Difference between revisions of "Effects"

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<center>''"Oh no! You're poisoned, Sempai! You should heal yourself!"''</center><br>
 
<center>''"Oh no! You're poisoned, Sempai! You should heal yourself!"''</center><br>
  
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==Elemental Resist Manipulation==
 
==Elemental Resist Manipulation==
 
These tags temporarily change elemental resists or weaknesses.<br>
 
These tags temporarily change elemental resists or weaknesses.<br>
*'''<ELEMENT> Wall (<ELEMENT>WALL)''': Sets resist to Strong. No effect if resist already Strong or better.
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*'''ELEMENT Wall (ELEMENTWALL)''': Sets resist to Strong. No effect if resist already Strong or better.
*'''<ELEMENT> Break (<ELEMENT>BREAK)''': Sets resist to Neutral. No effect if resist already Neutral or worse.
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*'''ELEMENT Break (ELEMENTBREAK)''': Sets resist to Neutral. No effect if resist already Neutral or worse.
  
  
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*'''Area (AREA)''': Up to three targets may be affected. Accuracy for each target, however, is lowered.
 
*'''Area (AREA)''': Up to three targets may be affected. Accuracy for each target, however, is lowered.
 
**''Example'': Heat Wave
 
**''Example'': Heat Wave
*'''<ELEMENT>split (<ELEMENT>SPLIT)''': Half of the damage is the original element, half is the tagged element. Effect chances operate off of the original element, but the damage is resisted separately. May not be paired with Doublehit or Triplehit. May not be used with Heal element.
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*'''<ELEMENT>split (<ELEMENT>SPLIT)''': Half of the damage is the original element, half is the tagged element. Effect chances operate off of the original element, but the damage is resisted separately. May not be paired with Doublehit or Triplehit. May not be used with Heal element. ELEMENT Amp and ELEMENT Boost passives have no effect on this tag's accuracy or damage.
 
**''Example'': Heavy Rain
 
**''Example'': Heavy Rain
*'''Doublehit (DOUBLEHIT)''': Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits. May not be paired with Triplehit or <ELEMENT>Split. May not be used with Heal element.
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*'''Doublehit (DOUBLEHIT)''': Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits. May not be paired with Triplehit or <ELEMENT>Split. May not be used with Heal element.  
 
**''Example'': Double Fangs
 
**''Example'': Double Fangs
 
*'''Triplehit (TRIPLEHIT)''': Damage is split in three, and each segment of the attack has a separate chance to hit and crit. Three possible hits. May not be paired with Doublehit or <ELEMENT>Split. May not be used with Heal element.
 
*'''Triplehit (TRIPLEHIT)''': Damage is split in three, and each segment of the attack has a separate chance to hit and crit. Three possible hits. May not be paired with Doublehit or <ELEMENT>Split. May not be used with Heal element.
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*'''SPdrain (SPDRAIN)''': drains some SP from the defender and grants it to the attacker. This amount is capped by the amount of SP the attacker is currently missing.
 
*'''SPdrain (SPDRAIN)''': drains some SP from the defender and grants it to the attacker. This amount is capped by the amount of SP the attacker is currently missing.
 
**''Example'': Spirit Drain
 
**''Example'': Spirit Drain
 
  
 
==Miscellaneous==
 
==Miscellaneous==
 
*'''Curse (CURSE)''': Ailment chance up. (ex. Fear1 becomes Fear2)
 
*'''Curse (CURSE)''': Ailment chance up. (ex. Fear1 becomes Fear2)
 
*'''Tetraja (TETRAJA)''': Ailment chance down (ex. Fear2 to Fear1)
 
*'''Tetraja (TETRAJA)''': Ailment chance down (ex. Fear2 to Fear1)
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*'''Crit Up (CRITUP)''': Critical hit chance up.
 
