# Befoulments & WeaponStatModifier Consolidation ## Overview Implement Befoulments (魔蝕) and consolidate with AX skills using a new `WeaponStatModifier` table. ### Terminology - **Odiant (禁禍武器)** = A weapon series that has befoulments instead of AX skills - **Befoulments (魔蝕)** = Negative stat augments that appear on Odiant weapons - **Exorcism Level (退魔Lv)** = Level 0-5 that reduces befoulment strength **Key insight:** `augment_skill_info` contains: - **AX skills** for regular weapons (`is_odiant_weapon: false`) - **Befoulments** for Odiant weapons (`is_odiant_weapon: true`) They are mutually exclusive - a weapon has either AX skills OR befoulments, never both. --- ## Database Schema ### 1. New Table: `weapon_stat_modifiers` Centralized definition of all weapon stat modifiers (AX skills + befoulments): ```ruby create_table :weapon_stat_modifiers do |t| t.string :slug, null: false, index: { unique: true } # 'ax_atk', 'befoul_def_down' t.string :name_en, null: false t.string :name_jp t.string :category, null: false # 'ax' or 'befoulment' t.string :stat # 'atk', 'def', 'da_ta', 'ca_dmg', 'hp', 'dot', etc. t.integer :polarity, default: 1 # 1 = buff, -1 = debuff t.string :suffix # '%' for percentages, nil for flat values t.float :base_min # Known min initial value (informational) t.float :base_max # Known max initial value (informational) t.integer :game_skill_id # Maps to game's skill_id for import t.timestamps end ``` **Icon convention:** Frontend derives icon path from `slug`: - `ax_atk` → `weapon-stat-modifier/ax_atk.png` - `befoul_def_down` → `weapon-stat-modifier/befoul_def_down.png` Rename game icons (e.g., `ex_skill_def_down` → `befoul_def_down`) to match slugs. ### 2. Refactor AX & Add Befoulment Columns (Foreign Keys) Replace raw integer `ax_modifier1/2` with foreign keys, and add befoulment FK: ```ruby # collection_weapons # Remove old integer columns remove_column :collection_weapons, :ax_modifier1, :integer remove_column :collection_weapons, :ax_modifier2, :integer # Add FK columns referencing weapon_stat_modifiers add_reference :collection_weapons, :ax_modifier1, foreign_key: { to_table: :weapon_stat_modifiers } add_reference :collection_weapons, :ax_modifier2, foreign_key: { to_table: :weapon_stat_modifiers } add_reference :collection_weapons, :befoulment_modifier, foreign_key: { to_table: :weapon_stat_modifiers } add_column :collection_weapons, :befoulment_strength, :float add_column :collection_weapons, :exorcism_level, :integer, default: 0 # grid_weapons - same pattern add_reference :grid_weapons, :ax_modifier1, foreign_key: { to_table: :weapon_stat_modifiers } add_reference :grid_weapons, :ax_modifier2, foreign_key: { to_table: :weapon_stat_modifiers } add_reference :grid_weapons, :befoulment_modifier, foreign_key: { to_table: :weapon_stat_modifiers } add_column :grid_weapons, :befoulment_strength, :float add_column :grid_weapons, :exorcism_level, :integer, default: 0 ``` ### 2b. Data Migration for Existing AX Skills Migrate existing `ax_modifier1/2` integer values to FK references: ```ruby # Run after weapon_stat_modifiers table is seeded CollectionWeapon.where.not(ax_modifier1: nil).find_each do |cw| modifier = WeaponStatModifier.find_by(game_skill_id: cw.ax_modifier1) cw.update_columns(ax_modifier1_id: modifier&.id) if modifier end CollectionWeapon.where.not(ax_modifier2: nil).find_each