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It's Status Effect Time!

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POISON!

CONFUSION!

SLEEP!

PARALYSIS!

BERSERK!

 

Well, the little chant tells my idea. Besides the states, buff, and debuff examples already in RMVXA, I want to know more statuses.

Obviously, states, or status ailments, are a thing to worry about in battles, especially if the states are more

threatening than the enemy themselves. (I'm looking at you, PARALYSIS)

 

An so, instead of asking a question, I like of you (the reader) mention some other status ailments you have seen in games.

If you want, note the most annoying state, and explain why. I want more states in my game, so let the states COME IN!

 

Also, if you desire, you can post your own idea of a status effect. I want to know! :)

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1. Exhaustion - Slows a character down by a fair amount, this is a pain in the arse to prevent and it can't be removed with an item [Non-Removable] OR [Removable] - Prevention = Don't do anything! You'll get this from fighting too much or too hard.

2. Decay - A character looses 20% or more of HP and MP a turn, awesomely annoying Hard difficulty state because it'll never go away on its own even outside of battle! [Non-Removable] OR [Removable] - Prevention = Non-existent!

 

Get both of those on a character and their dead no matter what they do.

 

Num 2 is more or a joke in a way but you can use it as a state if you want to annoy the player!

 

That's all I got, I don't really care about status effects much myself so... yeah.

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Here are a couple I could think of. 

 

Debuffs : 

Armor Break - Reduce Defense to 0 for "n" Turns 

Drain - Remove "xx%" MaxHP (Same as Poison but works only once and removes a large chunk of HP/MP, Ex : 30% MaxHP)

Weaken - Reduce "z" number of Stats by "xx%" for "n" Turns 

 

Buffs :

Invincible - Player takes no Dmg for "n" Turns (By Changing PDmg Reduction to 0%)

Focus - Player Raises Critical Strike & Hit-Rate by "xx %" for "n" Turns

Attack Switch - Lose "xx%" Defense to Gain "yy%" Bonus Attack

Defense Switch - Lose "xx%" Attack to Gain "yy%" Bonus Defense

Stun Aura - Player's Normal Attacks Gain a "xx%" Chance to Stun for "n" Turns

 

State triggered by a Skill :

Hex - Basicly a dummy State added by Skill A. Lets suppose a Skill B should later Instantly Kill All Enemies with Hex State 

 

Generally, I find Poisons, Confusion States very annoying if the Enemies inflict them, Especially since the higher your level, The more dangerous these States would be.

Edited by Hikitsu

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I've tied a lot of my status effects into existing damage spells, so a few I'm using are:

 

Burning: takes 5% HP damage each turn, weakness to fire (could add a panic-like paralysis as well)

Shocked: Agi, Eva, Def, and Mdef cut in half - basically, minimal defenses

Soaked: double damage from lightning and ice damage, and twice as likely to inflict shocked and frozen

Frozen: cannot act and double damage from physical

 

(the remaining elements have existing statuses tied in - darkness gets poison, earth gets blind, etc.)

 

As for states I hate in common games... pretty much anything that causes me to lose control of my character. Stuns, confusion, paralysis, beserk are all disliked, especially when there's a condition where if all your characters are in an uncontrollable state it's game over. Also, anything that inflicts every single status effect under the sun - looking at you, Malboro from Final Fantasy.

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Charm - Similar to Confussion with two notable exceptions:

1. Charmed battlers only attack allies whereas confused ones can attack anyone.

2. They can use most if not all skills and magic.

 

(This is proving to be a difficult thing to impliment in ACE...)

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Charm - Similar to Confussion with two notable exceptions:

1. Charmed battlers only attack allies whereas confused ones can attack anyone.

2. They can use most if not all skills and magic.

 

(This is proving to be a difficult thing to impliment in ACE...)

 

Charm is actually one of the easy ones. You can make a state, at the top left set it to "Attack an Ally" and then seal the skill types you wish via the Features to the right ^^

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There are a couple of different ways to look at status ailments, depending on your game. A lot of how status ailments should work should depend on your game. Poison typically implies a loss of life, usually slowly over multiple turns. But my game has a different life system and that would work, so 'poison' in my game reduces physical defense ability. Same thing as confusion, as an ally attacking you would be way too devastating to be a common thing. So you can also consider a few different variants of the same thing.

 

Here's a few ideas I have in my game for different takes on the standard status ailments that may work in another game.

 

Poison: Physical condition is reduced through poisoning. Physical defense reduced.

Stunned: Sundered by attack: No action/action cancelled

Diseased: Health weakened by diseases. Cannot recover

Confused: Cannot think straight due to conusion. Magical defense reduced.

 

Curses: Different curses can prevent the characters from doing things depending on their type. Such as a Curse of Swords would block a warrior from using a melee attack, but not an archer, or a Curse of Sorcery would prevent a spellwarrior from using his magic but not from using physical feats.

 

Try to think outside the box.

Edited by Blindga

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Charm - Similar to Confussion with two notable exceptions:

1. Charmed battlers only attack allies whereas confused ones can attack anyone.

2. They can use most if not all skills and magic.

 

(This is proving to be a difficult thing to impliment in ACE...)

 

Charm is actually one of the easy ones. You can make a state, at the top left set it to "Attack an Ally" and then seal the skill types you wish via the Features to the right ^^

Hmmm...  I thought the only skill available when "charmed/confussed" was skill 1: Attack.

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Hungry; lowers most attributes slightly (~10%).

 

Eating Food Items gives you the Fed state.  Fed wears off after 1,000 steps (or so).  The game imposes Hungry on a character if they lose Fed.

