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#Status Ailment Resistance Up
magiamemoriareview · 6 months
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Pax Romana's Glittering Maiden
Obtainability: Limited to completing missions for the Puella Historia Campaign. 
MLB Effect: Attack Up [15%] & Status Ailment Resistance Up [25%]
Effect Definitions:
Attack Up increases the equipped character’s base stats, meaning that its effects are calculated before buffs/debuffs are considered. The effect caps at 100%.
Status Ailment Resistance Up will decrease the chance of the equipped target to be afflicted by a Status Ailment. Even at 100%, it is still possible for a character to be hit by a Status Ailment. This effect will stack.
TLDR: On the lower side of generic, boring. Useful for new players, probably not for established ones.
Review: This is another welfare addition to the increasingly large amount of 15% Attack Up passives that can be found in the game:
(Limited 4*) “Pax Romana's Glittering Maiden” Attack Up [15%] & Status Ailment Resistance Up [25%]
(Limited 4*) “The Beginning of Despair Illuminated by Hope” Attack Up [15%] & Charge Disc Damage Up [20%]
(Limited 4*) “Uprising Doubles Division” Attack Up [15%] & Charged Attack Damage Up [10%] & Critical Hit [30%]
(Limited 4*) “The Pumpkin King Is Very Pleased” Attack Up [15%] & Damage Increase [15%] & Anti-Curse [100%]
(Limited 4*) “Stars to Express Gratitude” Attack Up [15%] & Damage Cut [20%] & Damage Increase [15%]
(Limited 4*) “The Chance Encounter of Roche Castle” Attack Up [15%] & Regenerate HP [4%]
(Limited 4*) “The Sun Does Not Shine on the Land so the Heart Is Shaded” Attack Up [15%] & Defense Up [22.5%]
(Limited 4*) “Flowers, Fallen, Never to Return” Attack Up [15%] & Damage Cut [10%]
(Limited 4*) “A Reasonable and Gentle Strategy” Attack Up [15%] & Charge Disc Damage Up [20%]
(Limited 4*) “Victory Goes Through Time” Attack Up [15%] & Damage Up Versus Witches [20%] & Regenerate HP [3%]
(Limited 4*) “Mourn For I Know the Pain” Attack Up [15%] & Regenerate HP [4%]
(4*) “Depart on Morning Glow” Attack Up [15%] & Defense Up [15%] & Status Ailment Resistance Up [30%]
That's quite the list, and we aren't even listing memoria that are better than this one-- we're not even listing the three-star memoria with this effect.
At this point in the game, even free-to-play players will have their fair share of excellent passive memoria to choose from. But if you're new and acquired this one, then it's a good starter that should serve you well for a bit. The memoria “Kyubey Knight Breaking Through” is easily gotten through support points and will be better to use though; but if you're looking to round out your roster or to equip some memoria on your support, you can hardly go wrong with "Pax Romana's Glittering Maiden".
The Status Ailment Resistance Up is an alright secondary effect. When the game really wants you to feel a status ailment, nothing short of Anti-SPECIFIC AILMENT NAME will actually help, but this memo can assist in lower tier fighting if you don't have much to work with at the very least.
Overall: not bad for a welfare but it's also nothing special.
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muffinrecord · 5 months
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Forgot to mention this, but if you have Madokami or Akumura and if you've been keeping up with purchasing their SE wing materials, this event is the one where you can finally fit out their SE completely.
This is going to make Akumura even more busted but god Madokami??? Is also going to be a terror.
Akumura gains:
Dark Attribute Attack Up [II / 7.5%] & Status Ailment Resistance Up [II / 25%]
Madokami gains:
Damage Up Versus Witches [X / 50%] & Regenerate MP [VI / 10.5 MP] & Accele MP Gain Up [III / 15%] & Blast Damage Up [III / 20%] & Charged Attack Damage Up [III / 12.5%]
Madokami will outright kill a witch just by looking at it
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doppel-drop-distance · 6 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: Spirit Enhancement
Now we get into the stuff that really questions my ability to know what I'm talking about! Please correct me if I'm wrong. Please.
Spirit Enhancement is a form of upgrading your units introduced in the Japanese server. By using upgrade materials, a unit can gain further buffs beyond what is provided in their kit, such as increased stats, passives, and actives. 
There are two types of Spirit Enhancement buffs: passives and actives. They work exactly as they do with Memoria: passives are always in play, while actives must be triggered manually. A character’s Spirit Enhancement tree will have a handful of passives and one unique active. 
A character’s Spirit Enhancement tree will have around 12 passive nodes. 4 of these nodes will usually (but not always) be reserved for two Doppel Adept nodes (Doppel Damage Up and Magia Damage Up) and two MP Boost nodes (MP Gain Up When Over 100 MP). That gives you eight passive nodes to add whatever additional buffs that you think support your character’s playstyle. 
I’ll use a recent release, Amaryllis, as an example. 
Amaryllis is a Support type character with four Accele discs. Her Connect, Magia, and Doppel are all focused on inflicting and dealing damage via status ailments. 
Her Spirit Enhancement passives play off of this kit. Many of her nodes support her MP gain with effects like this:
Fast Mana Up: MP Gauge Increased On Battle Start (40% full)
Endor Adept [VIII]: MP Up When Damaged [VIII] (8 MP)
Mana Spring Aura [VIII]: Regenerate MP [VIII] (Self / 13.5 MP / 5 turns from battle start)
By generating Magia quickly, Amaryllis can apply more ailments and deal more damage. She also has some nodes that support her ailment infliction:
Addict Killer [III]: Damage Up Versus Enemies Inflicted With Status Ailments [III] (25%)
Poison Edge [III]: Chance to Poison on Attack [III] (20% / 3 turns)
Addict Killer helps Amaryllis deal more damage with the ailments she inflicts. Likewise, Poison gives her access to a multi-turn ailment, doing more damage over time and giving her more turns to take advantage of the benefits she receives. 
Spirit Enhancement provides the means for your character to have a more specific playstyle, outside of what they can do with their discs, Connect, and Magia. For example, a tank may not have the best MP generation. Their Connect and Magia won’t really be able to help that out. But their Spirit Enhancement may give them effects like MP Up When Damaged and Mp Up When Attacked By Weak Element. This creates a playstyle that encourages tanking hits to retaliate with the Magia. Or, maybe your unit deals the most damage with their Magia when their HP is low. Their Spirit Enhancement could have an effect like Crisis Bloom, which increases Attack and Defense at low HP. These are just ideas, of course. With Spirit Enhancement passives, you have access to nearly the entire skill list. Whatever playstyle you have in mind, there’s usually an effect or two that can define it. 
As with the Connect, there are usually consistent effect percentages for SE passives. Here are the patterns I could find:
Attack Up: 10%
Attack Up At Max Health: 20%
Attack Up At Critical Health: 10-15%
Defense Up: 22.5%
Defense Up At Max Health: 40%
Defense Up At Critical Health: 30%
Damage Up: 10%
Magia Damage Up: 5%
Doppel Damage Up: 5%
Status Ailment Resistance Up: 25%
Accele MP Gain Up: 12.5%
Blast Damage Up: 16.5%
Charged Attack Damage Up: 25%
Charge Disc Damage Up: 10%
MP Gain Up: 7.5-10%
- Attribute Attack Up: 7.5%
Status Ailment On Attack Chance: 15%
Damage Increase: 10%
Damage Up Versus Witches: 15%
Defense Pierce Chance: 15%
Damage Cut: 10%
Accele Damage Cut: 10%
Blast Damage Cut: 15%
- Attribute Damage Cut: 15%
Magia Damage Cut: 20%
Critical Hit Chance: 15%
Evade Chance: 15%
Counter Chance: 20%
Follow Up Attack Chance: 20%
Damage Up Versus Enemies With Status Ailments: 20%
Provoke Chance: 15%
Regenerate HP: 4%
Regenerate MP: 9 MP
Skill Quicken Chance: 15%
Guard Chance: 15%
MP Up When Damaged: 4 MP
MP Up When Attacked By Weak Element: 11 MP
MP Gauge Increased on Battle Start: 15% full
Ignore Damage Cut: 45%
Blast MP Gain Up: 3 MP
If you’re thinking “hey, some of those percentages are kind of small”...Well, yes, they are. But like the EX skill described in the last post, Spirit Enhancement passives give small bonuses, with some exceptions. There are definitely some larger bonuses in there, but as they aren’t the majority, they don’t end up in the list. As always, I would recommend checking the wiki for percentages that fit your character. 
