Turn order

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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 Icon BrandEffect Lead.png Lead or Icon BrandEffect Trail.png 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.jpg Raphael in the first spot, while team 2 has a Black Rider.jpg 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 demon 1 in team 1 can act.
    • Demon 1 picks an action, it executes, and then tier 4 effects execute.
    • The flow of tier 3 -> pick an action -> tier 4 continues to Demon 2, then Demon 3, etc 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.
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 Resonance
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 PreventionRevivalReverse damage boostDamage reductionPreferential Target
Other Press TurnRemnantsPassingBattle SpeedTurn orderBoost LevelParty Effect
Non-Combative Trap NegationIcon Tome of Exp 12h.png EXP UpIcon Macca.png Macca Up