Status Elements and Boost Skill List
Posted On: Aug 26, 2014 7:33:08 GMT 1
Post by DarknessDevouring on Aug 26, 2014 7:33:08 GMT 1
If you prefer inflicting statuses (only) or enhancing what skills you already have, this is the list for you!
"Dark," I hear you ask "why not add the boost list to the Elemental Skill list?"
Well Jimmy, the reason being simple!
"But my name's not Jim----"
SHUT UP AND LISTEN TO CLASS, JIMMY.
Anyway, where was I?
Ah yes.
Some of the boosts will be Dual Elemental (affecting 2 elements, in other words).
Those are only tier 4 skills, before you ask.
Dual Elemental are Boost only (increases damage output by 1 stage, e.g Small to Medium).
Amp increases by 2 stages (e.g Small to Large).
Those skills cannot increase damage beyond Huge.
All Boost skills are tier 2 while all Amp skills are tier 3. Thus, there's no tier 1 skills for those.
Like I said earlier, all Dual Elemental are tier 4.
For the time being, there's only a few Dual Element boosts. I might increase this in the future (exception being for Light and Dark spells).
Light and Dark boost does NOT give a damage boost but instead increases the odds for a OHKO (the cap is still 60%).
Before someone asks: No, Boost and Amp skills does NOT stack. If you have both, only Amp works.
If you have (e.g) Fire Amp as well as Warm Ice but no Ice Boost, Fire Amp and Ice Boost is in effect.
Again, before someone asks:
Tier 1 (status list) will ONLY focus on inflicting statuses.
Tier 2 will ONLY focus on recovering statuses.
You might be curious why some single target spells are tier 3 instead of tier 1. Easiest reason? Because I don't want too many tier 1 spells (and I consider those more 'powerful' even if they might seem weak; some enemies will have abilities that'll deal 2x damage to you if you're under that status - playable characters will not have access to those skills).
BOOST SKILLS:
Tier 2:
Ice Boost - increases ICE type spells by 1 step
Fire Boost - increases FIRE type spells by 1 step
Elec Boost - increases ELEC type spells by 1 step
Wind Boost - increases WIND type spells by 1 step
Earth Boost - increases EARTH type spells by 1 step
Water Boost - increases WATER type spells by 1 step
Dark Boost - increases chances of DARK spells to OHKO by 10%
Light Boost - increases chances of LIGHT spells to OHKO by 10%
Tier 3:
Ice Amp - increases ICE type spells by 2 steps
Fire Amp - increases FIRE type spells by 2 steps
Elec Amp - increases ELEC type spells by 2 steps
Wind Amp - increases WIND type spells by 2 steps
Earth Amp - increases EARTH type spells by 2 steps
Water Amp - increases WATER type spells by 2 steps
Dark Amp - increases chances of DARK spells to OHKO by 20%
Light Amp - increases chances of LIGHT spells to OHKO by 20%
Tier 4:
Warm Ice - increases ICE and FIRE type spells by 1 step
Freezing Storm - increases ICE and ELEC type spells by 1 step
Howling Thunder - increases ELEC and WIND type spells by 1 step
Thundering Ocean - increases ELEC and WATER type spells by 1 step
Earth's Toll - increases EARTH and WATER type spells by 1 step
Frozen Wasteland - increases EARTH and ICE type spells by 1 step
Yin & Yang - increases chances of LIGHT and DARK spells to OHKO by 10%
What's that? You're not happy? You want a status skill list?
...
Fine.
ALL status skills got a 20% chance of inflicting their respective status (2x if the enemy is weak to said status).
Status Skill List:
Tier 1:
Curse of the Old - Inflict Old status on 1 enemy for 3 turns.
Snakebite - Inflict Poison status on 1 enemy for 3 turns.
Burned Out - Inflict Burn status on 1 enemy for 3 turns
Temptation - Inflict Charm on 1 enemy for 3 turns
Tazer - Inflict Shock on 1 enemy for 3 turns
Zulu's Rain - Inflict Weak on 1 enemy for 3 turns
Still Drop - Inflict Slow on 1 enemy for 3 turns
Eleventh Hour - Inflict Fear on 1 enemy for 3 turns.