An effect percentage may also look small because a character has more than one of that node. For example, the Doppel Adept node I mentioned earlier. This list describes an average of 5% for Magia Damage Up. But since most characters have at least two nodes with Magia Damage Up, the average is closer to 10%. This is also something you should keep in mind while planning your unit’s SE. Not every passive node has to be unique!
One more thing to consider is that there are occasionally “aura” effects. In Spirit Enhancement, an “aura” is an effect that lasts a certain amount of turns after the start of the battle, usually to an increased effect. Think of it kind of like an EX skill, but with a turn limit. Shizuka Tokime has an example of this with her SE node, Bloom Aura:
Bloom Aura [V]: Attack Up [V] (25%) & Defense Up [VI] (45%) (Allies / 5 turns from battle start)
Do you have a headache yet? Good! Let’s keep going. Don’t worry, there’s only a little bit left. 
Every character gets one Spirit Enhancement active. It’s the equivalent of a third active memoria slot. The effects you have to choose from are the exact same as the passives, with the addition of turn duration, targeting, and different percentages. As always, you can decide the active based on your character’s playstyle. 
Since we already talked about Amaryllis’ SE, let's look at her active.
Quell Bloom [I]: Defense Down [I] (5%) & Defense Down Further [I] (5%) & Attack Down [III] (20%) (All Enemies / 3 turns)
Amaryllis is a character who supports the team by crippling the enemy. This is mainly through ailments, but there’s a bit of debuffs in there as well. Her Magia and Doppel also inflict Defense Down. An debuff active gives Amaryllis more options to restrict the enemy and support her team. 
There are no consistent percentages for actives. As with Magia, the differing targets and turn duration make things too variable. You can use other characters’ SE actives as reference, but memoria are also a good source to sample from. Many SE actives have effects that are similar to memoria. 
…Oh right, you also get stats from Spirit Enhancement, don’t you. This is another thing that’s a bit too variable for me to jump into the Math Witch’s Labyrinth again. I usually determine Spirit Enhancement stats at the same time that I determine base stats. Just like with Growth Type, you can pick one or two characters with the same Type and Growth Type and average out the amount of stats they gain from Spirit Enhancement. From there you can determine how many stats your character might get. 
There’s no real need to split the stats up into individual nodes unless you really want to torture yourself. I just total it all into a single number like I do with base stats. But it’s up to you how you want to approach it!
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☠ - angry/violent headcanon
So.
I have a headcanon involving Genesis, Sephiroth and of course, Angeal. I imagine all three of them having different strengths and weaknesses.
Genesis is the smartest of the three, cunning and witty, and the most proficient with magic and materia. He's also the weakest, physically speaking, but more than makes up for it with his nimbleness and nearly infinite mana pool.
He's passionate and mercurial, often emotionally-driven. He's also incredibly impulsive, headstrong and stubborn, but loyal to a fault.
He's either really vocal (read bitchy) about things that piss him off, or really quiet and silently raging, murdering whoever irked him with eye-daggers and resent them for the rest of his life.
He's known to set objects and people on fire when really enraged.
He's used his fertile imagination a few times, devising terrible methods of torture, often leading to slow, painful death.
Sephiroth is the quickest of the three, and has cat-like reflexes. He's has good control over materia and spell-casting, but prefers to avoid using them if given the choice. His precision with the blade is unrivaled, and his phenomenal stamina and stealth make him a terrifying and deadly foe. His uncanny upbringing also gave him frightening resistance to all kinds of ailments. Poisons and drugs have next to no effect on him, and only the strongest of status materia have a chance of stopping him. He's a cold, calculating machine and an expert in combat strategies.
Considering Sephiroth's being raised in Hojo's lab, he's not really in touch with his emotions. He'll try to avoid any personal conflict if possible.
If angered, he'll unleash his rage in the VR room, training until exhaustion. Or he'll hunt down monsters and beasts if away from Midgar.
Beware anyone trying to hurt his friends, however. An enemy's throat is never out of Masamune's reach.
Angeal is the slowest out of the three, and the least proficient with materia. He knows how to cast a few basic spells and cures, but only if it's necessary. He lacks both stamina and mana, meaning he can't fight for extended periods like the other two. His aim is not the best, either, and his height and weight make him the least stealthy.
However, he's physically the strongest. If he manages to hit someone, he'll probably kill them in one hit. His incredible endurance allows him to take a beating like no other, storming the battlefield with unstoppable force.
He's level-headed and wise. If a situation needs negotiating, Angeal is the go-to person. His calm demeanor and imposing stature are sometimes enough to de-escalate conflictual situations, and he will bottle his emotions for as long as the social situation requires it.
He'll spend his anger gardening, tending to the flowers and tomato vines in his apartment, and sometimes cook.
Pitied be the ones pushing him over the edge. His fury knows no bound. Angeal will maim, kill and rip members apart bare-handed in a berserk, blackout rampage
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ofunknownkadath · 2 years
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Persona 1 - Emperor Arcana
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1. Seimen-Kongou
Boy with Earring’s initial Persona, a Rakhasa who used to spread disease before converting to good. In both its mythology and Kaneko’s official art, is accompanied by the Three Wise Monkeys representing ‘do no evil, speak no evil, hear no evil’.
Uses Garu/Magaru and has the Delyte, Makajam and Pulinpa ailment attacks. I think its design (and Personas in general) were inspired from JoJo’s Stands. At any rate, I like ‘near-naked former evil demon’ being the representation of the first Persona protag’s inner self. 
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2. Airgetlam
Nuada was king of the Tuatha Dé Danann and thought to be related to Nodens, the British/Gaulic god of fishing and hunting. Airgetlám is actually his title, referencing the silver arm he lost in a battle with the Fir Bolg’s king, Sreng. 
Fusable at Lvl 12, you’ll replace Seimen-Kongou with Airgetlam early on. He has Paralama and Dormina to inflict Paralyze and Sleep, and uses Magna and Mamagnara. Unfortunately, he has four weaknesses but he can carry you for a while. 
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3. Brahma
In Hinduism, Brahma is part of the Trimurti and is called ‘The Creator’, along with Vishnu the Preserver and Shiva the Destroyer. He can be fused using any card combination that results in an Emperor and with the totem Masamune’s Eyepatch. Absorbs all Phys/Gun skills and is weak to all magic attacks. 
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4. Marduk
An ancient Mesopotamian god who became the chief of gods after a civil war. He slew Tiamat, the dragon of the primordial seas and leader of the Annunaki gods, as well Kingu, her son. Marduk used Tiamat’s body to create the heavens and earth, then mixed Kingu’s blood with earth to make clay to mold the first human beings to work for the gods.
There’s an interesting lecture series on Youtube that notes how the early Bible directly references the Babylonian creation myth, and how worshipping the Christian supreme god was argubaly more appealing for people of the time. Better it be someone directly invested in the fate of His creation and humans, instead of an amoral warrior king who created humans to labour for the gods. 
