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− | == | + | ==Turn order notes== |
− | + | The following are notes about the order in which chain effects will activate. | |
− | + | We will sort effects into '''timing tiers'''. The game will start by using effects according to the timing tier. All effects in a timing tier are resolved before moving to the next timing tier. | |
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− | + | Within a tier, several tie-breakers will be used to determine the order of chain effects: | |
− | + | * For clarity, let's say team 1 is the faster one, while team 2 is the slower one. | |
− | + | * Within a tier, team 1's effects will activate first. Team 2's effects will activate after all of team 1's effects are done. | |
− | + | * Within a team, chains will progress according to the team's action order. By default, action order is based on the agility stat, however this order can be changed by using {{BrandIcon|Lead|name=1}} or {{BrandIcon|Trail|name=1}} brands. | |
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− | + | Let's say demon 1 is the first acting demon in a team, demon 2 is the second, etc. | |
− | + | * Normally, all of demon 1's effects resolve, then all of demon 2's effects resolve, and so on. | |
− | + | * If demon 1's chain effect causes another chain effect to activate, then that new chain will resolve before moving on to demon 1's other chain effects, and before moving on to demon 2. | |
− | + | * For example: suppose team 1 is an archangels team with {{DemonIcon|Raphael|size=32px}} in the first spot, while team 2 has a {{DemonIcon|Black Rider|size=32px}}. Team 1's turn starts, and Raphael's chain effect heal from [[God's Blessing]] activates. This heal triggers Black Rider's [[Soul Divide]], which will immediately execute. Afterwards, Raphael's remaining chain effects (if any) will execute, and then Raphael's teammates will trigger their chain effects. | |
− | + | ||
− | + | ===Timing tiers=== | |
− | + | An effect's timing tier can usually be determined by the way the effect is phrased. Example phrases will be listed in quotes below: | |
− | + | ||
− | + | ;Timing tier 0 - before battle | |
− | + | Effects in this timing tier: | |
− | + | * Brands (ward, embattle) | |
− | + | * "this demon starts the battle with" (example: [[Golden Apple]]) | |
− | + | ||
− | + | ;Timing tier DC - Devil Connector | |
− | + | This tier exclusively holds the effects of Devil Connectors. | |
− | + | ||
− | + | Note that Devil Connectors cannot trigger other chain effects, so this tier is effectively just team 1's DC executing, followed by team 2's DC executing. | |
− | + | ||
− | + | ;Timing tier 1 - start of a battle | |
− | * | + | Effects in this timing tier: |
− | + | * "start of battle" | |
− | * | + | * "start of the first turn" |
− | * | + | * "when attacking first" |
− | + | * "when attacking second" | |
− | + | * "when the enemy attacks first" | |
− | + | ||
− | + | ;Timing tier 2 - start of a turn | |
− | + | Effects in this timing tier: | |
− | * | + | * "start of own turn" |
− | * | + | * "start of the enemy's turn" |
− | * | + | |
− | + | ;Timing tier 3 - Demon action start | |
+ | Effects in this timing tier: | ||
+ | * "when a demon is about to act" | ||
+ | |||
+ | ;Timing tier 4 - Demon action has ended | ||
+ | Effects in this timing tier: | ||
+ | * "when a demon has completed an action" | ||
+ | |||
+ | ;Timing tier 5 - End of a turn | ||
+ | Effects in this timing tier: | ||
+ | * "end of own turn" | ||
+ | * "end of the enemy's turn" | ||
+ | |||
+ | ===Example combat flow=== | ||
+ | * At the start of a battle, tier 0 effects will execute, then tier DC, then tier 1. | ||
+ | * Team 1's turn: | ||
+ | ** Team 1's turn starts. Tier 2 executes. | ||
+ | ** Tier 3 executes, and then the first demon in team 1 can act. | ||
+ | ** Team 1 picks an action, it executes, and then tier 4 effects execute. | ||
+ | ** The flow of tier 3 -> pick an action -> tier 4 continues until team 1's turn has ended. | ||
+ | ** Team 1's turn ends. Tier 5 executes. | ||
+ | * Team 2's turn: | ||
+ | ** Control moves to team 2. Tier 2 executes. (Tiers 0, DC, and 1 will not happen anymore, because it is no longer the start of the battle) | ||
+ | ** Tier 3 -> pick an action -> tier 4. Flow continues until team 2's turn has ended. | ||
+ | ** Team 2's turn ends. Tier 5 executes. |
Latest revision as of 22:13, 24 August 2024
Frequent wiki editor and video game enthusiast. Thank you for stopping by!
