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For attributes in the flash games, see Attributes (Flash Games).
Sonny2017-Status

Sonny (2017) Status window.

Much like in Sonny and Sonny 2, Sonny (2017) has a number of attributes that affect a unit or item in different ways. Unlike the Flash games, while some of the party member's attributes are increased when they level up, the player doesn't earn any Attribute points at all when Sonny levels up.. Instead, they can only rely on equipment to increase a party member's attributes. Re-spec, which costs cash but can be done as many times as the player wants, is instead used solely to return all skill points spent.

Note: Formulas are not visible in the mobile site, use the desktop site instead.

Level[]

Level is the most important attribute for both units and items, as many other attributes is directly related to the Level. When Sonny or an ally gain a level, their stats are increased. Higher leveled items will (usually) have higher stats.

The maximum level Sonny and his allies can reach is 37, at this level they no longer gain XP from fighting because of the large difference in levels compared to the enemy. The maximum level found on enemies, and therefore also the maximum level found on items, is 30, which requires Sonny to be level 32 and higher and train in The Red Pillars.

Zones also have a designated Level, as do Stages and Waves. The Stage and Wave Level is the Zone Level + some offset. While the Stage Offset gradually increases as Sonny progresses through a Zone, and resets to 0 when the party enters a new zone, the Wave Offset is mostly set to 0. When it isn't, it's usually set to -1 or +1. The sole exception is Zone 1 Stage 8, which has a Wave Offset of 2. When an ally joins, their level is set to the Zone Level. The XP Gain multiplier and Cash gain, as well as the Level of dropped items, is decided by the Stage Level. The Level of the enemies Sonny and his party face is decided by the Wave Level. Or to put it in formulas:

The designated Level for each Zone is displayed on the below table:

Zone Level
Zone 0 - Patient Zero 1
Zone 1 - The Silver Strand 4
Zone 2 - Tera Jungle 6
Zone 3 - Firewell Factory 10
Zone 4 - The Hidden Forest 13
Zone 5 - Thunder Labs 15
Zone 6 - Blackhall Keep 19
Zone 7 - ZPCI Stronghold 22
Zone 8 - The Red Pillars 24

Base XP[]

XP is gained by Sonny and his allies after winning a stage. After they gain enough XP they level up. Any allies not in the party will receive a reduced amount. Only Sonny and his allies can gain XP, and therefore only they can increase in level. Enemies can however be encountered at different levels, but that's because the waves they're in has different offsets. Same applies to dropped items.

Base XP is calculated from a unit's Level. It's used for all other XP related attributes. An unit's base XP is calculated using this formula:

Max XP[]

The amount of XP a unit requires in order to level up. Only Sonny and his allies can level up, and therefore has a Max XP value. An unit's max XP is calculated using this formula, and is rounded to the nearest integer after calculating it:

XP Gain[]

After emerging victorious from a stage, each enemy unit killed will grant an amount of XP to Sonny and his party, the base XP gain. It's based on the enemies base XP value, and what type of enemy it is. The base XP gain is calculated using this formula:

Note that while the game defines some stages as Miniboss Stages and Boss Stages, the enemies that the player encounters doesn't necessarily have to be the same type. For example, Mana Orbs are counted as normal enemies, and as such only grants the amount of XP a normal enemy does, but appears in the Boss Stage for Zone 4. Templar Arcanis is treated as a boss enemy, and will grant more XP.

The game sums up the base XP gain from each enemy killed, and then applies some multipliers to it before giving it to Sonny and his allies. If a unit in Sonny's party has a lower Level than the stage level, of the stage they just completed, they'll gain 15% more XP for every 1 Level lower they are, up to 50% more XP if they are at least 4 levels lower. Similarly in reverse, if a unit in Sonny's party has a higher Level, their XP gain is reduced by 15%, to 0% XP gain if they are at least 7 levels higher. Hence if Sonny's party consists of members with a different Level, after winning a stage the party member with the lowest Level gains the most XP from the stage, while the one with the highest Level gains the least XP.

