In case you're curious as to the order in which all the battle effects are applied, here it is:
Life Cycle Pics/Stats are shown
Attacks are chosen
Advantage is calculated (based on paper rock scissors)
Base damage is rolled off of the Plunge table and if there's an advantage, that person's damage is increased by 40%
Critical hits are checks and, if successful, rolled
Risk attacks are checked and damage of the person with advantage is modified by 35% for each risk attack used (these are additive, so two risk attacks translates to a 70% increase)
Links are checked for use/success
Blade Arts are selected (if links didn't succeed)
The Blade Art effects are added
Injuries are checked
The pass is displayed and damage is shown (blade art effects and injuries are shown here as well)
Miscellaneous end plunge functions are run, including:
Damage is subtracted
Continue/Victory/Tie is determined
Slot Plug values are subtracted
FP is added (only if no link attack was used)
Finishers are set/unset
Stats <0 become 0
About FP Gain: Both fighters start that battle with 1 FP.
Each fighter gains 4 FP per turn (this is contrary to what the WGB says)
Risk attacks cost 2 FP, but you still gain FP after using them.
Link attacks cost X FP, but you don't gain FP after using them (so links effectively cost X + 4 FP... kinda high)
Suggestion: Make FP gain an increasable skill. Start out with an FP gain rating of 15 (yields 3 FP per turn). Then, a rating of 16 would be (3 FP + 20% chance of another FP). A rating of 18 would be (3 FP + 60% chance of another FP). A rating of 20 would be (4 FP).
