Difference between revisions of "Abilities"

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<center>''"Now's our chance for an all out attack!"''</center><br>
 
<center>''"Now's our chance for an all out attack!"''</center><br>
  
While +stats gives you your ability names and costs, it doesn't go in depth about what your abilities do. This is the job of +abilities (or, alternately, +attacks)! It provides a handy reference list to not only names and costs, but also elements, attack levels, and any special added effects.
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While +stats gives you your ability names, types, elements, and costs in a brief format, it doesn't go in depth about what your abilities do. This is the job of +attacks! It provides a handy reference list to not only names and costs, but also elements, attack levels, and any special added effects.
  
 
Provided here is a sample ability list.
 
Provided here is a sample ability list.
  
  
[[File:Koro_attacks.png|Example Attacks]]
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[[File:abilities.png|Example Attacks]]
  
  
So what does this all mean?
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This is what would pop up if one were to use the regular +attacks command. Up top is listed one's weapon attacks, followed by one's Special attack, followed by a section indicating the abilities on one's currently-equipped Persona. But what do they mean?
  
Abilities are listed in the following order: the name of the ability in white, a four-letter abbreviation of the attack type, its element(s) and power level(s) in yellow, and its cost in cyan. On the next line in yellow are any effects the ability may have (if none, the entire line is blank).
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Abilities are listed as follows: first comes the Name, then the projected Accuracy (taking into account buffs and debuffs on the character), then a Type, an [[Elements|Element]], and a Damage Level. Next up is a list of [[Effects|Effect tags]] on the abilities, and then an SP cost. If there are a lot of tags or effects, the display expands to encompass them.
  
The five attack types are as follows: Phys (Physical, which runs off the character's averaged STR), Magi (Magical, which runs off the character's averaged MAG), Ailm (Ailment, which runs off the character's averaged MAG, used only for status effect abilities), Reco (Recovery, which runs off the character's averaged MAG and never misses, used only for healing abilities), and Pass (Passive, which are abilities that are always 'on' or work according to a probability that requires no direct selection by the user).
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There's also a Group display in the ability list, which displays the groups a Persona has as well as the ranks to which it can access those groups.
  
Ability costs, which are the numbers in cyan, are determined by the power levels of the element(s), along with any added effects. Both of them can be looked up under [[Elements]] and [[Effects]], respectively. The general rule of thumb is that the higher the power level, or the higher grade (or count!) of effects, the more the ability will cost. Physical abilities will cost a percentage of the user's max HP, adjusted for how much that might be for a given character.
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The attack types are:
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Physical (phs)- Uses PATK! Defended against with PDEF.
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Magical (mag)- Uses MATK! Defended against with MDEF.
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Ailment (sup)- Uses MATK! Defended against with MDEF.
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Recovery (sup)- Uses MATK! Modified by target's REC+.
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Weapon (wpn)- Uses WATK! Defended against with PDEF.
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Passive (pas)- Passive ability, operates automatically.
  
Every character in the game, regardless of being a Persona user or not, has at least two abilities. The very first one listed is a character's basic attack, which is marked as FREE in the effects line underneath it. These are always physical in nature, and cost no SP to use. These represent a "normal" attack in many RPGs, using a weapon of the type stated in a character's profile. They are all of the Pierce, Slash, or Strike element. Players may switch between weapons as they do for Personas from their personal list; for more information, please see [[Weapons]].
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As might be apparent, Ailment and Recovery are both classed as Support abilities. They are undodgeable: evasion and accuracy are ignored for these abilities.
  
The second ability from the top is the character's special ability, and is marked as SPECIAL in the effects line. These are like abilities you would find on a Persona, except the character can use this while equipped with any Persona (or, in the case of those who don't use them, without one) and carry significant SP cost reductions. They don't have to be straight-up offensive abilities - they can even be supportive in nature, whichever fits the character's personality and style. The catch is that they can only be used once per battle.
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Accuracy is determined primarily by an attack's power level. One could say that it's easier to more precisely hit with weaker abilities that require less focus, or simply that those weaker abilities can be executed more quickly. Whichever is easier to understand and pose is fine. The meaning is that low-level attacks are more accurate than high-level attacks, and some tags and passives have an effect on accuracy as well. Evasion modifies this value for specific targets, so try to pay attention to your opponents!
A character without a Persona or Shadow may have a supportive special, but it will never reflect a magical or supernatural origin as a Persona-user or Shadow-Possessed character may have.
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The total number of abilities available depends on the Persona you are using. Those with 'None' only have the basic and special abilities available. All 'Main' (slot M) Personae/Shadows have eight abilities on top of the basic and special abilities. There is one exception to this rule, in the case of Spotter-type Persona-users. They possess use of +analyze and all their abilities are RP Effect only (see [[Effects#Assorted_Special_Effects_Tags|Special Effects Tags]]).
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SP Costs, meanwhile, are determined by the attack's power level and by the grade and count of its tags. More powerful attacks cost more! [[Weapons|Weapon attacks]] are a special case as regards cost, however: these tend to restore, rather than cost, SP. This is modified by tags and power level as normal, but on a different track from other effects. As a further note, boss mode modifies all of these costs in accordance with the level of boss healing used.
Most general Personae, unlocked through Social Link accumulation, have six. There are exceptions, but they remain few and far in between.
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Tags and effects are covered in [[Effects]]. Keep an eye out for what your abilities do!
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In general, a character will have multiple abilities, in roughly three categories: Self, Groups, and Discretionary List. Of these, the first is derived primarily from the character herself, albeit empowered by her supernatural abilities if she has them. The second and third are the same from an IC perspective, but are organized and chosen a bit differently.
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Self abilities include one's [[Weapons|weapon attacks]] and one's Special attack. [[Weapons|Weapon attacks]] come in three basic forms: a Low attack, a Mid attack, and a High attack. These are all using the same weapon, but representing a tiered set of attacks, from more conservative to full-out. The theory behind their restoration of SP is that spending time using one's weapons is easier on one's concentration that continued direction of one's Persona, and thus offers a chance for a character to regain some of that spiritual energy. The more involved the weapon attack, however, the less true this is. [[Weapons]] has more details on these. One's Special attack, meanwhile, is a unique technique that can be fully mundane or even mystical in nature: either way, it's boosted by the powers of the character's Persona or Shadow, if any, but can be executed without summoning or transforming, or even while a different Persona or Shadow than one's main is active.
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Persona abilities include both groups and the discretionary list, and overall encompass the varied things the character's Persona or Shadow can do in combat. All of these require either summoning or transformation, respectively, and all of them involve the use of that supernatural quality. Posing that one attacks along with one's persona, or attacks as the Persona empowers them, are both fine though. The only exceptions are those characters who have such a list without a Persona or Shadow, and those cases are rare, typically empowered by some other force or meant to represent trained and deadly but mundane fighters. In general, these abilities can be fantastic things no normal person can do: spectral blades of force, an extra affinity for critical strikes, or a spontaneous gale-force wind are all examples.
  
