Abilities

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"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 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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