Discord: Boblers#4199
Contents
Userspace links
The following box automatically keeps track of all pages in my userspace:
To-do Items
To-dos:
- Create pages for red-linked items in navboxes.
- Use Template:Delete to mark unused pages/images for deletion. Places to look through: Special:OrphanedPages, the Images category, Special:UncategorizedFiles
- Make pages discussing good Armaments to make, and Alter-World team building
- Spirit Merge page - choosing between panels 1 and 2
- AR Decoder images for AR Summon Guide
Bot To-dos (tasks where the bot must co-operate; currently, it will undo manual edits on demon pages and skills list):
- Implement "armament flags" on demon pages, so that sword/shield subpages are not transcluded unless the demon actually has a sword/shield (this will eliminate many red links).
- Display each demon's "blue transcend stat" on their page.
- Display each demon and skill's original release date (will need to do lots of historical digging for this). Possibly also panel 4 date.
- Implement Template:AltsBox on pages of demons that have alts.
Off-site:
- Label skills with tags in excel sheet
- Then, use this with ctrl + F to make element/ailment/effect pages
- Do the same with armament skills, but also include Blood Crystal cost
- Track demon transcend stats in excel sheet
- (Maybe) Track panel/p4 release dates
- (maybe) Track skill release dates in excel sheet
Genome-only skills
- Slash and Rending: https://d2-megaten-l.sega.com/en/news/detail/094599.html
- Frozen World and Fiery Soul Prison: https://d2-megaten-l.sega.com/en/news/detail/094462.html
Misc:
- Offensive Cry
- Defensive Cry
- Agile Cry
- Nocturne
- Luster Candy
- Judgement
- Foresight
- Demon Birth Cry
- Mana Surge
- Juon
- Dezoreton
- Null Drk Zone-Dmg Panel
- Null Elec-Force
- Almighty Accele
- Epitome of Martial Arts
- Fortunate Visitor
Users for Slash and Rending (in democ):
- Masakado A (any Rending)
- Zeus (any)
- Zaou-Gongen (Rending Fire)
- Seth (Rending Wind?)
Armament groupings
Swords
Shields
Group | Phys | Fire | Ice | Elec | Force | Light | Dark | Almighty | Other |
---|---|---|---|---|---|---|---|---|---|
(3★) Magic Amp II/Strength Amp II + Life Bonus + <Element> Resist | |||||||||
(4★) <Element> Boost + Life Gain + Null <Element> | |||||||||
(5★ fusible healing) <Element> Boost + Life Surge + Drain <Element>
|
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(5★ fusible attack) <Element> Amp + Life Gain + Repel <Element>
|
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Unique Fusibles | |||||||||
Unique Gacha | |||||||||
Unique Banner | |||||||||
Unique Other |
Unique Armament Skills
For ease of ctrl + f searching. Does not include Talents.
Swords
Armament | Type | Name | MP Cost | Target | Effect |
---|---|---|---|---|---|
Gogmagog Sword | Phys | Albion Giant | 7 MP | All Targets | Inflicts Phys (Physical) damage (Power: 100) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Amaterasu Sword | Fire | Ukehi | 7 MP | All Targets | Inflicts Fire (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Ananta Sword | Ice | Primordial Water | 7 MP | All Targets | Inflicts Ice (Magic) damage with Power 80 on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Barong Sword | Elec | Calon Arang | 7 MP | All Targets | Inflicts Elec (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Garuda Sword | Force | Immortal Shrine | 7 MP | All Targets | Inflicts Force (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Ishtar Sword | Light | Starry Passion | 7 MP | All Targets | Inflicts Light (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Lilith Sword | Dark | Midnight Feast | 7 MP | All Targets | Inflicts Dark (Magic) damage (Power: 80) on all enemies, and Heals around 400 HP of all party members if the attack is successful. |
Cu Chulainn Sword | Phys | Tie-Breaker | 7 MP | All Targets | Inflicts Phys (Physical) damage (Power: 150) on a all enemies. |
Surt Sword | Fire | Scathe of Branches | 7 MP | All Targets | Inflicts Fire (Magic) damage (Power: 130) on all enemies. |
Vasuki Sword | Ice | Samudra Manthan | 7 MP | All Targets | Inflicts Ice (Magic) damage (Power: 130) on all enemies |
Thor Sword | Elec | Crackling Thunder | 7 MP | All Targets | Inflicts Elec (Magic) damage (Power: 130) on all enemies. |
Susano-o Sword | Force | Serpent Killer | 7 MP | All Targets | Inflicts Force (Magic) damage (Power: 130) on all enemies. |
Mastema Sword | Light | Last Plague | 7 MP | All Targets | Inflicts Light (Magic) damage (Power: 130) on all enemies. |
Black Frost Sword | Dark | Mahelldyne | 7 MP | All Targets | Inflicts Dark (Magic) damage (Power: 130) on all enemies. |
Lucifer Sword | Almighty | Stellar Light | 7 MP | All Targets | Inflicts Almighty (Magic) damage (Power: 150) on all enemies. |