Back to Marduk, his resistances are decent and he has Balzac to increase an ally’s attack and replace any other status ailments. Unfortunately, he doesn’t have any good AOE moves so slap an item on him when you fuse him.  
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5. Odin
You don’t need me to explain the Allfather of the Norse pantheon. 
The opposite of Brahma, in that Odin’s weak to all physical and gun attacks and resists all magic attacks. His Dragon Whirl and Magnadyne are pretty hard-hitting attacks. 
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6. Baal
“Ba’al” is an epithet meaning ‘Master/Lord’. and has been used to refer to many gods throughout the Middle East in ancient times. In mainline SMT, he is referred to as the “chief Semitic god who governs over fertility. He is the god of Canaan and brother and consort to the goddess Anat, who saved him from Mot”, which would make this Baal the Canaanite god Hadad, god of storms and rains. 
Baal resists and absorbs some magic attacks while being weak to Elec, Blast, Nuke and Gry. Uses Ice and Bless attacks. Statwise, he’s better than Odin, but I didn’t see any reason to take the time to rank him up for Bufudyne.
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7. Amen Ra
Boy with Earring’s Ultimate Persona, a merger between the bigwig gods Amun and Ra. He held the position of transcendental, self-created creator deity and he was the champion of the poor or troubled, being central to personal piety.
You need this bad boy (and some grinding for max rank) if you want to have a good time against the final boss. I’m surprised how there seems to be no official art of him, if you never played the game and only read the manga, you’d be forgiven for mistaking Vishnu to be Boy with Earring’s Ultimate. 
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8. Vishnu
F you and your fusion requirements. 
I like how his Marin Karin (Charm) animation is to give a big grin at the enemy. It’s the upper right sprite in this sheet. His other attacks have him whack opponents with a gada, an Indian blunt mace.
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bloomood · 7 months
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Finished final fantasy 16 last night and had some (many) thoughts, spoilers below!
so, clive’s massive honkers…..
First off I just want to say this game was AMAZING. The if the sound track doesn’t win every award it’s nominated for then it should literally be a crime. I’m serious, every main characters theme got me so hype and especially the soundtracks in the Ultima fight… oh my god… when Clive’s theme kicked in at the end I wanted to cry it was so good.
To also mention my gripes with the game: I didn’t really like how the gear and loot in the game really didn’t matter. The buffs you got from accessories weren’t cool to acquire, and honestly you could probably play through the game on the normal action difficulty mode without any accessories and not feel a difference.
(Exception being the berserker ring which gave you empowered attacks on a perfect dodge. I wish every or more accessories could be as impactful as this one.)
I do also think this would’ve tied naturally in with having more overworld enemy diversity. Having status ailments, resistances, etc., coming from gear or just knowing that enemies would be varied in certain areas and hurt you in different ways would’ve added a much needed layer of depth.
I also had a big issue with the game’s pacing. It has such INSANELY epic highs, and then some very boring low segments. The world and meeting new characters in these low segments was still nice I just wish it was handled a bit better instead of being so jarring. Hand in hand, the side quests. Oh my god. The pay off in the end if you follow the side quests chains all the way through was so amazing, but the way they’re littered out with fucking CLUMPS inbetween main story (looking at the 12 side quests now available right before the finale) drove me crazy.
One last slight negative was the handling of Jill, but I don’t think I’m as angry or disappointed as a lot of others. I think her story was fantastic, herself as a character is lovely, I just wish she had more dialogue in general whenever she was traveling along with the party. Just more things to say in cutscenes and overworld questing would’ve done a lot.
Now onto the positives. Combat, amazing, felt so satisfying and really made you feel badass throughout the game even when you’re just fighting some bees. Music. Amazing. Titan’s battle and soundtrack coming in will be an unforgettable moment for me.
The BOSS FIGHTS. Like what can you even say about them that hasn’t already been said. These are the most insane setpieces I’ve experienced in a videogame. The music and the cinematics made me CRAZY, a game hasn’t made me audibly scream and stand up mid combat in forever like this game repeatedly has done. I’m also a big fan of QTEs in general so I may be a bit biased there, but the addition of them made me feel super cool in these cinematic moments.
The characters are standout as well. I am REALLY surprised with how amazing Gav was as a side character. He really grows right alongside Clive to the very end. Uncle Byron doesn’t get as much love as he should with how beautiful of a man he is. Mid as well brings such a needed dynamic and personality into the hideout in an otherwise bleak setting of the blight ravaging the world. The entire side character and quest cast just gives them so much personality as you’re running around the hideout, Otto and Charon especially grew on me very quickly.
Cid, Cid, Cid. It’s crazy how he wasn’t in the game even for the entirety of it but he left such an impact on the player, the characters, and the world. Him and really everyone in the game had such stellar voice acting that they’re unforgettable. Torgal is the best boy, and his side quest chain into the final one really tugged in the heart strings and I’m glad they gave him so many moments including big, and little interactions with the world.
Dion, Joshua, Jote, Jill, all just kept hitting. Dion especially of the batch is iconic and I’m really glad he was so well received from the general player base both for how insane he and Bahamut is, and how nicely written of a character he is. Joshua and Jill both grew up alongside Clive, and little things from the brief childhood history kept showing up repeatedly in the story in their personalities and it made the ending even more gut wrenching. I love them all.
To talk about the Antagonists, I thought they all were interesting and served their purpose well. I wish Barnabas had more time to naturally share things about himself, motive, etc. I feel like his arc along with Clive was a bit rushed character wise, but maybe that’s just because he didn’t have much else to show given how he was all about being Clive’s foil, already having surrendered his will and human drive to Ultima. But he was definitely the most badass of the antagonists strength wise, legit terrifying.
Hugo and Clive’s rivalry was my favorite though. Mainly because how it wasn’t anything heroic between them, it was just rage. Vengeance, just a desire to wipe the other off the face of the planet. It was so cool to see, especially in a Final Fantasy game, and both their dialogues and voice acting were amazing. I didn’t have a problem with ultima as an antagonist, they had a cool design and played the role of detached god-thing perfectly to me. The final battle with the eikon’s all showing up and the multiple stages gave me CHILLS.
The ending seems to be the most divisive aspect of the game. I can see both arguments. It can be seen as really too open ended; almost like the writers themselves didn’t want to conclude the story so they left as much vague symbolism and hints as possible in the last 10 minutes.
But I also don’t mind it, it leaves so much for interpretation and discussion up to the player and fan that it can be, and mean, anything you want it to be. That was the point of Vivian’s final quest wasn’t it? That truth was just belief, the strength of a people’s belief.
Until CBU3 release some DLC or canonize any ending of course. Heh.
Beautiful game I will think about forever. Thank you for this final fantasy. These are all my opinions of course and I’m not stating anything I think as fact. Happy to discuss the game ^_^
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melicorn · 1 year
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Content warning for discussion about depression, suicidality, mental illness, disability, therapy, treatment, hospitals, and the American healthcare system.
I don’t know a lot about John Fetterman; he seems like a decent guy though and I hope his treatment goes well. When I first saw the headline that he was checking himself into the hospital for depression, I thought, “well, good, I hope this starts many conversations about hospitalization for mental health treatment.”
I have already been thinking about hospitalization a lot lately. I turn 40 soon, which means it’s also the 10 year anniversary of my most recent mental hospitalization, following what had been my fourth or fifth suicide attempt. That stay got me on medication I still rely on today, and the follow-up outpatient care eventually led to the ADHD diagnosis which explained why my depression had been so resistant to treatment for such a long time. (Like I said, before age 30, I had four or five suicide attempts, over fifteen years in and out of therapy with at least half a dozen practitioners by that point, including a previous hospitalization, and tried more SSRIs and supplemental medications than I can remember.) Turns out all the serotonin in the world can’t make a difference if you don’t have dopamine.
