Combat Readiness? & Terms
Um, There somethings that are bothering me when it comes to mechanics and stuff some of it is understandable for a battle flow but can someone enlighten me more about the terms and mechanics.
So the terms I know and stuff I want to ask.
Poison - So Poison Status is understandable but how much damage does it deal and where do it scale?
Speed-Up/Down (Slows) - Understandable
Effectiveness - Does this scale with your skill silence, stuns, or any debuff's percentage or this is the hit chance?
Dual Attack Chance - Understandable
Armor/Magic Resist Scaling - So basically they are both in the Defense right?
Attack-Up Buff's - Are attack buffs stacks like percentage or they just stack increasing the turns the buffs are usable (I observed)?
Bleeding/Bleed Debuff - Just how many percentage of health does it shed? Bleed Status also stack like having a double Poison Debuff?
Immunity - Understandable, But if a Debuff was casted on you earlier will it be Debuffed when you got Immunity Buff's status on.
Stun - Undertandable
Silence - Do Silence Debuff also works on active Passives that can be used when a certain condition is met?
Critical Hit & Critical Hit Multiplier - Understandable.
Combat Readiness - Well does this gives you additional attack time or are you hasted?
Thank you Pro's & Devs.
it's actually pretty simple: the more speed your character have, the faster they charge their combat readiness. Who ever get their CR to 100% first gets its turn. So increase CR means if u have 80% CR and u got increase CR by 20% that means you get instant turn no matter how fast your opponent is, unless they already have 100% CR or extra turn ( soul burn effect or ability effect).
P/s: sorry for my poor English and hope it helps:)) also feel free to correct me if I'm wrong:))
Poison damage scales with caster's Atk. IIRC, 10%.
Speed is actually related to [Combat Readiness]. The higher your Speed, the faster your CR increases; Speed Up/Down is pretty much a passive debuff version of Decrease/Increase CR.
Effectiveness determines the probability of a caster's skill desc to proc, BEFORE target procs whether target decides to attempt to Resist the debuff effect. It also determines how much Res. the target can have in order for target to get debuffed.
Dual Atk. Chance - Yes.
Armor/Magic Res - Yes; in fact, there's no determination in this game if an attack is PATK or MATK.
Atk Up. is % increase. It cannot stack; only way to add more Atk is via Greater Atk. Up.
Bleed Effect is same as Poison, so I'll just add that all Bleed/Poison effects does a summarized total DoT damage instead of trickles. Also, there's a trick here: There's a max number of Buff/Debuff a unit can have, IIRC, it's 12. While the unit's max buff/debuff stack is 12, they can't receive another status effect. The number you see on each debuff/buff box indicates number of turns the buff/debuff is active.
EDIT: I decided to stop since someone threw a link already. :|
EDIT 2: Seems some debuff trait isn't on the Wiki yet. [Ex. HoT Kayron's Death Stigma]
Poison - 5% of max health
Burn - 60% of attack and ignores 70% of defense
Bleed - 30% of attack and ignores 70% of defense
Effectiveness - ( Offical ) https://page.onstove.com/epicseven/global/main/view/4057257
Armor/Magic Resist Scaling - Yes ^^
Attack-Up Buff's - Attack buffs dont stack they just renew it if its already there ( You can keep Greater Attack up longer this way )
Immunity - If you cast any debuff before it will stay, if the unit dont cleanse aswell
Silence - Dont think passives can be shutdown with it
Combat Readiness/speed - speed is how fast you go from 0% to 100% Combat readiness when you get to 100% its your turn, it also decide who will go first. So if your unit is at 50% combat readiness and you have a CR pusher that gives unit/team 25% it will go up to 75% instant rather then wait for the "speed" to take the unit there