When EX is:
Beat the stage in 10 turns
Beat the stage in 15 turns
Beat the stage
When EX is:
Beat the stage in 10 turns
Beat the stage in 15 turns
Beat the stage
On one hand: Yay no turn restriction!
On the other hand: wait why isn’t there a turn restriction?
you know SOMETHING is going to happen when the game doesn’t expect 15 turns to be enough
mfw the fight takes ten billion years
this game looks like rocket science bro I’m ngl so much shit is happening its hard to tell what genre im even looking at
Its really simple honestly.
Things become a lot more bearable when you realize that having more than 1 of the main status archetypes in your team is typically a bad idea.
Its just that the tutorial does an absolutely horrendous job at explaining… anything!
I’m already confused
Ok so there’s 7 different status archtypes.
Tremor
Sinking
Rupture
Poise
Bleed
Charge
Burn
Nearly every character in the game is built around one of or rarely two of these.
status archetype = there are 7 main status effects in the game, and teams are much stronger when they tend to revolve around one of those statuses rather than being a team with characters split between the two
uh
literally only 2 of those sound like anything I’d be able to undersrand
ok so status effects have two parts to them
1: Potency
2: Count
Potency determines how much the status effect does
Count determines how many times it can do it before the potency is reset to 0.
good thing we have a solution for that too!
but if you want a summary: (give me a second)
Burn, on turn end: deal true damage (unaffected by any multipliers) by the potency number, then reduce the count by 1
Bleed, when a coin is flipped (used in a clash/attack): deal true damage (unaffected by any multipliers) by the potency number, then reduce the count by 1
Tremor: When hit by a skill that triggers “tremor burst”, increase the stagger threshold by the potency. On turn end, reduce count by 1
Rupture, when hit: take true damage (unaffected by any multipliers) by the potency number, then reduce the count by 1
Sinking, when hit: take sanity damage (sanity is something you’ll learn about quickly, it affects your chances to flip heads on a coin) by the potency, then reduce count by 1. If this would cause sanity to overflow from -45, or the target has no sanity, take Gloom damage by the overflow.
other two are buff that let you crit, based off potency count, and the other is a resource used on attacks
is this like a DoT thing or something
Burn/Bleed are your DoT esque effects.
Burn deals its potency as damage at the end of every turn and reduces count by 1 at the end of every turn.
Bleed deals its potency as damage and reduces its count every time the afflicted uses a coin for any reason with an attack skill.
Burn deals its damage much slower but its much easier to keep the count up while bleed can deal alot of damage extremely fast if you can keep up.
so potency is like
how long it lasts for
and then count is how many ticks of whatever can happen within the potency
no no.
Potency represents how powerful the effect is and count represents how many times it can trigger.
basically potency and count go up to 99.
if an enemy has 99 burn for instance, they take 99 damage at the end of every turn
If they have 2 count, it would be reduced to 1 count and they’d keep 99 potency.
If they had 1 count, it would reduce to 0 and all burn would be removed.
My brain rn:
oh wait I think I kinda get it
potency is how strong it is
and count is how long it lasts for until it goes away