Strength of your Soul:
As you probably speculated by now, this site's combat system is based off your character's individual stats. Like the game, your character here will have a chance to grow how you choose it. Below is the default stats your character starts off with.
HP: 50
SP: 30
PEnd: 0%
MEnd: 0%
Ppstr: 6
Pmstr: 10
Dx: 3
Lk: 2
HP stands for Health Points. Each time you are hit, your health points will decrease. Once this hits zero, you are knocked unconscious. If you are attacked again while you are unconscious, you will die. When your health is at 10% or below, your character will start to feel fatigued.
SP stands for Skill Points. These points directly relate to your ability to summon your Persona. Each time you summon your Persona, this number will go down. When it goes low enough to where you can't cast any skills, you won't be able to summon your Persona again. You can recover SP points with special items given out by the Velvet Room Attendants or by resting a single post. Each post you rest, you recover 5% of your total SP.
PEnd & MEnd: Every 12 points in your HP and SP you get 2% resistance in your PEnd and MEnd. These stats are your defense stats, and the more health you get the more attacks you can take. If your numbers for this are rather high, you could literally tank through an attack and continue your own without any worry of recoil or losing your footing.
Pmstr stands for Persona Magic Strength. This number correlates to how much damage your Persona's skills will do to your opponent if using a elemental based skill. For example, if you were to successfully land a hit on someone with a Elemental-based attack, you would cause this much damage to their HP. Personas have a max range of 5 meters from their user. They cannot go any further than this. However, for every 20 points in your Pmstr you gain an additional meter.
Ppstr stands for Persona Physical Strength. This number correlates to how much damage your Persona's skills will do to your opponent if using a physical based skill. For example, if you were to successfully land a hit on someone with a Physical Skill-based attack, you would cause this much damage to their HP. When it comes to moving objects, the higher your PPstr the size of objects the Persona can move. Use common sense here, of course. Don't be lifting sides of buildings with only like 50 PPstr.
Dx stands for Dexterity. This number correlates to how much damage your own Soul Bound weapon will deal to your opponent. For example, if you were to successfully land a hit on someone with your weapon, you would cause this much damage to their HP.
Lk stands for Luck. This will determine your chances of landing a critical attack on the opponent. The staff members will be the ones to deal with this when you're in battle. The higher the number, the higher the chance to land a critical attack. ** In Player vs Shadow battles, this also translates to your chance of dodging an attack. In PvS if your luck gap widens that chance becomes higher. Every 10 luck your opponent has higher than you, you have a 10% chance to miss, starting with 10% before the luck difference is 20. Conversely, every 10 luck higher you are than the enemy, your crit chance is increased by 10% starting with 10% until the luck difference is 20. For example if your luck In Player vs Player battles, this will also determine how fast your Persona can move in combat. The higher the number over the opponent, the faster. However, if the numbers are within 20 digits of one another, then their speed will still remain on the same playing field. Basically the Lk stat swallows both the Luck and Agility stats from the actual Persona games. When it comes to your Persona's speed, it comes down to the amount of Luck stat you have. If your luck stat is high, it will be rather fast compared to other Personas and objects in the environment.
Ranking up and Stat Increases:NOTE - EACH RANK UP, NO MATTER THE CLASS, HP AND SP GETS AN EXTRA 15 POINTS Each time your Initial Persona gains a new skill, all your stats go up by 6 points. You also get 6 extra points that you can distribute between these stats. It's completely your choice on how you want to build up your character. This will be kept up to date in the Persona Compendium category on the board. More information can be found there.
Each time your Prime Persona gains a new skill, all your stats go up by 8 points. You also get 8 extra points to distribute between your stats.
Each time your Ultimate Persona gains a new skill, all your stats go up by 10 points. You also get 10 extra points to distribute between your stats.
For Tainted Persona users, each time your Persona gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.
For Velvet Room Attendants, each time your Persona Compendium gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.
Once a Velvet Room Attendant gains their "Ultimate" Persona Compendium, each new skill it gains boosts your stats by 16, and you get an extra 16 points to distribute between your stats.
Each time a Shadow Self gains a new skill, they receive 12 stat points in each category and an extra 12 for them to distribute however they'd like.
Each time a Forgotten gains a new skill, they receive 12 stat points in each category and an extra 12 for them to distribute however they'd like.
For Artificial Persona users, each time your Persona gains a new skill, your stats are boosted by 12, and you get an extra 12 points to distribute between your stats.
