Author : mbr

This is a feeder experience Calculation Tool. Please follow the instructions inside the excel sheet

Author : Luci

Rebirth has created a new market, and encourages trading for specific guardian types to reborn new powerful and special types (bold, wise, sonic, etc) to enhance a specific guardian's greatest assets. Trading is essential for competitive play. Here are the various types of trades you might encounter.

Providing catalog help to traders can be a valuable resource. By providing these catalog services, traders can complete catalog pages for lucrative rewards such as free SHT, stones, potions, and skill stones in exchange for a few silver slimes per guardian or group of guardians. The going rate is usually 1-2 SS per low tier guardian, and up to 1 GS for rare and high tier guardians such as FFIV and FFV guardians. If you're friends with the person, they might even do it for free or for catalog of something they themselves need. Oftentimes, it is standard to provide collateral. In other words the borrower must usually provide another 5 star guardian of roughly equal value to prevent the other person from losing or having their cards stolen.

Slime trading is one of the very basic methods to get started and build your party up. These slimes are very valuable resources as they level cards very efficiently Since these cards are so cheap, it's a great place for newbies to buy good, unleveled, 4 stars for a few silver slimes a piece. Silver slimes can also be exchanged for stones or gold slimes if you have an excess. Furthermore farming slimes can be a good way to get you started in the stone trading market which can be exchanged for unneeded 5 stars.

This is one method of exchanging low level cards to level up your 4 or 5 star cards. Since specific type feeders level up the same type cards at a higher rate, it might be worth your time to exchange these with others that may need a different set of feeder. Be aware that the limit of gifting is 30 per game day since it will be easy to hit this mark when trading low level feeders.

In this market, 4 stars are given very low weight. These cards are often made more valuable as feeders for 5 star cards than they are for usefulness in battle. Reborn has created a large market for these 4*s since leveling can be very time consuming and cost a lot of GP.  The increased leveling requirements is now over three times what it once was, therefore the demand for these feeders remains high. Once these fully leveled 4*'s are no longer needed in your party, they can be sold for stones, and multiples can be sold to purchase 5 stars or used as currency toppers in 5 star trades. Stoning and high development of these cards will almost always see a very high loss in initial investment. The depreciation of these is generally highest. Only a few top ace 4* might be worth your while to invest in. For type references to improve the quality of your deck,  refer to the 4* Card Compendium or other resources such as GCX or GCF.

This comprises the bulk of trading cards, knowing card values relative to each other will get you far in the game. These are the several different types of 5 star trading which you might encounter. Knowing how to utilize these trades will allow you to utilize your deck resources efficiently. For type references to improve the quality of your deck,  refer to the 5* Card Compendium or other resources such as GCX or GCF.

Once you've improved your deck enough to a full deck of reborn cards, it might be time to dabble in the ace trading market. These lucrative 5 stars are the most desirable to own, so the price of them will also be much higher than than the best types reborn of the same guardian. Prices for these are usually very difficult to to pinpoint, so successful ace trading is very advanced and will require successful negotiations and feedback from both parties to come to an amicable trade. Knowing values is key since profit and loss margins are high with these trades. When trading for these aces, be on heightened alert for illicit cards as these could put your account at risk (see safe trading compendium)

Battle in the coliseum rewards players with various limited edition cards that can be used exclusively in Veteran, Elite and the new special coliseum.
Great- These bronze-bordered 5 stars often pale in comparison to their mighty and almighty counterparts. As a result, undesirable great cards of poor type might be sold and used as feeder cards when fully leveled.
Mighty- Up to three different  mighty cards can be used in the new veteran coliseum. Powerful silver-bordered mighties with good types often will sell for a very high price as they will be even more powerful than many of the best ace 5 stars.
Almighty- These extremely powerful gold-bordered cards are limited to elite or special coliseum play. Values for these cards can vary extremely wildly. Similar to ace trading, the opportunity for profit or loss is also very high with these cards. The highest tiered and best typed almighties will typically be the most expensive cards to trade for whereas other undesirable almighties with poor types can be traded for rather cheaply. For type references to improve the quality of your deck,  refer to the Almighty Card Compendium or other resources such as GCX or GCF.

