Immunity has no relation to the ability to recover from a status. It only allows you to bypass abilities that normally make a Navi unable to be effected by that status in the first place.
For example: if you have an attack-slot reducing immunity effect such as super armor, an attack that has -1 attack slot as an effect cannot bypass that. If the attack also has "ignores immunity" as an added property to that effect, then the super armor doesn't work. However, you could then remove the status from yourself if you have a way to do so just like any other status.
Glitch: - Choose a non-hidden status damage. If the Glitching attack hits, you and the hit opponent are affected by that status. User's Immunities are ignored.
"User's Immunities are ignored."
Glitch does not ignore the target's immunities, just the user's. So if you pick up the effects of burn and hit with the attack but both you and your target are immune to it, you get the burn but the opponent doesn't.
Mkay, I think we're on the same page. I'm just gonna run 2 scenarios to make sure, if that's cool with you :)?
Scenario #1[/u] -Ion Equips Immunity Gamma: Glitch. (So Glitch is the Status Effect chosen to heal)
-Ion Uses Glitching Attack on HeelNavi and chooses Burn as a Status Damage. -HeelNavi is hit with attack. --Ion has Glitch inflicted --HeelNavi has Glitch inflicted ---Ion Heals Glitch due to program. No Burn damage or Burn status effects are applied. ---HeelNavi is inflicted with the Burn damage + status effects of burn.
Scenario #2[/u] -Ion Equips Immunity Gamma: Glitch. (So Glitch is the Status Effect chosen to heal) -HeelNavi Equips Immunity:Burn. (So Burn cannot be inflicted on HeelNavi without an Ignores Immunity attack)
-Ion Uses Glitching Attack on HeelNavi and chooses Burn as a Status Damage. -HeelNavi is hit with attack. --Ion has Glitch inflicted --HeelNavi has Glitch inflicted ---Ion Heals Glitch due to program. No Burn damage or Burn status effects are applied. ---HeelNavi is immune to Burn due to program. No Burn damage or Burn status effects are applied.
The first scenario is true minus one thing: you were still inflicted with burn for 1 turn, so you still take the damage from it once.
The second has an issue that's a bit bigger; Glitch is its own status effect that takes on the effects of other statuses. As such, the burn immunity wouldn't do anything in this case. It acts like a burn, but it's not actually a burn. Oh, and Ion still takes the burn DMG for 1 turn =P
Fun fact: even if you have the proper auto-heal program, if the burning/burn-glitch attack that hits you is the one that would activate undershirt, the burn still ignores the undershirt because it couldn't be healed before the burn removed the program's effects from play.
EDIT: I'm under the impression that burn damage occurs during the defense phase. If it happens post-defense, then never mind the burn damage statements.
Alright excellent =D! So I was reading turn structure and was wondering if this statement means the 'per turn damage' in the setup phase refers to the 'per turn damage inflicted on you" or the "per term damage you will be adding to your attacks"?
Set-up After you defend, and only after, your regeneration (per-turn healing) occurs alongside per-turn Damage effects, in whichever order you prefer. Reference
Also since I won't know if these effects are active during my turn, will they be applied starting at the defensive phase of my next turn? The only reason I ask is because I'm wondering if opponents will need to retroactively calculate different damages based on whether I'm inflicted with a status damage? Some of the status effects change the number of attack slots available as well, which retroactively applied would be very confusing.
Scenario #3[/u] Ion Has Immunity Gamma: Glitch
[Attack Phase] Ion Attack #1 - 50 Dmg + Glitch Burn Ion Attack #2 - 200 Dmg -End Turn-
[Def Phase] HeelNavi Takes Attack #1 - Glitch Burn inflicted on Ion and HeelNavi. -50 HP HeelNavi Takes Attack #2 - -200 HP HeelNavi Takes 50 Burn Damage? [Setup Phase] [Attack Phase] HeelNavi Attack #1 - 150 Dmg (-50 due to Burn Status) -End Turn-
[Def Phase] Ion Takes HeelNavi Attack #1 - -150 Dmg Ion Takes 50 Burn Damage? [Setup Phase] Ion Heals Glitch Burn [Attack Phase] Ion Attack #3 - 200 Dmg -End Turn-
Thanks for fielding all these questions, I just want to make sure I'm playing this element fairly since it's a little oddball >_<.