Difference between revisions of "Battle system"

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(cook and gator aid)
m (yeah i just corrected a bit of misinfo not a big deal)
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The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.
i heard clicking the button deals damage
 
== Stats ==
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:
* {{HP}} '''Heart''': Heart is the amount of "HP" party members and enemies have. If fully depleted, the character becomes "Toast" and will be unable to fight.
* {{MP}} '''Juice''': Juice is the amount of "MP" party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.
* '''Speed''': Speed works like an "agility" value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.
 
== Equipment ==
=== Weapons ===
[[Weapons]] are the characters' 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, except 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|hands]] or the [[Violin]].
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|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 (real world)|Basketball]].
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|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.<br>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 equipped 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 ====
===== [[Omori]] =====
{{Skill infobox
| image    = OmoriNeutral.png
| name1    = Sad Poem
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.
| source1  = Default
| name2    = Guard
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source2  = Default
| name3    = Stab
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.
| source3  = Level 3
| name4    = Bread Slice
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.
| source4  = Level 5
| name5    = Mock
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.
| source5  = Level 7
| name6    = Hack Away
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.
| source6  = Level 10
| name7    = Observe
| desc7    = 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 detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.
| source7  = [[Shawn]]
| name8    = Lucky Slice
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.
| source8  = Level 12
| name9    = Trick
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.
| source9  = Level 15
| name10  = Painful Truth
| desc10  = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.
| source10 = Level 19
| name11  = Shun
| desc11  = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.
| source11 = Level 20
| name12  = Stare
| desc12  = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.
| source12 = Level 25
| name13  = Exploit
| desc13  = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.
| source13 = Level 30
| name14  = Final Strike
| desc14  = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.
| source14 = Level 35
| name15  = Red Hands
| desc15  = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.
| source15 = Hikikomori Route
| name16  = Vertigo
| desc16  = Deals 3 x ATK -DEF(steam JP,KR version)<ref name=vertigo>Probably a configuration error. The skill's description describes it as a speed based attack.</ref> or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.
| source16 = Defeating [[Heights]] in the Hikikomori Route
| name17  = Cripple
| desc17  = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.
| source17 = Defeating [[Spiders]] in the Hikikomori Route
| name18  = Suffocate
| desc18  = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.
| source18 = Defeating [[Drowning]] in the Hikikomori Route
}}
 
===== [[Aubrey]] =====
{{Skill infobox
| image    = DWAUBREYNEUTRAL.png
| name1    = Pep Talk
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.
| source1  = Default
| name2    = Guard
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source2  = Default
| name3    = Counter
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.
| source3  = Level 6
| name4    = Twirl
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.
| source4  = Level 10
| name5    = Team Spirit
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.
| source5  = Level 11
| name6    = Power Hit
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.
| source6  = Level 14
| name7    = Mood Wrecker
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.
| source7  = Level 17
| name8    = Wind-up Throw
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.
| source8  = Level 20
| name9    = Mash
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.
| source9  = Level 23
| name10  = Beatdown
| desc10  = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.
| source10 = Level 27
| name11  = Last Resort
| desc11  = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.
| source11 = Level 30
| name12  = Headbutt
| desc12  = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.
| source12 = [[Berly]]
}}
 
===== [[Kel]] =====
{{Skill infobox
| image    = DWKELNEUTRAL.png
| name1    = Annoy
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.
| source1  = Default
| name2    = Guard
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source2  = Default
| name3    = Rebound
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.
| source3  = Level 4
| name4    = Run 'n Gun
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.
| source4  = Level 9
| name5    = Curveball
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.
| source5  = Level 10
| name6    = Ricochet
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.
| source6  = Level 16
| name7    = Megaphone
| desc7    = Makes all party members angry. Costs 45 {{MP}}.
| source7  = Level 20
| name8    = Can't Catch Me
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.
| source8  = Level 21
| name9    = Rally
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)<ref>The skill was directly coded to give other party members juice without checking for if they are dead or not</ref> besides himself, also turns himself Happy. Costs 50 {{MP}}.
| source9  = Level 26
| name10  = Comeback
| desc10  = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.
| source10 = Level 29
| name11  = Tickle
| desc11  = until 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 {{MP}} juice.
| source11 = Level 30
| name12  = Flex
| desc12  = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.
| source12 = [[Pluto]]
| name13  = Juice Me
| desc13  = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.
| source13 = [[Coconut]]
| name14  = Snowball
| desc14  = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.
| source14 = [[Snowball]]
}}
 
