Difference between revisions of "Effects"

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Effects 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.
 
Effects 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 Healing-type attacks don't miss, so 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.
+
Status effects do not always work. First, the attack can miss as normal (although Recovery-type attacks don't miss, so 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. Luck also plays a role in how much an effect is applied or not.
  
Low Odds (Represented by a 1) effects activate one third of the time that the attack hits. They cost very little to add, and it's a flat value; it costs the same to make a 3 attack Low Odds as an 8. They're nice perks but you can't count on them.
+
Low Odds (Represented by a 1) effects activate about 40% of the time the attack hits. They cost very little to add, and it's a flat value; it costs the same to make a 3 attack Low Odds as an 8. They're nice perks but you can't count on them.
  
Medium Odds (Represented with a 2) effects activate two thirds of the time that the attack hits. They cost a little more and are more expensive for higher level attacks 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. 0 attacks with High Odds effects to try to keep the cost down are allowed, and have many examples in canon.
+
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 a status effect reduces the effective 'odds' of the attack. Resisting drops it by 1 (so if you resist Fire, a Fire attack with DOT1 can't ever add the effect). Resistances are cumulative, and count across multiple elements. This means that if you have a double resistance and a normal resistance to a dual-type attack, you will not receive the status except in unusual circumstances. Resisting a status effect does not help with the instant effect four; Area, Dekaja and Dekunda cannot be stopped in this way, and Draining's effectiveness is reduced if you would take less damage from the attack.
+
Two factors modify these odds. Resisting a status effect 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).
 +
Furthermore, the luck of one's opponent can modify the chances up or down significantly; all negative effects have a greater chance of success against unlucky characters, while the opposite is true of positive effects. Consider the best use of such abilities carefully.
  
All status effects last for three turns unless removed. Re-adding the status effect resets the counter; it does not make you suffer it twice or add the durations.
+
Most status effects last for three 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.
  
 
=Effects List=
 
=Effects List=
==Attack Effects==
+
==NegativeEffects==
  
*'''Damage Over Time (DOT):''' Deals damage over time based on the target's maximum health each round.
+
*Poison: Deals damage over time based on the target's maximum HP each round.
**''Examples:'' Poison, On Fire
+
**Example: Poisma, Poison Mist
  
*'''Heal Over Time (HOT):''' Restores health based on the target's maximum HP each round.
+
*Exhaustion: Deals damage over time based on the target's maximum SP each round.
**''Examples:'' Diamai
+
**Example: Soul Break, Anima Freeze
  
*'''Magic Cost Up (MAGCOST):''' Your Magic abilities cost more SP to use.
+
*Panic: The targets abilities cost more to use.
**''Example:'' Silence
+
**Example: Pulinpa, Tentarafoo
  
*'''Physical Cost Up (PHYSCOST):''' Exactly like Magic Cost Up except it applies to physical abilities.
+
*Fear: The damage the target deals is decreased and chance of someone else landing a critical hit on them rises.
**''Example:'' Paralyze
+
**Example: Evil Touch, Evil Smile
  
*'''STAT Up (<stat>UP):''' Increases the target's STAT.
+
*Enervation: All stats are slightly decreased.
**''Examples:'' Makakaja, Rakukaja, etc.
+
**Example: Enervation, Old One
  
*'''STAT Down (<stat>DOWN):''' Decreases the target's STAT.
+
*Illusion: The damage the target deals is decreased and their accuracy is lowered.
**''Examples:'' Tarunda, Sukunda
+
**Example: Illuzone, Sexy Dance
  
*'''ELEMENT Break (<element>BREAK):''' Target's resistance to the given element is reduced by 1 level. (Double Resist becomes Resist, Resist becomes normal, normal becomes Weak).
+
*ELEMENT Break (<element>BREAK): Target's resistance to the given element is reset to neutral. This also works against element nullifications, absorbs or reflections.
**''Examples:'' Ice Break, Element Zero
+
**Example: Ice Break, Fire Break
  
*'''ELEMENT Wall (<element>WALL):''' Target's resistance to the given element is increased by 1 level.
+
*-nda (-NDA): Decreases the target's stats, as applicable. Tarunda decreases Strength and Magic, Rakunda decreases Vitality, Sukunda decreases hit rate and dodge rate.
**''Example:'' Yellow Wall
+
**Examples: Tarunda, Rakunda, Sukunda
  