Yoshitsune Sword | Phys | Kurama Flash | 7 MP | Single Target | Inflicts Phys (Physical) damage 8 times (Power: 30) with 30% crit rate on a single enemy. *Counter effects will not work on this skill. |
Frost Ace Sword | Ice | Frozen Fist | 5 MP | Single Target | Inflicts Ice (Physical) Pierce effect damage (Power: 130) on a single enemy, and enters a state of Might if the attack is successful. *The damage inflicted by this skill is dependent on Mag ATK. *This skill has a chance of having a Critical effect or a Miss which are dependent on their respective rates. |
Garuda A Sword | Force | Tempest Talon | 6 MP | Single Target | Inflicts Force (Magic) damage (Power: 100) on a single enemy. Activates the following Chain Effect when the attack is successful: Inflicts Force (Magic) damage 2 times (Power: 35) on random enemies. This skill will gain 1 Boost level with each use. [Boost Level: 1] Increases the number of random attacks to 4. [Boost Level: 2] Increases the number of random attacks to 5. |
Seraph Sword | Fire/Light | Pure Holy Fire | 6 MP | Single Target | Inflicts Fire (Magic) or Light (Magic) damage (Power: 180) on a single enemy. The attribute will be selected automatically based on the situation. This skill will have attribute piercing effect. |
Izanami Sword | Elec/Dark | Thunderous Curse | 6 MP | Single Target | Inflicts Elec/Dark (Magic) damage (Power:180) on a single enemy. Automatically selects an Attribute depending on the situation. |
Metatron Sword | Almighty | Pillar of Godly Light | 6 MP | Single Target | Inflicts Almighty (Magic) damage 3 times (Power: 70) on a single enemy. |
Mahakala Sword | Fire | Purging Flame | 5 MP | Single Target | Inflicts Fire (Magic) damage 3 times (Power: 60) on a single enemy. Reduces ATK/DEF of all enemies by 20% if the attack is successful. (3 turns) |
Rama Sword | Ice | Rakshasa Cleaver | 5 MP | Single Target | Inflicts Ice (Magic) damage (Power: 160) on a single enemy. Reduces ATK and EV/AC of all enemies by 20% if the attack is successful. (3 turns) |
Baal Sword | Force | Rainstorm | 6 MP | All Targets | Inflicts Force (Magic) Pierce effect damage (Power: 120) on all enemies. Reduces EV/AC of all enemies by 20% if the attack is successful. (3 turns) |
Masakado A Sword | Almighty | Kuyo Sword Dance | 6 MP | All Targets | Inflicts Almighty (Magic) damage (Power:100) with Remnants on All Enemies. Reduces DEF and EV/AC of all enemies by 20%, increases own party's ATK and EV/AC by 20%. (1 turn) when attack is successful. *The damage inflicted by this skill is dependent on Phys ATK. |
Indrajit Sword | Elec | Rakshasa Thunder | 5 MP | Single Target | Inflicts Elec (Magic) damage 5 times (Power: 40) on a single enemy with 30% chance to inflict Bind on hit enemies if the attack is successful. |
Samael Sword | Almighty | Red Serpent Venom | 5 MP | Single Target | Inflict Almighty (Magic) damage (Power: 120) on a single enemy with 20% chance to inflict Poison, Bind, Charm and Mute if the attack is successful. |
Masakado Sword | Phys | Divine Flash | 5 MP | Single Target | Inflicts Phys (Physical) damage (Power: 200) with 80% crit rate on a single enemy, with 100% chance to inflict Mortal on hit enemies if the attack is successful. * Nullifies all death prevention skills. |
Alice Sword | Dark | Gotcha! | 6 MP | Single Target | Inflicts Dark (Magic) damage (Power: 160) on a single enemy with 100% chance to inflict Mortal on hit enemies if the attack is successful. *Nullifies all death prevention skills. |
Huang Di Sword | Phys | Yinglong Flash | 6 MP | All Targets | Inflicts Phys (Physical) damage (Power: 130) with 50% crit rate on all enemies. |
Asura Sword | Phys | Unholy Strike | 7 MP | Random Targets | Inflicts Phys (Physical) damage 10 times (Power: 30) with 30% crit rate on random enemy/ies. *Counter effects will not work on this skill. |
Asherah Sword | Support | Holy Union | 5 MP | Random Targets | Revives a random party member with 100% HP and adds Mortal immunity. (1 turn) |
Lakshmi Sword | Support | Seductive Lotus | 6 MP | All Targets | 50% chance to Charm all enemies. Increases EV/AC of all party members by 20%. (3 turns) |
Ixtab Sword | Support | Offering Guidance | 6 MP | All Targets | 50% chance to Bind all enemies. Reduces DEF of all enemies by 20%. (3 turns) |
Alice A Sword | Fractional | What Should We Play | 6 MP | Single Target | Inflicts 50% fractional damage (Max: 3000) on a single enemy based on max HP, with the following Chain Effect: 100% chance to inflict Curse on all enemies. |
Alice A Sword | Fractional | I Want Friends | 6 MP | All Targets | Activates [I Wanna Be Together] when there is a Cursed enemy, activates [It's Fine, Right?] when there isn't.