One of the things my therapists would often ‘congratulate’ me on was my very clear and precise self-awareness regarding my mental illness. But that level of introspection meant over the years I grew increasingly frustrated and isolated by others’ inability to understand or empathize with my struggles. Even when I had complete lucidity over my mental state and could communicate it in a descriptive and accurate manner, there was no way the other person could actually *know* what it really *felt* like. Excepting, of course, some of the other patients who were in my unit at the hospital. In the year or two following my second hospitalization, I came to realize that the major barrier to neurotypical people understanding people with mental illness disorders and other neurodivergent diagnoses is that, unlike physical ailments, there really is no temporary mental illness. Of course some people experience trauma, grief, or deep sadness that require a short period of medical intervention, but the type of conditions that lead to multiple crises and hospitalizations are always lifelong. I do not pretend that passing physical maladies are truly comparable to permanent physical disabilities, but the fact that almost all people will have an injury or illness at some point that will at least partially debilitate them before recovery gives them at least a starting point to imagine what a permanent disability would be like. I do think this is part of the reason why society has been much better about creating standards for accessibility and accommodation regarding physical status as compared to mental status (although of course they are still woefully lacking in both areas).
After this realization, I had an idea for a comic I wanted to do about my experience with mental illness, and more specifically treatment for mental illness, especially in regards to how it works in the United States. I think I even talked about the general outline of it with one of my therapists, but of course, it never came to any kind of fruition because of ADHD and extreme executive dysfunction. (I mean, that’s why I gave up comics and any kind of art as a career all together, after all.) So here is the script I have carried around in my head for some nine or ten years, a bit of solace for whenever someone (including myself) asks me why I can’t just do a certain thing, or why I take so long to do something, or just in general why I am how I am.
Imagine you are walking along one day, and suddenly both of your legs break. Now, this isn’t the first time you’ve broken a leg, in fact, it seems to happen with some frequency, but rarely simultaneously, and this time they are really bad; all kinds of messed up angles that shouldn’t be there.
“Hey! Help!” You cry out, “I really need someone to help me!”
A few people pass by not noticing or pretending to not notice, but eventually someone stops and says, “oh wow, that looks really bad!”
“Yeah, I know” you reply, “can you help?”
“Oh sure, there’s a hospital just a block that way. If you get up and walk over there I’m sure they can fix you right up!”
“Uhh, what. Are you joking?”
“No, it’s just right there, see? It’s a really short walk!”
“Both my legs are extremely broken. I’m quite sure I cannot walk at all.”
“Have you even tried though? Look, I walk all the time, it’s quite easy, just put one foot in front of the other. Watch how I do it and I’m sure you can too!” And you watch them easily walk away as you are lying on the ground.
You start dragging yourself in the direction of the hospital using your hands and arms, continuing to ask for help from those walking past you. One person suggests that if your leg doesn’t work, you could just hop on the other leg. You explain, no, both of your legs are broken, you don’t have another leg to use. They look at you with a puzzled expression and say, “well that just doesn’t make any sense” while shaking their head and then going on about their business.
The last person you ask for help says, “oh, of course, let me carry you the rest of the way” and you let out a huge sigh of relief.
They continue, “just stand up so I can pick you up and piggyback you over there.”
“Umm, is it not clear that is entirely impossible for me?”
“Ugh, just standing?” They scoff, “how can I be expected to help you when you aren’t willing to help yourself even a little bit?”
“I mean, I already dragged myself over fifty yards of pavement, I think that’s pretty good.”
“That’s ridiculous, everyone can stand, even toddlers can stand for a little bit. All I’m asking you to do is stand for a few seconds so it’s easier for me to pick you up.”
You look down at your legs, each curved in a different spiraling shape, now fairly bloody from being dragged down the street. “And I am telling you I definitely cannot do that” you respond as they walk away.
Eventually you do manage to drag yourself through the hospital doors, your arms bruised and scraped, looking almost as bad as your legs. Fortunately the medical staff gets to you and takes you in for surgery right away. Well, not quite right away, as you’re hard to see on the floor, and perhaps one or two of the orderlies accidentally trampled you or ran a gurney over you, but none of that matters because now you’re in the hands of professionals and they are going to fix you!
The first thing they do, of course, is take you in for x-rays after asking you a few questions. They wheel you in to meet the doctor, and you think, “ah great, we’ll have the surgery to set the bones and then in a few weeks or months I’ll be good as new!” The doctor then explains that no, that is not going to be what’s happening, as you can clearly see in your x-rays, you don’t actually have any bones in your legs, just a bunch of toothpicks held together with scotch tape.
On your floor of the hospital, you meet other patients with toothpicks and scotch tape in their legs, some with twigs held together with twine, some that have plastic forks and hot glue, and even a few that were somehow getting by with crazy straws and silly string. Most of them are like you and never had bones in their legs to begin with, but there are a few that had their bones stolen by someone, or lost them in a horrible accident. You also see a few patients that do have real bones in their legs, but they also grew spring-loaded hammers attached to their toes that whack them in the shins every time they try to take a step.
Well, the toothpicks and scotch tape definitely explain why your legs seem to break so easily and frequently, but is there any way you can get real bones for your legs?
“Oh no,” the doctor explains, “your body can’t grow bones in your legs, and it would reject any bones we transplant into your legs, plus you would have no idea how to walk with them.”
“Well, I would argue I can barely walk as it is,” you respond, “but I guess I see your point.”
So you and the doctor discuss options and plans for treatment. Perhaps you can start by upgrading to bamboo skewers and duct tape, there’s a lot of new and exciting research coming out about the use of wooden dowels, and maybe once you’ve been in outpatient treatment for a while you can find a carpenter who can carve you custom support with hinges that are actually screwed in.
(And since this all happened before the Affordable Care Act was passed into law, and since even after it was passed it didn’t provide anywhere near the help that is needed.) “This all sounds good, but I just don’t know how I’ll be able to afford it. I’ve had a hard time staying employed, since my legs break every few months and jobs almost always require some amount of standing and walking.”
The hospital staff reassures you, “don’t worry, there’s a program for people without leg bones to help pay for their treatments, just go to this building when you check out.”
And so after about a week you do check out of the hospital, legs in full casts up to your hips to protect your new, but fragile, sticks inside. You’re able to hobble around surprisingly well using crutches, so you make your way to the address you were given.
When you get there, you find a building surrounded by a 10-foot tall stone wall and a 5-foot wide moat. You circle the whole building, but there are definitely no doors, bridges, or even windows within reach. You do find someone who seems to look official and in charge though.
“Excuse me,” you ask, “is this the place for people without bones in their legs? How am I supposed to enter?”
“Yes, this is it. You’ll just need to pole-vault over the moat and wall.”
“Umm, I think there’s been some mistake. I’m just recovering from both my legs breaking, as are most of the other people seeking your services, I believe. Are you able to provide any kind of assistance for me?”
“Oh, there’s no mistake. You grab onto the pole with your hands, so it’s totally fine for your to do. And we can loan you a pole if you need, you’ll just need to do 10 jumping jacks and a short hopscotch run.”
You roll your eyes thinking, how on earth does anyone ever get through this? As you look around, you see more people with fresh casts on their legs, or old bandages, or some with a leg still broken. You see a lot of them run a few steps with the pole only to have a leg give out from under them and they fall again. Many of them do just give up and crawl away at that point. Some people look like they have family members that are trying to push them over, or do the pole-vaulting themselves while carrying the injured person. A few have even hired a catapult to fling them over, but that seems to cost more than any financial assistance you could get. Eventually you decide to tunnel your way under. It’s slow and laborious, but it seems the least risky, and you really don’t want to break a leg again.
