Post by Dalent Ω on Nov 23, 2006 18:45:12 GMT -5
Effects can have various consequences in battle. Below is a list of the effects, and what they do.
Piercing-These attacks go through enemies and obstacles. If it is guarded against, it still hits and causes damage, but the guard is activated.
Breaking-This also refers to Break-Element. These attacks destroy guards and cause damage upon contact, but the guard does not activate. if it hits a barrier or aura, the barrier/aura is instantly destroyed, but no damage is taken.
Flinching-This means that when you are hit, your navi flexs back after the hit. This is common on multi-hitting chips. When hit with an attack that causes flinching, it is harder to avoid the next hit. If you have SuperArmor, you do not flinch.
Stun-When you are hit by a stunning attack, your next turn, you lose 2 actions. Stuns can be stacked, but after the first stun, the added ones only remove 1 action. Does not carry over into their next turn.
Freeze-When you are frozen, you lose 4 actions. Freeze cannot be stacked, and when you are hit while frozen, you are instantly unfrozzen (so if your opponent froze you on their third action, and hit you on the fourth, you would not count as frozen). While frozen, Break-Element chips do double damage to you.
Burn-More often attacks cause burn, as very few chips have this propery. Only Fire-Element attacks can burn. When burned, you take 10 Damage per turn. When V3 by the 'burner' is reached, it does 15 Damage a turn. And when the 'burner' reaches SP, it does 20 Damage. Burn can be removed by the sacrifice of an AquaChip. AquaNavis cannot be burned.
Poison-Poison effect is not like the poison from Anubis or Swamp panels. This is inside your navi. When poisoned, the navi takes 10 Damage a turn, their buster is reduced by 1 (cannot go below 1), and all attacks (not chips) do -10 Damage. When the 'poisoner' is V3, the now reduces damage by 15, and at SP, reduces by 20 Damage. Poison can be removed by the sacrifice (not use) of a recovery element chip.
Blinded - When your Navi is blinded, all offensivel attacks done to the opponent misses with an exception of unavoidable attacks. Actions done to yourself do not miss. Lasts for 1 Full Turn unless stated otherwise.
Confused - When your Navi is confused, it looses 3 Speed (Does not go below 1) and looses one action in a turn. Lasts for 1 Full Turn unless stated otherwise.
Anger-When your navi takes 300 Damage from one hit, or goes 2 turns of taking damage but not dealing it, they enter the angry state. This state last until they attack. While in this state, they gain Super Armor, and the next chip used does double damage.
Worried - When your Navi takes damage for 3 turns continuously without dealing any to the opponent. In this state, Your Navi can perform only 3 actions each turn and cannot unite with any Souls or Crosses. This can be recovered from by using any Recovery Elemental Chip, or by achieving Full Synchro. Cannot be removed in any other way.
Full Synchro-When your navi deals 200 Damage in one hit, or deals damage for 3 turns without taking damage, they enter FullSynchro. In this state, the next attack does double damage. If hit or you attack, FullSynchro ends.
Piercing-These attacks go through enemies and obstacles. If it is guarded against, it still hits and causes damage, but the guard is activated.
Breaking-This also refers to Break-Element. These attacks destroy guards and cause damage upon contact, but the guard does not activate. if it hits a barrier or aura, the barrier/aura is instantly destroyed, but no damage is taken.
Flinching-This means that when you are hit, your navi flexs back after the hit. This is common on multi-hitting chips. When hit with an attack that causes flinching, it is harder to avoid the next hit. If you have SuperArmor, you do not flinch.
Stun-When you are hit by a stunning attack, your next turn, you lose 2 actions. Stuns can be stacked, but after the first stun, the added ones only remove 1 action. Does not carry over into their next turn.
Freeze-When you are frozen, you lose 4 actions. Freeze cannot be stacked, and when you are hit while frozen, you are instantly unfrozzen (so if your opponent froze you on their third action, and hit you on the fourth, you would not count as frozen). While frozen, Break-Element chips do double damage to you.
Burn-More often attacks cause burn, as very few chips have this propery. Only Fire-Element attacks can burn. When burned, you take 10 Damage per turn. When V3 by the 'burner' is reached, it does 15 Damage a turn. And when the 'burner' reaches SP, it does 20 Damage. Burn can be removed by the sacrifice of an AquaChip. AquaNavis cannot be burned.
Poison-Poison effect is not like the poison from Anubis or Swamp panels. This is inside your navi. When poisoned, the navi takes 10 Damage a turn, their buster is reduced by 1 (cannot go below 1), and all attacks (not chips) do -10 Damage. When the 'poisoner' is V3, the now reduces damage by 15, and at SP, reduces by 20 Damage. Poison can be removed by the sacrifice (not use) of a recovery element chip.
Blinded - When your Navi is blinded, all offensivel attacks done to the opponent misses with an exception of unavoidable attacks. Actions done to yourself do not miss. Lasts for 1 Full Turn unless stated otherwise.
Confused - When your Navi is confused, it looses 3 Speed (Does not go below 1) and looses one action in a turn. Lasts for 1 Full Turn unless stated otherwise.
Anger-When your navi takes 300 Damage from one hit, or goes 2 turns of taking damage but not dealing it, they enter the angry state. This state last until they attack. While in this state, they gain Super Armor, and the next chip used does double damage.
Worried - When your Navi takes damage for 3 turns continuously without dealing any to the opponent. In this state, Your Navi can perform only 3 actions each turn and cannot unite with any Souls or Crosses. This can be recovered from by using any Recovery Elemental Chip, or by achieving Full Synchro. Cannot be removed in any other way.
Full Synchro-When your navi deals 200 Damage in one hit, or deals damage for 3 turns without taking damage, they enter FullSynchro. In this state, the next attack does double damage. If hit or you attack, FullSynchro ends.