do |cw| modifier = WeaponStatModifier.find_by(game_skill_id: cw.ax_modifier2) cw.update_columns(ax_modifier2_id: modifier&.id) if modifier end # Same for GridWeapon ``` **Note:** Strength values (`ax_strength1/2`) are preserved as-is since they store the actual value. ### 3. WeaponSeries `augment_type` Enum Replace `has_ax_skills` boolean with an enum that enforces mutual exclusivity: ```ruby # Migration remove_column :weapon_series, :has_ax_skills, :boolean add_column :weapon_series, :augment_type, :integer, default: 0 # Data migration WeaponSeries.where(has_ax_skills: true).update_all(augment_type: 1) ``` ```ruby # Model enum :augment_type, { none: 0, ax: 1, befoulment: 2 }, default: :none scope :with_ax_skills, -> { where(augment_type: :ax) } scope :with_befoulments, -> { where(augment_type: :befoulment) } ``` --- ## Seed Data ### AX Skill Modifiers (Complete List) All AX skills from game data with their game_skill_id values: ```ruby WeaponStatModifier.create!([ # Primary AX Skills { slug: 'ax_atk', name_en: 'ATK', name_jp: '攻撃', category: 'ax', stat: 'atk', polarity: 1, suffix: '%', base_min: 1, base_max: 3.5, game_skill_id: 1589 }, { slug: 'ax_def', name_en: 'DEF', name_jp: '防御', category: 'ax', stat: 'def', polarity: 1, suffix: '%', base_min: 1, base_max: 8, game_skill_id: 1590 }, { slug: 'ax_hp', name_en: 'HP', name_jp: 'HP', category: 'ax', stat: 'hp', polarity: 1, suffix: '%', base_min: 1, base_max: 11, game_skill_id: 1588 }, { slug: 'ax_ca_dmg', name_en: 'C.A. DMG', name_jp: '奥義ダメ', category: 'ax', stat: 'ca_dmg', polarity: 1, suffix: '%', base_min: 2, base_max: 8.5, game_skill_id: 1591 }, { slug: 'ax_multiattack', name_en: 'Multiattack Rate', name_jp: '連撃率', category: 'ax', stat: 'multiattack', polarity: 1, suffix: '%', base_min: 1, base_max: 4, game_skill_id: 1592 }, # Secondary AX Skills { slug: 'ax_debuff_res', name_en: 'Debuff Resistance', name_jp: '弱体耐性', category: 'ax', stat: 'debuff_res', polarity: 1, suffix: '%', base_min: 1, base_max: 3, game_skill_id: 1593 }, { slug: 'ax_ele_atk', name_en: 'Elemental ATK', name_jp: '全属性攻撃力', category: 'ax', stat: 'ele_atk', polarity: 1, suffix: '%', base_min: 1, base_max: 5, game_skill_id: 1594 }, { slug: 'ax_healing', name_en: 'Healing', name_jp: '回復性能', category: 'ax', stat: 'healing', polarity: 1, suffix: '%', base_min: 2, base_max: 5, game_skill_id: 1595 }, { slug: 'ax_da', name_en: 'Double Attack Rate', name_jp: 'DA確率', category: 'ax', stat: 'da', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1596 }, { slug: 'ax_ta', name_en: 'Triple Attack Rate', name_jp: 'TA確率', category: 'ax', stat: 'ta', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1597 }, { slug: 'ax_ca_cap', name_en: 'C.A. DMG Cap', name_jp: '奥義上限', category: 'ax', stat: 'ca_cap', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1599 }, { slug: 'ax_stamina', name_en: 'Stamina', name_jp: '渾身', category: 'ax', stat: 'stamina', polarity: 1, suffix: nil, base_min: 1, base_max: 3, game_skill_id: 1600 }, { slug: 'ax_enmity', name_en: 'Enmity', name_jp: '背水', category: 'ax', stat: 'enmity', polarity: 1, suffix: nil, base_min: 1, base_max: 3, game_skill_id: 1601 }, # Extended AX Skills (axType 2) { slug: 'ax_skill_supp', name_en: 'Supplemental Skill DMG', name_jp: 'アビ与ダメ上昇', category: 'ax', stat: 'skill_supp', polarity: 1, suffix: nil, base_min: 1, base_max: 5, game_skill_id: 