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Post by MMM Guide on Dec 19, 2011 15:55:00 GMT -8
SKILL TIERS
Each skill will become marginally stronger at certain version thresholds depending on the Tier of its effects and the Category of skill that it is.
Skills come in two categories: Active and Passive.
Each Category of Skill has four tiers: C || B || A || S
Skills by Tier
iii.a. C-Tier Skills - Dodge - Shield - Aura/Barrier (See skill) - Max HP - Base Damage - Passive Armor - Regeneration - Counter - Attack Slot - Aiming - Status Heal - Air Shoes - Special Property - Damage Boost - Armor Boost - Chip Usage
iii.b. B-Tier Skills - Cooldown Reduction - Passive Cooldown Reduction - Passive Armor - Passive Damage - Passive Chip Usage - Chip Imbue
iii.c. A-Tier Skills - Barrier - Passive Attack Usage - Avoid Augment - Aura - Object - Clone - Recovery - Stage - Passive Attack Slot - Auto Charge
iii.d. S-Tier Skills - Multiplier - Revive - Passive Chip Imbue - Attack Usage - Passive Percentile Mitigation - Super Armor - Percentile Regeneration - Full Avoidance - Power Block - Grit - Percentile Mitigation - Skill Use - Virus - Status Immunity
iii.e. Other Skills - Natural Ability - Triune Avoidance - Element Level - Defense Locks - Advanced Skills
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Post by MMM Guide on Dec 19, 2011 16:02:47 GMT -8
C-TIER SKILLS
Activated Skills
Gain 1 Use at: V3 || V5 || V7 || V9 || V11 || V13 || V15 || V17 || V19 || V21
C-Tier Activated Skills are of the lowest caliber, but are the most readily available. Their effects generally last for the duration of 1 Attack, whether defensively or offensively.
Passive Skills
Gain incremental growth at: All Versions
C-Tier Passive Skills have the lowest effect early on and increment by the lowest margin as well, but they grow more quickly than other passive skills. These generally provide a minor buff to the user's base stats and nothing more.
Some examples of C-Tier Skills are as follows:
{* Dodge (+)} [Dodge] -- Activated Skill [Description] -- User Dodges 1 Incoming Attack [3 Uses per Battle]
Application When activated, a Dodging Skill will avoid one attack that is directed at your Navi unless it has any of the following effects: - Undodgeable - UnOmnidodgeable (Also referred to as "Fully Undodgeable") - Unavoidable
The avoided attack's Damage and Effects are completely negated (unless otherwise mentioned) and the attack is considered a "Miss".
Variants You can add extra effects to your Dodging Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, adding a 50 Damage Counter to your Dodging Skill would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "Countering Dodge Skill" would follow those rules as well.
Other common effects to add to a Dodging Skill are: - Another Dodge (but both avoided attacks must be consecutive) - Restore 100 HP if the Dodge Succeeds - Gain 1 Attack Slot for 1 Turn if the Dodge Succeeds
Adding two additional effects to a Dodging Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
{* Shield (+)} [Shield] -- Activated Skill [Description] -- User Blocks 1 Incoming Attack [3 Uses per Battle]
Application When activated, a Shield Skill will avoid one attack that is directed at your Navi unless it has any of the following effects: - Breaks Shields - Breaks Unbreakable Shields - Unavoidable
The avoided attack's Damage and Effects are completely negated (unless otherwise mentioned) and the attack is considered a "Miss".
Variants You can add extra effects to your Shield Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, adding a 50 Damage Counter to your Shield Skill would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "Countering Shield Skill" would follow those rules as well.
Other common effects to add to a Shield Skill are: - Another Shield (but both avoided attacks must be consecutive) - Restore 100 HP if the block Succeeds - Gain 1 Attack Slot for 1 Turn if the Shield Succeeds
Adding two additional effects to a Shield Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
{* Aura/Barrier (+)} [Aura/Barrier] -- Activated Skill [Description] -- User Auras/Barriers 1 Incoming Attack [3 Uses per Battle]
Application When activated, an Aura/Barrier Skill will avoid one attack that is directed at your Navi unless it has any of the following effects: - Cuts Auras - Cuts Uncuttable Auras - Unavoidable
The avoided attack's Damage and Effects are completely negated (unless otherwise mentioned) and the attack is considered a "Miss".
Variants You can add extra effects to your Aura/Barrier Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, adding a 50 Damage Counter to your Aura/Barrier Skill would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "Countering Aura/Barrier Skill" would follow those rules as well.
Other common effects to add to a Shield Skill are: - Another Shield (but both avoided attacks must be consecutive) - Restore 100 HP if the block Succeeds - Gain 1 Attack Slot for 1 Turn if the Aura/Barrier Succeeds
Adding two additional effects to a Aura/Barrier Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
{* Max HP (+)} [Max HP] -- Passive Skill [Description] -- User has +100 Max HP [Passive]
Application This skill will add to your Navi's Maximum HP in stats. At every Version Up, the Skill's effect will be increased by +100.
This skill cannot be turned off by the enemy or affected by them in any way.
Variants Rather than providing a flat increase to your Max HP in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +25 Max HP (for the rest of battle) whenever you avoided an attack, capping at +200 Max HP and resetting at the end of battle. This variant can be affected by enemies.
This effect will reset at the end of every battle, but its potential can be twice that of a regular Max HP Skill. The amount of Max HP gained per trigger depends on what exactly the trigger, using the above example as a reference.
You can only own one passive skill that affects your Max HP, even if two skills would influence it in different ways.
{* Base Damage (+)} [Base Damage] -- Passive Skill [Description] -- User has +10 Base Damage [Passive]
Application This skill will add to your Navi's Base Damage in stats. At every Version Up, the Skill's effect will be increased by +10.
This skill cannot be turned off by the enemy or affected by them in any way.
Variants Rather than providing a flat increase to your Base Damage in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +2 Base Damage (for the rest of battle) whenever you landed an attack, capping at +20 Base Damage and resetting at the end of battle. This variant can be affected by enemies.
