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| Ailment Rules [wip] | |
| | Author | Message |
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Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Ailment Rules [wip] Thu Apr 30, 2020 12:53 pm | |
| - PiS Rules:
Bosses in PiS aren't immune to Ailments in the regular sense. Instead, they posses very high Ailment Resistance. These Resistances are normally around 100%.
Now, how to Ail the Bosses? When attempting to cast an Ailment on a Boss, you'll need to take your Ailment Success Rate and reduce it by the respective Ailment Resistance of the Boss. Any result below 10 will yield an effective 0% Ailment Success Rate.
For example, Daddy Long Legs has a 120% Poison Resistance. If you were to cast a regular Poisma on him, your chance of success would be reduced by 120. Since Poisma has a success rate of 25%, the result would be -95%, thus an effective 0% chance of Poisoning Daddy Long Legs.
Upgraded Ailments in PiS reduce the target's Ailment Resistance when cast, on top of attempting to Ail the target. So, by doing that, you will be able to reduce a Boss character's Ailment Resistance to a point where it'll be possible for you to affect them. Details will be released with the release of [Facilities] in Chapter #1.
- Example:
Fear: 150% Panic: 140% Distress: 140% Despair: 200% Poison: 120% (Reduce Poison: 50%) Sleep: 70% Rage: 90% Charm: 70%
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| | | Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Re: Ailment Rules [wip] Thu Apr 30, 2020 12:57 pm | |
| Elemental ailment attacks will share the Element ailment resistance stat. Boosts can be used to overcome the resistance. One element ailment or a few can be lower or higher than the rest. | |
| | | Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Re: Ailment Rules [wip] Fri May 01, 2020 11:00 am | |
| Bosses are not immune to ailments, but they function on different rules here. While a normal ailment resistance would be treated like having a Strong resistance against a normal element, Bosses have a set percentage resistance against a set of ailments. These percentages are used to decrease the chance your ailment has to inflict on them. The resulting decreases can result into 0 or negative chances meaning it is impossible to inflict that specific ailment on them. Some set resistance percentages can be negative, meaning it increases your chances of inflicting said ailment. Elemental ailment attacks share one ailment resistance stat (Elements). They may use their boost/amp skills to increase the likelihood of inflicting said ailments. However, the elemental resistances (Strong, Block, Reflect, and Absorb) can prevent its infliction no matter what percentage resistance the boss has against it. The ailment effects on bosses may be reduced, but will still have some effect on them.
- Fear: Bosses shall not flee and chance to stop attack will be at 25%. Ghastly Wail can deal the equivalent of a Tier 2 attack (200 POW) instead.
- Panic: Bosses have a 50% chance of being unable to use skills on their given turn, but can default to weapon attacks or any actions that do not use their skills instead.
- Distress: The chance to inflict a critical attack is decreased down to 25% and wears off upon the first critical hit.
- Despair: Bosses lose 5% SP per turn instead.
- Poison: Bosses lose 5% HP per turn instead.
- Sleep: Bosses recover 25% HP/SP per turn instead. But next attack inflicted during this state will be doubled.
- Rage: Bosses' melee weapon attack is raised by 25% and take 30% damage. But have an increased chance of missing by 20%.
- Charm: Bosses' will only attack allies (and itself) with melee weapon attacks.
- Burn: Bosses lose 5% HP per turn instead.
- Squall: Bosses get 10% chance to miss instead. Can stack up to 30%.
- Freeze: Bosses who get hit with this gain a 50% resistance against ice attacks until it wears off.
- Shock: Enemies who hit a shocked boss will get receive 30% of the damage they dealt in the electric element as well.
- Muddy: Defense decrease is 10% instead and can be stacked with rakunda-esque skills. Cannot be nullified by rakukaja-esque skills.
- Bomb: Enemies who hit a bomb'd boss will get receive 30% of the damage they dealt in the electric element as well.
- Weight: Base miss chance is at 20% instead and gains 50% resistance against Gravity skills.
- Acid: 25% decrease to magical attacks instead.
- Shellshock: Only one action's targeting will be randomized.
- Hallucination: See the rest of the other mental ailments.
Last edited by Philodai on Sat May 02, 2020 8:31 pm; edited 1 time in total | |
| | | Godai
Posts : 5994 Join date : 2013-10-06 Age : 30
| Subject: Re: Ailment Rules [wip] Sat May 02, 2020 7:27 pm | |
| Zan -> Tinnitus Psychokinesis -> Delusion
Shellshock | 10% (20% with single target skills) chance of inflicting the *Muddled* ailment with each Zan skill used. Not effective against opponents that are strong/block/etc against Force. If successfully hit with the Tinnitus ailment, the opponent will have the target of their actions randomized. This effect only lasts a single turn and can be healed by your typical ailment healing skill. | Passive | Tier 1
Hallucination | 10% (20% with single target skills) chance of inflicting the Delusion ailment with each Psychokinesis skill used. Not effective against opponents that are strong/block/etc against Psychokinesis. If successfully hit with the Delusion ailment, the opponent suffers the effects of a randomized mental ailment for one turn. | Passive | Tier 1 | |
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