adds ⌊1.5×# of Styles known⌋ minutes (leading to a +1, +3, +4, +6,... pattern) before conditions or Activities Up are factored.

Exploration
During explorations Spirits will gain 2 experience every minute.

Ruins (SP preference)
2 hour duration. SP gained is independent of power, with the largest factor being the rank. Styles and levels still need testing. If a Spirit's condition changes during exploration or before pick-up the results may change.

SP gained. No styles, lv. 99

In general a good condition will give 1.1/1.1/1.15/1.2× (1 Spirit/2/3/4) the SP than a neutral condition, and a bad condition will give 0.9/0.9/0.85/0.8× the SP (these numbers may not always be correct due to how the game rounds the results). When the party contains one of each type (Attack+Shield+Grab+Neutral) of Primary Spirit they will return with 495-510 more SP than normal regardless of their rank and condition (600 -> 1110, 660 -> 1155, 735 -> 1245, 1080 -> 1575). Current testing for Support Spirits shows that they receive 0.85/0.85/0.75/0.7× the SP compared to Primary Spirits.

When a team returns and a change happened (such as condition or duration) then the value that determines SP changes. From the above results the amounts are in multiples of 5. How the value is determined is currently unknown, though it is likely a function of time, the collective ranks, levels, and condition (testing levels and time should shed more light on it). After SP is determined, if there is anything leftover then that is converted into other items. How much those items "cost" can be estimated from imperfect runs. The following values have been estimated by looking at the difference between a perfect run and an imperfect run ("cost" is SP "lost"): Small snack = 60, Medium snack = 210, Disable Items = 90, Weak Minions = 95, Slow FS = 90, Health Drain = 165.

With 't' as time in minutes spent in the Ruins the following can be determined: For t<120, reward = ⌈((⌊t/15⌋×4)-1)/s⌉×15; for t=120 the above table is used. 's' is a value based on the rank of the Spirits; for 4 rank 4 s=1, 4 rank 3 s=1.5, 4 rank 2 s=1.75, 4 rank 1 s=1.875. More testing is needed to find more values of 's' or if it can be calculated from the collective ranks.

Caves (battle item preference)
6 hours.

Jungle (snack preference)
10 hours. Current testing indicates that the rewards are tied to rank and not power (similar to Ruins), however testing is difficult due to the length which (on top of being long) has a higher chance of the Spirit's condition changing mid-exploration. It is also difficult to quantify and graph the results since all of them have returned with a mix of SP, battle items, and snacks.