Difference between revisions of "Battle system"

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* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.
* '''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.
* '''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.
* '''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.
* '''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 wether an attack hits or misses. The default hit rate for most party members is 100%, though this can be changed with items and status effects.
* '''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 ==
== Equipment ==
=== Weapons ===
=== 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:
[[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]].
*'''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]].
*'''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]].
*'''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]].
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.


=== Charms ===
=== Charms ===
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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.
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 ===
=== 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.
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. Unless specified, all enemy skills cost 0 {{MP}}.
==== Dream world ====
==== Dream world ====
===== [[Omori]] =====
===== [[Omori]] =====
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| source2  = Default
| source2  = Default
| name3    = Stab
| name3    = Stab
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. It always hit right in the heart. Costs 13 {{MP}}.
| 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
| source3  = Level 3
| name4    = Bread Slice
| name4    = Bread Slice
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| source15 = Hikikomori Route
| source15 = Hikikomori Route
| name16  = Vertigo
| name16  = Vertigo
| desc16  = Deals 3 x AGI - DEF to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.
| 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
| source16 = Defeating [[Heights]] in the Hikikomori Route
| name17  = Cripple
| name17  = Cripple
| desc17  = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.
| desc17  = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.
| source17 = Defeating [[Spiders]] in the Hikikomori Route
| source17 = Defeating [[Spiders]] in the Hikikomori Route
| name18  = Suffocate
| name18  = Suffocate
| desc18  = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.
| desc18  = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.
| source18 = Defeating [[Drowning]] in the Hikikomori Route
| source18 = Defeating [[Drowning]] in the Hikikomori Route
| name19  = Hide
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.
| source19  = Unused
| name20  = Deep Breath
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.
| source20  = Unused
| name21  = Pickpocket
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.
| source21  = Unused
}}
}}


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| source8  = Level 21
| source8  = Level 21
| name9    = Rally
| name9    = Rally
| desc9    = Restore 4 energy to the party and 30% Juice to each party member besides himself, also turns himself Happy. Costs 50 {{MP}}.
| 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
| source9  = Level 26
| name10  = Comeback
| name10  = Comeback
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| source11 = Level 30
| source11 = Level 30
| name12  = Flex
| name12  = Flex
| desc12  = Increases 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 {{MP}}.
| 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]]
| source12 = [[Pluto]]
| name13  = Juice Me
| 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 affect 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.
| 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]]
| source13 = [[Coconut]]
| name14  = Snowball
| name14  = Snowball
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| image    = DWHeroNeutral.png
| image    = DWHeroNeutral.png
| name1    = Cook
| name1    = Cook
| desc1    = Heals a friend for 75% of their heart. Can be used outside of battle. Costs 10 {{MP}}.
| 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
| source1  = Default
| name2    = Guard
| name2    = Guard
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| source11 = Level 28
| source11 = Level 28
| name12  = Dazzle
| name12  = Dazzle
| desc12  = Turns all foes happy and decreases their attack by one tier. Costs 35 {{MP}}.
| desc12  = Acts first, makes 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
| source12 = Level 30
| name13  = Snack Time
| name13  = Snack Time
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| source17 = [[Tenderizer]]
| source17 = [[Tenderizer]]
| name18  = Gator Aid
| name18  = Gator Aid
| desc18  = Increase all the party members' defense by one tier. Costs 15 {{MP}}.
| desc18  = First increases the tagged party member's defense by one tier, then afflicts that party member'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 buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member</ref> Costs 15 {{MP}}.
| source18 = [[Gator Guy]] (Artist)
| source18 = [[Gator Guy]] (Artist)
| name19  = Massage (alt.)
| desc19  = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}
| source19 = Unused
}}
===== [[Basil]] =====
{{Skill infobox
| image    = BasilNeutral.png
| name1    = Cheer
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.
| source1  = Default
| name2    = Herbal Remedy
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.
| source2  = Default
| name3    = Photograph
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.
| source3  = Default
| name4    = Body Slam
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.
| source4  = Default
| name5    = Tulip
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.
| source5  = [[Tulip Hairstick]]
| name6    = Gladiolus
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.
| source6  = [[Gladiolus Hairband]]
| name7    = Cactus
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.
| source7  = [[Cactus Hairclip]]
| name8    = Rose
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.
| source8  = [[Rose Hairclip]]
| name9    = Flower Crown
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.
| source9  = [[Flower Crown]]
}}
}}