This effect will reset at the end of every battle, but its potential can be twice that of a regular Base Damage Skill. The amount of Base Damage gained per trigger depends on what exactly the trigger, using the above example as a reference.
You can only own one passive skill that affects your Base Damage, even if two skills would influence it in different ways.
{* Passive Armor (+)} [Passive Armor] -- Passive Skill [Description] -- User has +10 Passive Armor [Passive]
Application This skill will add to your Navi's Passive Armor in stats. At every Version Up, the Skill's effect will be increased by +10.
This skill cannot be turned off by the enemy or affected by them in any way.
Variants Rather than providing a flat increase to your Passive Armor in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +2 Armor (for the rest of battle) whenever you were hit by an attack, capping at +20 Armor and resetting at the end of battle. This variant can be affected by enemies.
This effect will reset at the end of every battle, but its potential can be twice that of a regular Passive Armor Skill. The amount of Passive Armor gained per trigger depends on what exactly the trigger, using the above example as a reference.
You can only own one passive skill that affects your Passive Armor, even if two skills would influence it in different ways.
{* Regeneration (+)} [Regeneration] -- Passive Skill [Description] -- User gains 20 + (20 * Version) Regeneration [Passive]
Application This skill will add to your Navi's Regeneration in stats, which represents the amount of HP that they will automatically recover during every Supportive Phase. At every Version Up, the Skill's effect will be increased by +20.
This skill can be affected by enemies.
Variants Rather than providing a flat increase to your Regeneration in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +8 Regen (for the rest of battle) whenever you missed an attack, capping at +80 Regen and resetting at the end of battle. This variant can still be affected by enemies.
This effect will reset at the end of every battle, but its potential can be twice that of a regular Regeneration Skill. The amount of Regeneration gained per trigger depends on what exactly the trigger, using the above example as a reference.
You can only own one passive skill that affects your Regeneration, even if two skills would influence it in different ways.
{* Counter (+)} [Counter] -- Passive Skill [Description] -- Upon creation choose an attack range(C or S). -- User counters for 10 + (10 * Version) Unavoidable Damage whenever they are struck by an attack with that range. -- This can occur up to 4 Times per turn [Passive]
Application This skill will deal non-elemental, non-Range, Unavoidable Damage whenever the user is struck by an attack. At every Version Up, the Skill's effect will be increased by +10.
This skill can by affected by enemies.
Variants Rather than countering upon being struck by an attack, your Navi can counter upon avoiding an attack. This will decrease the Counter Damage to 5 + (5 * Version). [Passive]
At the moment, you cannot create Counter Skills with conditions other than Taking Attacks or Avoiding Attacks.
You can only own one Passive Counter Skill, even if two skills would counter for different circumstances.
{* Attack Slot (+)} [Attack Slot] -- Activated Skill [Description] -- User gains +1 Attack Slot for 1 Turn [3 Uses per Battle]
Application When activated, the user can attack one additional time on the turn that it was activated.
Variants You can add extra effects to your Attack Slot Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, adding additional Damage to the extra attack from your Attack Slot Skill would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "Damage-Boosting Attack-Slot Skill" would follow those rules as well.
Other common effects to add to an Attack Slot Skill are: - Lasts for an additional turn - The additional attack has an Aimed Effect - Conditionally adds a second Attack Slot
Adding two additional effects to an Attack Slot Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
Attack Slot Skills can never unconditionally provide more than +1 Attack Slots per use.
{* Aiming (+)} [Aiming] -- Activated Skill [Description] -- Adds one Omni Aimer of Choice to One Attack for One use [3 Uses per Battle]
Application When activated, the user can add the shown effect to One Attack this turn. The buff only lasts for one use of that attack, regardless of how many times it was used that turn. This cannot be used in such a way that it would cause the attack to have more than 2 Aimers. The attack that is modified by the Aiming Skill will also ignore the Damage Immunity of Dark Soul.
Variants You can choose to add another B-Tier Effect (or Hits All) to an attack with this skill instead of the Omni Aimer. Another variation is to switch the natural Aiming Effects of the affected attack, or to modify the Element and Range instead.
By increasing the Skill to B-Tier, you can either choose to add a second B-Tier (or lower) effect to One Attack, or you could add the single effect to Two Attacks.
By increasing the Skill to A-Tier, you can add an A-Tier Effect to One Attack for One Use instead.
Aiming Skills can never affect a full turn's worth of attacks.
{* Status Heal (+)} [Status Heal] -- Activated Skill [Description] -- User removes all instances of 1 Negative Status from themselves [3 Uses per Battle]
Application When activated, if the user is under the effects of a Negative Status, they may remove it. If there are multiple instances of the same Negative Status (IE: User is afflicted with "-1 Attack Slot" twice), all instances are removed. If they are suffering from multiple different Negative Statuses, they choose which one to remove. If the removed Status is named (IE: Soak, Burn, Blind), the user will be immune to any re-inflictions of that status for the rest of this turn as well as the turn following, IF they have been affected for one full round, otherwise the immunity will not apply. This is called "Post Infliction Immunity".
Variants You can add extra effects to your Status Heal Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, adding a 100HP Recovery in addition to the Status Heal would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "HP-Restoring Status-Healing Skill" would follow those rules as well.
Other common effects to add to a Status Heal Skill are: - Can remove a second status - Adds the removed status to one of your own attacks for one use
Adding two additional effects to a Status Heal Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
Additionally, creating an A-Tier Status Heal can remove the status, even on the same turn, and begin the Post Infliction Immunity.
{* Air Shoes (+)} [Air Shoes] -- Activated Skill [Description] -- User ignores Negative Stage effects for 1 Turn [3 Uses per Battle]
Application When activated, the user is able to ignore the Negative Effects of panels while still benefit from the positive effects (if applicable) for one turn.
Variants You can add extra effects to your Air Shoes Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
For instance, if the Air Shoes were to last for two turns instead of one, that would change it from C-Tier to B-Tier. Since B-Tier Skills have 2 Base Uses and gain additional uses at a slower rate, your new "HP-Restoring Air-Shoes Skill" would follow those rules as well.