[It's Fine, Right?]: Inflicts 50% fractional damage (Max: 3000) on all enemies based on current HP, with an 80% chance to inflict Curse. [I Wanna Be Together]: Inflicts 50% fractional damage (Max: 3000) on all Cursed enemies based on max HP, with a 100% chance to inflict Mortal\n*Ignores all death prevention skills. |
Shields
Armament | Type | Name | MP Cost | Target | Effect |
---|---|---|---|---|---|
Lucifer Shield | Passive | Abyssal Magic | Passive | Self | +20 to Ma, +20 to Vi. +15% to Almighty damage and HP stops at 1 HP upon receiving the first killing blow. |
Metatron Shield | Passive | Angel Halo | Passive | Self | -15% to Magic damage received. +15% to Magic damage inflicted. |
Huang Di Shield | Passive | Dragon Rain | Passive | Self | +25% to Phys hit rate, +25% to Critical hit rate. |
Masakado A Shield | Passive | New Emperor's Revelation | Passive | Self | +15% to St/Ma/Vi/Ag/Lu. Adds Null Phys/Light/Dark. |
Rama Shield | Passive | Vishvakarman's Shelter | Passive | Self | +20% to Ice damage. -40% chance of receiving status ailments. |
Frost Ace Shield | Passive | Sad Vengeance | Passive | Self | +10% to Ice damage. Activates the following Chain Effect at the beginning of the 1st turn: Enters a state of Might. |
Masakado Shield | Passive | Righteous Rebellion | Passive | Self | +10% to critical hit damage. +10% to Phys hit rate. Activates the following Counter Effect when receiving a Phys Attack: 100% chance to counter dealing Phys (Physical) damage (Power: 100). |
Yoshitsune Shield | Passive | Tiger Strategy | Passive | Self | +10% to Phys hit rate. Activates the following Chain Effect when this character downs another demon: Recovers 5 MP. |
Indrajit Shield | Passive | Rite of Divine Power | Passive | Self + All Allies | Activates the following Chain Effect when the one with this skill downs a demon: Recovers 3 MP and casts Repel Magic (including Almighty) effect on all allies. (1 turn) |
Mahakala Shield | Passive | Clear Space | Passive | All Targets | Activates the following Chain Effect at the beginning of every own third turn: Inflicts Fire (Magic) Pierce effect damage (Power: 100) on all enemies. Recovers 5 MP and enters into a state of Concentrate if the attack is successful. |
Ixtab Shield | Passive | Summons to Sacrifice | Passive | Random Targets | Activates the following Chain Effect at the beginning of every own third turn: Inflicts Almighty (Magic) damage (Power: 120) on a random enemy with 100% chance to inflict Mortal. Nullifies all death prevention skills. |
Asura Shield | Passive | Unholy Delusion | Passive | All Targets | Activates the following Chain Effect when this character receives an enemy's Physical attack: Inflicts Phys (Physical) Pierce effect damage (Power: 50) with 30% crit rate on all enemies, and removes all enemy status buffs if the attack is successful. *Counter effects will not work on this skill. |
Garuda A Shield | Passive | Dazzling Wings | Passive | All Targets | +10% Phys evasion rate. Activates the following Chain Effect when this character evades an enemy's Physical attack: Inflicts Force (Magic) Pierce effect damage (Power: 90) on all enemies. |
Alice Shield | Passive | Innocent Laughter | Passive | All Targets | Activates the following Chain Effect when this character downs another demon: Inflicts Dark (Magic) Pierce effect damage (Power: 80) on all enemies. |
Baal Shield | Passive | Rains of Fertility | Passive | All Allies | While the one with this skill is alive, all party members will receive the following effect: +5% to Force damage, +15% to status ailment auto cure rate. |
Seraph Shield | Passive | Resplendent Voice | Passive | All Allies | While the demon with this skill is alive, all party members will receive the following effect: +10% damage when attacking the enemy's weak point and -15% to damage received when own weak point is attacked. |
Alice A Shield | Passive | Won't You Play With Me | Passive | All Targets + Single Target | Activates the following Chain Effect at the start of enemy turn: Inflicts 10% fractional damage to all enemies (Max: 300) based on current HP and steal 2 MP. Activates the following Chain Effect at the start of own turn: Inflicts 10% fractional damage (Max: 300) based on current HP to the enemy party leader, and steal 3 MP. |
Tier List WIPs
(empty for now)
SMT Anniversaries
- At certain times of year, Dx2 will hold anniversary events for the mainline SMT games.