Allies that are not in Sonny's party also gains XP, but only half the amount they would've gained if they were in the party. For example, after the player wins a fight, an inactive ally that is at least 4 levels lower than the Stage's Level will first have their XP gain boosted by 50% (to 150% XP gained) because of the level difference, then this amount will be halved to 75% XP gain because the unit isn't in the party. The following table lists all possible modifiers for the actual XP gain.

Level difference XP Gain (Active member) XP Gain (Inactive member)
+7 and higher 0% 0%
+6 10% 5%
+5 25% 12.5%
+4 40% 20%
+3 55% 27.5%
+2 70% 35%
+1 85% 42.5%
Same level 100% 50%
-1 115% 57.5%
-2 130% 65%
-3 145% 72.5%
-4 and lower 150% 75%

XP Table[]

The table below shows the Base XP, Max XP and the XP gained by defeating an enemy. Not all values in this table are used ingame. For example, Base XP Gain for Levels above 30 aren't used as the highest encountered enemy Level is 30. All XP attributes only use the unit's Level.

Level Base XP Max XP Base XP Gain
Normal Enemy Miniboss Enemy Boss Enemy
1 1300.000 247 81.250 162.500 365.625
2 1621.159 454 101.322 202.645 455.951
3 1950.821 722 121.926 243.853 548.668
4 2286.128 1052 142.883 285.766 642.974
5 2625.698 1444 164.106 328.212 738.477
6 2968.702 1900 185.544 371.088 834.948
7 3314.591 2420 207.162 414.324 932.229
8 3662.967 3004 228.935 457.871 1030.209
9 4013.533 3652 250.846 501.692 1128.806
10 4366.055 4366 272.878 545.757 1227.953
11 4720.348 4720 295.022 590.044 1327.598
12 5076.257 5076 317.266 634.532 1427.697
13 5433.654 5434 339.603 679.207 1528.215
14 5792.429 5792 362.027 724.054 1629.121
15 6152.489 6152 384.531 769.061 1730.388
16 6513.752 6514 407.110 814.219 1831.993
17 6876.147 6876 429.759 859.518 1933.916
18 7239.609 7240 452.476 904.951 2036.140
19 7604.083 7604 475.255 950.510 2138.648
20 7969.518 7970 498.095 996.190 2241.427
21 8335.868 8336 520.992 1041.984 2344.463
22 8703.092 8703 543.943 1087.886 2447.745
23 9071.151 9071 566.947 1133.894 2551.261
24 9440.012 9440 590.001 1180.001 2655.003
25 9809.642 9810 613.103 1226.205 2758.962
26 10180.012 10180 636.251 1272.502 2863.129
27 10551.096 10551 659.443 1318.887 2967.496
28 10922.867 10923 682.679 1365.358 3072.056
29 11295.303 11295 705.956 1411.913 3176.804
30 11668.382 11668 729.274 1458.548 3281.733
31 12042.084 12042 752.630 1505.260 3386.836
32 12416.388 12416 776.024 1552.049 3492.109
33 12791.278 12791 799.455 1598.910 3597.547
34 13166.737 13167 822.921 1645.842 3703.145
35 13542.748 13543 846.422 1692.844 3808.898
36 13919.297 13919 869.956 1739.912 3914.802
37 14296.369 14296 893.523 1787.046 4020.854

Base Stat[]

A hidden value calculated from an unit's/item's Level. Most stats are derived from the core stat. A unit's/item's core stat is calculated using this formula:

Power[]

Power determines how effective abilities, and certain buffs/auras, are in dealing damage or healing. Both units and items have Power, but they're calculated using different factors. Furthermore, item Power is rounded to the next integer while unit Power isn't rounded at all. A unit's or item's Power is calculating using these formulas:

A unit's final Power value can be affected by other modifiers and such. The power growth value is changed by some enemy abilities, such as Wood Weave, Sharpen Steel, Divine Wind, and the change is dependent on the unit's current final Power. Power buff mods, which include auras, stack additively. Element power is applied when a unit casts an ability of the same element as the element power bonus they have. The final Power is calculated using this formula:

An unit's final Power isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1

Defense[]