Adding two additional effects to an Air Shoes Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
{* Special Property (+)} [Special Property] -- Activated Skill [Description] -- User freely activates a Special Property or Natural Avoid [3 Uses per Battle]
Application When activated, the user may choose one of their Special Properties or Natural Avoidances and activate it once with no cost (or cooldown).
Variants You can add extra effects to your Special Property Skill, but this will increase its Tier which will in turn reduce its Base Uses and Uses Gained per Version.
Adding two additional effects to a Special Property Skill will raise it to A-Tier, and adding three will raise it to S-Tier.
Exception: This skill cannot effect the special properties of Hidden elements
{* Damage Boost (+)} [Damage Boost] -- Activated Skill [Description] -- User increases all attack damage by +(5 * Version) Damage for one turn. [3 Uses per Battle]
Application When activated, increases the damage of all attacks this turn by the listed amount.
The added damage of this variant is provided per hit of Multi-Hit Attacks.
Variants By increasing the tier of the effect, you can increase the total number of turns you benefit from the Damage increase.
Instead of providing (5 * Version) Damage for 1 turn, you can increase the damage of 1 attack by (20 * Version) Damage for one use. By increasing the tier of the effect, you can increase the total number of attacks you effect. S-Tier allows the skill to still affect all attacks in the turn with this increased damage. By reducing the damage provided to (10 * V) Damage, you can instead apply this damage increase to all hits of a single attack (maximum 10 hits).
{* Chip Usage (+)} [Chip Usage] -- Activated Skill [Description] -- User gains +1 Total Chip Use. [3 Uses per Battle]
Application When activated, the user immediately gains +1 Total Chip use, which they can use to activate chips.
Variants You can increase the effect to B-Tier to also pay for the additional costs of activating chips, such as skill uses.
You can increase the effect to A-Tier to provide Mega-Chip Uses.
You can increase the effect to S-Tier to use duplicates of Mega-Chips.
To grant uses to Giga Chips, you must create this as an Advanced Skill.
{* Armor Boost (+)} [Armor Boost] -- Activated Skill [Description] -- User gains +(5 * Version) Armor for 1 Turn. [3 Uses per Battle]
Application When activated, reduces the damage taken against all hits of all incoming attacks, this turn. This skill is ineffective against attacks that are labelled: - Ignores Armor - Cannot be reduced below X% (only if the Reduction contradicts this value) - Unavoidable
Variants By increasing the tier of the effect, you can increase the total number of turns you benefit from the Armor Increase.
Instead of providing (5 * Version) Armor for 1 turn, it can provide (20 * Version) Armor against 1 incoming attack. By increasing the tier of the effect, you can increase the number of attacks you reduce with the armor increase. S-Tier provides this armor bonus across the whole turn.
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Post by MMM Guide on Dec 20, 2011 14:10:44 GMT -8
B-TIER SKILLS
Activated Skills
Gain 1 Use at: V4 || V7 || V10 || V13 || V16 || V19 || V21
B-Tier Activated Skills are moderately powerful and moderately accessible. Their effects generally last for the duration of 2 Attacks, whether defensively or offensively.
Passive Skills
Gain incremental growth at: V4 || V7 || V10 || V13 || V16 || V19 || V21
B-Tier Passive Skills have the moderate effects at all versions. These normally provide buffs to effects that are not considered overpowered when lightly stacked.
Some examples of B-Tier Skills are as follows:
{* Passive Armor (+)} [Passive Armor] -- Passive Skill [Description] -- User gains +30 Armor. [Passive]
Application Grants the user +30 Armor. At v4, v7, v10, v13, v16, v19, and v21, this armor increases by +30.
Variants Rather than providing a flat increase to your Passive Armor in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +30 Armor (for the turn) whenever you were hit by an attack, capping at +60 Armor and resetting at the end of turn. This variant can be affected by enemies.
This effect can last for the rest of battle instead (and will reset at the end of every battle) at the cost of a stronger condition, but in both cases, its potential can be twice that of a regular Passive Armor Skill. The condition of the trigger must suffice for the effect, using the above example as a reference.
{* Chip Imbue (+)} [Chip Imbue] -- Activated Skill [Description] -- User expends uses from this skill to imbue their attacks with the effect of a Standard or Dark Chip of choice. Does not effect Mega or Giga Chips. -- When imbuing a chip, increase the attack's damage by the damage of the chip alongside adding the effect. -- Expend 1 Use to add a C-Tier or B-Tier effect from the chip to the attack. -- Expend 2 Uses to add an A-Tier or S-Tier effect from the chip to the attack. -- Cannot Copy ★ Tier Effects. -- Only 1 S-Tier effect can be imbued onto an attack at a time. The chip is still consumed, and all costs associated with using the chip must be paid. [2 Uses per Battle]
Application The user expends the appropriate amount of skill uses to add effects and damage from the Standard or Dark Chip of their choice to an attack for one use.
Variants By increasing the tier of the effect, you can increase the total number of attacks you effect with the same chip use.
{* Passive Damage (+)} [Passive Damage] -- Passive Skill [Description] -- User gains +30 Damage. [Passive]
Application Grants the user +30 Damage. At v4, v7, v10, v13, v16, v19, and v21, this damage increases by +30.
Variants Rather than providing a flat increase to your Passive Damage in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +30 Damage (for the turn) whenever you land an attack, capping at +60 Damage and resetting at the end of turn. This variant can be affected by enemies.
This effect can last for the rest of battle instead (and will reset at the end of every battle) at the cost of a stronger condition, but in both cases, its potential can be twice that of a regular Passive Damage Skill. The condition of the trigger must suffice for the effect, using the above example as a reference.
{* Chip Usage (+)} [Chip Usage] -- Passive Skill [Description] -- User gains +1 Total Chip Use. [Passive]
Application The user gains +1 Chip Use. At v4, v7, v10, v13, v16, v19, and v21, this increases by +1 Total Chip Use.
Variants You can increase the skill to A-Tier to provide Mega Chip Uses, and to S-Tier to allow you to passively use mega chip duplicates.
