A list of puns related to "Status Effect"
So for instance:
In Final Fantasy V; the "slow" and "haste" boons are the strongest in the series (because of how the gameplay is balanced around speed and turnation)
In Final Fantasy VI, the "Poison\Envenomed" status effect its at hits strongest (each ticks adds up whenever they appear again, crippling enemies susceptible to it very easy)
Also if there is a stand-alone status effect that never reappered in a due game, for example:
In FFV there is the "old" status ailment that steadfastly decreases an enemy level, making High Level enemies suceptible to it getting crippled massively by it once they are in the LV 1-30 range.
Considerations such as usefulness in no-grinding or low-level playthroughs to be considered too.
I think you get the gist of it.
So which status effects\status boons are at their best in any due JRPG game?
I sometimes do not disclose information about these because I don't want my employer to consider them during my application process, or for ethical reasons. (In CA, they have begun asking for sexual orientation in job applications and that is absolutely none of my employer's business.) Do Hiring Managers see this information or filter by this information when selecting applicants for interviews?
Asking because I used to recruit for research testing and we would often filter out people who did not disclose gender in order to get an even split of m/f.
Edit: Thanks for all the help understanding! Marking as solved.
As the title said, what kind of buff or debuff do you think exist just because and is barely utilized?
Personally, I think skill seal and debuff resistance are not very good.
Skill seal against player is super annoying but it is very niche against enemy. Aside from certain situation, skill sealing an enemy is asking to be hit and even if the enemy has annoying skills, you can't really predict if they are going to use it next turn or just gonna attack you anyway.
Debuff resistance, as a buff, it just got outclassed by immunnity completely and as a debuff, it doesn't serve much purpose against enemy without resistance and again just got ignored if you have immunity on.
The Toast. Time shown is not necessarily reflective of anything.
The effect is simple:
Neutral mobs under the effect become hostile, and hostile mobs under this effect (it's applied to the monster, not the player) gain insider knowledge of the nearest survival player's location for the duration, preventing them from losing interest in the player.
Certain mobs may find themselves afflicted with the effect (+ strength effect + speed effect) temporarily under certain phases of the moon, after regional difficulty reaches a certain threshold. (Does not occur in easy mode, duration is increased in hard mode). It's to give players a sudden scare and a reason to keep an eye out, even in nights beyond the first.
This makes monsters under it very scary, as there is no way to easily from them, as if there is a route to the player, they will find it and they will take it. If they can't reach the player, they hang out as close as possible.
In instances where many similar mobs near each other get the effect, they may choose to take a "pack" approach, which lets the game treat them as a single path finding unit.
Players will have to travel so fast as to unload the chunks, get behind perfect cover, or find a way to wait out the clock to find safety.
Fortunately, players have other methods of fooling the effect, niche avoidance methods that weren't really used:
If a player is effected by invisibility, the effect doesn't cause mobs to target them.
(it skips to the next closest player that doesn't have an unloaded chunk between them and the monsters, if there is none, then mobs take their default behavior)
You can still be targeted if mobs can see you by armor/proximity, but they will act as if they didn't have the effect and thus be able to lose interest.
Similarly, if you know the type of your pursuer, wearing the appropriate mob head or a pumpkin will confuse the monsters, preventing them from hunting you. Again, if they get close enough that the disguise fails (or directly attack them), they'll fight as normal, but they can still lose interest.
The Glowing Effect Cancels out all defensive options, however.
Now, if players find themselves with the effect (which would probably be hard to pull off), the the last creature they attacked appears to them as glowing, even if the creature doesn't have the glowing effect.
I
... keep reading on reddit β‘I'm not knocking what we currently got in terms of the MH elements, but I am curious to see what ideas you guys have. As for me, I can't say for certain what element I'd add but I had an idea for a sort of dichotomy of status effects called Anima and Animus, with the effects being that either can't draw your weapons or can't sheathe your weapons respectively.
Feel free to post your own ideas for status effects or elements, it'd be fun to see what ideas could potentially work.
are you picking someone and if so who
With RNG being as limiting as it is currently, and the over reliance of vibranium on the elite raid itβs definitely time to give us a means of switching status effects, even if it means youβre only allowed to apply ones that youβve earned of the same rarity. For example you get an exotic vibranium piece youβre allowed to transfer the vibranium status to another exotic of the same slot
So I was looking through this list of new and old move changes and I am noticing some things that no one has really mentioned and I would like confirmation.
swords dance and nasty plot no longer say sharply raise in the description. Do they raise stats as high as bulk up and calm mind do? If so what's the point of using them over those.
I see no mention of flinching on moves that used to flinch. Is flinching no longer a thing?
