Effects

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"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 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.

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.

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.

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.

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.

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.

Effects List

Attack Effects

  • Damage Over Time (DOT): Deals damage over time based on the target's maximum health each round.
    • Examples: Poison, On Fire
  • Heal Over Time (HOT): Restores health based on the target's maximum HP each round.
    • Examples: Diamai
  • Magic Cost Up (MAGCOST): Your Magic abilities cost more SP to use.
    • Example: Silence
  • Physical Cost Up (PHYSCOST): Exactly like Magic Cost Up except it applies to physical abilities.
    • Example: Paralyze
  • STAT Up (<stat>UP): Increases the target's STAT.
    • Examples: Makakaja, Rakukaja, etc.
  • STAT Down (<stat>DOWN): Decreases the target's STAT.
    • Examples: Tarunda, Sukunda
  • 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).
    • Examples: Ice Break, Element Zero
  • ELEMENT Wall (<element>WALL): Target's resistance to the given element is increased by 1 level.
    • Example: Yellow Wall
  • Cursed (CURSE): Status effects have an odds boost of +1 level against this target.
    • Example: Stagnant Air
  • Inaccurate (INACCURATE): Target's attacks have a penalty to hit.
    • Example: Blind

Special Attack Effects

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.

  • Area: This attack can hit multiple people.
    • Power 1: This attack divides its damage equally between all targets.
      • 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.
    • Power 1: This attack heals you for 1/4 of the damage it deals.
    • 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.
    • Example: Dekaja
  • 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.
    • Example: Amrita, Dekunda
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