Rather than providing a flat increase to your Chip Uses in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +1 Chip Use at the cost of 1 Attack Slot, capping at +2 Chip Uses for the turn.
You can only own one passive skill that affects your Chip Uses, even if two skills would influence it in different ways.
{* Cooldown Reduction (+)} [Cooldown Reduction] -- Activated Skill [Description] -- Reduces the Cooldown of One Attack by 1 Turn for 1 Use [2 Uses per Battle]
Application When Activated, a chosen attack (whether on Cooldown or not) has its Cooldown reduced by 1 Turn. This effect lasts until the next use of that attack.
When reducing an Attack's Cooldown below 0, it gains a second instance of its original cooldown. To better understand this, let's take an example of an attack that has 2 Cooldown:
With 1 CDR Applied: The Attack is left at 1 CD
With 2 CDR Applied: The Attack is left at 0 CD (Once per turn)
With 3 CDR Applied: The Attack is split between two instances: One Instance is at 0 CD (once per turn) and One Instance is at 1 CD
With 4 CDR Applied: The Attack is split between two instances: Both Instances are at 0 CD (once per turn)
With 5 CDR Applied: The Attack is split among three instances: Two Instances are at 0 CD (Once per turn) and One Instance is at 1 CD
Etc.
Variants The A-Tier Variant of this skill will either affect Two Attacks or will reduce the Cooldown of One Attack by 2 Turns.
The S-Tier Variant of this skill will affect All Attacks for One Turn.
{* Passive Cooldown Reduction (+)} [Passive Cooldown Reduction] -- Activated Skill [Description] -- One Attack has -1 CD [Passive]
Application Reduces the Cooldown of One Attack, in stats, by 1 Turn. The will affect an additional attack at Versions 4, 7, 10, 13, 16, and 19.
When reducing an Attack's Cooldown below 0, it gains a second instance of its original cooldown. To better understand this, let's take an example of an attack that has 2 Cooldown:
With 1 CDR Applied: The Attack is left at 1 CD
With 2 CDR Applied: The Attack is left at 0 CD (Once per turn)
With 3 CDR Applied: The Attack is split between two instances: One Instance is at 0 CD (once per turn) and One Instance is at 1 CD
With 4 CDR Applied: The Attack is split between two instances: Both Instances are at 0 CD (once per turn)
With 5 CDR Applied: The Attack is split among three instances: Two Instances are at 0 CD (Once per turn) and One Instance is at 1 CD
Etc.
This skill can be affected by enemies.
Variants Rather than providing a flat decrease to Cooldown in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with -1 CD to One Attack (for one use) at the cost of 1 Attack Slot, capping at -2 CD and resetting at the end of the turn. This variant can still be affected by enemies.
This effect can last for the rest of battle instead (and will reset at the end of every battle) at the cost of a stronger condition, but in both cases, its potential can be twice that of a regular Passive CDR Skill. The condition of the trigger must suffice for the effect, using the above example as a reference.
You can only own one passive skill that affects your Cooldowns, even if two skills would influence it in different ways.
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Post by MMM Guide on Dec 20, 2011 14:11:32 GMT -8
A-TIER SKILLS
Activated Skills
Gain 1 Use at: V5 || V9 || V13 || V17 || V21
A-Tier Activated Skills are very powerful but have relatively low natural uses. Their effects generally last for the duration of 3 Attacks, whether defensively or offensively.
Passive Skills
Gain incremental growth at: V6 || V11 || V16 || V21
A-Tier Passive Skills are considered overpowered if stacked excessively. They are also considered too powerful for Navis of lower versions to be able to effectively deal with since their kits are so limited. Because of this, A-Tier Passive Skills are not available until at least Version 6.
Some examples of A-Tier Skills are as follows:
{* Barrier (+)} [Barrier] -- Activated Skill [Description] -- Summons a Barrier with 210 + (40 * Version) HP around your Navi [1 Use per Battle]
Application When Activated, a Barrier is formed around the user. The Barrier will avoid all attacks directed at your Navi until its HP is depleted, unless it has any of the following effects: - Cuts Auras (the attack damages the user and the Barrier) - Cuts Uncuttable Auras (functions as "Cuts Auras") - Unavoidable
The avoided attack's Damage and Effects are completely negated (unless otherwise mentioned) and the attack is considered a "Miss".
The Barrier will still fully absorb the hit that breaks it (but will take the successive hits of a Multi Hit attack) and will automatically be destroyed by an attack labelled "Destroys Barriers".
The Barrier does not naturally benefit from any Damage Reduction effects on the user.
Variants You can add effects to your Barrier by reducing its HP.
Small Effects will only cost 20% of the Barrier's HP (IE: 50 Counter when destroyed)
Moderate Effects will cost 40% of the Barrier's HP (IE: 50 Counter when struck)
Powerful Effects will cost 60% of the Barrier's HP (IE: +1 Attack Slot when destroyed)
Anything beyond that is still possible, but will increase the Barrier Skill to S-Tier, limiting its Growth and Uses per battle. This option is not available until v6. Effects cannot be added in such a way that the Barrier would have 0 or Less HP.
Your Navi may have multiple Barriers or Auras active at a time. The most recent summoned will be the "outermost layer" and will break first before all other layers. Attacks that Cut Auras will pierce all protective layers and damage them simultaneously.
Barrier's cannot naturally be turned off at will, so if they're active, they will always attempt to endure attacks that the user doesn't Block or Dodge. If an Attack is Blocked or Dodged (or otherwise avoided) while a Barrier is active, the Barrier is not affected by the avoided attack.
Barriers do not interact with Stage Effects or Status Effects that are induced on the user unless specified otherwise.
{* Attack Usage (+)} [Attack Usage] -- Passive Skill [Description] -- The user has +1 S-Tier Attack Use, applied as desired. [Passive]
Application This passive allows the user to increase the uses of a single S-Tier attack. At v6, v11, v16, and v21, the number of attacks this skill effects increases by 1, or it can effect the same attack an additional time.