===== [[Hero]] =====
{{Skill infobox
| image    = DWHeroNeutral.png
| name1    = Cook
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.
| source1  = Default
| name2    = Guard
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source2  = Default
| name3    = Massage
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.
| source3  = Level 2
| name4    = Charm
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.
| source4  = Level 8
| name5    = Smile
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.
| source5  = Level 10
| name6    = Fast Food
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.
| source6  = Level 13
| name7    = Homemade Jam
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.
| source7  = Level 16
| name8    = Captivate
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.
| source8  = Level 20
| name9    = Enchant
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.
| source9  = Level 22
| name10  = Share Food
| desc10  = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.
| source10 = Level 24
| name11  = Mesmerize
| desc11  = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.
| source11 = Level 28
| name12  = Dazzle
| desc12  = Turns all foes happier and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)<ref>The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.</ref> Costs 35 {{MP}}.
| source12 = Level 30
| name13  = Snack Time
| desc13  = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.
| source13 = [[Baking Pan]]
| name14  = Tea Time
| desc14  = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.
| source14 = [[Teapot]]
| name15  = Spicy Food
| desc15  = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.
| source15 = [[Man on Fire]]
| name16  = Refresh
| desc16  = Heals 50% of a friend's juice. Costs 40 {{MP}}.
| source16 = [[Blender]]
| name17  = Tenderize
| desc17  = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.
| source17 = [[Tenderizer]]
| name18  = Gator Aid
| desc18  = First increases Omori's defense by one tier, then afflicts Omori's defense buff to the rest of the party.<ref>the check of what tier of defense buff to give depending on the target's emotion is set to check for Omori's and not independently checking and applying the states to each party member</ref> Costs 15 {{MP}}.
| source18 = [[Gator Guy]] (Artist)
}}
 
==== Real world ====
===== Sunny =====
{{Skill infobox
| image    = Sunny Neutral.png
| name1    = Guard
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source1  = Default
| name2    = Calm Down
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.
| source2  = Encountering [[Something in the Dark]]
| name3    = Focus
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.
| source3  = Encountering [[Something in the Walls]]
| name4    = Persist
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.
| source4  = Encountering [[Something in the Water]]
| name5    = Overcome
| desc5    = Gather all your courage. No {{MP}} cost.
| source5  = Encountering [[Something]]
| name6    = Allegro
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.
| source6  = Encountering [[Omori (enemy)|Omori]]
| name7    = Encore
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.
| source7  = Encountering Omori
| name8    = Cherish
| desc8    = Increase speed, attack and defense by one tier. No {{MP}} cost.
| source8  = Encountering Omori
}}
 
===== Aubrey =====
{{Skill infobox
| image    = RWAUBREYNEUTRAL.png
| name1    = Guard
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source1  = Default
| name2    = Homerun
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Aubrey also takes 20% of the damage.
| source2  = Default
}}
 
===== Kel =====
{{Skill infobox
| image    = RWKELNEUTRAL.png
| name1    = Guard
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source1  = Default
| name2    = Encourage
| desc2    = Increase Sunny's attack by three tiers.
| source2  = Default
}}
 
===== Hero =====
{{Skill infobox
| image    = RWHeroNeutral.png
| name1    = Guard
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.
| source1  = Default
| name2    = First aid
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.
| source2  = Default
}}
 
=== 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:
 
==== Omori ====
{{Follow-up infobox
| image1    = Bubble_attack_twice.png
| desc1      = Omori walks forward, readying his blade to strike the enemy again.
| tierone1  = [2 * a.atk - b.def].
| tiertwo1  = [(2 * a.atk + a.luck) - b.def].
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.
| image2    = Bubble_trip.png
| desc2      = Omori walks forward and trips the target.
| tierone2  = [a.atk + a.luck - b.def], decrease speed by one tier.
| tiertwo2  = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.
| image3    = Bubble_release_energy.png
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.
| tierone3  = [300], unable to hit right in the heart, also increase everyone's stats by 25%.
| tiertwo3  = [600], unable to hit right in the heart, also increase everyone's stats by 25%.
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.
}}
 
