It is the area of effect a technique has, it also determines how many enemies can be targeted in a single move. It is the range in which a technique can be used in relation to the position of the user. When a technique is charging, this bar will turn red and slowly fill up as actions pass. Charge time is displayed by the yellow bar known as the ATB bar. Some techniques have no charge time, meaning that they are instant. It is the time that a technique takes to charge. If it were to be used against 2 or more enemies, the hits would be distributed randomly along with the damage dealt between the targets. For example, if a technique does 8 hits and is used against a single target, those eight hits can go to that one target. It is the number of hits a technique can do to a single enemy or a group of enemies. The higher the technique power, the higher the average damage/healing. It influences the average damage or healing a technique does. The techniques used by both allies and enemies have elemental affinities. Penetrating: The technique will move through the general direction selected by the player penetrating and hitting all targets in it's path. Directional: The technique will move through the general direction selected by the player until it hits a target.Normal: The technique will hit the tile selected by the player and only that tile.The hit type indicates the behavior an attack takes after being used. Only three exist in the game: Fly Huge Boom, Frankensteiner and Tornado Press. Self Damage: Causes damage to the user when they miss.Absorb: Deals damage to the enemy and drains a portion of the damage dealt.Healing: Heals allies to recover HP or cure detrimental status effects.Counter: Counterattacks if the user is hit by certain elements.The type indicates what kind of behavior a technique has, these are Attack, Reaction, Healing, Absorb, Area and Self Damage.
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