Variants Instead of using a passive increase to S-Tier Attack Uses in-stats, you could create a passive variant to increase it mid-battle. For instance, this could provide for +1 S-Tier Attack use each time you land a charged attack, to a maximum of +1 S-Tier Attack use per turn above the normal Attack Usage limit.
{* Avoid Augment (+)} [Avoid Augment] -- Passive Skill [Description] -- The user's avoidances gain a single effect that would normally cause their Skill Tier to be raised. [Passive]
Application This passive skill grants an effect to all avoidances that would normally cause their skill tier to be raised, such as "All avoidances avoid 1 Additional attack." With each increase to your Passive A-Tier progression, you may add an additional effect, or advance one you already possess.
Variants Instead of using a passive skill increase, such as avoiding an additional attack, you can create an effect that "procs" each time you avoid, such as gaining +1 Attack Slot.
Proccing effects do not have a limited number of uses per turn, and cannot be stacked (so you cannot have "+2 Attack Slots per avoid" but you can have "+1 Attack Slot, +50 Damage Counter). Proccing effects do not activate on any attack that cannot be countered. Proccing Effects and Passive Effects can be interchanged on the skill as desired.
{* Aura (+)} [Aura] -- Activated Skill [Description] -- Summons an Aura with 110 + (10 * Version) Power around your Navi [1 Use per Battle]
Application When Activated, an Aura is formed around the user. The Aura will avoid all attacks directed at your Navi until it is broken, unless it has any of the following effects: - Cuts Auras (the attack damages the user and breaks the Aura, if capable) - Cuts Uncuttable Auras (functions as "Cuts Auras") - Unavoidable
The avoided attack's Damage and Effects are completely negated (unless otherwise mentioned) and the attack is considered a "Miss".
The Aura does not take damage -- it will fully absorb every hit that doesn't break it. It will still fully absorb the hit that does break it (but will take the successive hits of a Multi Hit attack) and will automatically be destroyed by an attack labelled "Destroys Auras".
The Aura does not naturally benefit from any Damage Reduction effects on the user.
Variants You can add effects to your Aura by reducing its HP.
Small Effects will only cost 20% of the Aura's HP (IE: 5/Version Counter when destroyed)
Moderate Effects will cost 40% of the Aura's HP (IE: 5/Version Counter when struck, +5/Version damage/armor while active.)
Powerful Effects will cost 60% of the Aura's HP (IE: +1 Attack Slot when destroyed, B-tier attack effects while active, etc.)
Anything beyond that is still possible, but will increase the Aura Skill to S-Tier, limiting its Growth and Uses per battle. This option is not available until v6. Effects cannot be added in such a way that the Aura would have 0 or Less HP.
Your Navi may have multiple Barriers or Auras active at a time. The most recent summoned will be the "outermost layer" and will break first before all other layers. Attacks that Cut Auras will pierce all protective layers and damage them simultaneously.
Aura's cannot naturally be turned off at will, so if they're active, they will always attempt to endure attacks that the user doesn't Block or Dodge. If an Attack is Blocked or Dodged (or otherwise avoided) while an Aura is active, the Aura is not affected by the avoided attack.
Auras do not interact with Stage Effects or Status Effects that are induced on the user unless specified otherwise.
{* Object (+)} [Object] -- Activated Skill [Description] -- Summons an Object with 180 + (20 * Version) HP on the user's side of the field -- This Object can be used to intercept attacks [1 Use per Battle]
Application When Activated, an Object is formed that can intercept attacks for the user, except those marked: - Cannot be Intercepted - Hits # Targets (if both the User and Object are targeted) - Hits All - Unavoidable
The intercepted attack's Damage and Effects are completely negated for the user but are fully dealt to the object (unless otherwise mentioned) and the attack is considered a "Miss".
The Object will still fully absorb the attack that breaks it including the successive hits of a Multi Hit attack (unless it is marked "Avoid Separately") and will automatically be destroyed by an attack labelled "Destroys Objects".
The Object does not naturally benefit from any Damage Reduction effects on the user.
Variants If an Object cannot be used for interception, it's HP is raised to 270 + (30 * Version) and effects can be added to it by reducing its HP.
Small Effects will only cost 30% of the Object's HP (IE: +5/Version Damage, armor, etc, to User an All Applicable Allies while the Object is active; Only One Object may be active at a time)
Moderate Effects will cost 40% of the Object's HP (IE: reduced natural avoidance cooldown to self and All Allies while Object is active; Only One Object may be active at a time)
Powerful Effects will cost 60% of the Object's HP (IE: +1 Attack Slot to User and All Applicable Allies while the Object is active; Only One Object may be active at a time)
Anything beyond that is still possible, but will increase the Object Skill to S-Tier, limiting its Growth and Uses per battle. This option is not available until v6. Effects cannot be added in such a way that the Object would have 0 or Less HP.
Your Navi may have multiple Objects active at a time. If an Object is capable of intercepting, you may choose whether or not it intercepts an attack. You may also choose to intercept attacks for your objects to protect them. Objects cannot naturally be removed from the field at will.
Objects do not interact with Stage Effects or Status Effects unless specified otherwise.
Intercepting Objects cannot have effects added to them.
Objects are not naturally capable of attacking, but those that do follow the same rules as Clones.
{* Clone (+)} [Clone] -- Activated Skill [Description] -- Summons a Clone on the user's side of the field -- The Clone has 20% of the User's Max HP -- The Clone cannot intercept, but can attack once per turn at 50% Damage [1 Use per Battle]
Application When Activated, an clone of your Navi is formed with access to your Navi's Attack Set. The Clone cannot be used to intercept attacks for your Navi, but it can attack once per turn with any attack in your Navi's arsenal for 50% of the attack's regular damage.
Cooldowns shared between the User and the Clone, so if you use an attack that has Cooldown, the Clone cannot use it until the Cooldown has ended. Similarly, if an attack has Charge, only one of you may charge it at a time. If your charge an attack, you must be the one to use the charged attack; your clone cannot charge the attack for you.
If an attack has a limited number of uses per battle, that limit is shared between you and your clone as well.