Defense determines how much damage reduction (or increase) a unit gets. Note that some abilities, auras & buffs deals damage that ignores Defense. Both units and items have Defense, but they're calculated using different factors. Like the Power stat, item Defense is rounded to the next integer while unit Defense isn't rounded at all. A unit's or item's Defense is calculated using these formulas:

A unit's final Defense value can be affected by other modifiers and such. The defense growth value is changed by two enemy abilities, Heat Shift and Bastion DNA, and the change is dependent on the unit's current final Defense. Defense buff mods, which include auras, stack additively. Element Defense is applied when a unit is dealt damage with the same element as the element defense bonus they have. The final Defense is calculated using this formula:

An unit's final Defense isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.

The final defense value determines whether the unit takes increased or reduced damage, and the game does so by comparing this value with the unit's core stat. The following formula is used for comparing:

Not accounting for buffs that modify damage taken, if the unit's final defense is higher than it's core stat (x is positive), the unit will take reduced damage. Then the following formula is used to calculate the defense mod:

If the unit's final defense is lower than it's core stat (x is negative), the unit will take increased damage. Then the following formula is used to calculate the defense mod:

In this case, the defense mod becomes larger than 1 since x is negative. Note that in both cases, damage that ignores defense recieves a 15% damage increase. Finally, the damage a unit takes is calculated using this formula:

Or simply refer to the below graph:

Sonny2017-DamageIncreaseDecrease

Speed[]

Speed determines how fast the unit generates Focus, and how accurate their attacks are. Both units and items have Speed, but they're calculated using different factors. Like the Power stat, item Speed is rounded to the next integer while unit Speed isn't rounded at all. A unit's or item's Speed is calculated using these formulas:

A unit's final Speed value can be affected by other modifiers and such. The speed growth value is changed by only one enemy ability: Speed Absorb, and the change is dependent on the unit's current final Speed. Speed buff mods, which include auras, stack additively. Unlike Power and Defense, there's no element equivalent for Speed. The final Speed is calculated using this formula:

An unit's final Speed isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.

Vitality[]

Vitality determines the maximum HP a unit has. Both units and items have Vitality, but they're calculated using different factors. Like the Power stat, item Vitality is rounded to the next integer while unit Vitality isn't rounded at all. A unit's or item's Vitality is calculated using these formulas:

There exist no way of modifying an unit's final Vitality, outside of unit vitality and item vitality. Hence it's formula is a bit simpler than the above stats:

An unit's final Vitality isn't rounded, but is displayed rounded to the nearest integer. It can also never be reduced below 1.

Crit. Chance[]

Crit. Chance is the chance of scoring a critical hit with an ability. Only abilities that doesn't have a Power scaling of 0% can crit. Sonny, his allies, and a majority of enemies has a base Crit. Chance of 15%. Some enemies, like Cpt. Vendara, has a lower Crit. Chance, 5% to be exact. Some enemies even has a Crit. Chance of 0%, such as the Terminator. Critical hits deal 50% more damage by default, which can be increased through certain abilities and evolutions.

Crit. Chance bonuses and critical hit damage bonuses are all additive.

Hit Chance and Hit. Bonus[]

Hit Chance is the chance of scoring a hit with an ability. It's calculated from both the caster's and target's final Speed value, with this formula:

Or simply refer to the below graph. An interesting thing to note about it is that the caster has 100% Hit Chance while it's Speed is at least 87% of the target's Speed.

Sonny2017-HitChance

After calculating Hit Chance, the Hit. Bonus is simply added to this value. Note that game has a min and max limit on the Hit Chance, a min of 1% and max of 100%. The negative buff Blind is the only source that applies a negative Hit. Bonus.

Element Power/Defense[]

A caster's Power is increased by the element power bonus if they cast an ability of the same element as the element power bonus. Similarly, a target's Defense is increased by the element defense bonus if they are targeted by an ability of the same element as the element defense bonus. Normally the Power and Defense stat doesn't reflect the element bonuses, the bonus is visible in combat by holding down M1 (or tap and hold for smartphone version) on the Power or Defense icon on an unit.