*'''Cursed (CURSE):''' Status effects have an odds boost of +1 level against this target.
+
*Cursed (CURSE): Status effects have a percentage increase of effectiveness against the target.
**''Example:'' Stagnant Air
+
**Example: Foul Breath, Stagnant Air
  
*'''Inaccurate (INACCURATE):''' Target's attacks have a penalty to hit.
+
*Weaken (LOWWEAKEN/WEAKEN/HIGHWEAKEN): Has a chance of reducing HP by a significant fraction. Percentage dealt varies depending on the variety of Weaken.
**''Example:'' Blind
+
**Example: Hama, Vital Thrust, Die For Me!
  
==Special Attack Effects==
+
*Drain (DRAIN): This attack steals a portion of the target's HP and gives it to the user.
 +
**Example: Life Drain
  
There are four special Effects. Two of these use the 'odds' value differently. The other two directly affect what Effects are active and do not last for multiple rounds.
+
==Positive Effects==
  
*'''Area:''' This attack can hit multiple people.
+
*Tetraja (TETRAJA): Protects against a single Weaken effect.
**''Power 1:'' This attack divides its damage equally between all targets.
+
**Example: Tetraja
***''Example:'' none
+
**''Power 2:'' This attack chooses a random number between dividing its damage equally and its full damage, on each target.
+
***''Examples:'' Fire Breath, Deathbound
+
**''Power 3:'' This attack deals full damage to each target.
+
***''Example:'' Mabufudyne
+
  
*'''Draining:''' This attack heals you for a portion of the damage it deals.
+
*Amrita (AMRITA): Removes all ailments.
**''Power 1:'' This attack heals you for 1/4 of the damage it deals.
+
**Example: Refresh Ring, Amrita
**''Power 2:'' This attack heals you for 1/3 of the damage it deals.
+
**''Power 3:'' This attack heals you for 1/2 of the damage it deals.
+
  
*'''Dekaja:''' This attack removes positive effects from the target. Positive effects are defined as Heal Over Time, STAT Up, and ELEMENT Wall.
+
*Patra (PATRA): Removes Fear and Panic.
**''Example:'' Dekaja
+
**Example: Patra, Me Patra
  
*'''Dekunda:''' This attack removes negative effects from the target. Negative effects are defined as Damage Over Time, Magic Cost Up, Physical Cost Up, STAT Down, ELEMENT Break, Cursed, and Inaccurate.
+
*Posumudi (POSUMUDI): Removes Poison.
**''Example:'' Amrita, Dekunda
+
**Example: Posumudi, Cleanse
 +
 
 +
*Nervundi (NERVUNDI): Removes Enervation and Exhaustion.
 +
**Example: Nervundi, Energy Shower
 +
 
 +
*Charmdi (CHARMDI): Removes Illusion.
 +
**Example: Charmdi, Clarify
 +
 
 +
*Dekunda (DEKUNDA): Removes -nda effects and break effects.
 +
**Example: Purge, Dekunda
 +
 
 +
*Dekaja (DEKAJA): Removes -kaja effects and wall effects.
 +
**Example: Scour, Dekaja
 +
 
 +
*ELEMENT Wall (<element>WALL): Target's resistance to the given element is increased by 1 level. This effect is not cumulative and does not add to pre-existing resistances.
 +
**Example: Green Wall, White Wall
 +
 
 +
*-kaja (-KAJA): Increases the target's stats, as applicable. Tarukaja increases Strength and Magic, Rakukaja increases Vitality, Sukukaja increases hit rate and dodge rate.
 +
**Example: Tarukaja, Rakukaja, Sukukaja
 +
 
 +
*Makarakarn/Tetrakarn (MAKARAKARN/TETRAKARN): Respectively reflect a single magical attack or a single physical attack. Excludes almighty.
 +
**Example: Makarakarn, Tetrakarn
 +
 
 +
*Power Charge/Mind Charge (POWERCHARGE/MINDCHARGE): Next turn, respectively, a physical attack or a magical attack can deal significant extra damage. This extra boost is wasted if not used.
 +
**Example: Power Charge, Mind Charge
 +
 
 +
*Critical Rate Up (CRITUP): Critical effect rate is raised.
 +
**Example: Revolution
 +
 