Clones do not inherit any skills or stats from the user other than 20% of their Max HP and 50% of their Attack Damage. Clones are instantly destroyed if they are struck by an attack marked "Destroys Clones".
Clones cannot use Hyper Attacks (or any Hyper-Related ability), nor any Items (including Chips), nor any Natural Avoidances or Special Properties that your Navi has.
Clones have the same Elements and Type as your Navi unless specified otherwise. Attacking Clones are Karma-less.
Cloning Skills cannot summon multiple clones, but if you have multiple uses of the skill, you may have multiple clones on the field at once.
Variants You're allowed to customize your clone to your liking, but it will require the Skill to be raised to S-Tier. This option is not available until v6.
This could enable things such as turning off the "Cooldown Sharing" aspect or it could enable you to summon clones of allies instead, but the skill would only be able to have 1 Clone on the field at a time.
Other possibilities include: - Deals full damage with its attack - Auto Charges once per turn - Can intercept - Has 40% HP - Can use Chips - Inherits Armor - Inherit Regeneration - Inherits a Special Property of choice
If the S-Tier Variant of the skill has more than one additional effect, it loses 1 Skill Use for each added effect beyond the first.
{* Recovery (+)} [Recovery] -- Activated Skill [Description] -- Restores 210 + (40 * Version) HP to the User [1 Use per Battle]
Application When Activated, user instantly restores HP equal to the amount shown. This skill can be used at any time and cannot raise the User above their Max HP unless specified otherwise.
Variants There are no variants to this skill.
{* Stage (+)} [Stage] -- Activated Skill [Description] -- Changes the field to Normal Panels [1 Use per Battle]
Application When Activated, the stage panels are set to match the ones referred to in the skill. If this skill would summon a stage with negative effects, the User will still suffer from those negative effects unless they have immunity to them.
Variants Stage Skills can summon any of the basic panels types except for Glitch, Holy or Dark. Stage Skills function exactly the same as Stage Chips, including Stage Duration. S Tier: Stage is chosen upon use instead of upon creation (still cannot choose Holy/Dark/Glitch)
{* Passive Attack Slot (+)} [Passive Attack Slot] -- Passive Skill [Description] -- User has +1 Attack Slot [Passive]
Application A Navi cannot create a passive Attack Slot+ Skill, however there are other ways to achieve this, as shown below.
This skill is not accessible until Version 6.
Variants Rather than providing a flat increase to your Attack Slots in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +1 Attack Slot (for one turn) whenever you avoided an attack, and resetting at the end of battle. This variant can still be affected by enemies.
This effect will reset at the end of every battle, but its potential can be 1 Attack Slot per the normal passive growth. (1 at v6, 2 at v11, and 3 at v16). The triggering condition must suffice for the effect, using the above example as a reference.
You can only own one passive skill that affects your Attack Slots, even if two skills would influence it in different ways.
{* Auto Charge (+)} [Auto Charge] -- Activated Skill [Description] -- User Auto Charges one attack per turn [Passive]
Application The user can apply one charge to one attack every turn without spending an attack slot.
This skill can be affected by enemies.
This skill is not accessible until Version 6.
Variants Rather than providing a flat increase to your Auto Charges in stats, you can opt to increase it mid-battle through triggerable effects instead.
For instance, the skill could provide you with +1 Auto Charge (for one turn) whenever you avoided an attack, capping at +2 Auto Charges and resetting at the end of battle. This variant can still be affected by enemies.
This effect will reset at the end of every battle, but its potential can be 1 Auto Charge higher than that of a regular Auto Charge Skill. The triggering condition must suffice for the effect, using the above example as a reference.
You can only own one passive skill that affects your Auto Charges, even if two skills would influence it in different ways.
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Post by MMM Guide on Dec 20, 2011 14:12:00 GMT -8
S-TIER SKILLS
Activated Skills
Gain 1 Use at: V6 || V11 || V16 || V21
S-Tier Activated Skills are almost too powerful to be allowed in Non-NPC Stats. Because of this, their effects are very restricted. They are not available until at least Version 6, and even after that, they have a hard cap of 4 Uses per battle, regardless of how many uses are added to them. Some S-Tier Actives do not stack with themselves either, to prevent abuse.
Passive Skills
Never see growth
S-Tier Passive Skills are top of the line and thus never scale any stronger with version. Despite this, they are normally available at any version unless specifically mentioned otherwise.
Some examples of S-Tier Skills are as follows:
{* Multiplier (+)} [Multiplier] -- Activated Skill [Description] -- User deals x2 Damage with One Attack [1 Use per Battle / 4 Uses Max]
Application When Activated, one attack's damage is doubled for one use. This doubles the final total of the attack's damage, so it is calculated after all additions and subtractions have taken place on the attack (other than the reactive damage mitigating effects of the enemy, such are Armor or Holy Panels).
Variants Multiplier Skills can multiply any variable for a single instance, unless unreasonable. Some of the allowable variables are: - Armor (Against a single attack) - Aura HP (Lasts until the Aura expires; Cannot stack) - Barrier HP (Lasts until the Barrier expires) - Skill Effect (Only lasts for 1 Use; Specified at creation; Cannot stack) - Attack Effect (Doubles effect if inflicted successfully)
Variables that cannot be affected: - Navi HP (to include: Max, Current, and Regenerated HP) - Attack Slots - Charges - Unavoidable Damage - Hyper Mode Effects - Anything related to Dark Soul - Any Turn-Duration
Other limitations may be applied at the approver's discretion. Multiplier Skills can never stack with themselves on the same affected value.
{* Revive (+)} [Revive] -- Activated Skill [Description] -- Revives an ally with 20% HP [1 Use per Battle / 4 Uses Max]
Application When Activated, an ally is revived to 20% of the Max HP. Any negative or positive status that they were affected by is removed. All use-limited abilities remain as they were before the revival (such as Skill Uses and Chip Uses) and Cooldowns pick up where they left off.
Revive skills can be used on Non-Navi allies such as Objects, Clones, and Viruses, but cannot ever be used on the User unless specified otherwise.