1719 }, { slug: 'ax_ca_supp', name_en: 'Supplemental C.A. DMG', name_jp: '奥義与ダメ上昇', category: 'ax', stat: 'ca_supp', polarity: 1, suffix: nil, base_min: 1, base_max: 5, game_skill_id: 1720 }, { slug: 'ax_ele_dmg_red', name_en: 'Elemental DMG Reduction', name_jp: '属性ダメ軽減', category: 'ax', stat: 'ele_dmg_red', polarity: 1, suffix: '%', base_min: 1, base_max: 5, game_skill_id: 1721 }, { slug: 'ax_na_cap', name_en: 'Normal ATK DMG Cap', name_jp: '通常ダメ上限', category: 'ax', stat: 'na_cap', polarity: 1, suffix: '%', base_min: 0.5, base_max: 1.5, game_skill_id: 1722 }, # Utility AX Skills (axType 3) { slug: 'ax_exp', name_en: 'EXP Gain', name_jp: 'EXP UP', category: 'ax', stat: 'exp', polarity: 1, suffix: '%', base_min: 5, base_max: 10, game_skill_id: 1837 }, { slug: 'ax_rupie', name_en: 'Rupie Gain', name_jp: '獲得ルピ', category: 'ax', stat: 'rupie', polarity: 1, suffix: '%', base_min: 10, base_max: 20, game_skill_id: 1838 }, ]) ``` ### Befoulment Modifiers ```ruby # game_skill_id values will be populated as we discover them - we know 2880 = DEF Down WeaponStatModifier.create!([ { slug: 'befoul_atk_down', name_en: 'ATK Down', name_jp: '攻撃力DOWN', category: 'befoulment', stat: 'atk', polarity: -1, suffix: '%', base_min: -12, base_max: -6 }, { slug: 'befoul_def_down', name_en: 'DEF Down', name_jp: '防御力DOWN', category: 'befoulment', stat: 'def', polarity: -1, suffix: '%', base_min: -25, base_max: -21, game_skill_id: 2880 }, { slug: 'befoul_da_ta_down', name_en: 'DA/TA Down', name_jp: '連撃率DOWN', category: 'befoulment', stat: 'da_ta', polarity: -1, suffix: '%', base_min: -22, base_max: -19 }, { slug: 'befoul_ca_dmg_down', name_en: 'CA DMG Down', name_jp: '奥義ダメージDOWN', category: 'befoulment', stat: 'ca_dmg', polarity: -1, suffix: '%', base_min: -38, base_max: -26 }, { slug: 'befoul_dot', name_en: 'Damage Over Time', name_jp: '毎ターンダメージ', category: 'befoulment', stat: 'dot', polarity: -1, suffix: '%', base_min: 6, base_max: 16 }, { slug: 'befoul_hp_down', name_en: 'Max HP Down', name_jp: '最大HP減少', category: 'befoulment', stat: 'hp', polarity: -1, suffix: '%', base_min: -50, base_max: -26 }, { slug: 'befoul_debuff_down', name_en: 'Debuff Success Down', name_jp: '弱体成功率DOWN', category: 'befoulment', stat: 'debuff_success', polarity: -1, suffix: '%', base_min: -16, base_max: -6 }, { slug: 'befoul_ability_dmg_down', name_en: 'Ability DMG Down', name_jp: 'アビリティダメージDOWN', category: 'befoulment', stat: 'ability_dmg', polarity: -1, suffix: '%', base_min: -50, base_max: -50 }, ]) ``` --- ## Model Changes ### WeaponStatModifier Model ```ruby # app/models/weapon_stat_modifier.rb class WeaponStatModifier < ApplicationRecord validates :slug, presence: true, uniqueness: true validates :name_en, presence: true validates :category, presence: true, inclusion: { in: %w[ax befoulment] } validates :polarity, inclusion: { in: [-1, 1] } scope :ax_skills, -> { where(category: 'ax') } scope :befoulments, -> { where(category: 'befoulment') } def self.find_by_game_skill_id(id) find_by(game_skill_id: id.to_i) end end ``` ### CollectionWeapon Changes ```ruby # app/models/collection_weapon.rb # Replace old integer references with proper associations belongs_to :ax_modifier1, class_name: 'WeaponStatModifier', optional: true belongs_to :ax_modifier2, class_name: 'WeaponStatModifier', optional: true belongs_to :befoulment_modifier, class_name: 