There are still a few other forms of trading such as Real Money Trading(RMT), Cross Trading etc. which will not be covered in this guide since it isn't allowed by Square Enix and also in the GuadrianCross-Forums. This guide should help new comers understand the basics of trading and how to acquire a better card deck and thus a better gaming experience through trading.

Guardian Cross is ultimately a trading card game. Part of the fun of the game is working together, for mutually beneficial trades. Though you might make some costly mistakes trading, keep at it, and surely you'll become a much more craftier trader, able to climb to the highest ranks of competition. Have fun with the game, and take time to make some beneficial alliances and friends along the way.

Author : Alanwill                                                  Damage Calculator Tool Author : gc2012

Note: Mobile device users, please use "web or desktop version" to view the formulae correctly. The mobile version has some comparability issues. Sorry for the inconvenience.

Universal Damage Equation : $Damage(\Delta )\text{ }\!\!~\!\!\text{ }=\left[ \left( A|W \right)\text{* }\!\!~\!\!\text{ }\left( \text{ }\!\!~\!\!\text{ }1\text{+k}+B \right)\text{*X} \right]-\left[ \text{ }\!\!~\!\!\text{ }\frac{\left( D|w \right)\text{*}\left( \text{ }\!\!~\!\!\text{ }1+b \right)}{2} \right]$ Universal Tanking Equation : $H=h-(\Delta |M)$

 Legend Δ Damage | OR (Either one at a time only) A Attack of the attacking side W Wisdom of the attacking side D Defense of the defending side w Wisdom of the defending side B Self Buffs of attacking side or DeBuff applied by defending side on the attacking side b Self Buffs of defending side or DeBuff applied by attacking side on the defending side X Elemental Outcome (Critical/Blocked/Normal) k Skill Level Multiplier H HP Remaining of the card after sustaining the damage h Original HP of the card being before sustaining the damage M MP remaining of the card self destructing

 Skill Level ( k ) Skill+1 0.065 Skill+2 0.12 Skill+3 0.25 Skill+4 0.5 Normal Hit 0 Last Stand 0 Quick Strike -0.15
 Elemental Outcome ( X ) Critical Element 1.15 Blocked Element 0.85 Neutral Element/Physical Attack 1
 Buffs/Debuffs( B , b ) Stat+10% 0.1 Stat+20% 0.2 Stat+25% 0.25 Enemy Stat-20% -0.2

Given above are the universal damage and tanking equations. For particular cases, the analysis has been provided below

Physical Damage
Physical Damage is done using Physical+1,2,3,4 skills. For physical attacks, the stat that controls the damage dealt is the "Attack" stat. The Stat that controls the tanking(damage sustaining) ability of the defending card is based on the "Defense" stat. Only Atk and Def buffs/debuffs are applied to the damage equation. Skill Level is mulitplier 'k' is chosen based on the level of the skill from the table above. For all Physical attacks, the Elemental Outcome 'X' is always unity.

Thus,W=0, w=0, X=1

Physical Damage Equation : $\Delta \text{ }\!\!~\!\!\text{ }=\left[ \left( A \right)\text{* }\!\!~\!\!\text{ }\left( \text{ }\!\!~\!\!\text{ }1\text{+k}+B \right)\text{*X} \right]-\left[ \text{ }\!\!~\!\!\text{ }\frac{\left( D \right)\text{*}\left( \text{ }\!\!~\!\!\text{ }1+b \right)}{2} \right]$

If the remaining HP (H) > 0 after sustaining damage, then the card Tanks the attacks and survives. However, if H < 0 then the card is killed.

