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Status Effects

Status Effects are temporary modifications to a units state. The length of effects are
determined based on what the status effect does. The effects themselves are static in
what/how much they modify using no stats to determine effectiveness; except in the case
of damage over time effects. Status effects of the same type cannot stack, except in the
case of stat altercation where multiple effects can be present, but effects on individual
stats cant stack. When a unit is hit by a status effect type that is already on them, the
duration of that status effect is reset to max; and/or in the case of a stronger version being
applied, the stronger version takes the weaker versions place.
Status effects types include:
Positive or negative stat altercation - Spd, AP, MP, Def, Res, and Crt can be
altered.
Duration of Spd modification is counted in seconds as units move on the
turn gauge.
Duration of AP, MP, Def, Res, and Crt modification is counted in actions.
The duration counter is reduced when the units turn ends.
Effects on a single stat cannot stack, instead the stronger version is given
priority.
Stunning - Halting a unit from progressing along the turn gauge. The length of this
stop is counted in seconds.
Damage Mitigation - Percent reduction of incoming damage after initial damage
calculation. Duration either based on damage taken or number of hits taken.
Damage over time (DOT) - Damage that occurs at the start of the affected unit's
turn. Wears off after a set amount of ticks. Damage of the tick is set after initial
damage calculations, having the same amount of damage dealt every tick.
Damage calculation for the tick damage is magical.
Unique - An effect that doesnt fall into any of the above categories, specified
where appropriate in the Unit Chart section.
When health is temporarily increased in battle, current health is increased by the same
amount the max was increased. The opposite applies when reducing back to normal, by
decreasing by the amount lost.

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