Weapon Types: Once obtaining a Persona, your character will have the ability of using one weapon of their choice that can be summoned to their hand in battle. These weapons can be almost anything, such as knives, blades, bow and arrows, etc. (No Guns unless stated otherwise!) This weapon will be your soul bound weapon and can not be switched. For Example: If you made your character choose a Rapier as their weapon of choice, then you may only use Rapier type weaponry from then on. These weapons are special, as they do damage to the soul and not the actual physical body. Each successful attack relates to Tier 1 amount of damage.
Each weapon has a specific type of physical damage they do. There are three main types separated as:
Pierce Damage
Slash Damage
Strike Damage
** To see Persona related skills to these damage types, click
->here<-.
Human vs Human (PvP) Battle Rules: It is inevitable that players will be put in battle against Shadows and possibly other players aswell. This is why a battle system has been formed. The battles on this site can be compared to the battles seen in Persona 4: Arena. By this I mean, once you summon your Persona it will do an attack/defense before vanishing back within your subconscious or remaining stationary on the battlefield. Persona act basically as "ghosts" and cannot be used as shields to protect yourself from direct enemy attacks unless using a skill. (Such as blows from Shadows or weapon attacks from other human players, such as a knife or blade.) Attacks from a Persona also bypass real world armor (such as bullet proof vests, steel plates, etc) as it attacks the soul directly. It takes another Persona to parry an attack from a Persona, or special skills/accessories. HOWEVER; Personas can now be hit by Dex attacks and broken if too careless.
To parry an attack from another Persona, the user would only need to summon their Persona by using a skill. If the enemy Persona was to use a physical Tier 1 skill against you, you could summon your Persona and have it do a physical Tier 1 skill aswell. By doing this, you can clash with the opposing Persona. Now since both attacks are both Tier 1, they would be equal in strength. This is excluding any bonuses the user may have in strength, however. For example, if both Persona were to launch a fire based attack, and one of the Persona have a 15% boost in fire based skills and the other does not; that Persona with the boost will over power the opposing Persona (this does not count for Mind Charge or Power Charge). This basically means their attack will go through the defense and continue on its way. If the skill is a special attack that attacks more than once, then the Persona will continue to attack that same post until it ends. If you clash with someone that is equal strength as you, you will be able to continue your attack after your first hit clashes against their own. However, if their skill strength is above your own, you will fail to break through their attack regardless of how many attacks you throw at them with one skill.
Elemental skills clash with other elemental skills. Physical skills clash with other physical skills. However, elemental skills and physical skills do not clash with one another. Almighty Skills clash with anything, no matter the type of skill it is.
**NOTE - It is now possible for a Tier 2 to beat or clash with a Tier 3. If the total boost is the same, the Tier 2 can clash with the Tier 3. For example, a Tier 2 gets a 50% boost from Tier 1, and a Tier 3 gets a 100% boost. Now if the Tier 2 user also had an amp move that boosts the skill another 50%, then it'd be a Tier 2 skill that has a 100% boost vs a Tier 3 with the same level boost. The two skills would cancel each other out. In battle, only one Persona skill can be used at a time. This means only one Persona skill can be used each post. Take note, each attack used by a Persona will remove SP. If you run out of SP, you can not summon your Persona again until it fills up to an adequate amount, unless you're using physical based skills. This means if you spam heavy hitting moves, you may find yourself vulnerable towards the end. Every post you remain stationary and don't attack, you will recover 10% of your total SP.
**NOTE: When a Persona uses a skill, you may be creative on how they carry out the skill. For example: If your Persona uses Agi it does not HAVE to fire a fireball. It could bumrush someone as the fireball itself, or even do a fire punch into someone. It could even be the Persona picking you up and throwing you like a fireball (as long as it manipulates the flames so it does not burn you aswell). As long as the damage is calculated correctly, you're free to use your imagination on how the attack is performed. However, use common sense. If it's a small attack, it wouldn't be that extravagant. If it's something like a Tier 3 or 4 move, then it may destroy the surroundings and the like. Your Persona MUST use a skill to interact with the environment. If they do not, the only thing they may do is remain on standby. Even if you want them to cut a string, you need to use a skill to perform the deed. Now it can be any skill, physical or elemental, but a skill none the less.**NOTE - A Soul Skill and a Persona Skill can be used in the same post for PvP. However only one or the other can be used in PvS per turn.When attacking with your own weapon and not your Persona, you have the ability of attacking alot more during a post. This can range from two to four attacks per post (four if your character is faster by a skill or strength used, two/three if not), depending on the situation and how skilled your character is in combat. Of course these attacks aren't on the same scale as your Persona's and can be parried by other weapons, but they are relatively faster and don't cost a thing to use. These Soul Bound weapons perform basic Tier 1 damage at all times unless stated otherwise by an accessory or Persona skill.
