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, 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.
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==What are abilities?==
  
Provided here is a sample ability list.
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Abilities are your character's moves. While you can see them through +stats, more information is provided through +attacks. You can also see your flex attacks through +attacks/flex.
  
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All abilities are arranged as follows: Name first, then the projected accuracy (this takes into account your buffs and debuffs), then the Attack Type, then the Element, then the Damage Level. After that come any assorted tags, followed last by the SP cost. The display will adjust if the list of tags is particularly long.
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A picture is worth a thousand words, so here's a sample!
  
 
[[File:abilities.png|Example Attacks]]
 
[[File:abilities.png|Example Attacks]]
  
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==So what does all that mean?==
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At the top of the display in the +attacks example are the weapon attacks. These represent the available attacks -- low, middle, and high -- of your currently equipped weapon. Below these is your character's special and its information.
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Below the dividing line -- under Attacks For Kaguya-Hime -- are the available attack groups for the currently equipped Persona, followed by the discretionary attacks. You'll notice that the discretionaries include both regular moves and passive moves; see the file on Passives for more information.
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Notice that throughout +attacks it reminds you what Persona is equipped. It also reminds you of your current HP and SP totals at the bottom.
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==What are attack types?==
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Attack types indicate what stats a move uses for damage (if any!), what stats resist it, or even if it's a healing/support/debuff move. They are:
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* Physical (phs) - These moves use PATK. They are resisted by PDEF.
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* Magical (mag) - These moves use MATK. They are resisted by MDEF.
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* Primal (pri) - These moves use the highest of your PATK or MATK. They are resisted by the target's respective PDEF or MDEF, depending on the damage the move is doing. May not be used for Special or custom moves.
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* Ailment (sup) - These moves use MATK. They are resisted by MDEF. May not be used for Special or custom moves.
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* Recovery (sup) - These moves use MATK. They are not resisted by any type.
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* Weapon (wpn) - These moves use WATK. They are resisted by PDEF.
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* Passive (passive) - This indicates a passive move. Not used for Special or custom moves.
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Notice that ailment and recovery show as the same abbreviation. Both cannot be dodged. The difference comes in their effects -- ailments deliver status effects and/or damage only, while recovery is tied with healing and buffs.
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==How is accuracy determined?==
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Accuracy is determined by a move's strength. Stronger moves are less accurate, while weaker one are more accurate. This is dependent also on the target's Evasion; a higher Evasion against a lower accuracy attack means that the move has a lower chance of connecting. Accuracy can also be affected by buffs/debuffs, as mentioned above.
  
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?
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==How are SP costs determined?==
  
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.
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Typically, more powerful moves cost more. Certain effects and elements (for example, Almighty) will also raise the SP cost.
  
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.
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Weapon attacks are different, as they tend to restore SP. Exceptions apply for special Weapons; see the Weapons file for more.
  
The attack types are:<br>
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==What can you tell me about stats and effects?==
Physical (phs)- Uses PATK! Defended against with PDEF.<br>
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Magical (mag)- Uses MATK! Defended against with MDEF.<br>
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Primal (pri)- Uses the highest of either MATK or PATK! Defended against with MDEF or PDEF, depending on which form Primal takes (PDEF for PATK, and MDEF for MATK). May not be used for a character's Special or custom moves.<br>
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Ailment (sup)- Uses MATK! Defended against with MDEF.<br>
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Recovery (sup)- Uses MATK! Modified by target's REC+.<br>
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Weapon (wpn)- Uses WATK! Defended against with PDEF.<br>
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Passive (pas)- Passive ability, operates automatically.<br>
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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.
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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!
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See the Stats and Effects newsfiles for more information.
  
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.
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==What can you tell me about specific abilities?==
  
Tags and effects are covered in [[Effects]]. Keep an eye out for what your abilities do!
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Please see the ability list sheet on the wiki: www.mysterymeep.net/mw/index.php?title=Ability_Lists
  
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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==What about flex attacks? What are those?==
  
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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Flex attacks do not display with regular +attacks; you must use +attacks/flex to view them. They represent 'free' attacks via your character or their Persona, such as your character throwing a rock at someone or using your Persona's abilities to attack in an unorthodox manner not covered by your set abilities.
  