I see no mention of recharge on hyper beam or giga impact. Do they not have a draw back anymore?
I'd also love to hear any other weird move changes people have noticed in game.
The kind that would make you press that nexus button in an instant
I would add a change to bleed. If any enemy has 5 or more stacks of bleed it turns into 1 stack of hemorrhage. With hemorrhage, instead of taking damage on their turn, they take 1.5% max hp damage on any turn, whether friend or foe.
What new status effects or changes to current ones would you guys do?
I was playing a game on Spelltable the other day and a guy said basically "I make infinite creatures" as a state based effect and that the game would be a draw. I asked if there is a win con with those infinite creatures and they said no.
So the way I played it, as I do with my group, is pick a number and thats how many you get.
Do you guys and gals typically play that this would be a draw or do you play like I do? Draws don't seem like they should be possible right?
This has probably been said before but I really liked how some of the armor in horizon zero dawn looked but shield weaver is just too op that I canβt not use it now they could do what assassins creed did make it look like another piece of armor you have while keeping the effects
Hi all,
Starting to tinker around on a game. I have an idea for effects and I'm looking to get started with the coding (I'm a developer, but not a game developer, so learning a lot as I go!)
Basically, my issue is that I want to have various sources of the same effect. Let's say 'blindness' is a debuff a character can have. There are three ways you could be 'blinded': You put on a blindfold (voluntary, effect lasts until you remove the blindfold), you drink or eat something toxic that causes blindness (maybe it wears off over time or you have to cure it), or you encounter a flashbang grenade (effect wears off over time). Now, the end result is the same - they can't look around.
But it's not as simple as an is_blinded flag, because if someone puts on a blindfold, drinks a potion of blindness, and then removes their blindfold... they should still be blinded. However, if someone puts on a blindfold and a flashbang grenade goes off, they shouldn't be blinded from the grenade - that person can take off the blindfold and still have vision. If a flashbang grenade goes off, blinding someone, and then they drink a potion of blindness, the flashbang grenade timer running out shouldn't change that the person is still blinded from the poison.
As you can see this is now a bit complicated. I'm looking for a better way to do things than this psuedocode:
# Flashbang goes off
if character.is_blinded:
# Flashbang has no effect, can't extra-blind someone
return
else:
# Flashbang takes effect, starts a timer until effect falls
character.is_blinded = True
character.is_blinded_removal_time = time.time() + 5
# Blindfold is worn
character.is_blinded = True
# Poison is drunk
character.is_blinded = True
character.is_blinded_removal_time = time.time() + 10
# If the character is wearing a blindfold, removing the blindfold
# should no longer be sufficient to remove the is_blinded trait
# Blindfold is removed. This is probably an extra if check inside of the
# basic 'remove item from character worn items' function
if the item we're removing is a blindfold:
if not character.is_blinded_removal_time:
# We unblind the character as long as they aren't blinded due to
# a current effect
character.is_blinded = False
# rest of the item removal code
This stuff is perfectly functional (I know it can be rewritten to be condensed, but
... keep reading on reddit β‘Hello agents Iβm looking for some advice please.
I am fairly new to TD2, 2 months in, SHD 650.
I currently only have one build which I am effective with. Which is a Hunterβs Fury 4pc, with Memento, Ceska chest w/ Obliterate. I run the Dark Winter and Scorpio. My gear is god rolled. Firewall specialisation, using the shield and striker drone. 4 red, 3 blue, 1 yellow core. I find I can pretty much play through any solo content no problem on Heroic. However I have started to find this boring so have made some other builds.
My issue is, having pretty much learned the game by using this HF set, spending most of the time out of cover, it means I absolutely suck when I use anything else other than this build. I rely on my armour cores, my shield and my armour on kill too much I believe.
I have an Eclipse Protocol 4pc build using backpack and chest, Vile mask, Empress holster. The whole build is almost god rolled throughout, with status effect and skill haste / damage, using Test Subject and Mechanical Animal as my weapons. I love using this build. Or rather I love watching others use this buildβ¦
I can do great damage with the Stinger hive and Firestarter chem launcher. Mobs are dead pretty much instantly, especially when grouped together. But once they spread out and flank me this is where I really struggle. I feel like in order to stay safely in cover I have to keep retreating, particularly in open world content where there is a lot of space. And I die so much. I just cannot stay alive, even with Gunner spec and the AoK from that spec tree. I have even tried bringing the difficulty down to Challenging but I still suck!
So I guess my question is, please can all of you veteran players dump as much advice that will help me? Should I be deploying my Stinger hive right by me or should I throw it? Is it normal with these kinds of build to need to retreat constantly when enemies spread out? Please, I would greatly appreciate any advice you can give that will help with survivability. Thanks for your time (if youβve gotten this far!)