When you finally get through, you do start getting regular checks on how your legs are doing. You learn how to spot splinters so you can plus some glue on them before they turn into full fractures. And importantly you start working with a trainer to build up the strength of your leg muscles, and learn how to walk more delicately so that the sticks in your legs don’t get so much damage from impact. It’s a slow walk, but you’re staying upright, and it feels like something you can maintain for while.
As you start getting back out in the world more, you do notice that everyone walks much faster than you. Most of the time it doesn’t bother you that much, but sometimes you’re walking somewhere with family, friends, or coworkers, and they’re just getting really impatient with how slow you are. Some times you take the time to explain about how you don’t have bones in your legs, and if you walk any faster you risk one or both of your legs breaking again. And they will make a sad face and say that they will wait for you to catch up, but no one ever slows down to match your pace for more than a few strides. So more often you just say you’re tired, and the other person responds, “oh, that’s too bad. I would wait for you, but I have to go run this 10K to support #NoLegBonesAwareness - you really should join next time, bye!”
The worst thing that happens, though, is when someone asks you, “have you thought about what would help you walk better?” And you want to scream at them, “Bitch, of course I have! I think about it all the fucking time! Having actual fucking bones in my goddamn legs would help!” But of course you can’t do that because at least they’re trying to understand that you have a problem that they don’t know how to fix, whereas everyone else is suggesting calcium and vitamin D supplements to help your non-existent bones grow. Or when they find out walking is difficult for you, they suggest jogging might be easier instead. Or perhaps flying? Have you tried flying?
And so you just keep walking along, mostly slowly, sometimes a little quicker, and sometimes really, really slow. And meanwhile your peers are getting married, buying houses, starting families, all the regular things society likes to celebrate. And one day you realize you’ve been walking for a really long time, years maybe, without breaking a leg, and it’s the first time in your life you’ve gone that long without a broken leg. And you know that’s a much harder and more difficult achievement than any degree anyone’s earned or promotion they got, and took so much more work. But there’s only about a half dozen people in the entire world that actually understand that, and you’re not close with any of them.
And while you’re thinking about that, you hear a sickening, yet familiar crunch.
That’s what it’s like to live with mental illness.
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tarotcard0 · 2 years
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In the Next RPGMaker, be that the next update to MZ or the next version entirely, one thing I want to see is the ability to turn off Stats the same way we're able to turn off Menu Options.
I even made a Mock-up.
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Something like this.
This would be great for games that have no magic in them, or games where turn order is strictly Player-Phase Enemy-Phase, or games that prefer to have Damage Reduction and/or Status Ailment Resistance tied solely to Equipment. This way these stats can just be removed from the Character Screen instead of sitting there useless at a static number through the whole game.
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tobiasdrake · 1 year
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Gym #5: Larry the Exceptional Everyman
Here we are at the Normal gym.
Here's the team I've rolled up.
Gabite (Sand Veil) w/Smooth Rock: Dragon Breath, Earthquake, Sand Attack, Sandstorm
Hariyama (Guts) w/Punching Glove: Drain Punch, Thunder Punch, Sleep Talk, Rest
Hypno (Forewarn) w/Twisted Spoon: Zen Headbutt, Hex, Hypnosis, Disable
Mabosstiff (Intimidate) w/Black Glasses: Crunch, Comeuppance, Play Rough, Charm
Coalossal (Flame Body) w/Rocky Helmet: Power Gem, Flamethrower, Will-O-Wisp, Tar Shot
Gyarados (Intimidate) w/Shell Bell: Waterfall, Ice Fang, Crunch, Dragon Dance
Being unevolved, Gabite is our weak link, but I think his Sand Veil might just make him scrappier than his stats would otherwise imply. I would have given him Eviolite, but the Smooth Rock seemed more important.
I'm trying something with Hariyama. He's going to be our strongest contender against a Normal gym. His ludicrously high HP is his strongest attribute, though his Physical Attack is a close second. I think if I can keep him healing with Drain Punch and Rest, plus getting Guts boosts every time he triggers Rest, he could go a long time in that ring.
He might even be able to sweep the whole fight.
Hypno's really more of a saboteur. He hasn't been able to learn Dream Eater yet, so he can't fire off in the specific way that Hypno was designed to do as a Pokemon. But I'm hoping Disable, Hex, and Zen Headbutt can help compensate.
Coalossal is a brick wall who can paint a Fire weakness onto any opponent she goes up against. I predict her being the #2 strongest in this upcoming fight.
Anyone who read the fight against the Water Gym remembers Intimidate shenanigans ultimately winning a match that I had no right to win. Well, this time we've got Mabosstiff and Gyarados as a pair of Intimidaters. XD Hopefully won't have to resort to that again, though. I'm feeling really good here.
Ordinarily, I would save my strongest Pokemon as an emergency fallback. But honestly, I think Hariyama's strong enough to sweep this whole thing so let's go with him in front.
Larry's Pokemon #1: Komala
Starting off decent. Komala's got high Special Defense to compensate for low HP, but her Physical Defense is lacking. She's also not very fast. Her main gimmick is always being asleep but being able to act normally despite it.
So, basically, her main gimmick is being immune to status ailments. I respect that. But her low HP and lack of PHY DEF is going to crush her.
Komala gets the first move: Yawn. Ha! Hariyama's built to lose consciousness anyway. Hariyama, meanwhile, oneshots Komala with the first Drain Punch.
Larry's Pokemon #2: Dudunsparce
Hahaha, what? I forgot they gave Dunspace the silliest possible evolution.
Dunsparce is fairly well-balanced, with high HP and low Speed. It also has Serene Grace, so secondary effects are easy to trigger. Not sure that's going to be relevant. I assume Dudunsparce is the same but more.
Hariyama's got one turn before he passes out. I'm going to use it on a Drain Punch. Dudunsparce actually manages to tank the hit. She responds with Glare, paralyzing Hariyama and ironically cancelling out the Yawn.
Now free to move again since Paralysis nerfed Hariyama's speed, Dudunsparce uses Hyper Drill. This hits for about 40% damage, while Hariyama's next move gets blocked by the paralysis.
Alright, this is why we brought Rest. Hariyama takes another Hyper Drill, going down to 14 HP, and Rests. Now cured of paralysis and no longer Speed-debuffed, Hariyama gets the next move: Sleep Talk to Thunder Punch. So long Dudunsparce.
Larry's Pokemon #3: Staraptor
Larry's on his last Pokemon and Hariyama's going full-steam. Staraptor's Intimidate cancels out the buff from Hariyama's Guts, sadly. It's going to do more than that when Hariyama wakes up.
Of course, Larry Terastalizes Staraptor. He actually might have been better off not doing that. Staraptor just lost the STAB bonus to his Flying attacks, which would be good against Hariyama, as well as his Flying resistance to Fighting that cancels out Normal's weakness to Drain Punch.
That being said, Staraptor's still blindingly fast compared to Hariyama, and Flying attacks are still really strong against him nonetheless. One Aerial Ace knocks off 2/3 of Hariyama's HP. This is no longer sustainable.
Hariyama Sleep Talks to Rest, which fails because he's already Asleep. That Sleep Talk will be ineffectual 1/3 of the time is an unfortunate consequence of the Rest/Sleep Talk tactic, and it just hit in the worst possible way. A Drain Punch definitely would have ended this.
Well, too late now. You done good, Hariyama, but it's time to change things up.
It's Coalossal's turn. She hits the field and takes chink damage from Aerial Ace. Staraptor takes as much damage from Rocky Helmet!
Larry doesn't seem to have an answer for this. Staraptor goes for Facade, smashing his face into the Rocky Helmet again. I could literally just do nothing, let this play out, and wait for Staraptor to KO himself. Instead, I use Tar Shot to manufacture a Fire weakness.
One Facade later, Staraptor's successfully dropped himself to 50% HP. The follow-up Flamethrower brings him down to about 10%.