 
[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Revision as of 02:35, 18 June 2012

"Now's our chance for an all out attack!"

While +stats gives you your ability names, types, elements, and costs in a brief format, it doesn't go in depth about what your abilities do. This is the job of +attacks! It provides a handy reference list to not only names and costs, but also elements, attack levels, and any special added effects.

Provided here is a sample ability list.


Example Attacks


This is what would pop up if one were to use the regular +attacks command. Up top is listed one's weapon attacks, followed by one's Special attack, followed by a section indicating the abilities on one's currently-equipped Persona. But what do they mean?

Abilities are listed as follows: first comes the Name, then the projected Accuracy (taking into account buffs and debuffs on the character), then a Type, an Element, and a Damage Level. Next up is a list of Effect tags on the abilities, and then an SP cost. If there are a lot of tags or effects, the display expands to encompass them.

There's also a Group display in the ability list, which displays the groups a Persona has as well as the ranks to which it can access those groups.

The attack types are: Physical (phs)- Uses PATK! Defended against with PDEF. Magical (mag)- Uses MATK! Defended against with MDEF. Ailment (sup)- Uses MATK! Defended against with MDEF. Recovery (sup)- Uses MATK! Modified by target's REC+. Weapon (wpn)- Uses WATK! Defended against with PDEF. Passive (pas)- Passive ability, operates automatically.

As might be apparent, Ailment and Recovery are both classed as Support abilities. They are undodgeable: evasion and accuracy are ignored for these abilities.

Accuracy is determined primarily by an attack's power level. One could say that it's easier to more precisely hit with weaker abilities that require less focus, or simply that those weaker abilities can be executed more quickly. Whichever is easier to understand and pose is fine. The meaning is that low-level attacks are more accurate than high-level attacks, and some tags and passives have an effect on accuracy as well. Evasion modifies this value for specific targets, so try to pay attention to your opponents!

SP Costs, meanwhile, are determined by the attack's power level and by the grade and count of its tags. More powerful attacks cost more! Weapon attacks are a special case as regards cost, however: these tend to restore, rather than cost, SP. This is modified by tags and power level as normal, but on a different track from other effects. As a further note, boss mode modifies all of these costs in accordance with the level of boss healing used.

Tags and effects are covered in Effects. Keep an eye out for what your abilities do!

In general, a character will have multiple abilities, in roughly three categories: Self, Groups, and Discretionary List. Of these, the first is derived primarily from the character herself, albeit empowered by her supernatural abilities if she has them. The second and third are the same from an IC perspective, but are organized and chosen a bit differently.

Self abilities include one's weapon attacks and one's Special attack. Weapon attacks come in three basic forms: a Low attack, a Mid attack, and a High attack. These are all using the same weapon, but representing a tiered set of attacks, from more conservative to full-out. The theory behind their restoration of SP is that spending time using one's weapons is easier on one's concentration that continued direction of one's Persona, and thus offers a chance for a character to regain some of that spiritual energy. The more involved the weapon attack, however, the less true this is. Weapons has more details on these. One's Special attack, meanwhile, is a unique technique that can be fully mundane or even mystical in nature: either way, it's boosted by the powers of the character's Persona or Shadow, if any, but can be executed without summoning or transforming, or even while a different Persona or Shadow than one's main is active.

Persona abilities include both groups and the discretionary list, and overall encompass the varied things the character's Persona or Shadow can do in combat. All of these require either summoning or transformation, respectively, and all of them involve the use of that supernatural quality. Posing that one attacks along with one's persona, or attacks as the Persona empowers them, are both fine though. The only exceptions are those characters who have such a list without a Persona or Shadow, and those cases are rare, typically empowered by some other force or meant to represent trained and deadly but mundane fighters. In general, these abilities can be fantastic things no normal person can do: spectral blades of force, an extra affinity for critical strikes, or a spontaneous gale-force wind are all examples.

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