Difference between revisions of "Status Ailment Resonance"

From SMT: Dx2 Wiki
Jump to: navigation, search
(Created page with "Status Ailment Resonance is a skill that is powered up based on the number of times the Resonance Count, such as Poison and Bind, is inflicted on the enemy using a skill.<br>...")
 
(add icons and bullet points to make flow smoother)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Status Ailment Resonance is a skill that is powered up based on the number of times the Resonance Count, such as Poison and Bind, is inflicted on the enemy using a skill.<br>
+
Status Ailment Resonance is a skill that is powered up based on the number of times the Resonance Count, such as Poison and Bind, is inflicted on the enemy using a skill.
Status Ailments refer to the Bad Statuses: Poison, Mute, Charm, Bind, Curse, and Weak.<br>
+
 
The effects of Status Ailment Resonance will change based on how many types of these 6 different status ailments are inflicted on the enemy.
+
Status Ailments refer to the Bad Statuses: {{EffectIcon|Poison|name=1}}, {{EffectIcon|Mute|name=1}}, {{EffectIcon|Charm|name=1}}, {{EffectIcon|Bind|name=1}}, {{EffectIcon|Curse|name=1}}, and {{EffectIcon|Weak|name=1}}.
For example, if four enemies are Poisoned, and one of them is also inflicted with Charm, because two different types of status ailments are afflicting the enemies, the total Resonance Count will be 2.
+
 
 +
The effects of Status Ailment Resonance will change based on ''how many types'' of these 6 different status ailments are inflicted on the enemy.
 +
* For example, if 4 enemies are {{EffectIcon|Poison|name=1}}ed, and one of them is also inflicted with {{EffectIcon|Charm|name=1}}, because 2 different types of status ailments are afflicting the enemies, the total Resonance Count will be 2.
 +
 
 
Furthermore, the Resonance Count will be the total just <b>before</b> the Status Ailment Resonance skill effect activates.
 
Furthermore, the Resonance Count will be the total just <b>before</b> the Status Ailment Resonance skill effect activates.
 +
 +
== Resonance Count Appliers ==
 +
===Skills that apply Resonance Counts===
 +
{| class="wikitable sortable"
 +
|-
 +
!Type !!Name !!MP Cost !!Target !!Skill Points !!Exclusive?
 +
|- style="vertical-align:middle;"
 +
|-
 +
|{{ElementIcon|Passive|name=1}}
 +
|[[Boundless Wave]]
 +
| Passive
 +
| {{TargetingIcon|All|name=1}}
 +
| -
 +
| {{DemonIcon|Ouroboros|size=32px}}
 +
|-
 +
|{{ElementIcon|Passive|name=1}}
 +
|[[Eternize]]
 +
| Passive
 +
| {{TargetingIcon|All|name=1}}
 +
| -
 +
| {{DemonIcon|Ouroboros|size=32px}}
 +
|}
 +
 +
{{Skill Effects navbox}}

Latest revision as of 06:27, 25 October 2024

Status Ailment Resonance is a skill that is powered up based on the number of times the Resonance Count, such as Poison and Bind, is inflicted on the enemy using a skill.

Status Ailments refer to the Bad Statuses: Icon Poison.png Poison, Icon Mute.png Mute, Icon Charm.png Charm, Icon Bind.png Bind, Icon Curse.png Curse, and Icon Weak.png Weak.

The effects of Status Ailment Resonance will change based on how many types of these 6 different status ailments are inflicted on the enemy.

  • For example, if 4 enemies are Icon Poison.png Poisoned, and one of them is also inflicted with Icon Charm.png Charm, because 2 different types of status ailments are afflicting the enemies, the total Resonance Count will be 2.

Furthermore, the Resonance Count will be the total just before the Status Ailment Resonance skill effect activates.

Resonance Count Appliers

Skills that apply Resonance Counts

Type Name MP Cost Target Skill Points Exclusive?
Passive Passive Boundless Wave Passive All Targets All Targets - Ouroboros.jpg Ouroboros
Passive Passive Eternize Passive All Targets All Targets - Ouroboros.jpg Ouroboros
Skill Effects
Attributes/Elements Phys PhysFire FireIce IceElec ElecForce ForceLight LightDark DarkAlmighty AlmightyMulti Multi Skills
Ailments Icon Bind.png BindIcon Charm.png CharmIcon Curse.png CurseIcon Mute.png MuteIcon Poison.png PoisonIcon Weak.png WeakStatus Ailment ResonanceCleric
Good Status Effects Icon Barrier.png BarrierIcon Charge.png ChargeIcon Concentrate.png ConcentrateIcon Critical.png MightIcon Lydia.png LydiaIcon Repel Magic.pngIcon Repel Almighty Magic.png Repel MagicIcon Repel Physical.pngIcon Repel Almighty Physical.png Repel PhysicalIcon Null Mortal.png Evade Mortal
Spirit Chains Icon Spirit Chains of Corrosion.png CorrosionIcon Spirit Chains of Indignation.png IndignationIcon Spirit Chains of Intimidation.png IntimidationIcon Spirit Chains of Salvation.png SalvationIcon Spirit Chains of Suppression.png Suppression
Other Special Effects Icon Youre Next.png You're NextIcon Revive Ban.png Revive BanIcon Zenith.png ZenithIcon Gloom.png GloomIcon Attribute Affinity Reinforcement.png Attribute Affinity ReinforcementIcon Elec Resistance Down 2.png Attribute affinity downIcon Fortify.png FortifyIcon Decay.png DecayIcon Malice.png Malice
Buffs Icon ATK Buff.png ATK BuffIcon DEF Buff.png DEF BuffIcon EVAC Buff.png EV/AC Buff
Debuffs Icon ATK Debuff.png ATK DebuffIcon DEF Debuff.png DEF DebuffIcon EVAC Debuff.png EV/AC Debuff
HP Max HPHealingSteal HP
MP Max MPNaturally recovered MPRecover MPSteal MPLose MPMP cost upMP cost down
Stats Strength (Str)Magic (Mag)Vitality (Vit)Agility (Agi)Luck (Luk)
Offense PierceMortalFractional DamageFixed DamageAccuracy and EvasionCritical hitWeak pointStandard AttackDamage boostReverse damage reduction
Defense Pierce NegationBulwarkCounterDeath Prevention (Endures)RevivalReverse damage boostDamage reductionPreferential TargetSuper Reaction
Other Press TurnRemnantsPassingBattle SpeedTurn orderBoost LevelParty Effect
Non-Combative Trap NegationIcon Tome of Exp 12h.png EXP UpIcon Macca.png Macca Up