*'''Chance (CHANCE)''': Random buff (Tarukaja, Sukukaja, Rakukaja, Tetraja, Critup, Patra, Nervundi)
 
*'''Chance (CHANCE)''': Random buff (Tarukaja, Sukukaja, Rakukaja, Tetraja, Critup, Patra, Nervundi)
 
*'''Random (RANDOM)''': Random ailment (Poison, Exhaustion, Enervation, Illusion, Charm, Exhaustion, Rage, Fear)
 
*'''Random (RANDOM)''': Random ailment (Poison, Exhaustion, Enervation, Illusion, Charm, Exhaustion, Rage, Fear)
*'''Tetrakarn (TETRAKARN)''': Reflects one physical attack that would otherwise hit during the duration. Does not reflect Almighty attacks.
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*'''Tetrakarn (TETRAKARN)''': Reflects partial damage from a physical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty attacks or Primal abilities.
*'''Makarakarn (MAKARAKARN)''': Reflects one magical attack that would otherwise hit during the duration. Does not reflect Almighty spells.
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*'''Makarakarn (MAKARAKARN)''': Reflects partial damage from a magical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty spells or Primal abilities.
 
*'''Light DOT (LDOT)''': Light-element damage over time. Undispellable. Not available for use in Customs or Specials.
 
*'''Light DOT (LDOT)''': Light-element damage over time. Undispellable. Not available for use in Customs or Specials.
 
*'''Dark DOT (DDOT)''': Dark-element damage over time. Undispellable. Not available for use in Customs or Specials.
 
*'''Dark DOT (DDOT)''': Dark-element damage over time. Undispellable. Not available for use in Customs or Specials.
 
*'''Self (SELF)''': This attack can only be used on oneself.
 
*'''Self (SELF)''': This attack can only be used on oneself.
 
*'''Free (FREE)''': This attack costs no SP.
 
*'''Free (FREE)''': This attack costs no SP.
*'''Swift (SWIFT)''': This attack does not use your turn, allowing you to take another action immediately.
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*'''Swift (SWIFT)''': This attack does not use your turn, allowing you to take another action immediately. Swift attacks may not be paired with the area tag. Two swift attacks may not be used consecutively. Swift attacks may not be paired with +ex/onemore.
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*'''Unlock (UNLOCK)''': This attack requires the use of five meter in addition to the SP cost. Mandatory for Severe-level custom-abilities on Ultimate Personas. It may not be used with anything else.
 
*'''Inaccurate (INACCURATE)''': This attack counts as two power levels higher, for the purpose of accuracy calculations. Civilian moves only.
 
*'''Inaccurate (INACCURATE)''': This attack counts as two power levels higher, for the purpose of accuracy calculations. Civilian moves only.
 
*'''Civilian (CIV)''': This attack counts as two power levels lower, for the purpose of damage calculation. Allows an attack to go below power level 1. Civilian moves only.
 
*'''Civilian (CIV)''': This attack counts as two power levels lower, for the purpose of damage calculation. Allows an attack to go below power level 1. Civilian moves only.
 
  
 
==Spotter-Only Tags==
 
==Spotter-Only Tags==
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*'''Weakness Block (WBLOCK)''': Blocks the target's elemental weaknesses from being scanned.
 
*'''Weakness Block (WBLOCK)''': Blocks the target's elemental weaknesses from being scanned.
 
*'''SP Recovery (SPREC)''': Heals a small amount of the target's SP over time.
 
*'''SP Recovery (SPREC)''': Heals a small amount of the target's SP over time.
 
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[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Latest revision as of 03:52, 5 July 2015

Contents

"Oh no! You're poisoned, Sempai! You should heal yourself!"

[edit] Overview

Effect tags are basically additions to an attack (or sometimes the entire purpose of one). Any attack that does something other than or as well as raw instant damage has an effect.

Status effects do not always work. First, the attack can miss as normal (although Ailment and Recovery-type attacks don't miss, so dedicated debuffs and positive statuses are less prone to this). Second, each effect has one of three effectiveness ratings. This effectiveness only changes how often the status is added.

Low Odds (Represented by a 1) effects activate about 40% of the time the attack hits. They cost very little to add.

Medium Odds (Represented with a 2) effects activate about 70% of the time that the attack hits. They are fairly reliable. They cost a little more and are more expensive for higher level attacks to add.

High Odds (Represented by a 3) effects always activate if the attack hits. Their cost is very dependent on the power of the attack. Attacks with a power level of 0 with High Odds effects to try to keep the cost down are allowed, and have many examples in canon.