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| source7  = Encountering Omori
| source7  = Encountering Omori
| name8    = Cherish
| name8    = Cherish
| desc8    = Increase speed, attack and defense by one tier. No {{MP}} cost.
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.
| source8  = Encountering Omori
| source8  = Encountering Omori
| name9    = Overcome (alt.)
| desc9    = Acts first. Deals 143 damage to a single target. No {{MP}} cost.
| source9  = Unused
}}
}}


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| source1  = Default
| source1  = Default
| name2    = Homerun
| name2    = Homerun
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Aubrey also takes 20% of the damage.
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.
| source2  = Default
| source2  = Default
}}
}}
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| source1  = Default
| source1  = Default
| name2    = Encourage
| name2    = Encourage
| desc2    = Increase Sunny's attack by three tiers.
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.
| source2  = Default
| source2  = Default
}}
}}
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=== Run away ===
=== Run away ===
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula:  
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.
[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.<br>
 
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.
== Battle mechanics ==
== Battle mechanics ==
=== Energy ===
=== Energy ===
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| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!
| tierone3  = Turn Aubrey happy and increase her defense by one tier.
| 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.
| tiertwo3  = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.<ref name=lookhero>If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.</ref>
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.
}}
}}
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| tierone1  = [1] damage to Omori... also turns him sad.
| tierone1  = [1] damage to Omori... also turns him sad.
| tiertwo1  = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.
| 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.
| 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
| image2    = Bubble_pass_Aubrey.png
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!
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| image3    = Bubble_call_Kel.png
| image3    = Bubble_call_Kel.png
| desc3      = Hero psyches up Kel!
| desc3      = Hero psyches up Kel!
| tierone3  = Heals Kel by 15% {{HP}} and forces him to do a normal attack.
| 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.
| 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.
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel<ref name=call />
}}
 
==== Basil ====
{{Basil Follow-up infobox
| image1    = Bubble_vent.png
| desc1      = Omori and Basil vent their anger by attacking an enemy.
| tierone1  = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.
| image2    = Bubble_mull.png
| desc2      = Omori and Basil mull over sad thoughts.
| tierone2  = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.
| image3    = Bubble_comfort.png
| desc3      = Omori and Basil comfort each other.
| tierone3  = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.
}}
}}


=== Buffs & debuffs ===
=== 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'''.<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.
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, 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.
Below is a list of all major buffs and debuffs.
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| tierone3  = Increase Speed by 50%.
| tierone3  = Increase Speed by 50%.
| tiertwo3  = Increase Speed by 100%.
| tiertwo3  = Increase Speed by 100%.
| tierthree3 = Increase Speed by 400%.
| tierthree3 = Increase Speed by 400%, or 200% on console versions.
| name4      = Sno-cone
| name4      = Sno-cone
| tierone4  = Increase speed, attack, luck, and defense by 20%.
| tierone4  = Increase speed, attack, luck, and defense by 20%.
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| tiertwo5  = <center>---</center>
| tiertwo5  = <center>---</center>
| tierthree5 = <center>---</center>
| tierthree5 = <center>---</center>
| name6      = Basil Release energy
| tierone6  = Increase speed, attack, and defense by 25% and increases luck by 50%. User also regenerates 10% heart and 5% juice at the end of each turn.
| tiertwo6  = <center>Increase speed, attack, and defense by 50% and increases luck by 80% in addition to tier 1's regen. Reverts to tier 1 after 4 turns.</center>
| tierthree6 = <center>---</center>
}}
}}


==== Deuffs ====
==== Debuffs ====
{{Buff infobox
{{Buff infobox
| type      = DEBUFF
| type      = DEBUFF
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*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.
*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.
*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.
*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:
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.
*Angry is strong against sad.
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*Happy is strong against angry.  
*Happy is strong against angry.  


