Difference between revisions of "Battle system"
(→Calculation of status effects: info is quite easy to misunderstand and have been causing some confusion among people, will remake it, but for now deleted as the calc. havent been done well.) |
(Added some new info in "Stats" and "emotions" thanks to @Meme_0 is god-sent tests with battle calculation; added a small trivia that I forgot mentioning the unused panic emotion; I will wait a bit to redo the calculation of status effects section, as there are some things I still need to confirm.) |
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*'''Attack''': Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like [[Kel|Kel's]] "run'n gun" or [[Aubrey|Aubrey's]] "last resort". | *'''Attack''': Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like [[Kel|Kel's]] "run'n gun" or [[Aubrey|Aubrey's]] "last resort". | ||
*'''Defense''': Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense. | *'''Defense''': Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense. | ||
*'''Speed''': Speed works like an "agility" value we have in other JRPG games, however in ''OMORI'' it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like [[Sunny|Sunny's]] Calm Down, Focus, Persist, Encore, and Cherish skills. | *'''Speed''': Speed works like an "agility" value we have in other JRPG games, however in ''OMORI'' it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like [[Sunny|Sunny's]] Calm Down, Focus, Persist, Encore, and Cherish skills. If a character has the same speed as the enemy, it will take priority in the move order, when two characters have the same speed value, it will respect the priority of their positions. | ||
*'''Luck''': Luck controls the critical hit rate, each point | *'''Luck''': Luck controls the critical hit rate, each luck point is 1% critical rate, however, luck does not increase when leveling up. | ||
*'''Hit rate''': Hit rate dictates how often an attack hits or misses, except for [[Sunny]] with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate. | *'''Hit rate''': Hit rate dictates how often an attack hits or misses, except for [[Sunny]] with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate. | ||
*'''Critical hit''': The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead. | *'''Critical hit''': The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead. | ||
Lastly, all stats but heart and juice, which are capped at 9999 (enemies can still have more heart than this, capping at 999999), are capped at 999, meaning that '''even during combat''', the stats' value will never go above 999 no matter how many buffs the character may have. | |||
== Equipment == | == Equipment == | ||
=== Weapons === | === Weapons === | ||
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|- | |- | ||
| Stare | | Stare | ||
| Reduces the target is speed, attack, and defense by one | | Reduces the target is speed, attack, and defense by one tier. Costs 45 {{MP}}. | ||
| Level 25 | | Level 25 | ||
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|- | |- | ||
|Power Hit | |Power Hit | ||
|Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one | |Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}. | ||
|Level 14 | |Level 14 | ||
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|Aubrey looks at Hero, who tells her to focus and cheer up! | |Aubrey looks at Hero, who tells her to focus and cheer up! | ||
|Turn Aubrey happy and increase her defense by one tier. | |Turn Aubrey happy and increase her defense by one tier. | ||
|Heals 25% {{HP}}, turn Aubrey happy and increases her defense by one tier. | |Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by one tier. | ||
|Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers. | |Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers. | ||
|} | |} | ||
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The emotion resistance and weakness values are as follow: | The emotion resistance and weakness values are as follow: | ||
* Emotion Resistance: Takes 20% / 35% / 50% less damage. | * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion. | ||
* Emotion Weakness: Deals 50% / 100% / 150% more damage. | * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion. | ||
Only the defender is tier is taken into consideration when increasing/decreasing the damage, so, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. | |||
==== Emotion tiers ==== | ==== Emotion tiers ==== | ||
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[[File:OmoriSuccumb.png|thumb|left|After triggering plot armor.]] | [[File:OmoriSuccumb.png|thumb|left|After triggering plot armor.]] | ||
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]] | [[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]] | ||
Plot armor is the mechanism that forbids Omori from dying when being victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. | Plot armor is the mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. | ||
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}. | Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}. | ||
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== Trivia == | == Trivia == | ||
* From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not. | * From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not. | ||
* An unused emotion called "panic" exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third. |
Revision as of 23:56, 12 October 2021
The battle system in OMORI is similar to the combat of the traditional turn-based JRPGs which the game takes inspiration from, with the use of plugins to create additional mechanics to control the flow of the battle, like emotions and follow-ups.
