# Another Force

Another Force

Another Force is a combat mechanic which unlocks after Chapter 10.

This mechanic comes in the form of a meter gauge at the top-right of the screen during combat.

Once the gauge is half-charged or more (glowing white), a player can tap the Another Force button to activate Another Force. When activated, Another Force will cause the enemy to stop moving, cause character skills to cost 0 MP and allow for skills to be activated in quick succession in real time. This allows the player to deal great damage, or to stack multiple defensive or offensive buffs in a single turn. The higher the charge on the bar, the more time the player will have to use skills. When Another Force is activated. The speed up battle animations function does not affect Another Force. Full bar is taken to be 100% and half bar at 50%. The gauge depletes at 10% per second, meaning a half-bar AF depletes in 5 seconds if no skills are used. The display shown at the end of Another Force caps at 999,999,999 but damage can exceed that number.

When the battle ends, the amount of Another Force meter charged is carried over to the next battle. However, it can only start at a maximum of half-charged in each battle except if the Environmental Effects is Time Distortion or Time Breakup.

### Charging Another Force

Damaging skills or valor chants (inclusive of self-damage) will build up the Another Force gauge. Healing, buffing and debuffing, or damage from pain and poison Status Effects does not build the Another Force gauge. The gauge cannot exceed 100%, so any amount charged that exceeds will be wasted.

• Each normal, resisted, or nullified hit will build 1.5% of the gauge.
• Self-damage will build 1.5% of the gauge.
• Each hit targeting a weakness will build 3.5% of the gauge.
• Each absorbed hit will build 0% of the gauge.
• Counters will build 0% of the gauge. e.g. Azami's manifested Heavenly Dance
• End of turn attacks also follow the above rules

For Area of Effect (AoE) attacks, the amount charged is the same regardless of the number of enemies (e.g. 3 Weak enemies generate the same amount as 1 Weak enemy).
If there are different enemies, some which are Weak and some not Weak on the field, the priority for AF generation is Weak>default target.

• If there is at least one enemy that is weak, AF charge generated is 3.5%.
• If the "default target" (i.e. the target which characters attack if no target is manually selected) is Absorb, then AF generation is 0%. If normal, resisted, or nullified, AF generation is 1.5% per hit.

Starting and then immediately quitting a fight in the Battle Simulator will also instantly recharge the gauge. As of V3.0.100, Another Force Gauge will now refill to 50% when resting at an inn.

Character(s) Skill & Effects
None
Passive
Battle StartWhen user is in the front line and AF gauge is less than 50%:
• Fills AF gauge to 50%
N/A

### Charging Another Force Within a Zone

In the presence of Zones, the mechanics for increasing the Another Force gauge is changed from "per hit" to "per move". Thus, multi-hit skills and single-hit skills become equally effective in charging Another Force.
However, while deploying a Zone may lead to more AF generation especially with only single or double hit moves, multihits against a Weak target may still generate more AF outside Zone than within a Zone.

The amount charged per move is dependent on respective Zones, in addition to the following:

• Absorbed moves build 0% gauge regardless of Zone. For AoE attacks, build 0% of the gauge if there are no Weak enemies on the field and the default enemy is Absorb.
• Moves which comprise multiple types charge the AF gauge based on the type of the first component. E.g. Cress's Distortion Blade builds only 1.5% AF gauge in as first attack is non-elemental.
• Counters do not charge the AF gauge.
• End of Turn attacks from a single character are counted as a single move. e.g. Toova (Another Style)'s end of turn attacks charge once only.

See Zones for details on damage and AF gauge generation.

### Combo

The AF Combo is the numerical % at the top left of the screen during Another Force. It starts at 75% and increases when attacks are used, per hit per target. The combo is applied as a multiplier to damage/healing during Another Force i.e. the first move used in AF does only 75% damage. Details on the AF combo can be found at Another Force/Combo.

### Special Attacks[1]

If Another Force is activated when the gauge is full, characters on the frontline may perform a Special Attack together at the end of Another Force's duration for additional damage. Special attacks ignore enemy defense and resistances. Whether or not a Special Attack is performed is affected by if the frontline party characters have personalities in common. If Aldo or Guildna is in the frontline, he can perform a solo Special Attack even without other matching characters. If multiple special attacks can be activated, the one with the highest damage is activated automatically. E.g. Guiding Light special attack with Aldo and Cyrus may activate even if there are 2 other sword characters in AF.