Tier 2:
Blood Drop - Removes Weak from 1 ally
Bone Shatter - Removes Fear from 1 ally
Antidote - Removes Poison from 1 ally
Remedy - Removes Shock from 1 ally
Step it Up! - Removes Slow from 1 ally
Energizer - Removes Old from 1 ally
Gentle Heat - Removes Burn status from 1 ally
Friend's Memory - Removes Charm from 1 ally
Tier 3:
Stagnant Air - Friend and foe alike got 50% higher odds of being inflicted by status effects for 3 turns.
Hazy Dream - Inflicts Sleep on 1 enemy for 3 turns.
Pulinpa - Inflicts Panic on 1 enemy for 3 turns
Silence! - Inflicts Silence on 1 enemy for 3 turns
Sun Clasher - Inflicts Blind on 1 enemy for 3 turns (there's only one of those skills on purpose - Blind status decreases the enemies hit by 50%)
Moon Crash - Inflicts Stun on 1 enemy for 3 turns
Bloo-D Curse - Inflicts Curse on 1 enemy for 3 turns
Tier 4:
Hellish Mist - Inflicts Poison to all enemies for 3 turns.
Dreamland - Inflicts Sleep to all enemies for 3 turns.
Medusa's Eyes - Inflicts Stun on all enemies for 3 turns
Goddess's Beauty - Inflicts Charm on all enemies for 3 turns
Feral Roar - Inflicts Panic on all enemies for 3 turns
Forbidden Shout - Inflicts Mute on all enemies for 3 turns
Moon's Eye - Inflicts Curse on all enemies for 3 turns
Ground Controller - Inflicts Petrify on all enemies for 3 turns
Sacrifical Fire - Inflicts Burn on all enemeis for 3 turns
Energy Removal - Inflicts Weak on all enemies for 3 turns
Final Antidote - Removes Poison, Sleep, Stun, Weak and Charm from all allies.
Ultimate Cure - Removes Panic, Mute, Curse, Burn and Petrify from all allies.
A couple of notes about Stagnant Air:
It stacks additively - e.g, 25% becomes 75%.
The odds cannot go past 100%
If you (or the enemy) resist a status, the odds are only increased by 25%
"Dark," I hear you ask "why not add the boost list to the Elemental Skill list?"
Well Jimmy, the reason being simple!
"But my name's not Jim----"
SHUT UP AND LISTEN TO CLASS, JIMMY.
Anyway, where was I?
Ah yes.
Some of the boosts will be Dual Elemental (affecting 2 elements, in other words).
Those are only tier 4 skills, before you ask.
Dual Elemental are Boost only (increases damage output by 1 stage, e.g Small to Medium).
Amp increases by 2 stages (e.g Small to Large).
Those skills cannot increase damage beyond Huge.
All Boost skills are tier 2 while all Amp skills are tier 3. Thus, there's no tier 1 skills for those.
Like I said earlier, all Dual Elemental are tier 4.
For the time being, there's only a few Dual Element boosts. I might increase this in the future (exception being for Light and Dark spells).
Light and Dark boost does NOT give a damage boost but instead increases the odds for a OHKO (the cap is still 60%).
Before someone asks: No, Boost and Amp skills does NOT stack. If you have both, only Amp works.
If you have (e.g) Fire Amp as well as Warm Ice but no Ice Boost, Fire Amp and Ice Boost is in effect.
Again, before someone asks:
Tier 1 (status list) will ONLY focus on inflicting statuses.
Tier 2 will ONLY focus on recovering statuses.
You might be curious why some single target spells are tier 3 instead of tier 1. Easiest reason? Because I don't want too many tier 1 spells (and I consider those more 'powerful' even if they might seem weak; some enemies will have abilities that'll deal 2x damage to you if you're under that status - playable characters will not have access to those skills).
