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Status Effects in New Genesis exist in the form of Downs. This applies to both players and enemies with slightly different mechanics.
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Status Effects in New Genesis exist in the form of "Downs". This applies to both players and enemies with slightly different mechanics.
  
==Player Status Effects==
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=Player Status Effects=
  
 
This section describes status effects applied to the player.
 
This section describes status effects applied to the player.
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=Enemy Downs=
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<div class="warningbox">This section is incomplete. All information may not be available.</div>
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As described above, status effects for enemies will be referred entirely as "Downs". This section describes various mechanics related to enemy downs.
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(Work in Progress)
  
 
=See Also=
 
=See Also=
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{{NGS Navbox}}
 
[[Category:New Genesis]]
 
[[Category:New Genesis]]
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[[Category:Incomplete]]

Revision as of 16:42, 24 April 2022

Status Effects in New Genesis exist in the form of "Downs". This applies to both players and enemies with slightly different mechanics.

Player Status Effects

This section describes status effects applied to the player.

  • Certain enemy attacks have physical/elemental down values set internally. When a player is hit by one of these attacks, down values will be accumulated.
  • When the accumulated down value of a status effect reaches 100, that status effect will be applied to the player.
  • Stun (physical down) and one other elemental status effect can occur at the same time, but multiple elemental status effects cannot occur at the same time. An existing elemental status effect will be overwritten by a different elemental status effect when applied.
  • For elemental status effects, if the accumulated down value reaches 100 while the same status is already active, the level of the status effect will be increased (max: level 5) and its duration extended.
  • If a player has not received any down value accumulation for 10 seconds, their accumulated down value will be gradually reduced at a rate of 1 per second.
  • Status resistance in player status window is calculated in reverse as a multiplier applied to the down values received from enemy attacks. For example, when equipping 3 Zeont Units (-50% all status resistance each), down values received will be multiplied by 1.5*1.5*1.5 = 3.375.

The following table lists all known player status effects. Difference in effect of each level is indicated by slash symbols ("/"). For duration, the value at level 1 is the base duration, while the values at higher levels are maximum possible duration.

Status Duration Upon Level Up Description
Burn 21/23/25/27/31 seconds Duration +7 seconds Deals 1/1.1/1.3/1.4/1.5% of max HP as damage every 2 seconds, reduces player damage done by 5/6/7/8/10%.
  • Damage interval pauses during hit stop.
Freeze 7 seconds at all levels Duration refreshed
instead of extended
Freezes the player in place.
  • Cancelled when hit by an attack which can cause stagger or knockdown.
Shock 15/18/23/23/27 seconds Duration +6 seconds Stagger or knockdown every 6/5/5/4/4 seconds (knockdown chance 10/12/14/14/16%).
  • Sound effect occurs every 1 second.
  • Upon level up, stagger interval changes only after the currently ongoing interval ends.
  • Upon level up, sound effect interval is reset immediately.
Mirage 25/25/30/30/35 seconds Duration +7 seconds PP consumption +10/15/20/25/30%.
Panic 30/30/35/35/40 seconds Duration +5 seconds Directional movement inputs are increased by 45*n degrees every 15/10/10/8/7 seconds. (n: 1-7)
  • Sound effect occurs every 1 second.
  • Upon level up, effect interval changes only after the currently ongoing interval ends.
Poison 25/25/28/28/31 seconds Duration +7 seconds Deals 3/3.5/4/4.5/5% of max HP as damage every 3 seconds.
Stun
(Physical Down)
6 seconds Cannot level up Stuns the player in place.
  • Cancelled when hit by an attack which can cause stagger or knockdown.
  • Cannot level up so duration cannot be extended.
  • Duration can be reduced by movement inputs to a minimum duration of 2 seconds.
  • With keyboard controls, pressing a directional key different from the previous key (including before the stun) will reduce the duration by about 3 seconds.

Enemy Downs

This section is incomplete. All information may not be available.

As described above, status effects for enemies will be referred entirely as "Downs". This section describes various mechanics related to enemy downs.

(Work in Progress)

See Also