Stats
Most stats rest unchanged compared to what is expected, save from some renames and small differences, as seen below:
- Heart: It's the normal "HP" or "health points" value we see in other JRPGs, it's the amount of health party members and enemies have, if fully depleted, the character becomes "toast" (the game equivalent of a "KO" state), except Omori, who if ever reaches 0 heart it will bring up the "game over" screen.
- Juice: It's the normal "MP" or "mana points" value we see in other JRPGs, it's the amount of mana party members and enemies have, most skills costs juice to use, party members are unable to use skills that use more mana than what they currently have. Only the members of the player's party use juice for their skills, enemies use their juice solely as shields when they are inflicted with Sadness.
- Attack: Attack works as predicted, as it decides the amount of damage most attacks do, with very few exceptions, like Kel's "run'n gun" or Aubrey's "last resort".
- Defense: Defense works as predicted, decreasing damage taken by attacks and skills, note that there are skills that bypass defense.
- Speed: Speed works like an "agility" value we have in other JRPG games, however in OMORI it only affects three things: who will act first, some skills formulas, and the chances of running away from the battle. With very few exceptions, like Sunny's Calm Down, Focus, Persist, Encore, and Cherish skills. If a character has the same speed as the enemy, it will take priority in the move order, when two characters have the same speed value, it will respect the priority of their positions.
- Luck: Luck controls the critical hit rate, each luck point is 1% critical rate, however, luck does not increase when leveling up.
- Hit rate: Hit rate dictates how often an attack hits or misses, except for Sunny with a 75% hit rate, the default hit rate for the party members is 0%, enemies mostly have a 95% hit rate.
- Critical hit: The chance to "hit right in the heart" as the game puts, as stated before, it's a % chance based on flat luck, each point in luck increase critical hit rate by 1%. Hitting right in the heart increase the damage dealt by the attack by 50% + 2, if the base damage's lower than 0, hitting right in the heart will always deal two damage instead.
Lastly, all stats but heart and juice, which are capped at 9999 (enemies can still have more heart than this, capping at 999999), are capped at 999, meaning that even during combat, the stats' value will never go above 999 no matter how many buffs the character may have.
Equipment
Weapons
Weapons are the characters and the main method of attacking, granting the hit rate needed so the characters can hit something, the player is only able to change the weapon of the dream world cast, excluding Omori. Each character uses different types of weapons, as seen below:
- Omori uses knives to attack, while Sunny uses the Steak Knife, his own hands or the Violin.
- Aubrey, while in Headspace, uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the real world, she wields her Nail Bat.
- Kel, while in Headspace, uses various types of balls as weapons. In the real world, he uses his Basketball.
- Hero, while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his fist.
Charms
Charms are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.
Battle actions
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:
Attack
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.
The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.
Skills
Each character has access to a variety of skills that they can use, however only four skills can be used at the same time, including the ability to guard attacks, below is an abstract for each character's skills, a more complete list can be seen at the character page, keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below.
Dream world
Description | Source | |
---|---|---|
Sad Poem | Inflicts sadness on a friend or foe. Costs 5 . | Basic |
Guard | Acts first, reducing damage taken by 50% for 1 turn. No Cost. | Basic |
Stab | If Omori is sad, depressed, or miserable, it will use this formula: 2 * ATK. Else, it will use 1.5 * ATK - DEF. It always hit right in the heart. Costs 13 . | Level 3 |