 

Some enemies ("Famine Demons") can counter the Fed state, causing the character to become Hungry.

 

Magic can't remove Hungry, except rare spells that create Food Items.

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I use a lot of weird states.

For example, states that work synergetically for hybrid characters. (water attacks inflict "wet", and wet characters get more electric dame; some electric attacks inflict "magnetic", and magnetic characters get more damage from common weapons, etc.).

States that intensify damage from the same source (like "hot" and "cold" characters, that get more damage from fire and ice, respectively).

States that maximize mono-elemental strategies (like "burning", that is similar to poison, but it's removed with water attacks).

 

Also, I like states that are not purely good/bad ones. For example, "aberration" turns your necromancer into a... well, an aberration. That is, more powerful, but gradually losing HP and MP, and getting more damage. I use this type of states in several skills, so you can give it to yourself or to your enemies.

 

Also, one of my favorite types is the one in which the player gets a huge amount of something but just for one turn. For example, increasing by 9999 your maximum MP, so you are omnipotent for one turn.

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Well, for my game, I've mostly used traditional status effects but there's an interesting one or two in there, most notably Virus and Ghost.

 

Virus makes the character completely immune to healing spells/items. They'll just do zero. You can still heal them by using an element that they absorb though. The most interesting part is that the only attack you have access to that inflicts it, only inflicts it on yourself. From there, using physical attacks will spread it to the target. (One quick way to infect an entire enemy party is to use it then follow up with Trauma or Zanmato, which are both hit-all physical attacks). Of course, this means they can also spread it back to your other characters. It does wear off after a while. While generally negative, it does have usefulness in that my game also has the traditional Zombie status - if you don't have a way to heal it, or you want to keep it on, but the enemy's using healing moves to damage you (or you just want to use a heal-all move, but not heal that character's zombie status), you can use Virus to protect them from it.

 

Ghost is quite a hard one to come by, but the effect is that it makes you unable to die and immune to all negative status effects. The catch? It only lasts 3 turns, and when it runs out, the character dies instantly. Obviously you have to be careful about the timing with using it.

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Here's a few I've been using

(Note Stress replaced TP in my game)

1.Stressed-User has much higher Attack power,but lower defense,also cancels the ability to use magic but has new techs

2.Cool down-Takes away all Stress,but can not move for 2 turns

3.Atonement-Has Auto-life but loses all resistance to Dark skills

4.Overcharged-Much higher Magic power,but loses all Magic defense 

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Here's a few I have designed for in-game usage. 
Though many fun effects can also be gained from combining these.

 
---Realism---
Bleeding (slip damage, extra susceptible to ailments such as poison)
Burned (slip damage, lowers defense, gains more damage from fire and less from water)
Crouch (for one turn ups defense and makes you a less likely target)
Dehydrated (lowers speed until refreshed, extra susceptible to stat ailment damage)
Drunk (major debuff caused by alcoholic beverages, affects almost every stat)
Frostbite (lowers speed, more damage from ice, less from fire)
Dizzy (lowers your chance to hit and evade)
Hunger (keeps lowering strength until food is eaten)
Nausea (lowers strength and may sometimes cause a 'stun'-like effect)
Sedate (cures berserk, but causes stun for about two turns)
Tetanus (slips damage that increases in severity every turn)
Cover shield (modern games - reduces damage taken by 50% for a turn, but drains its battery)
 
---Other Negative Effects---
Haunted (character aids the enemy for about 3 turns)
Cursed (victim gains no experience)
Overheal(causes the healer to be targeted)
Sabotaged (halves stats on machine-based enemies)
(Weapon) Break (Weapon needs a fix for getting ATK back)
Petrified (Same as paralyzed, but with a big defense buff)
Zombie (heals hurt, resurrection kills, doom/death resurrects)
 
---Specialization Activations---
Only one specialization for the party can be active at a time.
Strike Team ups attack, Convoy Team ups defense, etc.
 
---Shields---
Flame Shield (Nullifies incoming fire damage, doubles incoming frost damage)
Water Shield (Nullifies incoming water damage, doubles incoming electric damage)
Etc. Bosses may apply a shield to you, but use an opposing double-damage element.
 
---Nulling (A boss may apply one of these)---
Null Luck (0 Luck and crit, higher chance to be the target)
Null Speed (0 Agi and evasion)
Null Strength (0 ATK, 0 counter, 0 crit)
Null Magic (0 magic attack and 0 magic evasion)
Null Defense (0 defense, 0 guard, higher chance to be target)
Null Willpower (0 magic defense and 0 magic evasion)
Null Mind (0 MP)

The player will have to be creative to get around this, explore new options and use items.
 
---Boss "Timer"---
Rage (Boss gains 200% mdf and def, 250% atk and mat, and 150% agi and luk)

So you can barely defeat a boss by 'just carrying many potions and doing 1 damage at a time'.

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I was thinking some stuff:

 

Exhaustion - Saps away MP/adrenaline/whatever's used to carry out skills. Also debuffs agility.

 

Palsy - Makes a shield/dual-wielded weapon useless.

 

Akinotepsia - All enemies at the point of attainment will always be targettable. However, there is no change in their display. So, that enemy you're trying to kill may not even be there.

 

Wound - As you take damage, 20% of the damage that you take begins to reincur over periodic moments. May also debuff maximum hit points.

 

Stupid animal transformation - Turn into a cow, religious enemies won't target you. Turn into a frog, a hagardly old witch will get 100% criticals on you all the time. Something like that.

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