**NOTE - Each Character has a Death Counter in PvP. They all start with five. The counter goes down only by Hama and Mudo skills if they hit the target. Once the counter hits zero, the next Hama and Mudo skill is a guaranteed instant kill when hit.
These skills can cause damage like the rest of the elements and can be influenced by their respective boosts and amps. If you are weak to either Hama or Mudo, the counter goes down by two. Rolling for instant kill is to be reserved for PvS scenarios. Human vs Human PERSONA BREAKING - IMPORTANT: As you can see, Human vs Human battles will be quite something. Now, it is possible for your Personas to attack one another, and there is a downside to if your Persona is successfully damaged. If your Persona takes three successful hits from the opposing party, it will break. Break simply means it will disappear back within your subconscious and need three turns to be able to be summoned again. Once those three turns are up, it would have rebuilt itself and can take another three hits (and can also be summoned again). So be careful not to put your Persona in too many dangerous situations in battle.
**Note - Alright, so just to clear some things up. Real world objects can damage characters, but it won't be based on stats. It'll be based on real damage. So let's say you take a bat to the ribs. There's a chance you can crack your ribs among other things. This is real world damage, and won't hurt your stats (soul) but your actual physical body. Anything that is not a soulbound weapon or Persona skill will do this kind of damage.
Now soulbound attacks such as skills or soulbound weapons attack the soul directly. They are infinitely stronger than environmental weapons, so if you were to take a soulbound weapon like a sword and clash it with a real world sword, it'd slice through it like bread on butter, into the enemy. However, instead of doing physical damage, it would do stat damage to the opponent. It's more powerful and can slice through real world armor, clothes, etc with ease.**Note - Dex attacks can now also harm Personas. However, real life attacks such as Bullets,etc, will bounce off a Persona easily. Real World damage cannot and will not harm a Persona. However, for this to occur, you still must use a skill for your Persona to be active and protect you from this real world damage. Human vs Shadow (PvS) Battle Rules: Player vs Shadow battles are quite different than Player vs Player battles. Unlike in Player vs Player where the combat is close to Persona 4: Arena, these battles are more like the traditional Persona style combat. This means all your attacks are dealt to the opponent directly. This removes the ability of clashing moves and parrying altogether, which is the main fore-point of Player vs Player battles. Your ability to dodge an attack is now based on the number of your luck stat and is calculated by the Dungeon Master during battle. This form of combat relies more on strategy and less on dynamic movement.
Unlike in PvP Phase battles, you have the option to have defending posts for these types of battles. By defend, this means you're covering your body with your soul bound weapon and bracing yourself for an attack. You can't attack these posts, but the damage you take is reduced by half. This also allows the one shielding to recover 10% SP. If you're hit by your weakness while shielding, you'll still take half damage and won't be downed your next post. If you choose to guard you cannot dodge an incoming attack nor move from your position to take an attack for someone else.
When you hit an opponent's weakness, it not only causes them to be downed but forces them to recover their next post to attack again. This can give you a heavy opportunity for damage.
When using an item for this phase of combat, it uses your turn up entirely. This means after you use the item, you can not continue on to attack or defend the same post. This can leave you vulnerable, so be cautious.
You are allowed to take attacks directed at one of your allies. By pushing them out the way, you will take the full power of the attack normally, unless something says otherwise. When you take the attack for them, they are safe from the damage, but you take it all. You can only do this for attacks solely focused on that one member. That means if there is an AoE attack that attacks everyone, you can't protect them. When you are going to protect someone, simply post before them taking the hit for them, and you can still attack that same turn. You can only take an attack for an ally once per combat round, and once you do so, your position in the combat order is permanently changed to that position.
Should you be knocked out, and your allies are unable to bring you back, for a small fee of 5000 VC, you can have a fellow Cadet or the Beautiful Bandit swoop in and take you out of the dungeon.
How Battles Work: Battles work on a post by post basis. For example:
Post 1: John draws his blade and charges towards his opponent. With all his might, he swings his blade down in an attempt strike his opponent across the chest. If successful, John would attempt to follow his attack with a swift kick to his opponent's chest to create distance. If he failed, he'd attempt to pull his blade back to cover his body.