The emotion resistance and weakness values are as follow:
The emotion resistance and weakness values are as follows:
  * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.
  * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.
  * Emotion Weakness: Deals 50% / 100% / 150% more damage to 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.
<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 ====
==== Emotion tiers ====
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| name1  = AFRAID
| name1  = AFRAID
| image1  = SunnyStressed.png
| 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 and follow-ups.
| 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
| name2  = STRESSED OUT
| image2  = SunnyStressedRed.png
| image2  = SunnyStressedRed.png
| effect2 = Blocks the use of skills, does not apply emotional damage like other emotions, increase attack by 20%, decrease defense by 10%.
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, increase attack by 20%, decrease defense by 10%.
}}
}}


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}}
}}


=== Plot armor ===
=== Plot Armor ===
[[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 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.  
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori "did not succumb." Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.


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. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.
{{clear}}
{{clear}}


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Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.


* Final stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus).  
* <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 calculated stat is then rounded to the nearest whole number and will not exceed 999.  
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== Damage Calculation ==
== Damage Calculation ==
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number.
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.


A 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 original calculated value.  
* <b> Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). </b>


Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).
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 ==
== 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.
* 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.
* 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 exceptions are Tea Time, Share Food, and Fast Food, which are 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.
* 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.
* 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.
[[Category:Mechanics]]

Latest revision as of 01:55, 18 April 2024

The battle system in 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.

Stats

Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:

  • HP.png 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.png 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 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.
  • Basil uses Garden Shears to attack.

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 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. Unless specified, all enemy skills cost 0 MP.png.

Dream world

Omori
OmoriNeutral.png DESCRIPTION SOURCE
Sad Poem Inflicts sadness on a friend or foe. Costs 5 MP.png. Default
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Stab 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.png. Level 3
Bread Slice Deals 2.5 x ATK - DEF. If it's a killing blow, gain bread. Costs 10 MP.png. Level 5
Mock 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.png. Level 7
Hack Away 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.png. 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 detail on their respective enemy pages. No MP.png cost. Shawn
Lucky Slice 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.png. Level 12
Trick 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.png. Level 15
Painful Truth Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 MP.png. Level 19
Shun Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 MP.png. Level 20
Stare Reduces the target's speed, attack, and defense by one tier. Costs 45 MP.png. Level 25
Exploit Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 MP.png. Level 30
Final Strike 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.png. Level 35
Red Hands Deals 3 x ATK - DEF four times to a target. Costs 75 MP.png. Hikikomori Route
Vertigo Deals 3 x ATK -DEF(steam JP,KR version)[1] or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 MP.png. Defeating Heights in the Hikikomori Route
Cripple Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 MP.png. Defeating Spiders in the Hikikomori Route
Suffocate Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 MP.png. Defeating Drowning in the Hikikomori Route
Hide Enemies cannot target OMORI for 1 turn. Costs 7 MP.png. Unused
Deep Breath Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% HP.png. Costs 15 MP.png. Unused


Aubrey
DWAUBREYNEUTRAL.png DESCRIPTION SOURCE
Pep Talk Turn a friend or foe happy. Costs 5 MP.png. Default
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Counter Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 MP.png. Level 6
Twirl Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 MP.png. Level 10
Team Spirit Makes Aubrey and her target Happy. Costs 10 MP.png. Level 11
Power Hit Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 MP.png. Level 14
Mood Wrecker Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 MP.png. Level 17
Wind-up Throw 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.png. Level 20
Mash Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 MP.png. Level 23
Beatdown Deals 2 x ATK - DEF to a single target three times. Costs 30 MP.png. Level 27
Last Resort Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 MP.png. Level 30
Headbutt 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.png. Berly