Well, I guess that's that. It doesn't even matter what I do next. I do Flamethrower, but it doesn't matter. Staraptor slams his face into Coalossal's Rocky Helmet so hard he knocks himself out and hits the floor. I wonder what Larry's boss is going to think of that.
Following this Gym Challenge, Senpai wants to fight! Bonus battle!
Nemona's Pokemon #1: Lycanroc (Midday Form)
Bad news for Nemona: I've still got Hariyama at the head of my party, and he's back in full form. He drops Lycanroc with a single Drain Punch. He takes a Quick Attack before he can, but the Drain Punch fully restores what paltry damage he takes.
Nemona's Pokemon #2: Goomy
Nemona. What? You had that whole Gym Battle to select an appropriately-leveled team and you picked something that doesn't left its baby stage yet by this level?
The only stat Goomy has that's even halfway decent is Special Defense. This is embarrassing. Hariyama nukes Goomy with a Drain Punch. We can move on and pretend this never happened.
Nemona's Pokemon #3: Pawmo
Well, now I just feel patronized. Pawmo's final evolution isn't even decided by level. There was literally nothing stopping you from coming here with a Pawmot. What the hell, Nemona?
Again, Hariyama nukes this embarrassing insult with a Drain Punch. He takes a Spark beforehand, but that little cherry-tap from this half-evolved Pokemon gets immediately healed up again.
Nemona's Pokemon #4: Meowscarada
There we go. At least this one is properly evolved and powerful enough to fight. Unfortunately, he's also acquired the Dark type from his final evolution. So. Uh. Drain Punch.
Oh, right. I was honestly so offended by the previous rounds that I forgot Terastalizing is a thing. Meowscarada immediately sheds his weakness to Fighting before the first exchange can be thrown, then hits Hariyama with Flower Trick.
I've evolved a Meowscarada, so I'm familiar with this shenanigan. Flower Trick has 70 base power and auto-crits, and right now it's getting boosted by Meowscarada's Grass Terastalization. It cuts down about 2/3 of Hariyama's HP before he can land his Drain Punch - which only brings him back up to about 50% thanks to Meowscarada losing the Dark type.
Okay, this one isn't going to be an easy win. I don't think Hariyama can survive another exchange. We've got a Flower Trick incoming and we need to switch.
Not only that, but Meowscarada's got us between a rock and a hard place. Gabite, Coalossal, and Gyarados have all somehow managed to, despite very different Type pairs, have one Weakness and one Resistance to Grass, cancelling each other out. That's honestly kind of amazing.
Not only that, but because Flower Trick auto-crits, it will ignore any debuffs from Gyarados and Mabosstiff's Intimidates. This is ugly.
Coalossal has the strongest natural Physical Defense in the group, as well as Flamethrower. If anyone can bully through two Flower Tricks to put Meowscada down, it's going to be her. Let's go.
Coalossal hits the field and immediately proves me wrong, taking over half of her HP in damage. And Flower Trick isn't a Contact move, so the Rocky Helmet fails to trigger.
Alright, I hate to lose a Pokemon but Meowscarada is just too fast and Flower Trick hits too hard. I have to let Coalossal get knocked out, then beat Meowscarada on the next round.
Next round, I bring out Gyarados. Intimidate triggers, not that it matters. Gyarados trades Flower Trick for Ice Fang, taking over 100 HP in damage but landing the final blow.
Well, that was a hell of a thing. On reflection, I realize there are two things I could have done:
Mabosstiff tanking Flower Trick and retaliating with Comeuppance may have been able to oneshot Meowscarada.
Since Meowscarada was so predictable, Hypno could have Disabled her Flower Trick. That would have dialed down the overwhelming power.
I gave in to panic and didn't check my notes thoroughly enough. Takeaway for next time. Well, at least I finally got the challenge that I was so pissy about being denied in rounds 2 and 3.
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ritasalami · 2 years
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About the current Event
I don´t know why I keep forgetting this but remember that you make use of the rental memoria function to temporarily give 4 slots to any girl you want! So if you got amazing units like Kuroe or Ashley sitting around at 1 slot, this might be your chance to use them to your advantage. This is what a set looks like in case you don´t know:
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The effects from left to right are:
What Flavor is Break Time (Alina): Attack Up [III / 15%] & Defense Up [III / 22.5%]
First Time Make Up: Damage Cut [III / 15%] & MP Gain Up [III / 10%]
The Way Home after the Rain (Leila): Chance to Darkness [100%] & Attack Down [VII / 35%] (One / 1 Turn)
Undoubtedly Delicious School Festival: Regenerate HP [III / 4%] & Status Ailment Resistance Up [III / 30%] (Self / 3 turns)
These memoria are nothing special and giving SE to some of the girls you will be using might be a good idea.
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magiamemoriareview · 9 months
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Happiness Melts in the Twilight
Obtainability: Limited to “A Bouquet for Tomorrow’s Happiness” event shop. This is event bonus memoria and should be kept in case of a rerun.
MLB Effect: MP Gain Up [10%] & Status Ailment Resistance Up [25%] (Self / 3 Turns)
Effect Definitions:
MP Gain Up will increase the MP gained from all sources, including Accele Discs, Charge Discs, damage taken by the equipped character, and when they activate an ability that gives them MP Restore or Regenerate MP.
Status Ailment Resistance Up will decrease the chance of the equipped target to be afflicted by a Status Ailment. Even at 100%, it is still possible for a character to be hit by a Status Ailment. This effect will stack.
TLDR: Another addition to the limited event shop MP Gain Up active memoria. It’s worth keeping and will be good on magia-oriented teams and in places like the Kimochi.
Review: “Happiness Melts in the Twilight” is the same as another memoria in the game:   “The Luxurious Cake Way of Eating”. Both memoria have MP Gain Up and Status Ailment Resistance Up at the exact same percentages. The only difference between the two is that “Happiness Melts” has more passive DEF stats.
This memoria is another member of the growing number of welfare MP Gain Up actives:
(Limited 4*) “Sudden Pajama Party” MP Gain Up [15%] (Self / 3 Turns) & Magia Damage Up [20%]
(Limited 4*) “Like This Since When” MP Gain Up [12.5%] & Defense Up [22.5%] (Self / 3 Turns)
(Limited 4*) “Budding Sweetness” MP Gain Up [10%] & Accele MP Gain Up [20%] (Self / 3 Turns)
(Limited 3*) “Thoughts Sunken to the Darkness” MP Gain Up [10%] & Attack Up [15%] (Self / 3 Turns)
(Limited 3*) “Happiness Melts in the Twilight” MP Gain Up [10%] & Status Ailment Resistance Up [25%] (Self / 3 Turns)
(Limited 3*) “The Luxurious Cake Way of Eating” MP Gain Up [10%] & Status Ailment Resistance Up [25%] (Self / 3 Turns)
(Limited 3*) “Sisters” MP Gain Up [10%] & Regenerate HP [4%] (Self / 3 Turns)
(Limited 3*) “Talking About the Future, the Oni Laughs” MP Gain Up [10%] & Magia Damage Up [15%] (Self / 3 Turns)
(Limited 3*) “Hands Linked to the Unraveled Thread” MP Gain Up [10%] & Damage Up [15%] (Self / 3 turns)
(Limited 3*) “The Long-Awaited Choco Date” MP Gain Up [10%] & Attack Up [15%] (Self / 3 turns)
(3*) “In Dreams Are Sadness Permitted” MP Gain Up [10%] & Regenerate HP [4%] (Self / 3 turns)
(2*) “Inherited Bonds” MP Gain Up [10%] (Self / 3 Turns)
MP Gain Up as an active is hard to find outside of limiteds, making this memoria good regardless-- however if you are a long-time player, you’ll probably have a number of these on hand to use at this point. When compared to them all, “Happiness Melts” falls behind slightly as Status Ailment Resistance Up isn’t as enticing an effect as something like Attack Up or Magia Damage Up, and I’m not just talking about its usefulness in fights like the Kimochi. Depending on your lineup, or if you possess any kind of OP unit such as Madoka & Iroha, Status Ailments are something you don’t need to worry about or something you absolutely do, and a little bit of Resistance won’t cut it.