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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Flex can be Slash, Strike, and Pierce by default, plus any other elemental groups your Persona has. Flex attacks can be named though there is a 20-character limit, with no special characters allowed. These attacks can be set from damage levels 1-5 and carry no special tags outside the defaults for that given element.
  
 
[[Category:Newsfiles]] [[Category:Combat]]
 
[[Category:Newsfiles]] [[Category:Combat]]

Revision as of 01:51, 14 May 2014

Contents

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

What are abilities?

Abilities are your character's moves. While you can see them through +stats, more information is provided through +attacks. You can also see your flex attacks through +attacks/flex.

All abilities are arranged as follows: Name first, then the projected accuracy (this takes into account your buffs and debuffs), then the Attack Type, then the Element, then the Damage Level. After that come any assorted tags, followed last by the SP cost. The display will adjust if the list of tags is particularly long.

A picture is worth a thousand words, so here's a sample!

Example Attacks

So what does all that mean?

At the top of the display in the +attacks example are the weapon attacks. These represent the available attacks -- low, middle, and high -- of your currently equipped weapon. Below these is your character's special and its information.

Below the dividing line -- under Attacks For Kaguya-Hime -- are the available attack groups for the currently equipped Persona, followed by the discretionary attacks. You'll notice that the discretionaries include both regular moves and passive moves; see the file on Passives for more information.

Notice that throughout +attacks it reminds you what Persona is equipped. It also reminds you of your current HP and SP totals at the bottom.

What are attack types?

Attack types indicate what stats a move uses for damage (if any!), what stats resist it, or even if it's a healing/support/debuff move. They are:

  • Physical (phs) - These moves use PATK. They are resisted by PDEF.
  • Magical (mag) - These moves use MATK. They are resisted by MDEF.
  • Primal (pri) - These moves use the highest of your PATK or MATK. They are resisted by the target's respective PDEF or MDEF, depending on the damage the move is doing. May not be used for Special or custom moves.
  • Ailment (sup) - These moves use MATK. They are resisted by MDEF. May not be used for Special or custom moves.
  • Recovery (sup) - These moves use MATK. They are not resisted by any type.
  • Weapon (wpn) - These moves use WATK. They are resisted by PDEF.
  • Passive (passive) - This indicates a passive move. Not used for Special or custom moves.

Notice that ailment and recovery show as the same abbreviation. Both cannot be dodged. The difference comes in their effects -- ailments deliver status effects and/or damage only, while recovery is tied with healing and buffs.

How is accuracy determined?

Accuracy is determined by a move's strength. Stronger moves are less accurate, while weaker one are more accurate. This is dependent also on the target's Evasion; a higher Evasion against a lower accuracy attack means that the move has a lower chance of connecting. Accuracy can also be affected by buffs/debuffs, as mentioned above.

How are SP costs determined?

Typically, more powerful moves cost more. Certain effects and elements (for example, Almighty) will also raise the SP cost.

Weapon attacks are different, as they tend to restore SP. Exceptions apply for special Weapons; see the Weapons file for more.

What can you tell me about stats and effects?

See the Stats and Effects newsfiles for more information.

What can you tell me about specific abilities?

Please see the ability list sheet on the wiki: www.mysterymeep.net/mw/index.php?title=Ability_Lists

What about flex attacks? What are those?

Flex attacks do not display with regular +attacks; you must use +attacks/flex to view them. They represent 'free' attacks via your character or their Persona, such as your character throwing a rock at someone or using your Persona's abilities to attack in an unorthodox manner not covered by your set abilities.

Flex can be Slash, Strike, and Pierce by default, plus any other elemental groups your Persona has. Flex attacks can be named though there is a 20-character limit, with no special characters allowed. These attacks can be set from damage levels 1-5 and carry no special tags outside the defaults for that given element.
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