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Elements and Status Effects
Topic Started: Jun 17 2009, 08:13 PM (43 Views)
Hilariouslink
Administrator
"Each attack can be designated in three ways: Physical, Elemental, or Status."

"Physical attacks can be determined by the Attack, Defense and Speed stats. Allow me to demonstrate."


"A Toad with two attack points goes up against a Koopa, who naturally has one defense point. The toad attacks the Koopa, and ends up doing one damage. The Koopa attacks the Toad, doing two points of damage due to the fact that Toad has no defense points.

Whoever has higher speed will attack first."


"Elemental attacks follow a basic flowchart. The elements are:

Fire
Water
Earth
Wind
Light
Dark
Neutral
Ground (Not to be confused with Earth)
Air (Not to be confused with Wind)

Fire > Water
Fire = Earth
Fire < Wind
Fire ^ Light
Fire > Dark
Fire = Neutral
Fire > Ground
Fire < Air

Water > Earth
Water = Wind
Water ^ Light
Water = Dark
Water = Neutral
Water > Ground
Water < Air

Earth > Wind
Earth = Light
Earth ^ Dark
Earth = Neutral
Earth > Ground
Earth < Air

Wind = Light
Wind < Dark
Wind = Neutral
Wind < Ground
Wind ^ Air

Light = Dark
Light = Neutral
Light ^ Air
Light < Ground

Dark = Neutral
Dark > Ground
Dark < Air

Neutral = Ground
Neutral = Air

Ground = Air

(It may look long, but it's pretty easy to figure out)


"Status Effects affect the fighter, and ignore defense. These status effects are:

Burn: Does 1 Damage per turn for 3 turns, regardless of Defense.
Frozen: Unable to do anything for up to 3 turns, then does 1 damage after the 3rd turn ends.
Electrified: Enemies can't directly attack you.
Poisoned: Does 1 Damage Per turn for 9 turns, ignoring Defense.
Invisible: Nothing can strike you until the effect wears off.
Hasty: Can attack twice per turn.
Slowed: Can attack once every two turns.
Dodgy: Flip a coin three times. If the coin turns up Tails more than once, the attack misses.
Paralyzed: Unable to do anything for 2-3 turns.
Dizzy: Flip a coin twice. If the coin turns up Tails, the attack misses. Lasts for 2 turns.
Buff: Attack +2 for 3 turns.
Shell: Defense +2 for 3 turns.
Allergic: Moves 2 and 3 cannot be used until the effect wears off. (Lasts for 2 turns)

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