Difference between revisions of "Passives"

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<center>''"You should feel good about yourself.'' <br>''You have a special power that you can use to help others."''</center> <br>
 
<center>''"You should feel good about yourself.'' <br>''You have a special power that you can use to help others."''</center> <br>
  
Some Personae and Shadows possess passive abilities that amplify or support the character in various ways. The following lists the available passive effects, what they do and when they trigger. Passives require no cost to use.
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Some Personae and Shadows possess passive abilities that amplify or support the character in various ways. The following lists the available passive effects, what they do and when they trigger. Passives are always on, and require no cost to use.
  
 
==Standard Passives==
 
==Standard Passives==
  
*'''ELEMENT Amp (<ELEMENT>AMP)'''
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*'''ELEMENT Boost'''
**''Effect'': You do more damage with ELEMENT. Fire, Ice, Elec, Earth and Wind only.
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**''Effect'': Increases the accuracy and effect odds of attacks of ELEMENT. Mind, Nerve, Light, and Dark only. These passives only affect abilities whose ''base'' element is the appropriate element; ELEMENTsplit does not qualify.
**''Trigger'': You attack with an ELEMENT attack.
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*'''ELEMENT Boost (<ELEMENT>BOOST)'''
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*'''ELEMENT Master'''
**''Effect'': You are more accurate with ELEMENT. Dark and Light only.
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**''Effect'': Increases the accuracy, damage, and critical hit rate of '''weapon''' attacks of ELEMENT.  Has no effect on other forms of attack. Slash, Pierce, and Strike only.
**''Trigger'': You attack with an ELEMENT attack.
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*'''ELEMENT Master (<ELEMENT>MASTER)'''
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*'''Counter'''
**''Effect'': Attack costs reduced. Basic attack of that element is more likely to hit and crit; this stacks with Precise and Focused. Strike, Pierce and Slash only.
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**''Effect'': When hit, you have a chance to trigger a counter. When attacking the target of your counter ability (noted in +health), the cost of your attack is reduced by 8 SP. This can reduce the cost of an attack to zero. Functions once per opportunity.
**''Trigger'': Automatic. Displayed on your Elemental Resists.
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*'''Dodge ELEMENT (<ELEMENT>DODGE)'''
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*'''Apt Pupil'''
**''Effect'': You aren't hit by ELEMENT as often.
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**''Effect'': Increases critical hit rate for all abilities that can critically hit.
**''Trigger'': You are attacked with an ELEMENT attack.
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*'''Null EFFECT (<EFFECT>ANTI)'''
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*'''Sharp Student'''
**''Effect'': EFFECT can't be added to you. Illusion, Panic, Fear, Enervation, Exhaustion and Poison only.
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**''Effect'': Reduces the chance that the character will be critically hit by any ability.
**''Trigger'': Something tries to add EFFECT to you.
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*'''Counter (PHYSCOUNTER)'''
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*'''Regenerate'''
**''Effect'': You have a chance to reflect a physical attack back at your attacker.
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**''Effect'': Restores a small amount of HP at the end of the character's turn, every turn.
**''Trigger'': You are struck by a physical-type attack.
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*'''Apt Pupil (APTPUPIL)'''
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*'''Endure'''
**''Effect'': Your chances of landing criticals is higher.
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**''Effect'': Once per combat, an attack that would KO the character instead leaves them at 1 HP.
**''Trigger'': You attack.
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*'''Sharp Student (SHARPSTUDENT)'''
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==High Passives==
**''Effect'': Your chances of receiving a critical hit is lower.
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**''Trigger'': You are attacked.
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*'''Auto-KAJA (-KAJAAUTO)'''
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*'''ELEMENT Amp'''
**''Effect'': A chance to gain the effects of either Tarukaja, Rakukaja or Sukukaja
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**''Effect'': Increases the damage (or healing) of abilities of ELEMENT.  Fire, Water, Wind, Earth, Nuclear, Ice, Elec, Gravity, and Heal only. ('''NOTE:''' Heal Amp, alone of these, counts as a Standard rank Passive rather than a High rank!!) These passives only affect abilities whose ''base'' element is the appropriate element; ELEMENTsplit does not qualify.
**''Trigger'': End of round.
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==High Passives==
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*'''Firm Stance'''
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**''Effect'': Negates the character's Evasion completely, but reduces all incoming damage.
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*'''Invigorate'''
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**''Effect'': Restores a small amount of SP at the end of the character's turn, every turn.
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==Spotter Passives==
  
*'''Regenerate (REGENERATE)'''
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*'''Automap'''
**''Effect'': A small percentage of your HP is restored each round.
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**''Effect'': Prevents your accuracy from being lowered. Also allows for an RPed 'mental map' ability, as explained in [[Support Persona#RP-Oriented_Abilities|RP-Oriented Abilities]].
**''Trigger'': End of round.
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*'''Invigorate (INVIGORATE)'''
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The rank of each of these passives can be found on-game via the +rankcheck command, and available passives may be found in the Passives group under +ability/help.
**''Effect'': A small percentage of your SP is restored each round.
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**''Trigger'': End of round.
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Latest revision as of 17:46, 1 December 2012

"You should feel good about yourself.
You have a special power that you can use to help others."

Some Personae and Shadows possess passive abilities that amplify or support the character in various ways. The following lists the available passive effects, what they do and when they trigger. Passives are always on, and require no cost to use.

[edit] Standard Passives

  • ELEMENT Boost
    • Effect: Increases the accuracy and effect odds of attacks of ELEMENT. Mind, Nerve, Light, and Dark only. These passives only affect abilities whose base element is the appropriate element; ELEMENTsplit does not qualify.
  • ELEMENT Master
    • Effect: Increases the accuracy, damage, and critical hit rate of weapon attacks of ELEMENT. Has no effect on other forms of attack. Slash, Pierce, and Strike only.
  • Counter
    • Effect: When hit, you have a chance to trigger a counter. When attacking the target of your counter ability (noted in +health), the cost of your attack is reduced by 8 SP. This can reduce the cost of an attack to zero. Functions once per opportunity.
  • Apt Pupil
    • Effect: Increases critical hit rate for all abilities that can critically hit.
  • Sharp Student
    • Effect: Reduces the chance that the character will be critically hit by any ability.
  • Regenerate
    • Effect: Restores a small amount of HP at the end of the character's turn, every turn.
  • Endure
    • Effect: Once per combat, an attack that would KO the character instead leaves them at 1 HP.

[edit] High Passives

  • ELEMENT Amp
    • Effect: Increases the damage (or healing) of abilities of ELEMENT. Fire, Water, Wind, Earth, Nuclear, Ice, Elec, Gravity, and Heal only. (NOTE: Heal Amp, alone of these, counts as a Standard rank Passive rather than a High rank!!) These passives only affect abilities whose base element is the appropriate element; ELEMENTsplit does not qualify.
  • Firm Stance
    • Effect: Negates the character's Evasion completely, but reduces all incoming damage.
  • Invigorate
    • Effect: Restores a small amount of SP at the end of the character's turn, every turn.

[edit] Spotter Passives

  • Automap
    • Effect: Prevents your accuracy from being lowered. Also allows for an RPed 'mental map' ability, as explained in RP-Oriented Abilities.

The rank of each of these passives can be found on-game via the +rankcheck command, and available passives may be found in the Passives group under +ability/help.

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