Resisting the element to which the status effect is attached reduces the effective 'odds' of the attack. Resisting drops it by 1 (so if you resist Fire, you can never gain the Burn effect if someone casts Agilao on you, for example). Being weak against the element, in contrast, increases the 'odds' of the attack by 1. Certain buffs and debuffs (Tetraja and Curse, for example) also play a role in how much an effect is applied or not; their effect is an amount less than 1, but still reasonably significant.

Most status effects last for four turns unless removed. Others have a one-time effect. Re-adding the status effect resets the counter; it does not make you suffer it twice or add the durations.

[edit] Effects List

[edit] One-Turn Tags

These tags last for one turn. Once applied to you, they linger until the next time you +round, at which point they expire; as such, they will generally only be in effect for your next attack. They are usually found attached to elemental spells or physical moves.

[edit] Physical Tags

  • SLS: Center (CENTER): Defense up
    • Example: Fatal End
  • PRC: Focus (FOCUS): Accuracy up
    • Example: Triple Down
  • STR: Momentum (MOMENTUM): Damage up
    • Example: Kill Rush

[edit] Elemental Tags

  • FIR: Burn (BURN): Additional damage, healing taken reduced.
    • Example: Agilao
  • WTR: Soak (SOAK): Damage down
    • Example: Aquadyne
  • WND: Dizzy (DIZZY): Accuracy down
    • Example: Magarula
  • EAR: Stone (STONE): Defense down
    • Example: Magnara
  • ICE: Freeze (FREEZE): More likely to be crit
    • Example: Bufu
  • ELC: Shock (SHOCK): More likely to be hit
    • Example: Zionga
  • NCL: Fallout (FALLOUT): Greater chance to have an ailment apply
    • Example: Freidyne
  • GRV: Weight (WEIGHT): SP costs up
    • Example: Gryva
  • REC: Energy (ENERGY): Damage up
    • Example: Diarama
  • LGH: Boost (BOOST): One-time SP recovery (small)
    • Example: Hama
  • DRK: Scourge (SCOURGE): One-time SP damage (small)
    • Example: Mudoon


[edit] Ailments

[edit] Mind

These tags are attached to spells that cripple the mind.

  • Rage (RAGE): Weapon attacks significantly more powerful, defense significantly down
    • Example: Balzac
  • Fear (FEAR): Crit chance against you up
    • Example: Evil Smile
  • Panic (PANIC): You take damage based on the level of attack used, whenever executing a move that is not a weapon attack or special
    • Example: Pulinpa
  • Illusion (ILLUSION): Accuracy down, phys/weapon and magical defenses (PDEF AND MDEF) reversed
    • Example: Illuzone

[edit] Nerve

These tags are attached to spells that cripple the body.

  • Charm (CHARM): Evasion down, Physical and Magical attack power reversed (PATK/WATK and MATK)
    • Example: Marin Karin
  • Enervation (ENERVATION): All stats down
    • Example: Old One
  • Poison (POISON): HP damage over time, physical defense slightly down
    • Example: Poisma
  • Exhaustion (EXHAUSTION): SP damage over time, magic defense slightly down
    • Example: Soul Break


[edit] Ailment Cleanses and Buff Purges

These tags remove ailments and buffs.

  • Patra (PATRA): Removes Mind ailments.
  • Nervundi (NERVUNDI): Removes Nerve ailments.
  • Amrita (AMRITA): Removes all ailments.
  • Dekunda (DEKUNDA): Removes the -unda debuffs, Element Breaks, and Curse.
  • Dekaja (DEKAJA): Removes the -aja buffs, Element Walls, and Critup.


[edit] Stat Manipulation

These tags operate to temporarily increase or decrease your stats.

[edit] Stat Bonus

  • Tarukaja (TARUKAJA): Attack up (phys and mag)
  • Sukukaja (SUKUKAJA): Accuracy/dodge up
  • Rakukaja (RAKUKAJA): Defense up (phys and mag)

[edit] Stat Penalty

  • Tarunda (TARUNDA): Attack down (phys and mag)
  • Sukunda (SUKUNDA): Accuracy/dodge down
  • Rakunda (RAKUNDA): Defense down (phys and mag)


[edit] Elemental Resist Manipulation

These tags temporarily change elemental resists or weaknesses.

  • ELEMENT Wall (ELEMENTWALL): Sets resist to Strong. No effect if resist already Strong or better.
  • ELEMENT Break (ELEMENTBREAK): Sets resist to Neutral. No effect if resist already Neutral or worse.