'WeaponStatModifier', optional: true validates :exorcism_level, numericality: { only_integer: true, greater_than_or_equal_to: 0, less_than_or_equal_to: 5 }, allow_nil: true validate :validate_ax_skills validate :validate_befoulment_fields def validate_ax_skills # AX skill 1: must have both modifier and strength if (ax_modifier1.present? && ax_strength1.blank?) || (ax_modifier1.blank? && ax_strength1.present?) errors.add(:base, "AX skill 1 must have both modifier and strength") end # AX skill 2: must have both modifier and strength if (ax_modifier2.present? && ax_strength2.blank?) || (ax_modifier2.blank? && ax_strength2.present?) errors.add(:base, "AX skill 2 must have both modifier and strength") end # Validate category is 'ax' if ax_modifier1.present? && ax_modifier1.category != 'ax' errors.add(:ax_modifier1, "must be an AX skill modifier") end if ax_modifier2.present? && ax_modifier2.category != 'ax' errors.add(:ax_modifier2, "must be an AX skill modifier") end end def validate_befoulment_fields if (befoulment_modifier.present? && befoulment_strength.blank?) || (befoulment_modifier.blank? && befoulment_strength.present?) errors.add(:base, "Befoulment must have both modifier and strength") end # Validate category is 'befoulment' if befoulment_modifier.present? && befoulment_modifier.category != 'befoulment' errors.add(:befoulment_modifier, "must be a befoulment modifier") end end ``` ### GridWeapon Changes ```ruby # app/models/grid_weapon.rb # Same associations as CollectionWeapon belongs_to :ax_modifier1, class_name: 'WeaponStatModifier', optional: true belongs_to :ax_modifier2, class_name: 'WeaponStatModifier', optional: true belongs_to :befoulment_modifier, class_name: 'WeaponStatModifier', optional: true # Same validations as CollectionWeapon ``` - Update `sync_from_collection!` to include befoulment fields - Update `out_of_sync?` to check befoulment fields - Update Amoeba config to nullify befoulment fields on copy --- ## API Changes ### Blueprint Serialization ```ruby # collection_weapon_blueprint.rb # AX skills - now with full modifier object field :ax, if: ->(_, obj, _) { obj.ax_modifier1.present? } do |obj| skills = [] if obj.ax_modifier1.present? skills << { modifier: WeaponStatModifierBlueprint.render_as_hash(obj.ax_modifier1), strength: obj.ax_strength1 } end if obj.ax_modifier2.present? skills << { modifier: WeaponStatModifierBlueprint.render_as_hash(obj.ax_modifier2), strength: obj.ax_strength2 } end skills end # Befoulment - with full modifier object field :befoulment, if: ->(_, obj, _) { obj.befoulment_modifier.present? } do |obj| { modifier: WeaponStatModifierBlueprint.render_as_hash(obj.befoulment_modifier), strength: obj.befoulment_strength, exorcism_level: obj.exorcism_level } end # grid_weapon_blueprint.rb - similar ``` ### WeaponStatModifierBlueprint ```ruby # app/blueprints/api/v1/weapon_stat_modifier_blueprint.rb class Api::V1::WeaponStatModifierBlueprint < Blueprinter::Base identifier :id fields :slug, :name_en, :name_jp, :category, :stat, :polarity, :suffix end ``` ### New Endpoint: GET /weapon_stat_modifiers Return all weapon stat modifiers for frontend reference: ```ruby # app/controllers/api/v1/weapon_stat_modifiers_controller.rb def index @modifiers = WeaponStatModifier.all render json: WeaponStatModifierBlueprint.render(@modifiers, root: :weapon_stat_modifiers) end ``` ### Controller Params Update `weapon_params` in both controllers: ```ruby # Replace :ax_modifier1, :ax_modifier2 with FK versions :ax_modifier1_id, :ax_strength1, :ax_modifier2_id, :ax_strength2, :befoulment_modifier_id, :befoulment_strength, :exorcism_level ``` --- ## Import Service ### Game JSON Structure **Odiant weapon (with befoulment):** ```json { "augment_skill_info": [[{ "skill_id": 2880, "effect_value": "25", "show_value": "-25%" }]], "odiant": { "is_odiant_weapon": true, "exorcision_level": 1, "max_exorcision_level": 5 } } ``` **Regular weapon (with AX skills):** ```json { "augment_skill_info": [[ { "skill_id": 1589, "effect_value": "3", "show_value": "+3%" }, { "skill_id": 1719, "effect_value": "1_2000", "show_value": "+3" } ]], "odiant": { "is_odiant_weapon": false, "exorcision_level": 0 } } ``` **Key insight:** Same `augment_skill_info` structure, differentiated by `is_odiant_weapon`: - `true` → parse as befoulment (skill_id 2880+) - `false` → parse as AX skills (skill_id 1588-1722) ### WeaponImportService Updates Add a cache for WeaponStatModifier lookups: ```ruby def initialize(user, game_data, options = {}) # ... existing code ... @modifier_cache = {} # Cache for WeaponStatModifier lookups end def build_collection_weapon_attrs(item, weapon) param = item['param'] || {} attrs = { weapon: weapon, game_id: param['id'].to_s, # ... existing attrs ... } # Check if this is an Odiant (befoulment) weapon odiant = param['odiant'] if odiant && odiant['is_odiant_weapon'] == true # Parse befoulment from augment_skill_info befoulment = parse_befoulment(param['augment_skill_info']) if befoulment attrs[:befoulment_modifier_id] = befoulment[:modifier_id] attrs[:befoulment_strength] = befoulment[:strength] end attrs[:exorcism_level] = odiant['exorcision_level'].to_i else # Regular weapon - parse AX skills ax_attrs = parse_ax_skills(param['augment_skill_info']) attrs.merge!(ax_attrs) if ax_attrs end # ... rest of existing code (awakening, etc) ... attrs end # Updated to return FK id instead of raw game_skill_id def parse_ax_skills(augment_skill_info) return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array) skills = augment_skill_info.first return nil if skills.blank? || !skills.is_a?(Array) attrs = {} # First AX skill if skills[0].is_a?(Hash) ax1 = parse_single_ax_skill(skills[0]) if ax1 attrs[:ax_modifier1_id] = ax1[:modifier_id] attrs[:ax_strength1] = ax1[:strength] end end # Second AX skill if skills[1].is_a?(Hash) ax2 = parse_single_ax_skill(skills[1]) if ax2 attrs[:ax_modifier2_id] = ax2[:modifier_id] attrs[:ax_strength2] = ax2[:strength] end end attrs.empty? ? nil : attrs end def parse_single_ax_skill(skill) return nil unless skill['skill_id'].present? game_skill_id = skill['skill_id'].to_i modifier = find_modifier_by_game_skill_id(game_skill_id) return nil unless modifier strength = parse_ax_strength(skill['effect_value'], skill['show_value']) return nil unless strength { modifier_id: modifier.id, strength: strength } end def parse_befoulment(augment_skill_info) return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array) skills = augment_skill_info.first return nil if skills.blank? || !skills.is_a?(Array) skill = skills.first return nil unless skill.is_a?