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The Gist of Everything

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The Gist of Everything  Empty The Gist of Everything

Post by Gist Wed Jun 05, 2013 10:03 pm

This is the OOC thread to post in if you're in a roleplay of mine.


Last edited by gistofeverything on Tue Jul 02, 2013 12:08 am; edited 1 time in total
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The Gist of Everything  Empty Extra information~

Post by Gist Wed Jun 05, 2013 10:03 pm

~I'm using Shadow's Inflictionary until I can compile my own list of statuses together. Credit to him in every way. :3~

Addle ~ Cannot use Abilities for 3 Turns.

Apathy ~ MP cannot be Restored for 3 Turns.

Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.

Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.

Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.

Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.

Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.

--- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.

Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.

Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.

Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.

Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

Critical ~ Automatic Status triggered by having 25% Max HP or less.

Curse ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.

DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.

DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.

Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.

Doom ~ Instant Death after 5 Turns.

Frail ~ HP cannot be Recovered for 3 Turns.

Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.

Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.

Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.

Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.

Immobilize ~ Move Commands are restricted for 3 Turns.

Immune ~ Immune to Status Conditions for 3 Turns.

Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

Infinite ~ MP cannot be Decreased by any means for 2 Turns.

Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.

Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.

Invincible ~ HP cannot be Decreased by any means for 2 Turns.

KO ~ Self Explanatory.

Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.

Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.

Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.

Oblivion ~ Immediately Removed from the Battlefield.

Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.

Paralyze ~ Cannot execute Act Commands for 3 Turns.

Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.

Poison ~ 8% Max HP Damage every Turn for 3 Turns.

--- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.

Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.

Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.

Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.

Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.

Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.

Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.

Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.

Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.

Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.

Stasis ~ Cannot execute Act or Move Commands for 3 Turns.

Stop ~ Turns are Skipped for 3 Turns.

Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.

Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.

Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.

Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.

Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.

Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.


Last edited by gistofeverything on Wed Jun 12, 2013 8:23 pm; edited 1 time in total (Reason for editing : List of Statuses.)
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Post by Silver Thu Jun 06, 2013 9:44 am

I'm confused... were we supposed to be limited to the four corners of the battlefield?
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Post by Xenosaga Thu Jun 06, 2013 12:14 pm

Wait. Let me squint for about three minutes because I might have misunderstood the directions.

-three minutes later-

I think I'm going to have to edit my post.
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Post by Kurio Thu Jun 06, 2013 12:27 pm

I went and asked lat night Gist because I was confused too. She says just anywhere on the edge of the battlefield was fine.
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Post by Gist Thu Jun 06, 2013 4:04 pm

Yes, I see that I worded that a bit awkwardly. I mean any cell on the edges of the square. MASQ THIS MEANS YOU TOO.
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Post by Masquerade Thu Jun 06, 2013 5:54 pm

So no corners? Just the edges?
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Post by Kurio Thu Jun 06, 2013 6:20 pm

I'm assuming corners are fine too...since it technically is still part of the edge... .-.
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Post by Masquerade Thu Jun 06, 2013 6:20 pm

Well she pointed me out and I started in a corner. So idfk.
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Post by Gist Thu Jun 06, 2013 7:05 pm

Anywhere on the outside edge of the square is okay; I pointed you out because I wasn't sure whether or not you /wanted/ to start on the corner.
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Post by Masquerade Thu Jun 06, 2013 7:57 pm

Oh yeah. I did want to start in the corner. Seemed more theatrical that way for whatever reason. XD
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Post by Gist Thu Jun 06, 2013 10:10 pm

Okay XD starting Ally Phase I.

The columns have a slight chance to drop an item if you Knock on them btw.
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Post by Xenosaga Tue Jun 11, 2013 12:45 pm

Did that thing just evade a 75% chance of Stop?! LOLOLOL

Also, Mikaga, you so useless. >:I
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Post by Kurio Tue Jun 11, 2013 12:59 pm

It's okay, vampire nun will make up for his uselessness! o3o
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Post by Gist Tue Jun 11, 2013 9:10 pm

Odd as it was, it did. O.o
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Post by Gist Wed Jun 12, 2013 8:39 pm

Went ahead and posted Shadow's Inflictionary on my reserved post in here to have a reference while I'm compiling a list of statuses of my own. :3
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Post by Gist Thu Jun 13, 2013 8:52 pm

Mikaga's loot had been added. Items will be found frequently, so don't feel bad if you use something. XD
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Post by Xenosaga Thu Jun 13, 2013 9:07 pm

I don't care about Mikaga's pity party, he's getting those god damn bags.
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Post by Masquerade Thu Jun 13, 2013 9:10 pm

Gist, your enemies have way too much in defensive stats for level one foes. Just a veteran's opinion here. I know it's too late to change that, but just keep that in mind. : >
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Post by Silver Thu Jun 13, 2013 9:15 pm

I'd also like to ask how you're calculating weakness damage because it doesn't match the way I'm used to.
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Post by Gist Thu Jun 13, 2013 10:27 pm

Masquerade wrote:Gist, your enemies have way too much in defensive stats for level one foes.  Just a veteran's opinion here.  I know it's too late to change that, but just keep that in mind. : >

It didn't feel like I made them too tough ;  ; I'm sorry!

/me sobs and runs away
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Post by Gist Thu Jun 13, 2013 10:30 pm

Silver wrote:I'd also like to ask how you're calculating weakness damage because it doesn't match the way I'm used to.

If Weak, (DMG x 1.5). If Resist, (DMG x .5). These gradients are most likely too harsh and I'll adjust for that. Thank you for informing me. X3
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Post by Kurio Thu Jun 13, 2013 10:32 pm

The resist is fine, but usually weakness is x2 while critical hit is x1.5
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Post by Gist Thu Jun 13, 2013 10:33 pm

Kurio wrote:The resist is fine, but usually weakness is x2 while critical hit is x1.5

Huh. I had originally planned for Criticals to be x1.25.
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Post by Masquerade Fri Jun 14, 2013 12:18 am

If that's what your Criticals are there's no need to change them.  Everyone's system is different. :3

And your enemies aren't tough; they're just awfully resilient. XD
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