Difference between revisions of "Counter (effect)"
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==Mechanics== | ==Mechanics== | ||
− | Only Physical attacks (that is, attacks that can crit or miss) can activate counters (meaning Magic, Fractional, etc cannot trigger a counter). A counter can still activate even if the triggering attack misses. | + | Only Physical attacks (that is, attacks that can crit or miss) can activate counters (meaning Magic, Fractional, etc cannot trigger a counter). |
+ | * A counter can still activate even if the triggering attack misses. | ||
+ | * The [[Standard Attack]] cannot activate counters. | ||
For simplicity, we will refer to the demon that initially attacks as the "attacker", and the demon that counters as the "defender". | For simplicity, we will refer to the demon that initially attacks as the "attacker", and the demon that counters as the "defender". | ||
When a counter is triggered, the defender will perform the counter immediately, before control moves to the next demon in the attacker's team. | When a counter is triggered, the defender will perform the counter immediately, before control moves to the next demon in the attacker's team. | ||
+ | * If the attacker's action would trigger chain effects, then the counter will be attempted before the next chain effect activates. Example: {{DemonIcon|Homura Akemi|size=32px}}'s [[I'll Finish Up Alone]] has 1 base attack and 2 chain effect attacks - the defender will attempt to counter after Homura performs the base attack, again after she performs the 1st chain effect attack, and again after she performs the 2nd chain effect attack. | ||
+ | * If the defender dies, then they will not trigger a counter, even if they are immediately revived. | ||
+ | * If the attacker dies to the defender's counter, then the defender will stop attacking, and any unused counter hits will be lost. They will not switch their target to another member of the attacker's team. | ||
− | If the defender is hit by a skill multiple times, then they will roll a counter for each of those hits separately. | + | If the defender is hit by a skill multiple times (without considering chain effects), then they will roll a counter for each of those hits separately. |
* For example: If {{DemonIcon|Yoshitsune|size=32px}} uses [[Hassou Tobi]] (8 hits) against an enemy that has a 50%-chance counter, then each of the 8 hits has an independent 50% chance to trigger a counter. Depending on how the RNG plays out, the defender can perform up to 8 counter hits in response. | * For example: If {{DemonIcon|Yoshitsune|size=32px}} uses [[Hassou Tobi]] (8 hits) against an enemy that has a 50%-chance counter, then each of the 8 hits has an independent 50% chance to trigger a counter. Depending on how the RNG plays out, the defender can perform up to 8 counter hits in response. | ||
* The defender's counters will be activated as soon as the attacker's sequence of hits finishes. (extending the above example: the defender will retaliate after Yoshitsune has performed the 8 slashes, not in between the 8 slashes). | * The defender's counters will be activated as soon as the attacker's sequence of hits finishes. (extending the above example: the defender will retaliate after Yoshitsune has performed the 8 slashes, not in between the 8 slashes). | ||
− | Counters bypass the accuracy formula, and therefore cannot miss. However, | + | Counters bypass the accuracy formula, and therefore cannot miss. However, the damage can still be stopped by Null/Repel/Drain resistances or [[anti-pierce]]. |
+ | * If the defender hits into Null/Repel/Drain, this will not stop them from attempting multiple counters - they will keep trying regardless. | ||
+ | * If the defender fails to pierce a Repel and ends up killing themselves with reflected damage, then they will cease attempting to counter. | ||
==Counter appliers== | ==Counter appliers== |
Latest revision as of 05:42, 25 October 2024
Counter refers to skill effects where, if a demon is hit by a Physical attack, they have a chance to immediately retaliate.
Contents
Mechanics
Only Physical attacks (that is, attacks that can crit or miss) can activate counters (meaning Magic, Fractional, etc cannot trigger a counter).
- A counter can still activate even if the triggering attack misses.
- The Standard Attack cannot activate counters.
For simplicity, we will refer to the demon that initially attacks as the "attacker", and the demon that counters as the "defender".
When a counter is triggered, the defender will perform the counter immediately, before control moves to the next demon in the attacker's team.
- If the attacker's action would trigger chain effects, then the counter will be attempted before the next chain effect activates. Example: Homura Akemi's I'll Finish Up Alone has 1 base attack and 2 chain effect attacks - the defender will attempt to counter after Homura performs the base attack, again after she performs the 1st chain effect attack, and again after she performs the 2nd chain effect attack.
- If the defender dies, then they will not trigger a counter, even if they are immediately revived.
- If the attacker dies to the defender's counter, then the defender will stop attacking, and any unused counter hits will be lost. They will not switch their target to another member of the attacker's team.
If the defender is hit by a skill multiple times (without considering chain effects), then they will roll a counter for each of those hits separately.
- For example: If Yoshitsune uses Hassou Tobi (8 hits) against an enemy that has a 50%-chance counter, then each of the 8 hits has an independent 50% chance to trigger a counter. Depending on how the RNG plays out, the defender can perform up to 8 counter hits in response.
- The defender's counters will be activated as soon as the attacker's sequence of hits finishes. (extending the above example: the defender will retaliate after Yoshitsune has performed the 8 slashes, not in between the 8 slashes).
Counters bypass the accuracy formula, and therefore cannot miss. However, the damage can still be stopped by Null/Repel/Drain resistances or anti-pierce.
- If the defender hits into Null/Repel/Drain, this will not stop them from attempting multiple counters - they will keep trying regardless.
- If the defender fails to pierce a Repel and ends up killing themselves with reflected damage, then they will cease attempting to counter.
