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July 07, 2020, 01:46:32 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.


IA Status Effects

Started by R999, July 16, 2010, 03:44:05 am

R999

Some new, some old. Spend sometime to learn the new status effects. Status effects are a much bigger deal in IA than in any other FFT iteration. Items no longer grant you immunity against statuses, and they are much more spread out across different jobs than it was in FFT. Buffs and Debuffs aboundt in IA's setting, and is something you definitely should consider putting into any team or you will likely lose. The status effects are listed in alphabetical order.


Duration Tiers (usually in multiple of 13).

Tier 1: 13--16 ticks.
Tier 2: 26 ticks.
Tier 3: 39 ticks.
Tier 4: 52 ticks.
Tier 5: 65 ticks.

Speed tiers of the game are corresponding speed 10, 11, 12, 13. You can get up to +3 speed from gear, but Speed gear has major penalties.



2.1 Misc Status

  • Charging
    - Units with Charging will receive 150% physical damage.

  • Dead
    - Cancels Haste, Regen.
    - Cancels all negative status, including Unholy, Frog, etc.

  • Immortal
    - All units in IA will have "immortality", as in, there won't be death countdown timers. Most negative statuses can be applied.

  • Performing
    - Cancels Transparent, Charging.




2.2 Negative Status



  • Berserk
    - Unit loses control and will try to attack the nearest enemy unit with the Attack command.
    - The Berserk status no longer work works on Magician-type units; only on melee fighters.
    - Most Common Spell: Gladiator's Provoke.
    - Cannot stack on Defend, Sleep.

  • Charm
    - Unit loses control, becomes a traitor and will be attacking allies, for 39 ticks.
    - Damage will cancel Charm.
    - Cancels: Charging, Don't Act, Don't Move, Slow, Sleep, Confusion, Frog, Transparent, Defending
    - Most Common Spell: Phantom's Mind Control
    - Cannot stack on Defend, Sleep.

  • Chicken
    - Unused currently.

  • Confusion
    - Unit loses control and will be executing random movement and actions.
    - Most offensive spells can only affect enemies; a lot of defensive spells can only affect allies. So in a big way, Confusion has been weakened.
    - Damage will cancel Confusion.
    - Most Common Spell: Phantom's Psychic Scream.
    - Cannot stack on Defend, Sleep.

  • Darkness
    - Targets of the Unit will have double evasion against P.Attacks.  
    - Darkness inflicted units become vulnerable to some very deadly spells like Rogue's Assassinate.
    - Special units and bosses are immune to Darkness.
    - Dead will cancel Darkness.
    - Most Common Spell: Rogue's Smoke Bomb.
    - Cannot stack on Defend, Sleep.

  • Death Sentence
    - Unit will be dead after countdown reaches 0, Countdown will begin at 1.
    - Cancels Reraise immediately.
    - Cancellable by a lot of common spells.

  • Don't Act
    - Unit cannot perform any action, for 26 ticks.
    - Will cancel Charging immediately.
    - Player Access: Hermit's Seal Arm.
    - Cannot stack on Defend, Don't Act.
    - Cancels Sleep.

  • Don't Move
    - Unit cannot move, for 26 ticks.
    - Most Common Spell: Gladiator's Icewolf.
    - Cannot stack on Defend, Float, Don't Move.
    - Cancels Sleep.

  • Frog
    - Unit loses access to do damage and cannot use any ability.
    - Dead, Frog will cancel Frog.
    - Frog spell(s) can only affect Opposite Gender or Monster.
    - Most Common Spell: Phantom's Frog Magick.
    - Cannot stack on Defend, Sleep.

  • Petrify
    - Unit has frozen CT, turned into stone (is considered as KO).
    - Shaman's Petrify Only works on Unholy inflicted targets.
    - Most Common Spell: Shaman's Petrify
    - Cannot stack on Defend, Sleep.

  • Poison
    - Unit loses 10% HP per action or wait, for 65 ticks.
    - Dead will cancel Poison.
    - Most Common Spell: Rogue's Serpent Blade.
    - Cannot stack on Defend.
    - Cancels Regen, Sleep.

  • Silence
    - Unit loses ability to cast healing and defensive abilities.
    - Dead will cancel Silence.
    - Most Common Spell: Shaman's Silence.
    - Cannot stack on Defend, Sleep.

  • Sleep
    - Unit will be sleeping (while CT is still active), for 39 ticks.
    - Damage will cancel Sleep.
    - Most Common Spell: Monk's Blackout.
    - Cannot stack on Defend, Sleep, Float.