Kel
DWKELNEUTRAL.png DESCRIPTION SOURCE
Annoy Turns a friend or foe Angry. Costs 5 MP.png. Default
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Rebound Deals 2.5 x ATK - DEF to all enemies. Costs 15 MP.png. Level 4
Run 'n Gun Deals 1.5 x AGI - DEF to a single target. Costs 15 MP.png. Level 9
Curveball 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.png. Level 10
Ricochet Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 MP.png. Level 16
Megaphone Makes all party members angry. Costs 45 MP.png. Level 20
Can't Catch Me Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 MP.png. Level 21
Rally Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)[2] besides himself, also turns himself Happy. Costs 50 MP.png. Level 26
Comeback Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 MP.png. Level 29
Tickle 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.png juice. Level 30
Flex 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.png. 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 state and emotion, but not the juice gained. Costs 10 MP.png. 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 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 MP.png. Snowball


Hero
DWHeroNeutral.png DESCRIPTION SOURCE
Cook 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.png. Default
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Massage Removes a friend or foe's emotion. Costs 5 MP.png. Level 2
Charm Acts first, a foe targets Hero for 1 turn. Costs 10 MP.png. Level 8
Smile Acts first, decrease the target's attack by one tier. Costs 25 MP.png. Level 10
Fast Food Act's first, healing a friend for 40% of their heart. Costs 15 MP.png. Level 13
Homemade Jam Brings back a friend with 70% heart. Costs 40 MP.png. Level 16
Captivate Acts first. All foes target Hero for 1 turn. Costs 20 MP.png. Level 20
Enchant A single target taunt that turns the target happy. Costs 15 MP.png. Level 22
Share Food Heals 50% heart of Hero and his target. Costs 15 MP.png. Level 24
Mesmerize A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 MP.png. Level 28
Dazzle Acts first, makes 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)[3] Costs 35 MP.png. Level 30
Snack Time Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 MP.png. Baking Pan
Tea Time Heals 30% of the target's heart and 20% of its juice. Costs 25 MP.png. Teapot
Spicy Food Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 MP.png. This skill can't hit right in the heart. Man on Fire
Refresh Heals 50% of a friend's juice. Costs 40 MP.png. Blender
Tenderize Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 MP.png. Tenderizer
Gator Aid First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.[4] Costs 15 MP.png. Gator Guy (Artist)
Massage (alt.) Reduces a foe's defense by 1 tier. Costs 10 MP.png Unused


Basil
BasilNeutral.png DESCRIPTION SOURCE
Cheer Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 MP.png. Default
Herbal Remedy Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 MP.png. Default
Photograph Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 MP.png. Default
Body Slam Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 MP.png. Default
Tulip Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 MP.png. Tulip Hairstick
Gladiolus Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 MP.png. Gladiolus Hairband
Cactus Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 MP.png. Cactus Hairclip
Rose Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 MP.png. Rose Hairclip
Flower Crown Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 MP.png. Flower Crown


Real world

Sunny
Sunny Neutral.png DESCRIPTION SOURCE
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Calm Down Acts first, remove emotions and heals 50% HP.png. No MP.png cost. Encountering Something in the Dark
Focus Acts first, Multiply damage done on the next attack by 2.5 times No MP.png cost. Encountering Something in the Walls
Persist Acts first, heals 20 HP.png, user's heart will not drop below 0 till the end of the turn. No MP.png cost. Encountering Something in the Water
Overcome Gather all your courage. No MP.png cost. Encountering Something
Allegro [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 MP.png. Encountering Omori
Encore Your MP.png will not fall for 3 turns. No MP.png cost. Encountering Omori
Cherish Heal all HP.png and MP.png, then increase speed, attack and defense by one tier. No MP.png cost. Encountering Omori
Overcome (alt.) Acts first. Deals 143 damage to a single target. No MP.png cost. Unused


Aubrey
RWAUBREYNEUTRAL.png DESCRIPTION SOURCE
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Homerun [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 MP.png. Default


Kel
RWKELNEUTRAL.png DESCRIPTION SOURCE
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
Encourage Increase Sunny's attack by three tiers. No MP.png Cost. Default


Hero
RWHeroNeutral.png DESCRIPTION SOURCE
Guard Acts first, reducing damage taken by 50% for 1 turn. No MP.png Cost. Default
First aid Heals target for 25% HP.png. Costs 10 MP.png. 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.
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.