However, the MP Gain Up is what makes this memoria shine. This is a memoria worth keeping.
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muffinrecord · 5 months
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As a ftp who never really got enough mitama coins in ranked for the special memoria (and always impatiently spending them on tickets while thinking itd be better next time whoops) do you have a recommendation which special memoria to grab from the shop?
The Yachiyo one is probably the biggest damage increase, but it requires blast of course. There are limited memoria in the game now that outperform it, but it's a solid choice and imo it might still be the best choice.
The Sana one is the best provoke memoria in the game. That depends on how often you use passive provoke memoria though.
The Felicia one was personally my favorite as it has a very high amount of passive atk and it's secondary effect (skill seal) can prove useful when it goes off. Loved that thing when I used it.
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Tsuruno's has 25% attack up which keeps it in line with other modern memos, and it also gives evade. Until the licorice collab, it was the best memoria that gave passive evade. I think it's less useful these days 'cause so many units in mirrors have passive anti-evade baked into their SE, but still
Iroha and Ui's are... eh. I'm sure that some folks might find them useful but personally I've never used either.
Rabi gives blast up and status ailment resistance. Pass.
Himena's is interesting in that it buffs the entire party with a small amount of attack up and defense up. Possibly useful if you want to equip it on a support to buff everyone? The only problem is that attack up is pretty easy these days to cap on. It also has a relatively high cooldown at 9 turns.
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The two memo over-limiters are very good and possibly better to use than any of the memoria from the shop, depending on what you have.
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doppel-drop-distance · 6 months
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: EX Skill
Well, my intention was to get this done before the end of anni, but clearly, good ol' Life decided that wasn't gonna happen. Sorry, everyone! I'm still pretty busy, but in the meantime, here's a small post about EX Skills.
Ultimate and Exceed-type characters have an additional ability to express their power: EX Skills. EX Skills are akin to a passive ability that is active all of the time, even when the unit providing it falls in battle. 
EX Skills cannot be leveled. They can only be improved by acquiring more slots for the character. An EX skill has two different stages: its base state, at one memoria slot, and its maxed state, at four memoria slots. 
To give an example, let’s look at the first Ultimate unit added to the game: Ultimate Madoka. 
Ultimate Madoka’s EX Skill: Prayer for Salvation
1-slot effect: Regenerate HP [I] (2%) / Status Ailment Resistance Up [I] (20%) (Allies)
4-slot effect: Regenerate HP [II] (3%) / Status Ailment Resistance Up [III] (30%) (Allies)
Ultimate Madoka is a unit whose kit does a lot for supporting her allies, boosting their disc damage and reducing the damage they take. Her EX skill provides the same support: it regenerates ally HP and protects them from status ailments for the duration of the fight. 
Now, let’s look at the first Exceed type added to the game: Little Kyubey. 
Little Kyubey’s EX Skill: Serenity Adept
1-slot effect: Damage Up [I] (5%) / Regenerate MP [I] (3 MP) / Status Ailment Resistance Up [I] (20%) (Self)
4-slot effect: Damage Up [II] (10%) / Regenerate MP [II] (4.5 MP) / Status Ailment Resistance Up [II] (25%) (Self)
The main difference between Ultimate and Exceed types is that while Ultimate types support their allies, Exceed types buff themselves. You can see this with Little Kyubey, who buffs its own damage output with flat buffs and MP regeneration. 
An EX skill typically has two or three effects. 
You can decide the effects of your character’s EX skill the same way that you would for their Connect and Magia. 
Keep in mind that since it is a passive effect with no activation requirement or turn limit, an EX skill usually has a small effect. Many EX skills are defensive, and those that don't have much smaller percentages than the buff you would get from a Connect or Magia. 
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atn-antronach · 4 months
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Recently played through Final Fantasy 9, and it was pretty fun and cool, but the final boss was odd. It had an attack that applied every debuff randomly and dropped everyone's HP into the single digits. It basically forces you to hit recovery strats constantly and equip your party to resist as many debuffs as possible. Unfortunately, KO (instant death), Doom (delayed death) and Zombie (healing hurts) aren't defendable, meanign it's entirly possible for the final boss to go "lol I win" and you really can't do much other than have a character be too up to get hit. It made me realize that the game seemed to focus a lot on recovering your momentum.
This became very apparent when I was watching a casual playthrough where Mustard Bomb and Frost (two spells that inflict a debuff that can kill) always worked when the enemies used them, forcing the player to just equip an ability to immunize their party to those two debuffs. Mind you, you can learn Mustard Bomb and Frost, but you'll never use them in any meaningful manner because their accuracy is 20%. It sure doesn't feel like 20% when enemies use those spells since they always succeed, but it feels far worse when you try to cause 20% would be an improvement in some cases. I mention these two specific spells cause there was a dungeon the player hit that had a lot of enemies use these spells sorta frequently, slamming the brakes on any damage output possible.
Another time I watched someone speedrun the HD version with all of the boosters on. It was a silly category by nature, since you one shot everything, but the speedrunner didn't activate god mode since that put everyone in trance, thus wasting time. However the third to last boss almost killed the run immediately, and second to last boss wiped her Game Shark leveled party down rather quickly with a few abilities, making me realize that the game really leaned hard on status ailments and defense ignoring damage at the end, which feels a little cheap at times.
I'm not saying Final Fantasy 9 is bad, far from it, but the design choices the dev team made culminated in a game where eventually you always felt like something was gonna go wrong at some point.
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health78694 · 9 months
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Should I Take a Multivitamin Regularly?
Should I Take a Multivitamin Regularly?
- July 04, 2023
Title: The Advantages and Disadvantages of Standard Multivitamin Use: Pursuing Informed Decisions for Ideal Wellbeing
Presentation:
Multivitamins are broadly showcased as a helpful method for filling likely supplement holes in our weight control plans. With cases of advancing in general well-being and prosperity, numerous people puzzle over whether they ought to take a multivitamin routinely. In this article, we investigate the advantages and disadvantages of standard multivitamin use to assist you with arriving at an educated conclusion about integrating them into your everyday daily practice.
Grasping Multivitamins:
Multivitamins are dietary enhancements that normally contain a blend of nutrients and minerals. They expect to give an expansive range of fundamental supplements that might be deficient in one's eating regimen. While the particular supplement synthesis fluctuates among items, most multivitamins incorporate nutrients like A, C, D, E, K, and B-complex nutrients, as well as minerals, which prefer calcium, magnesium, zinc, and iron.
Advantages of Multivitamin Use:
Standard multivitamin use can offer specific advantages for explicit populaces. For people with supplement inadequacies or those following prohibitive weight control plans, multivitamins can assist with spanning the supplement holes and forestalling lacks. Pregnant ladies, more seasoned grown-ups, and people with specific ailments may likewise profit from designated supplementation.
In addition, certain micronutrients assume essential parts in supporting by and large well-being. For instance, L-ascorbic acid lifts resistant capability, vitamin D guides bone well-being, and iron is fundamental for oxygen transport in the body. Multivitamins can add to meeting these supplement needs, especially when dietary admission misses the mark.
Restrictions and Contemplations:
While multivitamins can be helpful for certain people, taking into account their restrictions and potential drawbacks is fundamental. An even eating regimen, most importantly, ought to act as the essential wellspring of fundamental supplements. Entire food sources give a large number of bioactive mixtures, fiber, and different substances that work synergistically to advance well-being. Depending exclusively on multivitamins might prompt ignoring the significance of a nutritious eating routine.
