■If/When a Character is Attacked
This condition causes certain skills to activate upon being fulfilled.
It will only be fulfilled if the character is successfully hit by an attack.
It will not fulfilled if the attack is evaded,
or if counterattack damage is dealt to the character.
If the character is hit by an attack, but buffs such as Shield or Multi-Barrier
reduce the damage to 0, this condition will still be fulfilled.
■HP Restoration
This effect restores a character's HP by a designated amount.
■Defeated
When a character's HP drops to 0, they are defeated.
Defeated characters cannot perform any actions.
When a character is defeated, all their buffs/debuffs are dispelled.
Additionally, the value of a character's skill cooldown time
at the moment right before they were defeated
will remain unchanged.
■Damage Dealt
This is damage dealt to a target by an attack.
Any amount of damage that exceeds a target's remaining HP
is also counted towards the amount of damage dealt.
This corresponds to damage before damage reductions are factored in
via Shield, Multi-Barrier, Invulnerable, cutting,
surviving with 1 HP, and Immortality.
Skills that reference the damage dealt to a target
are calculated before damage reductions are factored in
via the buffs and effects above.
*Example: Stella's Active Skill ""Unleash the Evil Eye,"" Lv 1
""Deals 1 physical attack equal to 800% of her ATK
to the enemy with the highest ATK,
and restores HP equal to 25% of this skill's total damage to the ally
with the lowest remaining HP percentage.""
In the skill description above, ""25% of this skill's total damage""
is the part of this skill that references the damage dealt to a target.
■Damage Taken
This is damage taken by a character from an attack.
Any amount of damage that exceeds a character's remaining HP
is not counted towards the amount of damage taken.
This corresponds to damage after damage reductions are factored in via
Shield, Multi-Barrier, Invulnerable, cutting,
surviving with 1 HP, and Immortality.
Skills that reference the damage taken by a character
are calculated after damage reductions are factored in
via the buffs and effects above.
*Example: Fia's Active Skill ""Grim Retribution,"" Lv 1
""Deals 1 direct attack equal to 10% of the total damage taken by her
over the past 20 turns to 2 random enemies.""
In the skill description above, ""10% of the total damage taken by her""
is the part of this skill that references the damage taken by a character.
■Increased/Decreased Skill Cooldown Time
This effect increases or decreases the number of turns
of a target's skill cooldown time.
■Revive
When a character takes damage that makes them defeated,
this effect restores that character's HP
and makes them able to battle again.
Characters who have taken damage from attacks,
Resonance, and Devotion can be revived.
Characters who have taken damage from Poison
and other debuffs that deal continuous damage,
as well as counterattack damage, can also be revived.
■Guaranteed to Hit
These attacks are guaranteed to hit their target.
This effect is not affected by a character's Chance to Hit
and Chance to Evade.
■Guaranteed to Deal a Critical Hit
These attacks, when they successfully hit their target,
are guaranteed to deal a critical hit.
This effect is not affected by a character's Chance to Deal a Critical Hit
and Chance to Resist a Critical Hit.
■Ignore Chance to Inflict a Debuff/Chance to Resist a Debuff
This effect does not calculate either the inflictor's chance to inflict a debuff
or the target's chance to resist a debuff when inflicting a debuff,
with only the chance to inflict a debuff set by the skill being the deciding factor.
However, if the target is enhanced with [Debuff Immunity],
even if the skill's chance to inflict a debuff is 100%,
that debuff will not be inflicted.
■Ignore Multi-Barrier
This effect deals damage with attacks
without being affected by the target's Multi-Barrier.
The ignored barrier layer will not be depleted.
■Cut
This effect reduces a specific percentage of damage taken by attacks,
Resonance, and Devotion.
This also reduces a specific percentage of 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 cutting.
The effects of Invulnerable, Multi-Barrier, Shield, Resonance,
and Devotion are calculated after damage is reduced via cutting.
However, in the case of counterattack damage,
the effects of Invulnerable, Multi-Barrier, and Shield
are calculated before damage is reduced via cutting.
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.
■Survive with 1 HP
This effect 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.
This effect cannot be dispelled, copied, or stolen.
■Absorb
This effect allows a character to inflict
a specific decreased stat debuff on an enemy,
and grant themselves a buff that increases their corresponding stat
by the decreased amount.
If the character fails to inflict the debuff, they will not be granted the buff.
■Strengthened Basic Attack
This effect strengthens a character's basic attack.
The way a character's basic attack is strengthened
varies depending on the skill.
Strengthened Basic Attack cannot be dispelled, copied, stolen,
or have its turn count increased or decreased.
Strengthened Basic Attack buffs cannot be overlapped,
and if more than one of these buffs are granted to a character,
the buff that the character will remain enhanced with
will be based on the following order of priority.
A Strengthened Basic Attack buff
granted by the character to themselves
▼
The most recently granted Strengthened Basic Attack buff
■Dealing Damage to Self
This effect decreases a character's HP.
This is not affected by DEF, P. DEF, M. DEF,
Increased/Decreased Damage Dealing,
Increased/Decreased Damage Taken, Cut,
Invulnerable, Shield, Multi-Barrier, Immortality, or Survive with 1 HP.
■Counterattack
When attacked by an enemy, this effect allows a character
to deal counterattack damage back to that enemy.
The counterattack damage dealt to the enemy depends
on the damage taken from them and the character's Counter stat.
Damage taken that exceeds the character's remaining HP
will not be calculated towards the counterattack damage dealt.
A counterattack is guaranteed to hit, but is not factored in
when counting the number of attacks that are dealt to an enemy.
A counterattack does not activate when a character takes damage
from Poison and other debuffs that deal continuous damage,
Resonance, Devotion, or Passive Skills.
A counterattack activates only when an attack hits.
It does not activate when an attack is evaded.
*The ""counterattack"" effect described here is separate
from a character's ""Counter"" stat.
■Counterattack Damage
This is damage dealt to an enemy via a counterattack or by Counter Shift.
Counterattack damage is affected by Cut, Shield, Multi-Barrier,
Invulnerable, and Immortality.
Additionally, counterattack damage is not affected by
Increased/Decreased Damage Dealing,
Increased/Decreased Damage Taken, DEF, P. DEF, or M. DEF.
■HP Drain
When attacking an enemy, this effect restores a character's HP
depending on the amount of damage they deal and their HP Drain stat.
The amount of HP restored is calculated based on how much damage
is dealt after the following effects are factored in:
Cut, Shield, Multi-Barrier, Invulnerable, and Immortality.
Damage that exceeds the enemy's remaining HP
will not be calculated towards the amount of HP restored.
HP Drain does not activate when a character takes damage
from Poison and other debuffs that deal continuous damage,
Resonance, Devotion, or Passive Skills.
HP Drain activates only when an attack hits.
It does not activate when an attack is evaded.
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