Element power can be increased with certain items, and in Sonny (Sonny 2017)'s case by spending skill points on a strain, which grants 1% element power of the same element as the strain per skill point spent. Sonny can also increase his own element power through certain buffs. Element defense is only available through items or the ability Chroma Shell. Enemy units have no way of increasing element power, including the enemy passive Unstable Core which actually doesn't increase Fire power at all. Some enemy units has access to Chroma Screen which grants a buff that increases element defense. Only two units, both enemies, has innate element defense: The Spartan and the Warlock. Both of them has Physical defense, and in the Warlock's case it has negative Physical defense, which means that it takes increased damage from Physical attacks.

Weapon Mechanic[]

Some weapons has a special mechanic that grants the unit that equip it an additional effect to their basic attacks. See the table below for all weapon mechanics currently available in the game. Note that Haste and Multistrike proc chance applies per execution, not per hit, unlicke Stun Proc.

Name Description Notes
Lifesteal Basic strikes also recover 35% damage as HP. Heals after the last strike.
Focus Drain Basic strikes deplete 15 focus per hit.
Piercing Basic strikes ignore defense.
Stun Proc Basic strikes have 15% chance to stun the target. Has 15% chance per strike.
Haste Basic strikes have 15% chance to grant Haste.
Multistrike Basic strikes have 15% chance to multi-strike. Grants +1 strike on proc.

HP[]

HP, short for Health Points, is the amount of health a unit has. If a unit reaches 0 HP, they die and cannot continue fighting in the wave. It's calculated using this formula:

Focus[]

During a fight, all active units will generate Focus until one of them reaches 100 Focus. When a unit reaches 100 Focus, all units stops generating Focus, and the unit who has 100 Focus can act. First, any effects that has the trigger "Turn start" will activate. Then the unit is permitted to choose an ability to cast, if it's able to cast one. Otherwise the unit will automatically skip their turn (including Sonny if all his equipped abilities are on cooldown). Additional effects may activate depending on the triggers that's acting on the caster or target(s). After the unit has cast an ability, the unit has then treated as having ended their turn, activating any effects with the trigger "Turn end". Then finally, all units begin generating Focus again until a unit reaches 100 Focus, in which the above process repeats again. A unit's maximum Focus is always 100, and cannot be changed in anyway.

To calculate each unit's Focus generation per second, the game finds the unit with the highest Speed value (the [Max Speed] variable) and compares it with each unit's Speed. The game uses the following formula to calculate the slow mod:

The unit with the highest Speed has a slow modifier of 0. The lower a unit's Speed is compared to the max speed, the higher the slow modifier becomes. The limit is 0.7, if that unit has a Speed of 1 and the max speed value is very high. The amount of Focus an unit generates per second can be calculated using the following formula (or refer to the graph below):

Sonny2017-FocusGeneration

Stat Table[]

The table below shows the Base Stat at different Levels. The Base Stat uses the unit Level for unit stats, and item Level for item stats.

Level Base Stat
1 24.000
2 33.454
3 47.354
4 65.255
5 86.874
6 112.008
7 140.498
8 172.219
9 207.061
10 244.937
11 285.765
12 329.476
13 376.009
14 425.307
15 477.319
16 532.000
17 589.306
18 649.197
19 711.638
20 776.593
21 844.031
22 913.922
23 986.237
24 1060.950
25 1138.034
26 1217.466
27 1299.224
28 1383.285
29 1469.628
30 1558.233
31 1649.082
32 1742.156
33 1837.437
34 1934.909
35 2034.555
36 2136.359
37 2240.307

Base Value[]

A hidden value calculated from an item's or stage's level. Anything related to cash is dependent on this value. The Base Value is calculated using this formula:

The Base Value is rounded to nearest integer

Buying Price[]

The amount of cash needed to buy an item from the shop is calculated using this formula:

  • If an item's Item Value is less than or equal to 1000, then it's Buying Price is simply it's Item Value rounded to the nearest multiple of 5.
  • If an item's Item Value is greater than 1000, then it's Buying Price is it's Item Value rounded to the nearest multiple of 10.