Elemental Damage
Elemental Damage is done using Elemental+1,2,3,4 skills. For Elemental attacks, the stat that controls the damage dealt is the "Wisdom" stat. The Stat that controls the tanking(damage sustaining) ability of the defending card is also based on the "Wisdom" stat. Only Wis buffs/debuffs are applied to the damage equation. Skill Level is multiplier 'k' is chosen based on the level of the skill from the table above.
For any elemental attack, the element of the offense skill and the innate element of the defending card, play a vital role in determining the outcome of the actual elemental damage dealt.
If the chosen skill element is critical to the innate element of the defending card, the damage is Critical and X=1.15
If the chosen skill element is blocked by the innate element of the defending card, the damage is Blocked and X=0.85
If the chosen skill element is independent of the innate element of the defending card, that is, it is neutral, then X=1

Thus, A=0, D=0

Elemental Damage Equation : $\Delta \text{ }\!\!~\!\!\text{ }=\left[ \left( W \right)\text{* }\!\!~\!\!\text{ }\left( \text{ }\!\!~\!\!\text{ }1\text{+k}+B \right)\text{*X} \right]-\left[ \text{ }\!\!~\!\!\text{ }\frac{\left( w \right)\text{*}\left( \text{ }\!\!~\!\!\text{ }1+b \right)}{2} \right]$

If the remaining HP (H) > 0 after sustaining damage, then the card Tanks the attacks and survives. However, if H < 0 then the card is killed.

Normal Shot/Last Stand
Normal/Last Stand Damage is done without using any skill. For normal attack and Last Stand attack, the stat that controls the damage dealt is the "Attack" stat. The Stat that controls the tanking(damage sustaining) ability of the defending card is based on the "Defense" stat. Only Atk and Def buffs/debuffs are applied to the damage equation. However, the skill level multiplier is fixed at zero. Normal Shot and Last Stand are considered as Physical Attacks

Thus, X=1, k=0

Normal Shot/Last Stand Damage Equation : $\Delta \text{ }\!\!~\!\!\text{ }=\left[ \left( A \right)*\left( \text{ }\!\!~\!\!\text{ }1+B \right) \right]-\left[ \text{ }\!\!~\!\!\text{ }\frac{\left( D \right)\text{*}\left( \text{ }\!\!~\!\!\text{ }1+b \right)}{2} \right]$

If the remaining HP (H) > 0 after sustaining damage, then the card Tanks the attacks and survives. However, if H < 0 then the card is killed.
Normal Shot is used if a card has run out of MP or lacks any damage skills. Last Stand is a chance based skill that may or may not activate upon the death of the card. The damage done by Last Stand is the same as a normal shot.

Quick Strike Damage
Quick Strike Damage is done without using any skill. For Quick Strike attack, the stat that controls the damage dealt is the "Attack" stat. The Stat that controls the tanking(damage sustaining) ability of the defending card is based on the "Defense" stat. No buffs/debuffs are applied to the damage equation. However, the skill level multiplier 'k' is fixed at -0.15. That implies that the attack stat damage is reduced to 0.85 times its original value.

Thus, B=0, b=0, X=1, k=0

Quick Strike Damage Equation : $\Delta \text{ }\!\!~\!\!\text{ }=\left[ \left( A \right)\text{* }\!\!~\!\!\text{ (0}\text{.85)} \right]-\left[ \text{ }\!\!~\!\!\text{ }\frac{\left( D \right)}{2} \right]$

If the remaining HP (H) > 0 after sustaining damage, then the card Tanks the attacks and survives. However, if H < 0 then the card is killed.
Quick Strike always activates as soon as the card enters the battle. It is unavoidable and always successful.

Self Destruct Damage
Self Destruction damage is done using the remaining MP upon the death of the card. The damage dealt is equal to the MP remaining on the card that was killed. Self Destruction is however a chance based skill and its success if not always guaranteed. Self Destruction damage is independent of any buffs/debuffs, skills etc. For Self Destruct, the damage is independent of Δ

Self Destruction Equation : $H=h-M$

If the remaining HP (H) > 0 after sustaining damage, then the card Tanks the attacks and survives. However, if H < 0 then the card is killed.
Self Destruct activates only after the death of the card. If the last card in the deck has Self destruct which activates and kills the card of your opponents deck as well, then you automatically win the battle.