Speed & Action Order (Action Value)
Who moves first, how many turns you get, and whether swapping one relic gains or loses a turn.
This tool only models speed and action order. It does not compute damage and cannot read your full relic inventory.
Nothing added yet — the table below uses base speed.
Copied — the link contains NO UID or account data.
⚠ Result truncated at the simulation cap — the turn counts below are a LOWER BOUND.
| Character | Total SPD | Turns | Next breakpoint |
|---|
Enter the SPD difference of the piece you would swap (e.g. +5.2 or −4.3) and see which turn you gain or lose.
Where these numbers come from
GameVika has no official source publishing the Action Value formula — every turn count here comes from a community model.
Text shown inside the game (we have not measured it ourselves)
- SPD is a stat shown on the character screen, displayed with one decimal place.
- In-game skill text uses the wording “Advances Forward by X%” / “Delays by X%”.
- Memory of Chaos / Pure Fiction count in cycles and have a cycle limit.
Community model (labelled as such, not official numbers)
- Action Value per turn = 10000 / SPD.
- Total AV at the end of cycle n = 150 + 100×(n−1).
- Turns = floor(total AV × SPD / 10000); there is no free action at AV = 0.
- SPD% is summed and applied to BASE SPD, then flat SPD is added: spd = base × (1+Σ%) + Σflat, floored to one decimal.
- “Advance X%” subtracts X% × (10000/SPD) from the remaining AV (floor 0); “Delay X%” adds it.
- Equal AV: the higher SPD acts first, then input order — a GameVika DISPLAY CONVENTION.
Not supported yet (no locked source — we do not guess)
- The official tie-break rule when two units have equal AV.
- Multiple waves and any action-bar reset between waves.
- The upper cap of the action gauge when a unit is delayed.
- Extra turns / actions that cost no AV.
- Enemy SPD already scaled by floor.
- Deriving base SPD backwards from an already-displayed % buff.
- Summons with their own action bar (Numby, Lightning Lord…).
- Energy / Ultimate-regeneration mechanics.