As you see here in this combat post, our character John is initiating an attack. Now be sure to note he does not say his attacks automatically land. He is playing a "what if" scenario. This means there is a possibility that your attack might fail so it is good to use words such as "attempt" or "try", making your actions not absolute. If you auto-hit someone, you're basically god modding their character into taking damage which is not allowed here.
Post 2: Watching John's advance upon him, Joe would cross his gauntlets across his chest in an attempt to block the oncoming attack. If this defense worked, he would immediately thrust his body forward in an attempt at headbutting his opponent down to the ground. Though a risky move, Joe took note that if he stayed close to his opponent it had the possibly of lowering the advantage of using a blade in combat.
As you see here, Joe is responding to John's attack. Notice that the first part of his post relates to a defense against John's attack, and then goes into a counterattack if his defense works. This is fighting 101 and is rather easy. There is a honor code however. If you know, as a player, that your character should be hit, just take the hit. Please don't go into bs tangents on the subject where staff will need to get involved.
Battles involving your Persona are very similar but have notable differences. For example:
Post 3: With his attack blocked by Joe, John would have pulled his blade back to cover his body. With the follow up attack by his opponent, John would be pressed back. Though he was staggered, and would hit the ground, John would take this opportunity to summon his Persona. With a shattering sound, a blue mist would erupt from John's body as his Persona would appear towering behind him. Immediately pointing its blade towards Joe, John's Persona would release a small burst of lightning from its body that would be directed towards the opponent in an attempt at blasting him back. Using this attack as cover fire, John would attempt to roll back and recover his footing for his next attack. His Persona, on the other hand, would vanish once performing its attack.
Notice in this follow up post John takes in account of the attack that has occurred. He has mentioned his own attack has failed, and thus crosses over to defense. In this post he summons his Persona to attack. Now unlike the Persona games where most skills are auto hits, the combat on this site relates more to Persona 4: Arena. This means all the attacks stem from your Persona and is literally fired off at your opponent. So instead of a thunder cloud forming over your opponent, his Persona literally fired the zio bolt from itself.
**Note: When you use a skill, at the bottom of the post be sure to post what skill you have used in a spoiler. This is so people know what kind it is, of course.
Determining successful Ailment Skills, Critical Hits, and Successful Hits: Unlike the elemental skills and physical-based skills, Ailment skills directly affect an opponent. These skills have a percentage chance of working. To determine this, you will need to use the random generator. Under the "Others" tab while posting, there will be an option called "Random." You will want to click this.
If successful you should get an option that looks like "[rand][/rand]". Between this coding you will want to put the number "10." So it will look like "[ rand ]10[/rand]" without the spaces.
Now by doing this, a random number will appear between 1 - 10. If your support skill has let's say, a 20% chance of being successful, in your post you will do this coding once at the end. Also, you will put two separate numbers as your guess of which the random generator will land on. If one of the numbers are correct, your attack would have worked and the status ailment would be successful. If wrong on both accounts, it failed. If you're doing it to multiple attackers, you have to do it for each of them. Have fun.
**Note, if your chances are still something like 25, still calculate it for 20 Now when it comes to critical hits, it goes the same way. However, this directly correlates to your luck stat, and your enemy's luck stat. You will take your opponent's luck stat and subtract it to yours. The remaining number will be the percentage chance of you getting a critical attack. When you use skills that boost this chance (rebellion for critical), that percentage will be added to your chances. It goes without saying, if you have a high luck number, you have a greater chance at getting critical hits. There will always be a 10% chance for physical attacks to be a critical no matter the situation. You simply have a much better chance if your luck stat is higher than your opponent's.
Now for missing attacks, things are the same and a little different. This, just like your critical hits, correlate to your luck stat and your enemy's luck stat. You will take your luck stat and subtract it to your opponent's (The reverse of the critical way). Taking that number as a percentage, that will be the chance you will miss your attack. So if the product between the two numbers is something like 5%, then you have a 5% chance of missing your attack. Keep in mind that the minimum miss chance is always 10% and that miss chances still use [ rand ]10[/rand] so increments of 5% will always be lost. For this reason, Luck only comes into play when the difference is equal or greater than 20%. Agility buffs affect your Luck stat, granting bonuses or deficits to it equal to their power (for example, a Sukukaja of 30% would increase your Luck by 30 for hit and dodge calculation purposes). NOTE: Agility buffs do not affect critical chance!!!