Bread Slice | Deals 2.5 * ATK - DEF, if it's a killing blow, gain bread. Costs 10 . | Level 5 |
Mock | Deals 3 * ATK - DEF, if the target is on any tier of angry, it will decrease its attack value by 3 tiers. Costs 20 . | Level 7 |
Hack Away | Deals, three times, 2 * ATK - DEF, however, if Omori is in any tier of angry, it will do 2.25 * ATK - DEF instead. Costs 30 . | Level 10 |
Observe | At the end of the turn, applies either a "single-target" or a "multi-target" state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns, this can vary from enemy to enemy and can be seen in details on the respective enemy pages. No cost. | Shawn |
Lucky Slice | If Omori is in any tier of happy, it will do (ATK + LCK) * 2 - DEF, else it will do (ATK + LCK) * 1.5 - DEF. Costs 15 . | Level 12 |
Trick | Deals 3 * ATK - DEF damage, if the target is on any tier of happy, it decreases its speed by 3 tiers. Costs 20 . | Level 15 |
Painful Truth | Deals 2 * ATK - DEF damage, and inflicts sadness to Omori and his target. Costs 10 . | Level 19 |
Shun | Deals 3 * ATK - DEF to the target, if the target is sad, it decreases its defense by 3 tiers. Costs 20 . | Level 20 |
Stare | Reduces the target is speed, attack, and defense by one tier. Costs 45 . | Level 25 |
Exploit | Deals 3.5 * ATK - DEF if the target is affected by any emotion, else it will do 2.5 * ATK - DEF. Costs 30 . | Level 30 |
Final Strike | If Omori is on the first emotion tier, it will do 4 * ATK - DEF, if on the second emotion tier, it will do 5 * ATK -DEF, if on the last, 6 * ATK - DEF, if he is neutral, it will do 3 * ATK - DEF. Costs 50 . | Level 35 |
Red Hands | Deals 3 * ATK - DEF 4 times to a target. Costs 75 . | Hikikomori Route |
Vertigo | Deals 3 * AGI - DEF to all enemies, and decrease their attack by 3 tiers. Costs 45 . | Defeating Heights in the Hikikomori Route. |
Cripple | Deals 3.5 * ATK - DEF to a target and decrease its speed by 3 tiers. Costs 45 . | Defeating Spiders in the Hikikomori Route. |
Suffocate | Deals 400 damage to all enemies, and decrease their defense by 3 tiers. Costs 45 . | Defeating Drowning in the Hikikomori Route. |
Description | Source | |
---|---|---|
Pep Talk | Turn a friend or foe happy. Costs 5 . | Basic |
Guard | Act first, decrease damage taken by 50%. No cost. | Basic |
Counter | Taunts all enemies, if hit by a single target skill, she will retaliate with a normal attack. Costs 5 . | Level 6 |
Twirl | Deals 2 * ATK + LCK - DEF to a target and turns Aubrey happy. Costs 10 . | Level 10 |
Team Spirit | Turns Aubrey and her target happy. Costs 10 . | Level 11 |
Power Hit | Deals 2 * ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 . | Level 14 |
Mood Wrecker | Deals 3 * ATK - DEF if the target is happy, ecstatic, or manic. Does 2.25 * ATK - DEF otherwise. Costs 10 . | Level 17 |
Wind-up Throw | Deals 3 * ATK - DEF if there is one enemy, 2.5 * ATK - DEF if there are two enemies alive, other will do 2 * ATK - DEF damage. Costs 20 . | Level 20 |
Mash | Deals 2.5 * ATK - DEF damage, if it's a killing blow, restore 100% of Aubrey's juice. Costs 15 . | Level 23 |
Beatdown | Deals 2 * ATK - DEF as damage to a single target 3 times. Costs 30 . | Level 27 |
Last Resort | Deals 4 * HP (Current HP, not max HP) as damage to an enemy, but turns Aubrey into Toast. Costs 50 . | Level 30 |
Headbutt | Deals 3 * ATK - DEF if Aubrey is angry or enraged, otherwise does 2.5 * ATK - DEF, damaging at up to 20% of her heart. Costs 5 . | Berly |
Description | Source | |
---|---|---|
Annoy | Turns a friend or foe angry. Costs 5 . | basic |
Guard | Acts first, reducing damage taken by 50% for 1 turn. No cost. | basic |
Rebound | Deals 2.5 * ATK - DEF damage to all enemies. Costs 15 . | Level 4 |
Run 'n Gun | Deals 1.5 * AGI - DEF damage to a single target. Costs 15 . | level 9 |
Curveball | If the target currently has emotion, it will do 3 * ATK - DEF as damage, else 2 * ATK - DEF. Regardless of the emotion, it will randomly apply another or the same emotion. Costs juice 20 . | Level 10 |
Ricochet | Deals 3 * ATK - DEF, 3 times, to a foe. Costs 30 . This skill has a 30% damage variation. | Level 16 |