BOOST SKILLS:
Tier 2:
Ice Boost - increases ICE type spells by 1 step
Fire Boost - increases FIRE type spells by 1 step
Elec Boost - increases ELEC type spells by 1 step
Wind Boost - increases WIND type spells by 1 step
Earth Boost - increases EARTH type spells by 1 step
Water Boost - increases WATER type spells by 1 step
Dark Boost - increases chances of DARK spells to OHKO by 10%
Light Boost - increases chances of LIGHT spells to OHKO by 10%
Tier 3:
Ice Amp - increases ICE type spells by 2 steps
Fire Amp - increases FIRE type spells by 2 steps
Elec Amp - increases ELEC type spells by 2 steps
Wind Amp - increases WIND type spells by 2 steps
Earth Amp - increases EARTH type spells by 2 steps
Water Amp - increases WATER type spells by 2 steps
Dark Amp - increases chances of DARK spells to OHKO by 20%
Light Amp - increases chances of LIGHT spells to OHKO by 20%
Tier 4:
Warm Ice - increases ICE and FIRE type spells by 1 step
Freezing Storm - increases ICE and ELEC type spells by 1 step
Howling Thunder - increases ELEC and WIND type spells by 1 step
Thundering Ocean - increases ELEC and WATER type spells by 1 step
Earth's Toll - increases EARTH and WATER type spells by 1 step
Frozen Wasteland - increases EARTH and ICE type spells by 1 step
Yin & Yang - increases chances of LIGHT and DARK spells to OHKO by 10%
What's that? You're not happy? You want a status skill list?
...
Fine.
ALL status skills got a 20% chance of inflicting their respective status (2x if the enemy is weak to said status).
Status Skill List:
Tier 1:
Curse of the Old - Inflict Old status on 1 enemy for 3 turns.
Snakebite - Inflict Poison status on 1 enemy for 3 turns.
Burned Out - Inflict Burn status on 1 enemy for 3 turns
Temptation - Inflict Charm on 1 enemy for 3 turns
Tazer - Inflict Shock on 1 enemy for 3 turns
Zulu's Rain - Inflict Weak on 1 enemy for 3 turns
Still Drop - Inflict Slow on 1 enemy for 3 turns
Eleventh Hour - Inflict Fear on 1 enemy for 3 turns.
Tier 2:
Blood Drop - Removes Weak from 1 ally
Bone Shatter - Removes Fear from 1 ally
Antidote - Removes Poison from 1 ally
Remedy - Removes Shock from 1 ally
Step it Up! - Removes Slow from 1 ally
Energizer - Removes Old from 1 ally
Gentle Heat - Removes Burn status from 1 ally
Friend's Memory - Removes Charm from 1 ally
Tier 3:
Stagnant Air - Friend and foe alike got 50% higher odds of being inflicted by status effects for 3 turns.
Hazy Dream - Inflicts Sleep on 1 enemy for 3 turns.
Pulinpa - Inflicts Panic on 1 enemy for 3 turns
Silence! - Inflicts Silence on 1 enemy for 3 turns
Sun Clasher - Inflicts Blind on 1 enemy for 3 turns (there's only one of those skills on purpose - Blind status decreases the enemies hit by 50%)
Moon Crash - Inflicts Stun on 1 enemy for 3 turns
Bloo-D Curse - Inflicts Curse on 1 enemy for 3 turns
Tier 4:
Hellish Mist - Inflicts Poison to all enemies for 3 turns.
Dreamland - Inflicts Sleep to all enemies for 3 turns.
Medusa's Eyes - Inflicts Stun on all enemies for 3 turns
Goddess's Beauty - Inflicts Charm on all enemies for 3 turns
Feral Roar - Inflicts Panic on all enemies for 3 turns
Forbidden Shout - Inflicts Mute on all enemies for 3 turns
Moon's Eye - Inflicts Curse on all enemies for 3 turns
Ground Controller - Inflicts Petrify on all enemies for 3 turns
Sacrifical Fire - Inflicts Burn on all enemeis for 3 turns
Energy Removal - Inflicts Weak on all enemies for 3 turns
Final Antidote - Removes Poison, Sleep, Stun, Weak and Charm from all allies.
Ultimate Cure - Removes Panic, Mute, Curse, Burn and Petrify from all allies.
A couple of notes about Stagnant Air:
It stacks additively - e.g, 25% becomes 75%.
The odds cannot go past 100%
If you (or the enemy) resist a status, the odds are only increased by 25%