Counter appliers
Skills that apply Counter
Type | Name | MP Cost | Target | Chance | Skill Points | Exclusive? |
---|---|---|---|---|---|---|
Passive | Counter | Passive | Single Target | 50% | 6 | - |
Passive | Retaliate | Passive | Single Target | 50% | 12 | - |
Passive | Death Counter | Passive | Single Target | 50% | 18 | - |
Passive | Zealous Rebel | Passive | Single Target | 100% | 18 | - |
Passive | Faithful Counter | Passive | Single Target | 100% | 16 | - |
Passive | Warlord's Wrath | Passive | Single Target | 100% | - | Masakado |
Ignoring Counter
Skills that ignore Counters
Type | Name | MP Cost | Target | Skill Points | Exclusive? |
---|---|---|---|---|---|
Phys | Ashura | 8 MP | All Targets + Random Targets | - | Asura |
Phys | Berserk | 5 MP | Single Target | - | Berserker Guts |
Phys | Dragon Slayer | 6 MP | All Targets | - | Guts |
Phys | Indra (Skill) | 5 MP | Single Target | - | Indra |
Phys | Lord Astaroth | 6 MP | Single Target | - | Astaroth |
Phys | Million Stab | 8 MP | All Targets | - | Dante☆ |
Phys | Ruin and Grace | 6 MP | Single Target | - | Ardha |
Phys | SEBURO C-40A | 4 MP | Single Target + Random Targets | - | Batou |
Phys | Sword of Fealty | 6 MP | Single Target | - | Hagen |
Phys | Violent Dance | 6 MP | Single Target | - | Kali |
Phys | Violent Slash | 6 MP | Single Target | - | Susano-o A |
Fire | 50 mm Grenade Launcher | 5 MP | All Targets | - | Tachikoma |
Fire | Hell Blaze | 6 MP | Single Target + All Targets | - | Cerberus A |
Fire | Scarlet Chop | 6 MP | Single Target | - | Hinokagutsuchi |
Ice | Great Waterfall Torrent | 6 MP | All Targets | - | Rahab |
Ice | Lethal Flood | 6 MP | Single Target + All Targets | - | Dagon |
Ice | Sea Dragon's Fury | 6 MP | Single Target | - | Rahab |
Elec | Griffe de Tonnerre | 6 MP | Single Target | - | Loup-Garou |
Elec | Keraunos | 6 MP | Single Target | - | Zeus |
Elec | Thunderous Hammer | 6 MP | Single Target | - | Thor A |
Force | Barbed Spear | 6 MP | All Targets + Random Targets | - | Cu Chulainn A |
Force | Soaring Blades | 6 MP | Single Target + All Targets | - | Koga Saburo |
Light | Exorcise Evil | 5 MP | Single Target | - | Sukuna-Hikona |
Dark | Dark Gift | 6 MP | Single Target | - | Guedhe |
Dark | Demonic Sword | 6 MP | Single Target | - | Unit 01 Dx2 Type |
Phys/Elec | Divine Spear Gungnir | 6 MP | Single Target + All Targets | - | Odin A |
Phys/Light | Holy Lance of Longinus | 6 MP | Single Target | - | Longinus |
Almighty | Blade of the Absolute | 6 MP | Single Target | - | Griffith |
Almighty | Mighty Blow | 6 MP | Single Target + Random Targets | - | Melchizedek |
Almighty | Slaughter All | 6 MP | Single Target | - | Asura Lord |
Almighty | Third Eye | 8 MP | All Targets | - | Shiva A |
Support | Blade of Terror | 6 MP | All Targets | - | Red Rider |
Support | Demonsbane | 6 MP | All Targets | - | Fariedone |
Passive | Andalucia | Passive | All Targets | - | Matador |
Passive | Burgundy's Resentment | Passive | Random Targets | - | Hagen |
Passive | Desperate Hit | Passive | Random Targets | - | Demonee-Ho |
Passive | God 1000 Fist Cannon | Passive | Random Targets | - | Mozgus |
Passive | Heavenly Valor | Passive | All Targets | - | Susano-o A |
Passive | Optical Camouflage | Passive | All Targets | - | Motoko Kusanagi |
Passive | Rapid Shot | Passive | Single Target | - | Dante☆ |
Passive | Ryujin Reflection | Passive | All Targets | - | Futsunushi |
Passive | Sahasrara | Passive | Single Target | - | Ardha |
Passive | Trillion Dark | Passive | Single Target | - | Meliodas |
Demon Panels that ignore Counters
Demon | Panel # | Effect |
---|---|---|
Flauros | Panel 2 | Activates the following Chain Effect after Hell Leopard is activated: Inflicts Phys (Physical) Pierce effect damage (Power: 30) 3 times on random enemies. Counter effects will not work on this skill. |
Guts | Panel 1 | Activates the following Chain Effect at the end of enemy turn: Inflicts Fire damage (Physical, Power: 80) with Fire Pierce and Bulwark Pierce to all enemies. *Ignores all counter skills. |
Guts | Panel 4 | Activates the following Chain Effect when a party member (including the skill holder) downs a demon: Inflicts Fire damage (Physical, Power: 60) with Fire Pierce and Bulwark Pierce to all enemies. *Ignores all counter skills. |
Motoko Kusanagi | Panel 1 | Activates the following Chain Effect at the start of every own second turn: Inflicts Phys (Physical) Pierce effect damage (Power: 160) with 50% crit rate on a single enemy. Counter effects will not work on this skill. *The effect name is Cover Fire. |
Skull Knight | Panel 4 | Activates the following Chain Effect when using Sword of Actuation, or when an ally uses an Almighty Attribute Skill: Inflicts Almighty damage (Physical, Power: 100) with Bulwark Pierce to a single enemy. Self enters a state of Might if the attack is successful. *Ignores all counter and all death prevention skills. |