Besides, inordinate admission of specific nutrients and minerals can make unfriendly impacts. Fat-solvent nutrients, like nutrients A, D, E, and K, can collect in the body and arrive at poisonous levels whenever consumed in overabundance. Iron supplementation, when pointless, can cause gastrointestinal uneasiness and might be unsafe for people with iron over-burden conditions.
It is additionally significant that not all multivitamins are made equivalent. The quality, virtue, and bioavailability of the supplements can change among various brands and items. Picking a respectable brand, perusing names cautiously, and talking with medical services experts can assist with guaranteeing the quality and well-being of the multivitamin picked.
Individualized Approach:
When choosing whether to take a multivitamin routinely, an individualized methodology is urgent. Factors like age, sex, well-being status, dietary propensities, and way of life assume huge parts in deciding supplement prerequisites. Talking with medical care proficient, like an enlisted dietitian or doctor, can assist with evaluating one's particular necessities and guide customized supplementation suggestions.
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Taking Lessons
Rather than spending several hours playing CoH and feeling a little hollow about it, I’ma take a moment and approach the endgame with a developer’s eye and think about what I would do, if I ran the zoo. Yes, that’s a reference to a slightly-racist Dr Seuss book that is also the first known use of the word Nerd in the English language. I’m old; Get used to it.
The primary points of frustration with late-game play are:
Problem: Effect Bloat. To continue giving the players super-powers and allow them to feel like they’re still improving beyond level 50, the devs give a bunch of cool status effects that proc on hit. To hope to keep up, the villains have cool defensive powers they layer on themselves. Combined between positive and negative the average villain during combat has a collection of status effects longer than 1/2 the entire width of the screen. It’s bananas. Honestly this kind of thing happens earlier as well, because every heroic archetype has ways to apply statuses. Not only are there tons of status symbols but you can’t intuit what they mean. Light blue “mid-sized hit” icon attack symbol? Well, the light blue means it’s from the electric melee, so it inflicts a status that reduces endurance. Oh wait, it’s the other shade of light blue, so it’s actually frost melee, and inflicts slow.
Solution: Centralization. I wouldn’t want to deny the creative team the ability to make cool LoL-esque statuses like, “Cracked Skull. This has a counter and when it reaches 3 the target will be Stunned for 5 seconds. Ranks fall off every 5 seconds.” However, the Stun itself shouldn’t be the icon from the superpower you used to inflict it. It should be The Stun Icon, which should be its own thing. If an attack deals damage and inflicts Slow, it should use the Slow icon and if two separate effects inflict Slow there should be a way that compiles them. I’d probably go with all statuses requiring a roll to stick (so something could be resistant to slows) but if a status sticks and the same status is already there the new one adds to the old and the value of the status (for things like Slow where it can be at different values for how much it slows) is set to the higher of the two. So a 2-second 40% slow plus a 4-second 30% slow in CoH as it is turns into something like 2 seconds of 58% slow, then another 2 at 30%. Under the new setup it’d be 6 seconds of 40%. To avoid total lockdown I’d probably include a rising mez resist for each second a unit spends mezzed (”mez” being CoH’s shorthand for statuses that prevent you from actually taking action). The point is there are actually something like six or seven really different statuses in CoH. Representing them with a clear set of status-ailment icons rather than attempting to reuse the action icons from the super-power that inflicted the status would make the whole thing readable. In the middle of this brawl where everyone’s inflicting everything they can on everything that moves, nobody cares which hero inflicted slow on the enemy sniper. That information isn’t either important or useful. Being able to see at a glance that he’s slowed and therefore that your own scrapper will be able to gap-close with him and rip him apart? That’s useful.
Problem: Homogenous Invention Sets. The inventions have such a weird 2-part problem, where on the one side you have individual effects on certain inventions that require no set but do require a slot FOR that set (Gambler’s Luck just gives whoever has piece 6 of the set a reduction to recharge on all their skills! Not “a 6-piece set,” mind you. Just one piece! But you have to be a hero type that uses Defense powers.) Meanwhile on the other side most of the set bonuses for them are generic stuff like, “Your character gets 2.5% stamina reduction on all skills” which is very powerful but also totally unnoticeable until you have a bunch of them and the whole game changes because you don’t need certain things you had to focus on before.
Solution: Intentionally Genericize. For Diablo 3′s gameplay loop, I think Diablo 3′s approach to set items is absolutely ideal. Seriously, just primo game design. Each set effect at each of 3 tiers (having 2 pieces, 4 pieces, and 6 pieces of the set) introduces a whole new approach to your existing abilities and dramatically boosts your combat potential (like, causes you to deal hundreds or even thousands times as much damage) if you focus in on that new approach. Every class set has a unique vibe and is hand-designed, and the collecting of the set pieces fits in with Diablo’s whole battle-and-loot ethos.
If I were going to aim at specific sets I think that’s the direction I’d lean, but the more I think about why it works so well for Diablo 3 the less convinced I am that it would be good in an MMO space - especially one centered around comic-style superheroes. There are sets named after the in-game supers - Scirocco’s Dervish, Sting of the Manticore, Positron’s Blast - but a) they’re not necessarily any better than the others and b) having them be better might be a mistake, because the game’s supposed to be about you; YOUR superhero, with whatever weird-ass backstory you wrote and however you feel like justifying it.
I think it’d be better to have a set of bonuses you can get that are tied to certain attributes (These could be very nebulous concepts, like, “Dominion” or “Unthinking” or “Adamant”) and a bunch of unrelated inventions could contribute to the set bonus for these attributes.
This also solves the issue where you’re hamstrung in how you can build your character based on which abilities can actually take enough pieces of a 6-piece set to let you get its 6-piece bonus (toggled defensive powers are notorious for having three stats: defense, recharge, and endurance cost. Defense matters a lot, endurance cost matters at first but you get a couple powers that give you superior endurance recovery near endgame and suddenly endurance cost becomes a thing you don’t worry about, and recharge on a power you turn on and leave on forever is completely unimportant. So when an invention gives you Recharge/Endurance as its bonus and you feel like you have to include it to get the full set bonus it just feels bad. Instead you could have six pure-Defense inventions, each of them adding just Defense to the individual power but instead of the restricted Set of CoH they’re adding resonance points (or whatever) to different attribute pools. Meanwhile you put the Recharge/Endurance over on an expensive skill with a long recharge so those effects matter, and that adds resonance to one of the same attributes as the six pure-Defense and between the two they grant a bonus.
On the design end this broadens the scope of what inventions could be allowed - in fact you could have them procedurally generated, and therefore have some inventions fill edge cases like (ToHit Reduction + Healing), which heals the user because it’s a negative energy life-drain, or (Confusion + Slow) for the Freezing Fog power. I think it’s the only power that would benefit from both Confusion and Slow empowerment, but with this kind of system you could have plenty of combinations that don’t even have actual use cases. The other benefit to design is that it lets you codify what players can get in total much more easily. You can make it so each layer of resonance grants different stuff and players then have clear sets of benefits they can gain from maxing out resonance one direction or another. You don’t have to worry about adding a new set that takes a certain stat over the moon. A “new set” will just be another set of affixes mixed into the invention list.
Such a system would need two other things, though. One is an upgrade path - If you get that Confusion+Slow invention but it’s level 30 and you’re leveling to 50, the game would need a way to carry that to 50 with you rather than hunting for that perfect one-in-a-million set of both affixes and resonance type. The other is a way for a player to really set a sense of direction. That is, you can’t have a system where every item you find is just random and you’re hoping to get something that works for you. That’s MH’s system for charms and charm-farming is easily the least interesting thing about MH Sunbreak.
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