Megaphone | Makes all friends angry. Costs 45 . | Level 20 |
Can't Catch Me | Multi target taunt for one turn, Decrease all foes' hit rate by 55% for two turns. Costs 50 . | Level 21 |
Rally | Restore 4 energy to the party and 30% juice to each party member besides himself, also turns himself happy. Costs 50 . | Level 26 |
Comeback | Makes Kel happy. If sad was removed, Kel gains Flex. Costs 25 . | Level 29 |
Tickle | Till the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 juice. | Level 30 |
Flex | Increase Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging attack by 2.5 times. Costs 10 . | Pluto |
Juice Me | Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex affect and emotion, but not the juice gained. Costs 10 . This skill does not have damage variation and will never hit right in the heart. | Coconut |
Snowball | If the target is sad, it will do 3 * ATK - DEF damage, else it will do 2.5 * ATK - DEF and turn the target sad. Costs 20 . | Snowball |
Description | Source | |
---|---|---|
Cook | Heals a friend for 75% of their heart. Can be used outside of battle. Costs 10 . | Basic |
Guard | Acts first, reducing damage taken by 50% for 1 turn. No cost. | Basic |
Massage | Removes a friend or foe's emotion. Costs 5 . |
Level 2 |
Charm | Acts first, a foe targets Hero for 1 turn. Costs 10 . | Level 8 |
Smile | Acts first, decrease the target's attack by one tier. Costs 25 . | Level 10 |
Fast Food | Act's first, healing a friend for 40% of their heart. Costs 15 . |
Level 13 |
Homemade Jam | Brings back a friend with 70% heart. Costs 40 . | Level 16 |
Captivate | Acts first. All foes target Hero for 1 turn. Costs 20 . | Level 20 |
Enchant | A single target taunt that turns the target happy. Costs 15 . | Level 22 |
Share Food | Heals 50% heart of Hero and his target. Costs 15 . | Level 24 |
Mesmerize | A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs} 30 {{MP}. | Level 28 |
Dazzle | Turns all foes happy and decreases their attack by one tier. Costs 35 . | Level 30 |
Snack Time | Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 . | Baking Pan |
Tea Time | Heals 30% of the target's heart and 20% of its juice. Costs 25 . | Teapot |
Spicy Food | Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 . This skill can't hit right in the heart. | Man on Fire |
Refresh | Heals 50% of a friend's juice. Costs 40 . | Blender |
Tenderize | Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 . | Tenderizer |
Gator Aid | Increase all the party members' defense by one tier. Costs 15 . | Gator Guy
(Artist) |
Real world
Description | Source | |
---|---|---|
Guard | Acts first, reducing damage taken by 50% for 1 turn. No cost. | Basic |
Calm Down | Acts first, remove emotions and heals 50% . No cost. | Encountering Something in the Dark |
Focus | Acts first, Multiply damage done on the next attack by 2.5 times No cost. | Encountering Something in the Walls |
Persist | Acts first, heals 20 , user's heart will not drop below 0 till the end of the turn. No cost. | Encountering Something in the Water |
Overcome | Gather all your courage. No cost. | Encountering Something |
Allegro | [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 . | Encountering Omori |
Encore | Your will not fall for 3 turns. No cost. | Encountering Omori |
Cherish | Increase speed, attack and defense by one tier. No cost. | Encountering Omori |
Description | Source | |
---|---|---|
Guard | Acts first, reducing damage taken by 50% for 1 turn. No cost. | Basic |
Encourage | Increase Sunny's attack by three tiers. | Basic |
Description | Source | |
---|---|---|
Guard | Acts first, reducing damage taken by 50% for 1 turn. No cost. | Basic |
First aid | Heals target for 25% . Costs 10 . | Basic |
Snacks
Snacks can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.
Toys
Toys are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.
Run away
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: [0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.
Battle mechanics
Energy
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate "release energy" follow-up.