 +
==Attack Modifiers==
 +
 
 +
*Freeze (FREEZE): Critical hit chance against the target is raised until the next hit. Typically attached to icy spells and effects.
 +
**Example: Bufula, Blizzard Breath
 +
 
 +
*Shock (SHOCK): Hit chance against the target is raised until the next hit. Typicall attached to electrical spells and effects.
 +
**Example: Zionga, Galvanic Wrath
 +
 
 +
*Stone (STONE): Target's defense is lowered until the next hit. Typically attached to earth spells and effects.
 +
**Example: Magnara, Gryva
 +
 
 +
*Burn (BURN): One-time small additional damage. Typically attached to fiery spells and effects.
 +
**Example: Agilao, Freila
 +
 
 +
*Reliable (RELIABLE): This attack is more likely to hit.
 +
**Example: Straight Slash, Gigantic Fist
 +
 
 +
*Precise (PRECISE): This attack's crit chance is slightly raised.
 +
**Example: Ninety Nine Needles, Vorpal Blade
 +
 
 +
*Focused (FOCUSED): This attack's damage is slightly increased.
 +
**Example: Assault Dive, Triple Down
 +
 
 +
*Multi-hit (MULTIHIT): This attack is made up of a few smaller hits rather than one.
 +
**Example: Double Thrust, Flurry Stab
 +
 
 +
==Assorted Special Effects Tags==
 +
 
 +
*Area (AREA): This attack can hit three targets.
 +
 
 +
*Self (SELF): This attack can only be used on oneself.
 +
 
 +
*All (ALL): This attack hits everyone in the room, enemy or ally.
 +
 
 +
*Sacrifice (SACRIFICE): After hitting with this ability, the user's HP is reduced to 1.
 +
 
 +
*Knockdown (KNOCKDOWN): This attack has a chance of knocking the target down. A knocked down target is easier to hit with attacks.
 +
 
 +
*Knockdown Attack (KNOCKDOWNATK): This attack deals extra damage against a knocked-down target.
 +
 
 +
*RP Effect (RP_EFFECT): This represents an attack or a portion of an attack that is reflected by RP and is not fully mechanically represented. Typically this is used to represent various Spotter powers, but may also designate an attack with an unusual RP component.
 +
 
 +
*Full Analysis (FULLANALYSIS): Limited to Spotter-type characters only, this grants a readout of the targets stats and attacks with use of +analyze.
  
 
[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Revision as of 04:06, 21 August 2011

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

Contents

Overview

Effects 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 Recovery-type attacks don't miss, so 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. Luck also plays a role in how much an effect is applied or not.

Low Odds (Represented by a 1) effects activate about 40% of the time the attack hits. They cost very little to add, and it's a flat value; it costs the same to make a 3 attack Low Odds as an 8. They're nice perks but you can't count on them.

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.

Two factors modify these odds. Resisting a status effect 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). Furthermore, the luck of one's opponent can modify the chances up or down significantly; all negative effects have a greater chance of success against unlucky characters, while the opposite is true of positive effects. Consider the best use of such abilities carefully.

Most status effects last for three 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.

Effects List

NegativeEffects

  • Poison: Deals damage over time based on the target's maximum HP each round.
    • Example: Poisma, Poison Mist
  • Exhaustion: Deals damage over time based on the target's maximum SP each round.
    • Example: Soul Break, Anima Freeze
  • Panic: The targets abilities cost more to use.
    • Example: Pulinpa, Tentarafoo
  • Fear: The damage the target deals is decreased and chance of someone else landing a critical hit on them rises.
    • Example: Evil Touch, Evil Smile
  • Enervation: All stats are slightly decreased.
    • Example: Enervation, Old One
  • Illusion: The damage the target deals is decreased and their accuracy is lowered.
    • Example: Illuzone, Sexy Dance
  • ELEMENT Break (<element>BREAK): Target's resistance to the given element is reset to neutral. This also works against element nullifications, absorbs or reflections.
    • Example: Ice Break, Fire Break
  • -nda (-NDA): Decreases the target's stats, as applicable. Tarunda decreases Strength and Magic, Rakunda decreases Vitality, Sukunda decreases hit rate and dodge rate.
    • Examples: Tarunda, Rakunda, Sukunda
  • Cursed (CURSE): Status effects have a percentage increase of effectiveness against the target.
    • Example: Foul Breath, Stagnant Air
  • Weaken (LOWWEAKEN/WEAKEN/HIGHWEAKEN): Has a chance of reducing HP by a significant fraction. Percentage dealt varies depending on the variety of Weaken.
    • Example: Hama, Vital Thrust, Die For Me!
  • Drain (DRAIN): This attack steals a portion of the target's HP and gives it to the user.
    • Example: Life Drain