==== Aubrey ====
{{Follow-up infobox
| image1    = Bubble_look_Omori.png
| desc1      = Aubrey looks at Omori to grab his attention...
| tierone1  = [(2 * a.atk + a.luck) - b.def].
| tiertwo1  = [(3 * a.atk + a.luck) - b.def].
| tierthree1 = [3 * a.atk + a.luck].
| image2    = Bubble_look_Kel.png
| desc2      = Aubrey looks at Kel, who eggs her back.
| tierone2  = Turn Aubrey angry.
| tiertwo2  = Turn Aubrey and Kel Angry and increase Aubrey's<ref name=look>Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.</ref> attack by one tier.
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's<ref name=look /> attack by three tiers.
| image3    = Bubble_look_Hero.png
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!
| tierone3  = Turn Aubrey happy and increase her defense by one tier.
| tiertwo3  = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by one tier.
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.
}}
 
==== Kel ====
{{Follow-up infobox
| image1    = Bubble_pass_Omori.png
| desc1      = Kel passes his ball for Omori to catch...
| tierone1  = [1] damage to Omori... also turns him sad.
| tiertwo1  = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.<ref name=ecstatic>Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.</ref>
| image2    = Bubble_pass_Aubrey.png
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!
| tierone2  = [Aubrey.atk + kel.atk - b.def].
| tiertwo2  = [(2 * Aubrey.atk) + kel.atk - b.def].
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].
| image3    = Bubble_pass_Hero.png
| desc3      = Kel passes his ball to Hero to dunk on the foes!
| tierone3  = [Aubrey.atk<ref name=pass>The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.</ref> + kel.atk) - b.def], to all enemies.
| tiertwo3  = [Aubrey.atk<ref name=pass /> + (1.5 * kel.atk) - b.def], to all enemies.
| tierthree3 = [(1.5 * Aubrey.atk)<ref name=pass /> + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.
}}
 
==== Hero ====
{{Follow-up infobox
| image1    = Bubble_call_Omori.png
| desc1      = Hero signal Omori to do an attack!
| tierone1  = Heals Omori by 15% {{HP}} and forces him to do a normal attack.
| tiertwo1  = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.
| image2    = Bubble_call_Aubrey.png
| desc2      = Hero encourages Aubrey to do an attack!
| tierone2  = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.
| tiertwo2  = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.
| image3    = Bubble_call_Kel.png
| desc3      = Hero psyches up Kel!
| tierone3  = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel<ref name=call>The code to remove sadness during the attack is most likely legacy code leftover from testing.</ref>
| tiertwo3  = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel<ref name=call />
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel<ref name=call />
}}
 
=== Buffs & debuffs ===
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense lasts for six turns and stack up to three times, while the non-conventional ones, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user 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'''.<br>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.''
 
==== Buffs ====
{{Buff infobox
| type      = BUFF
| name1      = Attack up
| tierone1  = Increase attack by 10%.
| tiertwo1  = Increase attack by 25%.
| tierthree1 = Increase attack by 50%.
| name2      = Defense up
| tierone2  = Increase defense by 15%.
| tiertwo2  = Increase defense by 30%.
| tierthree2 = Increase defense by 50%.
| name3      = Speed up
| tierone3  = Increase Speed by 50%.
| tiertwo3  = Increase Speed by 100%.
| tierthree3 = Increase Speed by 400%.
| name4      = Sno-cone
| tierone4  = Increase speed, attack, luck, and defense by 20%.
| tiertwo4  = <center>---</center>
| tierthree4 = <center>---</center>
| name5      = Release energy
| tierone5  = Increase speed, attack, luck, and defense by 25%.<ref>Release energy also increases 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.</ref>
| tiertwo5  = <center>---</center>
| tierthree5 = <center>---</center>
}}
 