Follow-ups
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:
Aubrey | Description | Level one | Level two | Level three |
---|---|---|---|---|
Aubrey look at Omori to grab his attention... | [(2 * a.atk + a.luck) - b.def]. | [(3 * a.atk + a.luck) - b.def]. | [3 * a.atk + a.luck]. | |
Aubrey looks at Kel, who eggs her back. | Turn Aubrey angry. | Turn Aubrey and Kel Angry and increase Aubrey's[1] attack by one tier. | Turn Aubrey and Kel Enraged, and increase Aubrey's[1] attack by three tiers. | |
Aubrey looks at Hero, who tells her to focus and cheer up! | Turn Aubrey happy and increase her defense by one tier. | Heals 25% , turn Aubrey happy, and increases her defense by one tier. | Heals 75% and 50 , turns Aubrey ecstatic and increase her defense by three tiers. |
Kel | Description | Level one | Level two | Level three |
---|---|---|---|---|
Kel passes his ball for Omori to catch... | [1] damage to Omori... also turns him sad. | [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy. | [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic. | |
Kel passes his ball to Aubrey and she knock it out of the park! | [Aubrey.atk + kel.atk - b.def]. | [(2 * Aubrey.atk) + kel.atk - b.def]. | [(2 * Aubrey.atk) + (2 * kel.atk) - b.def]. | |
Kel passes his ball to Hero to dunk on the foes! | [Aubrey.atk[2] + kel.atk) - b.def], to all enemies. | [Aubrey.atk[2] + (1.5 * kel.atk) - b.def], to all enemies. | [(1.5 * Aubrey.atk)[2] + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier. |
Buffs & debuffs
Buffs and debuffs work similar to what is expected in other JRPG, the most common buffs/debuffs, speed, attack, and defense lasts for six turns and stack up to three times, while the uncommon ones, like Sno-Cone and the release energy buff, do not stack and last till the end of the battle or till it becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using "Gator aid" will give everyone a "defense up 1", buffing again will remove "defense up 1" and apply "defense up 2", and so on, if a buff or debuff is already at max tier it will instead do nothing and not refresh its duration.
Lastly, keep in mind that both the debuff and the buff can exist at the same time, so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.
Below is a list of all major buffs and debuffs. There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.
Buff | Tier one | Tier two | Tier three |
---|---|---|---|
Attack up | Increase attack by 10%. | Increase attack by 25%. | Increase attack by 50%. |
Defense up | Increase defense by 15%. | Increase defense by 30%. | Increase defense by 50%. |
Speed up | Increase Speed by 50%. | Increase Speed by 100%. | Increase Speed by 400%. |
Sno-cone | Increase speed, attack, luck, and defense by 20%. | ||
Release energy | Increase speed, attack, luck, and defense by 25%.[3] |
Debuff | Tier one | Tier two | Tier three |
---|---|---|---|
Attack down | Decrease attack by 10%. | Decrease attack by 20%. | Decrease attack by 30%. |
Defense down | Decrease defense by 25%. | Decrease defense by 50%. | Decrease defense by 75%. |
Speed down | Decrease speed by 20%. | Decrease speed by 50%. | Decrease speed by 75%. |
Emotions
Emotions are a type of state that gives the character some buffs and debuffs, they also give an "element" to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:
- Normal enemies and most bosses can only have tier 1 emotion.
- Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.
- Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.
- Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dreamworld counterparts.
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's Emotion chart at the side, which is:
- Angry is strong against sad.
- Sad is strong against happy.
- Happy is strong against angry.
The emotion resistance and weakness values are as follow:
* Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion. * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.
Only the defender is tier is taken into consideration when increasing/decreasing the damage, so, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage.
Emotion tiers
Happy | Ecstatic | Manic | |||
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Angry | Enraged | Furious | |||
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Sad | Depressed | Miserable | |||
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Afraid | Stressed out | ||
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Boss specific emotions
Bosses that have advanced tiers of emotion, these being Sweetheart, captain Space Ex-Boyfriend and the Unbread Twins, use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:
Happy | Ecstatic | Manic | |||
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Angry | Enraged | Furious | |||
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Sad | Depressed | Miserable | |||
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Plot armor
Plot armor is the mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him.
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor, if Omori had more than 5% by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), it was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% .
Calculation of status effects
WIP
Trivia
- From version 1.0.7 and onward, most of Hero's heart-healing skills are being affected by emotion, the only exception is the "tea time" skill, it's unknown if this is on purpose or not.
- An unused emotion called "panic" exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.
- ↑ 1.0 1.1 Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.
- ↑ 2.0 2.1 2.2 The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.
- ↑ Release energy also increase experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.