REMEMBER: There will ALWAYS be a 10% chance of an attack missing or a physical being a critical attack. Be sure to calculate this in your posts!!!
The max percentage allowed for dodging an attack is 60% and for criticals it is 60%! This means it automatically caps here! Don't forget this!!! Numbers are a pain, amirite? You can choose to have a staff member play third party for you all if you don't want to calculate all this yourself. However, if you want to be independent than you can use this method. Just inform someone on staff if you'd like them to do it for you, however.
These are specifically for PvS combat (though critical and ailments will be used in PvP combat aswell.)
What happens when hit by your "Weakness" or a Critical: When you're hit by your weakness or a critical, you take double the damage and leave the enemy open to attack you. **If hit by your weakness or a crit in PvP you are not downed, but you will still take double damage.
Once More:Now when you hit an enemy whether with their weakness or crit them and they go into a down status, you will immediately get a second turn. You will be signified to take another action if the above graphic is posted after your post. If you were to down another enemy this turn, you would get another Once More, allowing you to attack again. It is a powerful tool to take advantage of. However, remember just because you hit a weakness or crit doesn't mean you automatically get another turn. The enemy MUST be downed. When it is the enemy's turn once again, they will re-stand and be able to attack. However, if you hit the enemy again they will be downed once more. Keep in mind enemies can get Once Mores and also cause you to be Downed so be careful.
A downed enemy also allows the attackers to perform an "All Out Attack" which is basically everyone attacking the enemy in a brawl. The damage done will be all the Dexterity stats added up together, and then will get a 200% boost. All enemies must be downed for an All Out Attack to occur. To perform an all out attack, it only takes person's post who downed them to initiate. All Out Attack damage goes through Endurances and is considered Almighty Damage.
For Example: If the opponent is downed by its weakness, the person on your team who downed the enemy will be able to initiate an all out attack. If everyone agrees, their single post will be used for the All out Attack, meaning he'll have everyone attack on his post. Now after his post is over, the rest of his team mates still have their own separate turns. The All out Attack only occurs for that specific person's turn who initiated it. HOWEVER - If you perform an all out attack, the enemy will no longer need to recover their footing (meaning after the All Out Attack even if before their next turn they will be able to dodge). They can not be re-downed until the next turn or if it twice by its weakness/critical after surviving the first All out Attack. This means that after being Downed they will get up on their turn and act after your Once More turns. Please remember this.
Baton Pass:You have another option instead of complete advantage of downing your enemy. You can pass your Once More turn to a party member that has a Rank 2 Social Link with you. This is called Baton Pass. Each baton pass will boost the recipient's attack and recovery power by 10%. However, you may not pass to a party member that already received the pass. So this means the boost has a total up to 30% with a full party.
What happens if I run out of HP?: If your HP hits zero during a battle, your character will fall unconscious for the rest of the topic. This is unless someone uses a recarm skill on them to revive them. If you are attacked again while you are unconscious, your character will die. When you're unconscious you can not defend yourself or summon your Persona. In PvS battle, it works just like the game. This being said, if you're downed in PvS battle and the enemy performs an AoE, it will not hit you.
However, when you're revived in combat, your turn is automatically pushed behind the enemy's. This means if you were KO'd and revived the next turn by your teammate, you will have to wait till all the enemies had their turns before you could post again.
Calculating damage done based on Tier: As you've most likely figured out, there are different tiers of damage a Persona can perform on an opponent. This is a little guide to help you determine the damage done. All decimal numbers are too be rounded down, no matter the case.
Tier 1 damage - This is the base damage. Whatever number that is under your Pstr section of stats will be the amount of damage this tier will cause. This goes the same if it is a soul bound weapon which will instead be marked under your Dx stat. **Note: This isn't taking in account the possible percentage buff you may have. Such as if you have fire that is 15% stronger, you need to take your base number and calculate the percentage in. If you're bad at math, just go to google and type "what's [enter percentage] of [insert stat number]". Once you get that number, add it to your stat number and that will be how strong your attack is.
For example, if I had Pstr 10, and got a 15% buff for fire based skills. My Tier 1 fire based skill would do 11.5 damage (round this down to 11). Now it seems weak as you start off, but once you start getting accessories/inventory that raise stats, and also begin to level up, this 15% will have a larger impact.