==== Debuffs ====
{{Buff infobox
| type      = DEBUFF
| name1      = Attack down
| tierone1  = Decrease attack by 10%.
| tiertwo1  = Decrease attack by 20%.
| tierthree1 = Decrease attack by 30%.
| name2      = Defense down
| tierone2  = Decrease defense by 25%.
| tiertwo2  = Decrease defense by 50%.
| tierthree2 = Decrease defense by 75%.
| name3      = Speed down
| tierone3  = Decrease Speed by 20%.
| tiertwo3  = Decrease Speed by 50%.
| tierthree3 = Decrease Speed by 75%.
}}
 
=== Emotions ===
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]
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 dream world 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 follows:
* Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.
* Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.
<b> This value varies depending only on the defender's emotion tier. </b> 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 =====
{{Emotion infobox
| name1  = HAPPY
| image1  = OmoriHappy.png
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%.
| name2  = ECSTATIC
| image2  = OmoriEcstatic.png
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%.
| name3  = MANIC
| image3  = OmoriManic.png
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%.
}}
 
===== Angry =====
{{Emotion infobox
| name1  = ANGRY
| image1  = OmoriAngry.png
| effect1 = Increase attack by 30%, decrease defense by 50%.
| name2  = ENRAGED
| image2  = OmoriEnraged.png
| effect2 = Increase attack by 50%, decrease defense by 70%.
| name3  = FURIOUS
| image3  = OMORIFurious.png
| effect3 = Increase attack by 100%, decrease defense by 85%.
}}
 
===== Sad =====
{{Emotion infobox
| name1  = SAD
| image1  = OmoriSad.png
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of the {{HP}} damage taken is done to {{MP}} instead.
| name2  = DEPRESSED
| image2  = OmoriDepressed.png
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of the {{HP}} damage taken is done to {{MP}} instead.
| name3  = MISERABLE
| image3  = OmoriMiserable.png
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of the {{HP}} damage taken is done to {{MP}} instead.
}}
 
===== Afraid =====
{{Emotion infobox
| name1  = AFRAID
| image1  = SunnyStressed.png
| effect1 = Increase damage taken from all emotions by 50%, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.
| name2  = STRESSED OUT
| image2  = SunnyStressedRed.png
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, increase attack by 20%, decrease defense by 10%.
}}
 
==== 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:
 
===== Sweetheart =====
{{Emotion infobox
| name1  = HAPPY
| image1  = Sweetheart (happy).gif{{!}}125px
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%.
| name2  = ECSTATIC
| image2  = Sweetheart (ecstatic).gif{{!}}125px
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.
| name3  = MANIC
| image3  = Sweetheart (manic).gif{{!}}125px
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.
}}
 
===== Space Ex-Boyfriend =====
{{Emotion infobox
| name1  = ANGRY
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px
| effect1 = Increase attack by 20%, decrease defense by 10%.
| name2  = ENRAGED
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px
| effect2 = Increase attack by 50%, decrease defense by 50%, emotion resistance/weakness remains the same as angry.
| name3  = FURIOUS
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px
| effect3 = Increase attack by 100%, decrease defense by 70%, emotion resistance/weakness remains the same as angry.
}}
 
===== Unbread Twins =====
{{Emotion infobox
| name1  = SAD
| image1  = Unbread Twins (sad).gif{{!}}125px
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of all damage taken is done to {{MP}} instead.
| name2  = DEPRESSED
| image2  = Unbread Twins (depressed).gif{{!}}125px
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.
| name3  = MISERABLE
| image3  = Unbread Twins (miserable).gif{{!}}125px
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.
}}
 
=== Plot armor ===
[[File:OmoriSuccumb.png|thumb|left|After triggering plot armor.]]
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]
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}}.
{{clear}}
 
== Stat Calculation ==
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.
 
* <b> Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). </b>
 
The calculated stat is then rounded to the nearest whole number and will not exceed 999.
 
The bonus from release energy and sno-cone are only applicable to players.
 
== Damage Calculation ==
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number. The calculated damage formula is then multiplied by damage multipliers, if any.
 
* <b> Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). </b>
 
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.
 
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).
 
== Trivia ==
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies "won't do as much damage as normal." While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exception is Tea Time, which is unaffected by emotional advantages. This is likely an oversight.
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.
* 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 14:30, 13 April 2023

i heard clicking the button deals damage