(Hash) && skill['skill_id'].present? game_skill_id = skill['skill_id'].to_i modifier = find_modifier_by_game_skill_id(game_skill_id) return nil unless modifier { modifier_id: modifier.id, strength: parse_befoulment_strength(skill['effect_value'], skill['show_value']) } end def find_modifier_by_game_skill_id(game_skill_id) @modifier_cache[game_skill_id] ||= WeaponStatModifier.find_by(game_skill_id: game_skill_id) end def parse_befoulment_strength(effect_value, show_value) # show_value has the sign: "-25%" # effect_value is unsigned: "25" if show_value.present? show_value.to_s.gsub('%', '').to_f elsif effect_value.present? -effect_value.to_f end end ``` **Note:** Unknown `game_skill_id` values will be skipped (modifier not found). This is acceptable - we can add new modifiers to the seed data as we discover them. --- ## Files to Create/Modify | File | Action | |------|--------| | **Migrations** | | | `db/migrate/xxx_create_weapon_stat_modifiers.rb` | Create - new reference table | | `db/migrate/xxx_refactor_ax_and_add_befoulments.rb` | Create - replace ax_modifier integers with FKs, add befoulment FKs | | `db/migrate/xxx_replace_has_ax_skills_with_augment_type.rb` | Create - enum migration with data migration | | `db/data/xxx_migrate_ax_modifiers_to_fk.rb` | Create - data migration to convert existing ax_modifier values to FK references | | **Models** | | | `app/models/weapon_stat_modifier.rb` | Create | | `app/models/collection_weapon.rb` | Modify - add befoulment validation | | `app/models/grid_weapon.rb` | Modify - add befoulment fields, sync | | `app/models/weapon_series.rb` | Modify - replace has_ax_skills with augment_type enum | | **Blueprints** | | | `app/blueprints/api/v1/weapon_stat_modifier_blueprint.rb` | Create | | `app/blueprints/api/v1/collection_weapon_blueprint.rb` | Modify - add befoulment serialization | | `app/blueprints/api/v1/grid_weapon_blueprint.rb` | Modify - add befoulment serialization | | `app/blueprints/api/v1/weapon_series_blueprint.rb` | Modify - replace has_ax_skills with augment_type | | `app/blueprints/api/v1/weapon_blueprint.rb` | Modify - update series.has_ax_skills reference | | **Controllers** | | | `app/controllers/api/v1/weapon_stat_modifiers_controller.rb` | Create | | `app/controllers/api/v1/collection_weapons_controller.rb` | Modify - permit befoulment params | | `app/controllers/api/v1/grid_weapons_controller.rb` | Modify - permit befoulment params | | `app/controllers/api/v1/weapon_series_controller.rb` | Modify - permit augment_type instead of has_ax_skills | | **Services & Seeds** | | | `app/services/weapon_import_service.rb` | Modify - parse befoulments | | `db/seeds/weapon_stat_modifiers.rb` | Create | | **Config & Tests** | | | `config/routes.rb` | Modify - add weapon_stat_modifiers route | | `spec/factories/weapon_series.rb` | Modify - replace has_ax_skills with augment_type | --- ## API Breaking Changes ### 1. WeaponSeries: `has_ax_skills` → `augment_type` **Before:** ```json { "has_ax_skills": true } ``` **After:** ```json { "augment_type": "ax" } // or "befoulment" or "none" ``` Frontend: `augment_type === 'ax'` instead of `has_ax_skills === true`. ### 2. Collection/GridWeapon: AX skill structure changed **Before:** ```json { "ax_modifier1": 1589, "ax_strength1": 3.0, "ax_modifier2": 1719, "ax_strength2": 2000 } ``` **After:** ```json { "ax": [ { "modifier": { "id": 1, "slug": "ax_atk", "name_en": "ATK Up", "category": "ax", ... }, "strength": 3.0 }, { "modifier": { "id": 