Capability Awakening raises Acquired Potential. The allowance expression determines a milestone-based budget, while a separate reset expression calculates an extra material cost above level 60. Their stat-system callers identify these roles; they are not two interchangeable point totals.
What Potential changes
Capability Awakening spends materials to raise Acquired Potential. Innate Potential and Acquired Potential are different sources of points; the stat calculation reads a combined Potential input, including applicable extra additions.
Two effects must be kept separate:
ordinary_growth_factor = 1 + 0.008 × Potential
four_point_bonus = 0.04 × floor(Potential ÷ 4)
The first is the 0.8% per-point term inside ordinary stat growth. The second adds 4% to the corresponding stat's percentage-bonus channel for each complete four points. All six main stats have the four-point conversion: HP, ATK, P.DEF, M.DEF, REGEN and BREAK.
This second effect is configured outside the main formula collection. Looking only at those formulas missed it.
Which points count?
The inspected stat-processing path passes combined Potential to the four-point conversion. It is not simply a count of the points you most recently purchased through Awakening. Stored Potential and applicable extra additions both matter at that stage.
For example, increasing that combined input from 7 to 8 crosses a four-point boundary; increasing it from 8 to 9 does not. Whether a particular temporary or equipment effect contributes must still be checked at its own input path.
A comparison without other stat bonuses
In an isolated model with no other percentage or flat bonuses, and before integer rounding:
relative_stat = ordinary_growth_factor × (1 + four_point_bonus)
| Combined Potential | Growth factor | Four-point bonus | Relative stat |
|---|---|---|---|
| 0 | 1.000 | 0% | 1.00000 |
| 4 | 1.032 | 4% | 1.07328 |
| 7 | 1.056 | 4% | 1.09824 |
| 8 | 1.064 | 8% | 1.14912 |
| 12 | 1.096 | 12% | 1.22752 |
| 16 | 1.128 | 16% | 1.30848 |
| 20 | 1.160 | 20% | 1.39200 |
Acquired Potential allowance
The stat system supplies level, evolution stage and Resonance tier to the allowance expression.
Milestone point allowancePOINTS-01
allowance = min(120, floor(Resonance_points + evolution_points + level_points))
usable_allowance = min(allowance, remaining_capacity), with a lower bound of 0
Add the Resonance, evolution and level terms, floor the sum and cap it at 120. Resonance tiers 1–4 add zero, tier 5 adds 5, tier 6 adds 13 and tier 7 adds 25; unsupported tier indices add zero. Evolution-stage positions 1–4 each add 5. The stat-system caller then limits the allowance by the remaining capacity across all six stats.
| Level reached | Additional points | Cumulative points |
|---|---|---|
| 45 | 5 | 5 |
| 55 | 10 | 15 |
| 60 | 10 | 25 |
| 65 | 12 | 37 |
| 70 | 15 | 52 |
Awakening materials
Material costs advance with the number of learned Acquired Potential points in the selected stat. Innate Potential does not move that material-cost index. The caller converts the requested total increase into the corresponding learned-point interval.
| Learned point being acquired | Material | Cost for each point in that range |
|---|---|---|
| 1–4 | Star Dust | 1, 2, 3, 4 |
| 5–8 | Star Sand | 1, 2, 3, 4 |
| 9–13 | Starcryst Essence | 1, 2, 3, 4, 5 |
| 14–20 | Starcryst Essence | 5 each |
The arithmetic cost from zero to twenty learned points in one stat is 10 Star Dust, 10 Star Sand and 50 Starcryst Essence. That is a material schedule, not proof that an arbitrary Aniimo can add twenty points: innate/stored Potential, level gates, the shared allowance and remaining stat capacity restrict what can be purchased.
Resetting above level 60
A separate reset-cost calculation uses the number of Starcryst Essence units in the refund.
Extra Capability Reset CardsPOINTS-02
extra_reset_cards = max(refundable_Starcryst_Essence − 15, 0)
For a reset above level 60, the caller counts the Starcryst Essence in the refund and supplies that count here. The expression ignores its other two count inputs. This is the extra Capability Reset Card count, not the complete reset price. The base cost is 200,000 Credits up to level 60, or 500,000 Credits above it.
Worked example
At level 65, supported evolution stage 1 and Resonance tier 6, the allowance is 37 + 5 + 13 = 55 before the remaining-capacity limit. At level 70 with Resonance tier 7 it is 52 + 5 + 25 = 82. A reset refund containing 20 Starcryst Essence requires 5 extra Capability Reset Cards in the above-level-60 branch.
The allowance caller and reset-cost caller are identified. Not every per-stat spending gate or current live restriction is enumerated here. Unsupported stage indices are not evidence of future upgrades.