[edit] Attack Modification Tags

Tags that modify physical moves.

  • Area (AREA): Up to three targets may be affected. Accuracy for each target, however, is lowered.
    • Example: Heat Wave
  • <ELEMENT>split (<ELEMENT>SPLIT): Half of the damage is the original element, half is the tagged element. Effect chances operate off of the original element, but the damage is resisted separately. May not be paired with Doublehit or Triplehit. May not be used with Heal element. ELEMENT Amp and ELEMENT Boost passives have no effect on this tag's accuracy or damage.
    • Example: Heavy Rain
  • Doublehit (DOUBLEHIT): Damage is split in two, and each segment of the attack has a separate chance to hit and crit. Two possible hits. May not be paired with Triplehit or <ELEMENT>Split. May not be used with Heal element.
    • Example: Double Fangs
  • Triplehit (TRIPLEHIT): Damage is split in three, and each segment of the attack has a separate chance to hit and crit. Three possible hits. May not be paired with Doublehit or <ELEMENT>Split. May not be used with Heal element.
    • Example: Torrent Shot
  • Ailedatk (AILEDATK): Damage up when you have an ailment.
    • Example: Weary Thrust
  • Lowhpatk (LOWHPATK): Damage up when your HP is low.
    • Example: Zan-ei
  • Knockdownatk (KNOCKDOWNATK): Damage up when the target was knocked down for the attack. (Knockdown inflicted as a result has no effect on this tag.)
    • Example: Cruel Attack
  • HPdrain (HPDRAIN): drains some HP from the defender and grants it to the attacker.
    • Example: Life Drain
  • SPdrain (SPDRAIN): drains some SP from the defender and grants it to the attacker. This amount is capped by the amount of SP the attacker is currently missing.
    • Example: Spirit Drain

[edit] Miscellaneous

  • Curse (CURSE): Ailment chance up. (ex. Fear1 becomes Fear2)
  • Tetraja (TETRAJA): Ailment chance down (ex. Fear2 to Fear1)
  • Crit Up (CRITUP): Critical hit chance up.
  • Chance (CHANCE): Random buff (Tarukaja, Sukukaja, Rakukaja, Tetraja, Critup, Patra, Nervundi)
  • Random (RANDOM): Random ailment (Poison, Exhaustion, Enervation, Illusion, Charm, Exhaustion, Rage, Fear)
  • Tetrakarn (TETRAKARN): Reflects partial damage from a physical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty attacks or Primal abilities.
  • Makarakarn (MAKARAKARN): Reflects partial damage from a magical attack that would otherwise hit during the duration. Added effects on the attack will always reflect. Does not reflect Almighty spells or Primal abilities.
  • Light DOT (LDOT): Light-element damage over time. Undispellable. Not available for use in Customs or Specials.
  • Dark DOT (DDOT): Dark-element damage over time. Undispellable. Not available for use in Customs or Specials.
  • Self (SELF): This attack can only be used on oneself.
  • Free (FREE): This attack costs no SP.
  • Swift (SWIFT): This attack does not use your turn, allowing you to take another action immediately. Swift attacks may not be paired with the area tag. Two swift attacks may not be used consecutively. Swift attacks may not be paired with +ex/onemore.
  • Unlock (UNLOCK): This attack requires the use of five meter in addition to the SP cost. Mandatory for Severe-level custom-abilities on Ultimate Personas. It may not be used with anything else.
  • Inaccurate (INACCURATE): This attack counts as two power levels higher, for the purpose of accuracy calculations. Civilian moves only.
  • Civilian (CIV): This attack counts as two power levels lower, for the purpose of damage calculation. Allows an attack to go below power level 1. Civilian moves only.

[edit] Spotter-Only Tags

  • Resist Scan (RSCAN): Reveals the target's elemental resistances.
  • Weakness Scan (WSCAN): Reveals the target's elemental weaknesses.
  • Resist Block (RBLOCK): Blocks the target's elemental resistances from being scanned.
  • Weakness Block (WBLOCK): Blocks the target's elemental weaknesses from being scanned.
  • SP Recovery (SPREC): Heals a small amount of the target's SP over time.
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