Notes

1 Moogle - 1000 3 Moogle - 3500 5 Moogle - 12200 6 Moogle - 32000

Moogle Book of Prophecies medals

https://www.reddit.com/r/KingdomHearts/comments/4k6g1y/khux_spending_66000_jewels_in_a_character/ https://www.reddit.com/r/KingdomHearts/comments/4k7q82/khux_520_time_to_goof_off/ http://kh13.com/forum/topic/96070-official-wiki-planning-discussion-thread/page-3 http://www.khunchainedx.com/wiki/Daily_Challenge:_Jewels_%2805/20/16%29 http://digimon.wikia.com/wiki/Yuko_Mizutani?curid=52470&diff=419880&oldid=400446 http://www.khwiki.com/index.php?title=Dodge_Slash&curid=18073&diff=702128&oldid=683161

Mission Template

Instead of lazily creating pages by copy pasting the text from the old mission pages, why don't you just use the mission template? http://www.khunchainedx.com/wiki/Template:InfoMissionKHUX Kikuhime (talk) 18:54, 9 May 2016 (PDT)Kikuhime

Medals Template

I was looking over this and still have some questions and/or suggestions regarding the stats.

  1. Calculating the attack/defense stats is a great idea, I'll try to get the values for each level with the JP version since leveling up only one level is quite costly and I don't have that munny in the NA version yet. Do you already have a spreadsheet for this? It seems that stat progression and exp consumption are different for each rarity range.
  2. Putting the damage/ability multiplier on the page for the attack itself and not in medal info box is fine I guess. What's clear is that once you can fuse duplicates with a medal you can get the ability multiplier for the higher rarities. You have to see it this way: Each rarity has an ability multiplier, at 3 stars you can fuse another medal which give the 4 star multiplier, at 4 stars you can fuse two medals which give the 5 star and 6 star multiplier, at 5 stars you can fuse three medals which give the 6 star, 6 star+1 and 6 star+2 multiplier and so on and so forth. The only abilities with different target modes (and therefor cost and ability multipliers) are currently "Reset", "Protect Down" and "Strength Boost" in the NA version.
  3. EXP from a medal with the same attribute is increased by 1.5, EXP from a duplicate medal with an additional 1.5 (meaning 2.25 in total, always rounded down). I don't know how experience from an already leveled medal is transferred exactly, it doesn't make much sense to me. The value seems to be depended on the medal's rarity and level but not the actual exp it already has. You should also check out this data here.
  4. The sell price is fixed for most medals, here is a small table. Every attack medal's level adds another 30 munny to the sell price, every filled ability multiplier slot sells for one Avatar Coin.
Attack Medals Attack Medals EXP medals Other
Rarity EXP Sell price EXP Sell price
★1 30 90 260 90
1000 (Moogle)
★2 40 120 N/A 120
★3 70 210 1400 210
3500 (Moogle)
★4 100 360 N/A 360
★5 400 12200[?] 5210
5150 (Scrooge)
450
122000 (Moogle)
★6 15210 32000[?] 15210
15150 (Scrooge)
68445 (Triple)
800
32000 (Moogle)

Are you planning to tab the medals that are different in the NA and JP version (only Nick and Judy so far). --ShardofTruth (talk) 07:24, 15 May 2016 (PDT)

I just noticed another thing about EXP. You don't necessarily have to use a duplicate to get the other 1.5 exp bonus, it will work on all medals that have the same ability. For example leveling up Pence with Olette (or vice versa) will give you a 1.5 bonus even though they don't have the same attribute.
If an ability is the same for different medals nothing seems to differ, not the multiplier, gauge cost or the description for the various levels.
As for the ability multiplier: It only changes when you evolve the medal to a higher rarity or fuse with a duplicate to fill a dot. It's heavily tied to the ability of the medal but I think it can be determined once you knoww at least two multipliers to get the increment. Here are five examples:
Rarity Blizzard Raid Thunder Raid Fire Raid Sonic Break min Sonic Break max Curaga
★1 1,35 1,54 1,75 1,89 2,93 N/A
★2 1,37 0,02 1,57 0,03 1,79 0,04 1,92 0,03 2,96 0,03 N/A
★3 1,39 0,02 1,6 0,03 1,83 0,04 1,95 0,03 2,99 0,03 1,39
★4 1,41 0,02 1,63 0,03 1,87 0,04 1,98 0,03 3,02 0,03 1,41 0,02
★5 1,43 0,02 1,66 0,03 1,91 0,04 2,01 0,03 3,05 0,03 1,43 0,02
★6 1,47 0,04 1,72 0,06 1,99 0,08 2,07 0,06 3,11 0,06 1,47 0,04
★6+1 1,51 0,04 1,78 0,06 2,07 0,08 2,13 0,06 3,17 0,06 1,51 0,04
★6+2 1,55 0,04 1,84 0,06 2,15 0,08 2,19 0,06 3,23 0,06 1,55 0,04
★6+3 1,59 0,04 1,9 0,06 2,23 0,08 2,25 0,06 3,29 0,06 1,59 0,04
★6+5 1,63 0,04 1,96 0,06 2,31 0,08 2,31 0,06 3,35 0,06 1,63 0,04
★6+6 1,67 0,04 2,02 0,06 2,39 0,08 2,37 0,06 3,41 0,06 1,67 0,04

As you can see the increment simply doubles from rarity 6 onwards. Some multipliers have a lower and an upper limit but the growth is the same. --ShardofTruth (talk) 02:49, 16 May 2016 (PDT)