  • Slow
    - Unit's Speed is effectively halved, for 39 ticks.
    - Most Common Spells: Rogue's Smoke Bomb.
    - Cannot stack on Defend, Sleep, Float, Slow.
    - Cancels Haste.

  • Soul Lock (replaces Evil Curse)
    - Unit CT freezes but is also vulnerable to attacks until status is removed.
    - Dead will cancel Soul Lock.

  • Stop
    - Unit's CT Freezes, for 16 ticks.
    - Dead will cancel Stop.
    - Cannot stack on Defend, Sleep.

  • Unholy (replaces Undead)
    - Unit loses Reraise and Regen and is subsequently blocked from those buffs; all healing spells will also be negated.
    - Unholy is required for the Petrify Spell.
    - Also Cancels Darkness.
    - Dead will cancel Unholy.
    - Most Common Spell: Shaman's Unholy.
    - Cannot stack on Defend, Sleep.

  • Vampire
    - Unit will lock on the nearest target, whether they are enemy or ally and use the Blood Suck attack.
    - Blood Suck is Absorb 15% HP + Inflict Separately (Vampire) ie 25%.
    - Cannot stack on Defend, Sleep.

  • Venom (replaces Oil)  <------ To be changed, depending on Elemental System.
    [s:2c8l5lva]- Makes a target weak to all elemental Magick attacks.
    - Cannot stack on Defend.
    - Cancels Sleep.[/s:2c8l5lva]

R999

2.3 Positive Status
  • Defending
    - Unit's evasion (including M.Ev) becomes doubled, and becomes immune to all negative status effects.
    - Can be stacked with Reflexes reaction.
    - Defend wears off after any movement or action.
    - Blocks against all negative status effects.
    - Cancels Float.

  • Faith
    - Unit's Faith will be temporarily equal to 100, for 52 ticks.
    - Most Common Spell: White Mage's Faith.
    - Cannot stack on Sleep.

  • Float
    - Unit is healed off of most negative statues, has one additional vertical range, and will become immune to Slow and Don't Move.
    - Cancels most Negative Statuses, except Vampire, Unholy.
    - Haste, Regen, Shell, Protect, Shell, Reraise, Faith, Defend will cancel Float.
    - Blocks Don't Move, Slow.
    - Most Common Spell: Phantom's Esunaga.

  • Haste
    - Unit's effective speed will become 150%, for 39 ticks.
    - Most Common Spell: Hermit's Haste.
    - Cancels Slow, Sleep, Float.
    - Cannot stack onto Haste.

  • Innocent
    - Unit's Faith will be temporarily equal to 0, for 52 ticks.
    - Cannot stack on Sleep.

  • Protect
    - Unit will receive 1/3 less P.Damage, for 65 ticks.
    - Most Common Spell: Paladin's Crystal Shield.
    - Cancels Float.

  • Reflect
    - Unit will reflect all MP damage spells, stat breaking related spells, and some others for 39 ticks.
    - Most Common Spell: Paladin's Bless.
    - All positive spells, including all Heals and buffs can now pass through Reflect.

  • Regen
    - Unit will regain 10% of MaxHP, for 65 ticks.
    - Most Common Spell: Dragoon's Reis' Wind.
    - Cannot stack on Sleep.
    - Cancels Poison.

  • Reraise
    - Unit will return to life one turn after death.
    - Cancels Death Sentence, Sleep, Darkness, Float.
    - Most Common Spell: White Mage's Runic Barrier.

  • Shell
    - Unit will receive 1/3 less M.Damage, for 65 ticks.
    - Most Common Spell: White Mage's Runic Shell.
    - Cancels Float.

  • Transparent
    - Unit becomes invisible and will be granted 100% accuracy on the next Attack command, and becomes immune to all negative status effects.

R999


Archael

Rename Charm to Mind Control?

PS: Perhaps it should last 39 ticks ?


R999

Innocent cannot be used currently other than being Iron Giant and Shadow Priest innates, we'll see if we can find a use for it (though I have included it here anyway).

Changed Charm to 52 ticks. This needs play testing though Charm or Mind Control is easily negated by damage so... it makes sense for it to last longer (it is now an upper tier status, obtained via long CT or from boss / hero spells). But nevertheless, charming one unit in a 4 vs 4 setting is huge...



Edit: They are now in Alphabetical Order.