Positive Effects

  • Tetraja (TETRAJA): Protects against a single Weaken effect.
    • Example: Tetraja
  • Amrita (AMRITA): Removes all ailments.
    • Example: Refresh Ring, Amrita
  • Patra (PATRA): Removes Fear and Panic.
    • Example: Patra, Me Patra
  • Posumudi (POSUMUDI): Removes Poison.
    • Example: Posumudi, Cleanse
  • Nervundi (NERVUNDI): Removes Enervation and Exhaustion.
    • Example: Nervundi, Energy Shower
  • Charmdi (CHARMDI): Removes Illusion.
    • Example: Charmdi, Clarify
  • Dekunda (DEKUNDA): Removes -nda effects and break effects.
    • Example: Purge, Dekunda
  • Dekaja (DEKAJA): Removes -kaja effects and wall effects.
    • Example: Scour, Dekaja
  • ELEMENT Wall (<element>WALL): Target's resistance to the given element is increased by 1 level. This effect is not cumulative and does not add to pre-existing resistances.
    • Example: Green Wall, White Wall
  • -kaja (-KAJA): Increases the target's stats, as applicable. Tarukaja increases Strength and Magic, Rakukaja increases Vitality, Sukukaja increases hit rate and dodge rate.
    • Example: Tarukaja, Rakukaja, Sukukaja
  • Makarakarn/Tetrakarn (MAKARAKARN/TETRAKARN): Respectively reflect a single magical attack or a single physical attack. Excludes almighty.
    • Example: Makarakarn, Tetrakarn
  • Power Charge/Mind Charge (POWERCHARGE/MINDCHARGE): Next turn, respectively, a physical attack or a magical attack can deal significant extra damage. This extra boost is wasted if not used.
    • Example: Power Charge, Mind Charge
  • Critical Rate Up (CRITUP): Critical effect rate is raised.
    • Example: Revolution

Attack Modifiers

  • Freeze (FREEZE): Critical hit chance against the target is raised until the next hit. Typically attached to icy spells and effects.
    • Example: Bufula, Blizzard Breath
  • Shock (SHOCK): Hit chance against the target is raised until the next hit. Typicall attached to electrical spells and effects.
    • Example: Zionga, Galvanic Wrath
  • Stone (STONE): Target's defense is lowered until the next hit. Typically attached to earth spells and effects.
    • Example: Magnara, Gryva
  • Burn (BURN): One-time small additional damage. Typically attached to fiery spells and effects.
    • Example: Agilao, Freila
  • Reliable (RELIABLE): This attack is more likely to hit.
    • Example: Straight Slash, Gigantic Fist
  • Precise (PRECISE): This attack's crit chance is slightly raised.
    • Example: Ninety Nine Needles, Vorpal Blade
  • Focused (FOCUSED): This attack's damage is slightly increased.
    • Example: Assault Dive, Triple Down
  • Multi-hit (MULTIHIT): This attack is made up of a few smaller hits rather than one.
    • Example: Double Thrust, Flurry Stab

Assorted Special Effects Tags

  • Area (AREA): This attack can hit three targets.
  • Self (SELF): This attack can only be used on oneself.
  • All (ALL): This attack hits everyone in the room, enemy or ally.
  • Sacrifice (SACRIFICE): After hitting with this ability, the user's HP is reduced to 1.
  • Knockdown (KNOCKDOWN): This attack has a chance of knocking the target down. A knocked down target is easier to hit with attacks.
  • Knockdown Attack (KNOCKDOWNATK): This attack deals extra damage against a knocked-down target.
  • RP Effect (RP_EFFECT): This represents an attack or a portion of an attack that is reflected by RP and is not fully mechanically represented. Typically this is used to represent various Spotter powers, but may also designate an attack with an unusual RP component.
  • Full Analysis (FULLANALYSIS): Limited to Spotter-type characters only, this grants a readout of the targets stats and attacks with use of +analyze.
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