The damage for Another Force is affected by the participating characters:

• PWR/INT/Weapon damage buffs/debuffs from skills
• Null damage type buffs from equipment (including over 100%)
• Special attack is affected by the Combo%
• "Enhance Special Attack" grastas (if there are more than 1, the increase are additive)
• e.g. Miglance Castle, Cat Lover, Protagonist with Shannon, Aldo, Deirdre increase damage by 30x

First calculate damage of each participating character separately, as a non-crit attack with 0 enemy defence, using $\displaystyle{ ( Base Damage + Damage Spread) × Multiplier }$, where Multiplier is 2 for Weapons/Protagonist and 2.5 for all other Personalities. (See Damage Formula for details on Base Damage and Damage Spread.)
Total Special Attack Damage = $\displaystyle{ HighestCharacterDamage + (Sum Of All Other Characters' Damage ÷ 3) }$

### EX Special Move[2]

The EX level and EX gauge are present when Extra Style characters, such as Melina (Extra Style) or Tsukiha (Extra Style) are in the party, whether frontline or backline during battle. The EX Special Move is not dissimilar from the AF Special Move in that it ignores defence and resistances.

• The EX Level (displayed in Roman numerals) starts at 1 and increases by 1 for every turn in the battle, and may be further increased by other skills.
• The EX gauge can only be charged when the AF gauge is full. A certain number of moves (need not be damaging moves) is required to fill the gauge, depending on the EX Level. See table below. Note that Lunatic - Copy will cause each move to count twice.
• If both the EX gauge and Another Force gauge is full and AF is activated with the ES Character in the frontline, the EX Special Move replaces the AF Special Move.
• If there is more than one ES Character during AF, you can choose which EX Special Move to use.
• If AF is activated when the AF gauge is full, the EX level will reset to 1 after it ends, even if the EX move is not triggered. However, the EX gauge does not reset if it was not maxed.
• If the AF gauge is not full, the EX level will not be reset.
EX Level Number of Moves Required to Fill EX Gauge
I (1) 1200
II (2) 300
III (3) 132
IV (4) 72
V (5) 48
VI (6) 36
VII (7) 24
VIII (8) 20
IX (9) 16
X (10) 12

The EX damage comprises 2 parts:
1. Total AF Damage (inclusive of any self-damage)
2. Damage of character, using $\displaystyle{ (Base Damage + Damage Spread) \times 2.5 }$. (See Damage Formula for details on Base Damage and Damage Spread.)
Total EX Special Move Damage = $\displaystyle{ (Total AF Damage \times 35\%) + Damage Of Character }$

## Another Force Tips

### When To Use

The recommended times to use Another Force depends on the situation of the battle. It may not always be best to wait for the gauge to fully fill before trigger Another Force. Additionally, because the gauge cannot charge beyond 100%, if your gauge is nearly full the Another Force duration may be the same.

For example, towards the end of the fights, some enemies enter a more frenzied state and start using more powerful attacks. It may be possible to use Another Force in this situation to defeat the enemy before they enter this state.

Another situation is for emergency situations to recover your team. For example, if your team is about to fall and it doesn't seem like healing will save your team, Another Force can be used to instantaneously heal and cast buffs again to boost your team back to normal.

It may also not be ideal to use Another Force when the enemies' health is near a "HP stopper", where any damage beyond the HP threshold will not be dealt to the enemy in the same Another Force instance.

Another Force can also be used to catch "alarmed" monsters before they flee.

### Skill Alignment

Because of Another Force allowing rapid activation of skills, it is recommended for a player to line up the Another Force skills a player wishes to spam in the same slot between characters. This way, for example, a player would only need to keep tapping Skill Slot 3 vs. looking around for the skills as the characters switch.

### Type-Effective Skills

Using skills which the enemy is weak against during Another Force will increase Another Force's duration.
Or if in a Zone, moves compatible with its type.

### Multihit Attacks

Attacks which hit multiple times are recommended when Another Force is activated for the following reasons:

• Increases Another Force duration when not in a Zone
• Increases Combo% faster, meaning the damage of all your characters deals ramps up faster

### Pre-Cast Buffs Before Activating Another Force

Buffs which last x number of turns, when activated before Another Force will stay active during the entirety of Another Force.

For example, Toova's Dark Deal increases her INT +70% for 1 turn, and if Another Force is activated on that next turn, Dark Deal's effect will apply to the entire duration of Another Force.