Tier 2 damage - When calculating your Tier 2 damage, you will take your base attack number and add 50% to it. So once again, if I have 10 as my base attack and I use a Tier 2 skill, it will do 15 damage. **Note: If you have a percentage boost for this, you will do the calculations for the actual attack first. Once getting the sum of that number (in this case 15) then you will add the percentage boost of that number. So if I had a 15% boost for something, that 15 attack would be boosted up to 22.5 damage. This is by taking 15% of 15, and adding it into 15 to get 22.5.
Tier 3 damage - When calculating your Tier 3 damage, you will take your base attack number and add 100% to it. So basically, you are doubling the number itself. If your attack was 10, it'd be 20 when performing a Tier 3 assault. If you have a percentage boost, you will add this boost in after calculating the actual attack damage. It is the same as Tier 2 in terms of calculations.
Tier 4 damage - When calculating your Tier 4 damage, you will take your base attack number and add 150% to it. This follows the same rules as the previous Tiers on how to calculate damage.
Tier 5 damage - The fusion attack for your Ultimate Persona. This is the ultimate move combining not only your strengths, but the strength of the bonds you've created over time. You will take your base attack number and add 200% to it. This follows the same rules as the previous Tiers on how to calculate the damage. This fusion attack is usually compared to such moves as "The Great Seal" that has tremendous power, but also a sacrifice of something important in the end. This is the only type of Tier 5 move on this site, and only works once you've reached your full potential as a Persona user.
**Note - If your attack becomes a decimal number, round down. ROUND DOWN ALL DECIMALS DURING YOUR EQUATION FOR THE MOST ACCURATE SUM OF DAMAGE. PLEASE REMEMBER THIS. Buff & Debuff Rulings and DetailsThere are two categories of buffs and debuffs on this site: those caused by skills such as Tarukaja and Tarunda, and the stackable ones, noted as “this buff stacks with -kaja/-kunda” in the skill effect text. All buffs not noted as stackable fall under the former, non-stackable category.
Now, how does that affect you as a player? Well, the main difference between these two groups is how they interact with each other, that is, buffs from the same group doesn’t stack up with one another and the higher value will always negate the lower one. For example, were you to cast a non-stackable Tarukaja for a 30% Attack buff on yourself and then an ally of yours casts a non-stackable Devil-boosted Tarukaja of 40% on you, the 30% one would simply disappear. However, were your ally to cast a stackable Attack buff (30%) on you, both your non-stackable Tarukaja and the new buff would apply at the same time, giving you two boosts of 30% to make use of. On top of that, the rule of 60% being the max value for buffs applies to both categories of buffs separately, meaning you could have two 60% Attack buffs active at the same time so long as one was Stackable and the other was not. The same applies for debuffs.
Note that Buffs and Debuffs are always added multiplicatively.
Buff & Debuff InteractionsAnother situation where buff category is important is when dealing with debuffs. For example, if you had a 30% non-stackable Tarukaja on yourself and a 15% non-stackable Tarunda, they would be added to each other, totalling a 30-15 = 15% Attack buff. Same for Stackable ones.
Buffs and Debuffs of the same type (Attack, Defense and Agility) and same category (stackable and non-stackable) are always added additively.
Limits and ExamplesYou could have an Endurance stat of up to 60%, a non-stackable Defense buff of up to 60% and a stackable Defense buff of up to 60%. As a result, any damage coming your way would be reduced by 60% three times. It wouldn’t reach 0, but it would be severely lowered.
You could have a non-stackable Attack buff of 60%, a stackable Attack buff of 60% and your target could have a non-stackable Defense debuff of 60% and a stackable Defense debuff of 60%, resulting in your damage being boosted by 60% four times.
Passive Damage Boosts & ReductionPassive damage boosts and reductions, such as from character Strengths or skills like Fire Boost, don’t count as buffs and are applied separately from them. Each instance of a damage boost (such as Fire Boost and Fire Amp) and damage reduction (such as a strength giving you 10% damage reduction and the Hanged Man Arcana giving you 10% damage reduction) are applied multiplicatively. There is no limit to how many of such effects can be active at any given time on a single character.
Status DurationBuffs and debuffs will have a duration that will always allow for the one affected to enjoy or suffer the full 3 turns. So, for example, when casting a Tarukaja upon yourself, you would start counting its duration from 0 instead of 1, as the first turn you would be able to make use of it is on the next turn. However, if you cast it on an ally they would start counting normally. As Rakukaja effectively functions primarily on the enemy turn, it will start counting down without delay, as no turns of its effect would be wasted for the player.
Additionally, all statuses, including Ailments, expire at the start of turn. This way, Ailments cannot be looped forever on a target.