■Increased Stat
This buff increases a specified stat.
The pre-increased/decreased stat is referenced
to calculate the amount the buff increases it by.
■Increased Damage Dealing
This buff increases the damage a character deals when they attack.
■Decreased Damage Taken
This buff decreases the damage a character takes when they are attacked.
■Increased Incoming Healing Potency
This buff increases the amount of HP restored to a character
when they take an HP-restoring effect.
This affects skills that restore HP, Regeneration, and HP Drain.
■Invulnerable
This buff nullifies damage a character takes.
■Multi-Barrier
This buff provides a multi-layered barrier.
When a character takes damage,
1 barrier layer is depleted to nullify that damage.
If Multi-Barrier is overlapped with Invulnerable,
the barrier layer will not be depleted.
If Multi-Barrier is overlapped with Shield,
Multi-Barrier will be used first.
If multiple kinds of Multi-Barrier are overlapping with each other,
they will be used based on the following order of priority.
Multi-Barriers with fewer effect turns left
▼
Multi-Barriers with larger amounts of damage
required for activation
▼
Multi-Barriers with fewer layers left
Skills that reference damage nullifed by Multi-Barrier,
such as those that say "deals a direct attack to the target
equal to 10% of the damage nullified by [Multi-Barrier]
for all enemies this turn" in their descriptions,
will be calculated after all increases/decreases
to DMG Dealt and DMG Taken, all damage cuts,
and all nullified damage.
Shield, surviving with 1 HP, and Immortality
are calculated after Multi-Barrier calculations,
and are thus not included in calculations for nullified damage.
■Shield
This buff provides a shield that nullifies a designated amount of damage.
When a character takes damage that exceeds the amount that can be nullified,
the shield will be depleted, and the remaining damage will be dealt
to the character's HP.
If Shield is overlapped with Invulnerable, Shield will not be depleted.
If Shield is overlapped with Multi-Barrier, Multi-Barrier will be used first.
■Force Field
This buff reduces a designated amount of damage
from attacks, Resonance, Devotion, and counterattack damage.
Damage from Poison and other debuffs that deal continuous damage
cannot be reduced.
The effects of Increased/Decreased Damage Taken
and Increased/Decreased Damage Dealing
are calculated before damage is reduced via Force Field.
The effects of Shield, Resonance, and Devotion are calculated
after damage is reduced via Force Field.
When the effect of multiple Force Fields activates,
or when the effects of Force Field
and cutting activate at the same time,
the only effect that will be applied will be the one that results
in the least amount of damage
being ultimately dealt to the character.
■Debuff Immunity
This buff prevents debuffs from being inflicted on a character.
This does not nullify any debuffs a character is already afflicted with.
■Unhindered
This buff prevents action hindering debuffs from being inflicted on a character.
There are 4 action hindering debuffs—Fainted, Sleep, Confusion, and Silence.
This does not nullify any action hindering debuffs a character
is already afflicted with.
■Silence Immunity
This buff prevents Silence from being inflicted on a character.
This does not nullify any Silence debuffs
a character is already afflicted with.
■Taunt
This buff guarantees a character is the target of enemy attacks and skills
dealt to 1 or more random targets.
This does not make that character the target if the enemy attack or skill
is not dealt to random targets.
■Stealth
This buff prevents a character from being a target
of enemy attacks and skills dealt to 1 target.
However, that character can be the target of attacks and skills
that are dealt to the target directly in front of the attacker.
If all allies who are alive are enhanced with either Stealth or Invisibility,
the effect of Stealth will be nullified.
■Invisibility
This buff prevents a character from being a target of attacks and skills
of enemies and allies.
If all allies who are alive are enhanced with Invisibility,
the effect of Invisibility will be nullified.
■Counter-Fainted
This buff gives a character a chance to inflict Fainted
on their attacker when attacked.
■Regeneration
This buff restores a specified amount of HP to a character each turn
at the start of that character's action phase.
■Immortality
This buff guarantees a character survives with 1 HP remaining
if they take damage that would reduce their HP to 0.
This includes damage taken from attacks, Resonance, and Devotion.
This also includes damage from Poison and other debuffs
that deal continuous damage, as well as counterattack damage.
■Counter Shift
When attacked by an enemy, this buff allows a character to deal
a designated amount of counterattack damage
to a specific enemy instead of dealing a regular counterattack.
The amount of damage is not affected by the Counter stat
(even if [Increased Counter] or
[Decreased Counter] are applied to it).
Additionally, the amount of damage taken by a character
has no effect on this buff's counterattack damage.
Counter Shift is guaranteed to hit, but is not factored in
when counting the number of attacks that are dealt to an enemy.
Counter Shift does not activate when a character
takes damage from Poison
and other debuffs that deal continuous damage,
Resonance, Devotion, or Passive Skills.
Counter Shift activates only when an attack hits.
It does not activate when an attack is evaded.
■Devotion
This buff allows an enhanced target to substitutively take
a designated amount of damage
from the damage an attack would deal to another ally.
If the amount of damage taken by an ally exceeds their remaining HP,
the amount of damage exceeding that ally's remaining HP will also be included
in the damage dealt to the enhanced target.
If damage would be taken via Devotion and Resonance at the same time,
the damage will be totaled together and count as 1 instance of taking damage.
■Buff Cover
When 1 of the enhanced target's buffs would be dispelled or stolen by an enemy's skill,
this buff will be dispelled or stolen with the highest priority out of all buffs
the target is enhanced with.
If the target is enhanced with multiple Buff Covers,
1 will be dispelled or stolen at random.
For skills that lower a buff's turn count or stack count,
Buff Cover will not be prioritized for dispelling.
■Hasten
This buff speeds up the decrease of a character's
Active Skills' skill cooldown time
at the end of each turn's action phase,
effectively hastening the next time that character's Active Skills activate.
If Hasten is overlapped with Delay,
the final amount that the skill cooldown time decreases by will be decided
by how much the effects of Delay offset the effects of Hasten.
■Character-Specific Buffs
These are buffs granted by the skills of specific characters.
The effects of the buffs vary depending on the character-specific buff.
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