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 DESCRIPTION TIER 1 TIER 2 TIER 3
Bubble attack twice.png Omori walks forward, readying his blade to strike the enemy again. [2 * a.atk - b.def]. [(2 * a.atk + a.luck) - b.def]. [(2 * a.atk + a.luck) - b.def], twice.
Bubble trip.png Omori walks forward and trips the target. [a.atk + a.luck - b.def], decrease speed by one tier. [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad. [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.
Bubble release energy.png Omori and his friends launch their ultimate attack, which needs the entire party alive. [300], unable to hit right in the heart, also increase everyone's stats by 25%. [600], unable to hit right in the heart, also increase everyone's stats by 25%. [1000], unable to hit right in the heart, also increase everyone's stats by 25%.


Aubrey

FOLLOW-UP DESCRIPTION TIER 1 TIER 2 TIER 3
Bubble look Omori.png Aubrey looks 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].
Bubble look Kel.png Aubrey looks at Kel, who eggs her back. Turn Aubrey angry. Turn Aubrey and Kel Angry and increase Aubrey's[5] attack by one tier. Turn Aubrey and Kel Enraged, and increase Aubrey's[5] attack by three tiers.
Bubble look Hero.png Aubrey looks at Hero, who tells her to focus and cheer up! Turn Aubrey happy and increase her defense by one tier. Heals 25% HP.png, turn Aubrey happy, and increases her defense by two tiers.[6] Heals 75% HP.png and 50 MP.png, turns Aubrey ecstatic and increase her defense by three tiers.


Kel

FOLLOW-UP DESCRIPTION TIER 1 TIER 2 TIER 3
Bubble pass Omori.png 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, but cannot turn him manic.[7]
Bubble pass Aubrey.png 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].
Bubble pass Hero.png Kel passes his ball to Hero to dunk on the foes! [Aubrey.atk[8] + kel.atk) - b.def], to all enemies. [Aubrey.atk[8] + (1.5 * kel.atk) - b.def], to all enemies. [(1.5 * Aubrey.atk)[8] + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.


Hero

FOLLOW-UP DESCRIPTION TIER 1 TIER 2 TIER 3
Bubble call Omori.png Hero signal Omori to do an attack! Heals Omori by 15% HP.png and forces him to do a normal attack. Heals Omori by 25% HP.png and 10% MP.png and force him to do a normal attack. [Heals Omori by 40% HP.png and 20% MP.png and force him to do a normal attack.
Bubble call Aubrey.png Hero encourages Aubrey to do an attack! Heals Aubrey by 15% HP.png and forces her to do a normal attack. Heals Aubrey by 25% HP.png and 10% MP.png and forces her to do a normal attack. Heals Aubrey by 40% HP.png and 20% MP.png and forces her to do a normal attack.
Bubble call Kel.png Hero psyches up Kel! Heals Kel by 15% HP.png and forces him to do a normal attack. Removes Sadness from Kel[9] Heals Kel by 25% HP.png and 10% MP.png and forces him to do a normal attack. Removes Sadness from Kel[9] Heals Kel by 40% HP.png and 20% MP.png and forces him to do a normal attack. Removes Sadness from Kel[9]


Basil

FOLLOW-UP DESCRIPTION TIER 1
Bubble vent.png Omori and Basil vent their anger by attacking an enemy. Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.
Bubble mull.png Omori and Basil mull over sad thoughts. Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.
Bubble comfort.png Omori and Basil comfort each other. Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.