### Changing target

If no target is selected, the default enemy (usually the rightmost target) is targeted. Targets can be selected for the party by selecting a target while no party member is selected, or for individual party members by selecting the party member first then the target. In AF, targets can be switched at any time by following the above sequences at any time. Additionally, targets can be switched while in the middle of Lunatic - Copy.

### Selecting Characters

By default, characters are selected automatically from left to right at the end of each character's cooldown, requiring the player to select only the desired skill during the AF sequence. But characters can also be selected by tapping on their portrait when their cooldown is over, allowing the player to delay the actions of certain characters until desired.

### Juggling Skills in Another Force

Juggling multiple skills can be useful for providing buffs, debuffs or to increase the damage output during Another Force. Some tips which can be helpful include:

• Remember the order the characters will go in
• Remember which skills are in each skill slot, so time is not wasted in reading the skill
• Preempt when an AF cooldown for each character will end, in order to decide when to select one skill slot or another, and to avoid misselecting skills
• Characters with speed buffs can be placed in slot 1 to reduce the cooldown of other characters
• Characters can be placed in descending speed stat from left to right, to minimize overlap in skill selection between AF rounds
• Characters with longer skill animations or multiple skills to juggle can be placed in the first slot to make skill juggling easier

### Speed

When a character performs an action during Another Force, there is a cooldown until when they can use a skill again, which is affected by a character's Speed stat. This means, characters with high Speed are more likely to get a few more skills off during a fight, increasing total AF damage. There is no speed RNG (which affects turn order) in deciding AF cooldown. The AF cooldown only starts after the animation for the skill is complete. For skills such as Lunatic - Copy, the animation for the repeat has to finish completely before cooldown starts. Skill animations are fixed and are not affected by Speed. During a skill animation, speed buffs from other party members will count immediately once the animation ends, whereas self-speed buffs only count in the cooldown after the next action.

Additionally, the more times a character performs an action, the longer the cooldown will become as the Another Force duration continues. The following table details the exact cooldown values from the official Another Eden World Ultimania book[3]. Additional turns 12-15 and additional speed tiers after 549, are added from anaden-yakata.jp[1]. Some official tiers are divided to show changes in turns 11-15

Another Force Action Cooldowns (seconds)
Speed # of Actions Performed
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1-6 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s 11s?
7-18 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s
19-34 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s
35-71 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s
72-91 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s
92-112 2s 3s 4s 5s 6s 7s 8s 8s 9s 10s
113-134 2s 3s 4s 5s 6s 7s 8s 9s 10s
135-156 2s 3s 4s 5s 6s 7s 8s 9s 10s
157-178 2s 3s 4s 5s 6s 7s 8s 9s 10s
179-201 2s 3s 4s 5s 6s 7s 8s 9s 10s
202-225 2s 3s 4s 5s 6s 7s 8s 9s
226-248 2s 3s 4s 5s 6s 7s 8s 9s
249-272 1s 2s 3s 4s 5s 6s 7s 8s 9s
273-296 1s 2s 3s 4s 5s 6s 7s 8s 9s
297-320 1s 2s 3s 4s 5s 6s 7s 8s 9s
321-345 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
346-370 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
371-394 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
395-445 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
446-470 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
471-496 1s 2s 3s 4s 5s 6s 7s 7s 8s 9s
497-521 1s 2s 3s 4s 5s 6s 7s 8s 9s
522-548 1s 2s 3s 4s 5s 6s 7s 8s 9s
549-573 1s 2s 3s 4s 5s 6s 7s 8s 9s
574-598 1s 2s 3s 4s 5s 6s 7s 8s 9s
599-625 1s 2s 3s 4s 5s 6s 7s 8s
626-677 1s 2s 3s 4s 5s 6s 7s 8s
678-703 1s 2s 3s 4s 5s 6s 7s 8s
704-729 1s 2s 3s 4s 5s 6s 7s 8s
730-756 1s 2s 3s 4s 5s 6s 7s 8s
757-782 1s 2s 3s 4s 5s 6s 7s 8s
783-809 1s 2s 3s 4s 5s 6s 7s 8s
810-862 1s 2s 3s 4s 5s 6s 7s 8s
863-915 1s 2s 3s 4s 5s 6s 7s 8s
916-942 1s 2s 3s 4s 5s 6s 7s 8s
943-969 1s 2s 3s 4s 5s 6s 7s 8s
970-996 1s 2s 3s 4s 5s 6s 7s 8s
997+ 1s 2s 3s 4s 5s 6s 7s 8s