:)
Source: https://bleacherreport.com/articles/2949384-sources-kyrie-irving-ben-simmons-sagas-could-lead-to-nba-rule-changes
#Vaccination Status and Star Treatment:
> There was never any confidence in league circles that the union would agree to a COVID-19 vaccine mandate. Both NBA and NBPA officials are quick to point out the overwhelming majority of players have received at least one dose of a COVID-19 vaccine.
> Yet team management and ownership figures across the league have voiced frustration about double standards for players like Irving, whom the NBA does not require to be vaccinated. Meanwhile, the league does require basketball and business operations staffers to be vaccinated, and they are subject to close contact with unvaccinated players.
> There is a belief among ownership figures that this discrepancy could net a concession from the players' union during the next round of CBA negotiations, sources said, especially after media day was dominated by conversation about playersβ vaccination statuses. The storyline has only continued casting a pall over this preseason, as the Nets announced Tuesday that they will not permit Irving to join the team until he is vaccinated.
#Trade Requests From Players Under Long Deals [Ben Simmons]:
> Team executives provided extensive criticism to the league office about the perceived failure of the supermax contract to keep stars in their incumbent markets, sources said. The seemingly increasing volume of trade requests from star players such as Simmons, who have often already agreed to exorbitant deals, has exposed the limitations of even the most lucrative contracts.
> "There's gotta be some kind of penalty or fine," said one assistant general manager. "These guys sign the supermax and they want to get traded the next day."
> Proposals have varied, but they largely center on something that would be a reverse trade kicker of sorts, where players can receive a maximum bonus of 15 percent of their salary if a team decides to move them. Some team officials want to see a player who requests a trade forfeit upwards of 70 percent of his salary. Others have told B/R about what seems like a far more realistic scenario, where the player in question would only make 60 percent of his guaranteed money once he requests a new team.
> "If you put a provision in there and say you can't ever ask for a trade, and we'll give you a [BRI] percentage more, the league could win that," said the player age
... keep reading on reddit β‘This game should allow for more freedom with experimenting with gear, I understand the devs donβt want a full reroll, but being able to reroll status elements would be a game changer, whether thatβs in the form of a token you get from scrapping exotics or a machine in one of the bases itβs definitely my biggest want for 2022
Learning the bow and new to MH and I was curious if a paralyze coating with a good dragonpiercer shot would apply a large amount of "build up" into the status effect? Or does it not apply any? I really wanna get into using DP more as its fun, but it seems very bad.
I've said this multiple times, but Dokkan really needs to update status effects on two fronts:
DEF Down is the most useless added effect on Super Attacks. The only times it was ever relevant for players was STR and PHY LSS Broly Dokkan event, and Strike Grandpa Gohan on their initial release. Other than that, DEF Down has never really done anything noticeable. Either make it so that if an enemy is affected by DEF Down, it multiplies any damage they take substantially, or it cuts their natural damage reduction down (which all Dokkan Fest have had since INT Ultimate Gohan?).
Making any difficult boss completely immune to all status effects means that any unit that relies on enemy's being affected by certain effects is dead weight and/or either has half or all their kit disabled in difficult content. Even if the boss is immune to these effects, they should still be able to be afflicted with it. So the boss isn't stunned because its immune, but the unit attacking acts like it's stunned and gets their full passive effect, for example.
Nowadays, we can find many pokemons with Toxic, Will-o-Wisp, Thunder Wave or moves that can make status conditions. I can see Toxic teams are mostly used. Toxic teams usually have a tanker with Protect to make the opposing pokemon slowly fainting. Others are Burn and Paralysis. Burn can half the power of physical moves and Paralysis can half your Speed. What do you think?
I have a couple words for status that i would like your opinion on, a bunch of people have been critical of the chosen words.
Immobilized - Their Character figurine cannot move or be moved
Invulnerable - They Cannot take damage
Stunned - They can't defend themselves
Chained - They cannot draw cards
Weakened - They take double damage
Edit: Thanks for the suggestions, ive decided to change these to: Immobilized -> Immovable
Invulnerable -> Protected
Stunned -> Exposed (because he can attack but not defend)
Chained -> Handlocked
Since I started playing division 2 back in September of this year , Iβve ran all dps, I wanted a fast ttk, I didnβt care about how fast I died or how shitty my skills were. All I wanted was DPS DPS DPS. Recently I graduated to a status build and I canβt get enough. My current build: EP build with skill haste mods, Vile mask and 1pc Golan with a skill tier and Firewall for extra burn duration(all status effect core attributes) I want more, more damage, more ticks more satisfaction. What can I do?
(I will delete if this is made before)
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