- These events sometimes (but not always) have special event files available.
- Only mainline counts, no spinoffs.
Sword of Kusanagi EXP
- Cost to use a sword seems to depend on level you enter the menu at?
- lv49: 1,568 Macca
- lv48: 1,536 Macca
- lv45: 1,440 Macca
Rarity | EXP given |
---|---|
5★ | 20,000 |
4★ | 10,000 |
3★ | 2,000 |
2★ | 1,000 |
1★ | 500 |
Turn order notes
The following are notes about the order in which chain effects will activate.
We will sort effects into timing tiers. The game will start by using effects according to the timing tier. All effects in a timing tier are resolved before moving to the next timing tier.
Within a tier, several tie-breakers will be used to determine the order of chain effects:
- For clarity, let's say team 1 is the faster one, while team 2 is the slower one.
- Within a tier, team 1's effects will activate first. Team 2's effects will activate after all of team 1's effects are done.
- Within a team, chains will progress according to the team's action order. By default, action order is based on the agility stat, however this order can be changed by using Lead or Trail brands.
Let's say demon 1 is the first acting demon in a team, demon 2 is the second, etc.
- Normally, all of demon 1's effects resolve, then all of demon 2's effects resolve, and so on.
- If demon 1's chain effect causes another chain effect to activate, then that new chain will resolve before moving on to demon 1's other chain effects, and before moving on to demon 2.
- For example: suppose team 1 is an archangels team with Raphael in the first spot, while team 2 has a Black Rider. Team 1's turn starts, and Raphael's chain effect heal from God's Blessing activates. This heal triggers Black Rider's Soul Divide, which will immediately execute. Afterwards, Raphael's remaining chain effects (if any) will execute, and then Raphael's teammates will trigger their chain effects.
Timing tiers
An effect's timing tier can usually be determined by the way the effect is phrased. Example phrases will be listed in quotes below:
- Timing tier 0 - before battle
Effects in this timing tier:
- Brands (ward, embattle)
- "this demon starts the battle with" (example: Golden Apple)
- Timing tier DC - Devil Connector
This tier exclusively holds the effects of Devil Connectors.
Note that Devil Connectors cannot trigger other chain effects, so this tier is effectively just team 1's DC executing, followed by team 2's DC executing.
- Timing tier 1 - start of a battle
Effects in this timing tier:
- "start of battle"
- "start of the first turn"
- "when attacking first"
- "when attacking second"
- "when the enemy attacks first"
- Timing tier 2 - start of a turn
Effects in this timing tier:
- "start of own turn"
- "start of the enemy's turn"
- Timing tier 3 - Demon action start
Effects in this timing tier:
- "when a demon is about to act"
- Timing tier 4 - Demon action has ended
Effects in this timing tier:
- "when a demon has completed an action"
- Timing tier 5 - End of a turn
Effects in this timing tier:
- "end of own turn"
- "end of the enemy's turn"
Example combat flow
- At the start of a battle, tier 0 effects will execute, then tier DC, then tier 1.
- Team 1's turn:
- Team 1's turn starts. Tier 2 executes.
- Tier 3 executes, and then the first demon in team 1 can act.
- Team 1 picks an action, it executes, and then tier 4 effects execute.
- The flow of tier 3 -> pick an action -> tier 4 continues until team 1's turn has ended.
- Team 1's turn ends. Tier 5 executes.
- Team 2's turn:
- Control moves to team 2. Tier 2 executes. (Tiers 0, DC, and 1 will not happen anymore, because it is no longer the start of the battle)
- Tier 3 -> pick an action -> tier 4. Flow continues until team 2's turn has ended.
- Team 2's turn ends. Tier 5 executes.