Variants There are no variants to this skill.
{* Chip Imbue (+)} [Chip Imbue] -- Passive Skill [Description] -- The user's charged attacks may consume a Standard or Dark Attack Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips. -- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first ° The same chip cannot be imbued multiple times onto the same attack [Passive]
Application The user's charged attacks automatically can have chips imbued into them, but this will still cost all drawbacks associated with activating the chip.
Variants This skill has no variants.
{* Attack Usage (+)} [Attack Usage] -- Activated Skill [Description] -- User gains +1 Use to 1 S-Tier Attack [1 Use per Battle / 4 Uses Max]
Application When Activated, the user increases their total uses on a single S-Tier Attack by 1, regardless of the number of total attacks required to make the attack.
Variants There are no variants to this skill.
An advanced variant of this skill could increase all S-Tier attack uses by 1.
{* Passive Percentile Mitigation (+)} [Percentile Mitigation] -- Passive Skill [Description] -- Mitigate all attack damage by 5%. [Passive]
Application This skill allows you to reduce all avoidable incoming attack damage by 5%.
Per defensive lock present in stats, this Percentile Mitigation increases by 5%.
This skill can be affected by enemies.
Variants There are no variants to this skill.
{* Super Armor (+)} [Super Armor] -- Passive Skill [Description] -- User gains ignores the first instance of Charge Interruption per turn. [Passive]
Application This skill enables the user to ignore the first instance of Charge Interruption applied against them each turn.
The number of interruption instances ignored each turn increases by +1 per defensive lock applied in-stats.
This skill can be affected by enemies.
Variants There are no variants to this skill, but it cannot be owned alongside a regular Regeneration Skill.
{* Percentile Regeneration (+)} [Percentile Regeneration] -- Passive Skill [Description] -- User gains Regeneration equal to 5% of their Max HP [Passive]
Application This skill will add to your Navi's Regeneration in stats, which represents the amount of HP that they will automatically recover during every Supportive Phase.
This skill can be affected by enemies.
Variants There are no variants to this skill, but it cannot be owned alongside a regular Regeneration Skill.
{* Full Avoidance (+)} [Full Avoidance] -- Activated Skill [Description] -- Fully Avoid a single avoidable attack. Avoidance type is selected upon creation. [1 Use per Battle / 4 Uses Max]
Application When Activated, a single attack has all of its required avoidances met, whether it be additional avoidances that the attack requires or an attack that has to be avoided separately.
Per two Defensive Locks existing in stats, this Skill has +1 Avoidance Type, allowing it to become a Triad-Avoid with 4 Defensive Locks. This skill is unaugmentable by any outside source.
Variants There are no variants to this skill.
{* Power Block (+)} [Power Block] -- Activated Skill [Description] -- Ignore all Temporary Damage Augments from 1 Avoidable Attack [1 Use per Battle / 4 Uses Max]
Application When Activated, a single Avoidable Attack has all temporary damage augments removed from it, allowing the user to calculate damage based off of the attacks in-stat damage.
In the case of "Free" Attacks (Unaimed Attacks, Restrikes, Triggered Autos, Recurring Autos -- anything that does not cost an Attack Slot, outside of "Unconditional Auto Attack"), these are considered to have 0 Base Damage and be purely Bonus Damage. Power Blocking any of them would essentially reduce their Damage to 0.
Power Block is still considered a Mitigation, so is still prevented (or partially prevented) by effects that overcome Mitigation (aka "Damage Protection", such as Break Element) or effects that trump it altogether (IE: "Cannot be Mitigated", "Cannot be Power Blocked").
Per Defensive Lock existing in stats, this Skill has -1 Tier when considering its total uses and use limitations. This Skill gains +1 Use per tier "Below" C-Tier that Defensive Locks would drop it.
Variants There are no variants to this skill.
{* Grit (+)} [Grit] -- Activated Skill [Description] -- Negates the Piercing and Triggering Effects of 1 Avoidable Attack [1 Use per Battle / 4 Uses Max]ApplicationWhen Activated, a single Avoidable Attack has a Piercing or Triggering Effect negated, as though the attack did not possess this trait.
No Effect can ignore Grit, but effects can be made that hinder it (IE: "Requires 2 Grits to remove effects from this attack"). Grit only applies to Avoidable Attacks, and as such, "Unavoidable" will naturally bypass it.
Per Defensive Lock existing in stats, this Skill has -1 Tier when considering its total uses and use limitations. This Skill gains +1 Use per tier "Below" C-Tier that Defensive Locks would drop it.VariantsThere are no variants to this skill.
{* Percentile Mitigation (+)} [Percentile Mitigation] -- Activated Skill [Description] -- Mitigate 50% Damage from 1 Avoidable Attack [1 Use per Battle / 4 Uses Max]
Application When Activated, the user applies a 50% Damage Reduction to 1 Avoidable Attack aimed at them.
Per Defensive Lock existing in stats, this Skill has -1 Tier when considering its total uses and use limitations. This Skill gains +1 Use per tier "Below" C-Tier that Defensive Locks would drop it.
Variants There are no variants to this skill.
{* Skill Use (+)} [Skill Use] -- Activated Skill [Description] -- Adds +1 Use to Another Skill [1 Use per Battle / 4 Uses Max]
Application When Activated, another one of the user's activated skills gains +1 Use.
Variants There are no variants to this skill.
{* Virus (+)} [Virus] -- Passive Skill [Description] -- +1 virus summon per battle. [Passive]ApplicationThis skill will enable your navi to summon a Tamed Virus at the start of battle. Tamed Viruses can be purchased and raised through the Virus Shop.
This skill cannot be affected by enemies.VariantsThere are no variants to this skill.
{* Status Immunity (+)} [Status Immunity] -- Passive Skill [Description] -- Immunity to 1 Specified Status Damage/Reduction [Passive]
Application Any Named or Unnamed Status can be attached to this skill, providing the user with immunity to that effect (unless it is labelled otherwise).