Upgrade Price[]

The amount of cash needed to upgrade an item to the next upgrade level is calculated using this formula:

Note that a newly bought or dropped item always start with an upgrade level of 0, which means that it's next upgrade level is 1. An item can be upgrade a maximum of 5 times, up to upgrade level 5. If an item is upgraded to max level, it gains a star at the top right of it's icon.

Selling Price[]

The amount of cash returned from selling an item is calculated using this formula:

where the Total Upgrade Price is the amount of cash spent on upgrading the item to it's current upgrade level.

Cash Reward[]

After the player beats a stage, they're awarded with an random amount of cash. Unlike XP, the Cash Reward scales with the Stage Level instead of the enemies' Level. The Cash Reward Range is the range between the Min Cash Reward and the Max Cash Reward, and is calculated from the following formula:

The Cash Reward Range is rounded to the nearest integer before being applied to the below formulas, which give the Min Cash Reward and Max Cash Reward:

Then, the game picks a random integer value between the Min and Max value, and multiply it with a Stage Type Factor, which is given by the table below. The result will be rounded to the nearest integer, if it isn't already from the multiplier.

Stage Type Cash Factor
Normal Fight Stage 1.25
(Mini)Boss Stage 2
Training Stage 1

Don't confuse (Mini)Boss Stage with (Mini)Boss Enemy, they are used for different calculations.

Respec Price[]

The cost of refunding all spent skill points is calculated with this formula:

The Respec Price is rounded to nearest integer.

Value Table[]

The table below shows the Base Value and the Cash gained from emerging victorious from stages. The Base Value uses the item Level for prices, and the stage's Level for the Cash Reward. The Cash Reward is only dependent on the stage's Level, and the type of stage.

Level Base Value Training Normal (Mini)Boss Respec Price
Min Max Min Max Min Max
1 12 22 24 28 30 44 48 1
2 17 27 30 34 38 54 60 1
3 24 34 38 42 48 68 76 1
4 33 43 49 54 61 86 98 1
5 43 53 60 66 75 106 120 1
6 56 66 75 82 94 132 150 28
7 70 80 92 100 115 160 184 35
8 86 96 110 120 138 192 220 43
9 104 114 131 142 164 228 262 52
10 122 132 152 165 190 264 304 61
11 143 153 177 191 221 306 354 72
12 165 175 203 219 254 350 406 82
13 188 198 229 248 286 396 458 94
14 213 223 259 279 324 446 518 106
15 239 249 289 311 361 498 578 120
16 266 276 320 345 400 552 640 133
17 295 305 354 381 442 610 708 148
18 325 335 389 419 486 670 778 162
19 356 366 425 458 531 732 850 178
20 388 398 463 498 579 796 926 194
21 422 432 502 540 628 864 1004 211
22 457 467 543 584 679 934 1086 228
23 493 503 585 629 731 1006 1170 246
24 530 540 628 675 785 1080 1256 265
25 569 579 674 724 842 1158 1348 284
26 609 619 721 774 901 1238 1442 304
27 650 660 768 825 960 1320 1536 325
28 692 702 817 878 1021 1404 1634 346
29 735 745 868 931 1085 1490 1736 368
30 779 789 919 986 1149 1578 1838 390
31 825 835 973 1044 1216 1670 1946 412
32 871 881 1026 1101 1282 1762 2052 436
33 919 929 1082 1161 1352 1858 2164 460
34 967 977 1138 1221 1422 1954 2276 484
35 1017 1027 1197 1284 1496 2054 2394 508
36 1068 1078 1256 1348 1570 2156 2512 534
37 1120 1130 1317 1412 1646 2260 2634 560

EP[]

EP, short for Evolution Points, builds up whenever Sonny hits or is hit with an ability. When Sonny manages to build up 100 EP, the player can evolve an equipped active ability. Only Sonny can build up EP and evolve abilities.

Resistances[]

There exist two types of resistances, one against stuns, and the other against focus drain. Stun resistance grants a chance of nullifying incoming stuns. Focus drain resistance reduces the drain value by the resist percentage.

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