Buffs & debuffs

Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, 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.
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 TIER 1 TIER 2 TIER 3
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%, or 200% on console versions.
Sno-cone Increase speed, attack, luck, and defense by 20%.
---
---
Release energy Increase speed, attack, luck, and defense by 25%.[10]
---
---
Basil Release energy Increase speed, attack, and defense by 25% and increases luck by 50%. User also regenerates 10% heart and 5% juice at the end of each turn.
Increase speed, attack, and defense by 50% and increases luck by 80% in addition to tier 1's regen. Reverts to tier 1 after 4 turns.
---


Debuffs

DEBUFF TIER 1 TIER 2 TIER 3
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

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.

This value varies depending only on the defender's emotion tier. 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
HAPPY EFFECT ECSTATIC EFFECT MANIC EFFECT
OmoriHappy.png Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. OmoriEcstatic.png Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%. OmoriManic.png Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%.


Angry
ANGRY EFFECT ENRAGED EFFECT FURIOUS EFFECT
OmoriAngry.png Increase attack by 30%, decrease defense by 50%. OmoriEnraged.png Increase attack by 50%, decrease defense by 70%. OMORIFurious.png Increase attack by 100%, decrease defense by 85%.


Sad
SAD EFFECT DEPRESSED EFFECT MISERABLE EFFECT
OmoriSad.png Increase defense by 25%, decrease speed by 20%, 30% of the HP.png damage taken is done to MP.png instead. OmoriDepressed.png Increase defense by 35%, decrease speed by 35%, 50% of the HP.png damage taken is done to MP.png instead. OmoriMiserable.png Increase defense by 50%, decrease speed by 50%, 100% of the HP.png damage taken is done to MP.png instead.


Afraid
AFRAID EFFECT STRESSED OUT EFFECT
SunnyStressed.png 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. SunnyStressedRed.png 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
HAPPY EFFECT ECSTATIC EFFECT MANIC EFFECT
Sweetheart (happy).gif Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. Sweetheart (ecstatic).gif Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy. Sweetheart (manic).gif Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.


Space Ex-Boyfriend
ANGRY EFFECT ENRAGED EFFECT FURIOUS EFFECT
Space Ex-Boyfriend (Angry).gif Increase attack by 20%, decrease defense by 10%. Space Ex-Boyfriend (Enraged).gif Increase attack by 50%, decrease defense by 50%, emotion resistance/weakness remains the same as angry. Space Ex-Boyfriend (Furious).gif Increase attack by 100%, decrease defense by 70%, emotion resistance/weakness remains the same as angry.


Unbread Twins
SAD EFFECT DEPRESSED EFFECT MISERABLE EFFECT
Unbread Twins (sad).gif Increase defense by 25%, decrease speed by 20%, 30% of all damage taken is done to MP.png instead. Unbread Twins (depressed).gif Increase defense by 35%, decrease speed by 35%, 50% of all damage taken is done to MP.png instead, emotion resistance/weakness remains the same as sad. Unbread Twins (miserable).gif Increase defense by 50%, decrease speed by 50%, 100% of all damage taken is done to MP.png instead, emotion resistance/weakness remains the same as sad.


Plot Armor

After triggering Plot Armor.
When taking an actual killing blow.

Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori "did not succumb." Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one HP.png. After the next turn begins, however, any attack that reduces Omori's HP.png to zero will kill him normally, resulting in a Game Over.

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. This meant that, if Omori's plot armor was triggered, and he ended the turn with more than 5% HP.png (possible by either having a healing item used on him before the end of the turn, or reducing his max HP.png through accessories to the point where he effectively always has more than 5% of his HP.png), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% HP.png.

Stat Calculation

Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.

  • Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus).

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, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.

  • Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier).

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 exceptions are Tea Time, Share Food, and Fast Food, which are 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.
  1. Probably a configuration error. The skill's description describes it as a speed based attack.
  2. The skill was directly coded to give other party members juice without checking for if they are dead or not
  3. 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.
  4. The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member
  5. 5.0 5.1 Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.
  6. If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.
  7. Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.
  8. 8.0 8.1 8.2 The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.
  9. 9.0 9.1 9.2 The code to remove sadness during the attack is most likely legacy code leftover from testing.
  10. 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.