5, "slug": "ax_ability_dmg", "name_en": "Ability DMG Up", "category": "ax", ... }, "strength": 2000 } ] } ``` Frontend: Access via `weapon.ax[0].modifier.slug` instead of `weapon.ax_modifier1`. --- ## Implementation Considerations ### Migration Order Migrations must be deployed in this order: 1. `create_weapon_stat_modifiers` - Create table + seed data 2. `add_ax_and_befoulment_fk_columns` - Add new FK columns (keep old integer columns) 3. `migrate_ax_modifiers_to_fk` - Data migration: lookup existing values → FK refs 4. `remove_old_ax_modifier_columns` - Remove old integer columns 5. `replace_has_ax_skills_with_augment_type` - WeaponSeries enum change ### GridWeapon Amoeba Config Update nullify list for party cloning: ```ruby amoeba do nullify :ax_modifier1_id nullify :ax_modifier2_id nullify :ax_strength1 nullify :ax_strength2 nullify :befoulment_modifier_id nullify :befoulment_strength nullify :exorcism_level end ``` ### Unknown Skill ID Logging When import encounters unknown `game_skill_id`, log with icon image for discovery: ```ruby Rails.logger.warn( "[WeaponImportService] Unknown augment skill_id=#{game_skill_id} " \ "icon=#{skill['augment_skill_icon_image']}" ) ``` ### Database Indexes Add index on `weapon_stat_modifiers.game_skill_id` for fast import lookups: ```ruby add_index :weapon_stat_modifiers, :game_skill_id, unique: true ``` ### Coordinated Release Frontend and backend releases will be coordinated. No backwards compatibility layer needed. --- ## Next Steps 1. ✅ **Game JSON samples** - received for both Odiant and regular weapons 2. **Identify Odiant weapon series** in database (set `augment_type: :befoulment`) 3. **Discover remaining game_skill_ids** for other befoulment types (we know 2880 = DEF Down) 4. **Verify AX skill IDs** match between AX_MAPPING and game data ## Known Skill IDs ### AX Skills (Complete) | skill_id | Stat | Name (EN) | Name (JP) | Suffix | |----------|------|-----------|-----------|--------| | 1588 | hp | HP | HP | % | | 1589 | atk | ATK | 攻撃 | % | | 1590 | def | DEF | 防御 | % | | 1591 | ca_dmg | C.A. DMG | 奥義ダメ | % | | 1592 | multiattack | Multiattack Rate | 連撃率 | % | | 1593 | debuff_res | Debuff Resistance | 弱体耐性 | % | | 1594 | ele_atk | Elemental ATK | 全属性攻撃力 | % | | 1595 | healing | Healing | 回復性能 | % | | 1596 | da | Double Attack Rate | DA確率 | % | | 1597 | ta | Triple Attack Rate | TA確率 | % | | 1599 | ca_cap | C.A. DMG Cap | 奥義上限 | % | | 1600 | stamina | Stamina | 渾身 | - | | 1601 | enmity | Enmity | 背水 | - | | 1719 | skill_supp | Supplemental Skill DMG | アビ与ダメ上昇 | - | | 1720 | ca_supp | Supplemental C.A. DMG | 奥義与ダメ上昇 | - | | 1721 | ele_dmg_red | Elemental DMG Reduction | 属性ダメ軽減 | % | | 1722 | na_cap | Normal ATK DMG Cap | 通常ダメ上限 | % | | 1837 | exp | EXP Gain | EXP UP | % | | 1838 | rupie | Rupie Gain | 獲得ルピ | % | ### Befoulments (Partial - more to discover) | skill_id | Stat | Name (EN) | Name (JP) | |----------|------|-----------|-----------| | 2880 | def | DEF Down | 防御力DOWN | | ? | atk | ATK Down | 攻撃力DOWN | | ? | da_ta | DA/TA Down | 連撃率DOWN | | ? | ca_dmg | CA DMG Down | 奥義ダメージDOWN | | ? | dot | Damage Over Time | 毎ターンダメージ | | ? | hp | Max HP Down | 最大HP減少 | | ? | debuff_success | Debuff Success Down | 弱体成功率DOWN | | ? | ability_dmg | Ability DMG Down | アビリティダメージDOWN | (Befoulment skill_ids will be discovered as users import Odiant weapons)