It is important to note that, if an Unnamed Status is attached to the skill, it cannot block Named Statuses of similar effect. So for instance, if your Status Immunity Skill provides a guard against "Damage Reduction", it would be able to block an effect such as "-50 Damage for One Turn If Hits", but would not be able to block Soak (-50% Damage for 2 Turns) because Soak is a Named Effect and "Damage Reduction" is not.
Per defensive lock provided in-stats, the number of immunities this skill provides increases by +1.
This skill can be affected by enemies.
Variants Rather than providing passive immunities, this skill's immunities can be determined mid-battle if strict conditions are attached.
For instance, the skill could provide you with immunity to the first status that you remove from yourself until the end of battle. This variant can still be affected by enemies.
This will reset at the end of every battle. The condition of the trigger must suffice for the effect, using the above example as a reference.
You can only own one passive skill that affects your Status Immunities, even if two skills would influence it in different ways.
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Post by MMM Guide on Dec 20, 2011 14:12:30 GMT -8
OTHER SKILL TYPES
Skills of this category do not fit any of the others, either because they are neither Passive nor Active, or because they simply do not follow the standard rules of regular Skill Tiers.
{* Natural Ability (+)} [Natural Ability] -- Activated Skill [Description] -- User gains a Natural Avoidance or Special Property [5 Turn Cooldown]
Application You can create skills that function as Natural Avoidances or Special Properties (including custom Special Properties). They begin with 5 CD at Version 1, which is reduced by 1 at Versions 5, 9, 13, 17, and 21.
These skills are also influenced by effects that would reduce Natural Avoidance or Special Property Cooldown, but have a lower Cooldown Limit that they cannot fall below: - Natural Avoidances cannot fall below 1 Turn of CD - Special Properties cannot fall below 0 Turns of CD (Once per turn)
There is no limit to the number of Natural Ability Skills that your Navi may have, as long as they all do different things (however, you may have duplicates of the same Natural Avoidance or Special Property from other sources).
Variants Some allowed Natural Abilities are as follows: - Any existing Natural Avoidance - Any Non-Hidden Special Property - Air Shoes - Status Heal - Attack Slot - Auto Charge
{* Triune Avoidance (+)} [Triune Avoidance] -- Activated Skill [Description] -- User Avoids One Attack [3 Uses per Battle]
Application When you combine a Dodge, and Shield, and a Barrier, you get a Triune Avoidance. This type of avoidance can be used to avoid any attack, except those marked Unavoidable.
Because it consists of 3 Components, the Triune Avoidance Skill counts as 3 Skills toward your Total Count (so if your Navi is able to create 5 Skills, this would take up 3 of them).
The benefit of Triune Avoidances is that they benefit more from effects that add "+1 Use to One Skill". The disadvantage is that you could technically get more out of three separate avoidance skills if your enemy didn't aim their attacks efficiently.
Triune Avoidances otherwise follow the same rules as C-Tier Skills. They have no other special interactions with attacks other than that they disregard their Aimers. Multi-Hit Attacks that "Must be avoided separately" must still be avoided separately, and attacks that are "Unavoidable" are still unavoidable.
Any effects that ask for a specific type of avoidance will disregard Triune Avoidances, triggering neither negative nor positive effects from them. (Ex1: Ratty's Ratton will Auto Strike if Dodged. Triune Avoidances will not trigger this effect) (Ex2: Recon Type provides +1 use to Dodging Skills. Triune Avoidances will not benefit from this effect).
There is not such thing as an "Omni Triune Avoidance" -- they already trump everything but "Unavoidable".
Variants Triune Avoidances can take the properties of any of its components, not just a "Single Avoid". So, for instance, they could be any of the following: - Double Avoidance || B Tier - Triple Avoidance || A Tier - Triune Barrier || A Tier
They cannot take the properties of an Aura, but can take the properties of a Barrier.
Effects can be added to them just like any other basic avoidance skill.
{* Element Level (+)} [Element Level] -- Passive Skill [Description] -- User has +1 Element Level applied as desired [Passive]
Application The user can distribute an additional Element Levels as they choose. An additional Element Level can be added to this skill at Versions 5, 9, 13, 17 and 21.
This skill cannot be affected by enemies.
Variants There are not variants to this skill.
{* Defense Locks (+)} [Defense Locks] -- NON-SKILL [Description] -- The user locks certain Defensive Abilities. [Passive]
Application Defensive Locks are not skills as much as they are drawbacks to abilities. Defensive Locks can be applied at any point in the character's sheet, but have universal benefits in that they make certain defensive abilities more powerful.
Null-Dodge: User cannot dodge attacks
Null-Shield: User cannot shield attacks
Null-Absorb: User cannot barrier/aura attacks
Null-Heal: User cannot restore HP
Null-Mitigation: User cannot mitigate damage
Null-Survival: User cannot be influenced by Survivals or Revivals of any kind * This counts as 2 Locks for the purposes of skills. You have to lock all, not just one.
Passive Mitigation Cap: 1% Damage Taken * There is no cap for activated mitigation effects
Innate Natural Avoidance - If you've locked all of your Avoidances, this can be a 5 CD Status Heal instead.
{* Advanced Skills (+)} [Advanced Skill] -- Passive Skill [Description] -- Effects -- Drawback [Passive]
Application Advanced Skills are a Tier-less conditional ability. When used properly, they may transcend the limitations of regular skills, but must be balanced by a strict cost. Advanced Skills sometimes Break Rules, and they are sometimes just skills that have drawbacks. In most cases, an advanced skill's drawback fixes the powerful effect it provides. Navis are allowed to have multiple Advanced Skills at once, but all are applicable to staff discretion.
Some examples are: ** Self-Revive at 20% HP, but must be activated a turn in advance ** During a Hyper Mode, if User did not sustain any damage on any given turn, the HM's Remaining Duration does not "tick down" that turn ** Passively ignoring all triggered attack effects of attacks that you reduce to 0 Damage. ** Passively ignoring piercing attack effects at the cost of not being able to heal. ** Allowing Hyper Attacks to not share a required cooldown.
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