FF1 Mechanics: Damage Types & Exploits
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Damage type is ranged crushing. Although undodgeable it can be stopped by active and passive defences. This includes thrown/moving objects and knockback collisions. Damage dealt by physics depends on the momentum of the collision; i.e. the weight of the object and the speed at which it hits another object/surface. Strength determines maximum lifting weight and speed of throw. Heavy lifter adds +3 strength for this calculation. Best heroes are The Ant & Order (8-9 Lifting strength) Although there is a velocity cap for throws, there is none for knockback- induced physics. Using a high Rally stack with a power like shove or repulsion can snooker objects for higher damage. Note in FFvTTR knockback force is lower, and thrown objects deal no knockback. In FF having any active defence on will prevent all knockback - helpful when the knocks are unavoidable, like navigating around a giant Disables flying, drops flyers, slows movement, triples mass. Mass increase not enough to give meaningful knockback resistance (repulsion will still knockdown Order at 990lbs) Loss of speed also impacts attack animations. Can't remove this with alteration or commute sentence. Compatible with Freeze. Regarding knockback - if a character's mass changes during knockback (i.e. due to Density Max being applied during the movement) the physics engine recalculates momentum on the next contact assuming the mass did not change. Therefore the character's speed will increase (triple!) on the next contact and take way more damage, as it's now moving faster and with more mass. Drains target energy and generates user energy. Putting enemy energy far enough in the negative will result in 100% stun chance on any power use. Since AI won't risk overdrawing EP this disables all skills on all AI. Man-Bot can use this on repeat (C key in FF1) to lock down any target - even timemaster. Curable with alteration. Compatible with freeze but the damage breaks ice. Can be swapped and either extended/shortened by Commuted Sentence. High commute will cure on receiving or extend on transmitting; low commute will have less/no impact on duration. When applying these effects to a target that's already afflicted, the duration is extended. This means that a weak damage over time can snowball to the maximum by consistent re-application. Since flight spawn projectiles have a tendency to hit the same target multiple times, closing in with sea urchin allows her to deal consistent, long-lasting acid burns with a single bubble swarm. Eve can do extreme damage at range by interlacing regular and acid arrows, particularly to a blinded target. Unlike other damage types, irradiate doesn't break Mental Blank. Mentor can exploit this to safely take out enemies solo, or in combination with Microwave. DAMAGE MECHANICS: Applying acid burn / irradiate deals an invisible 0 damage. This is exposed by having Rally/300 percenter active in FFvTTR as a 2 damage minimum is imposed. The damage over time (DoT) is calculated as the power Magnitude/2. This is unaffected by upgrades, damage multipliers, strength (for melee) or even by overpowering. The only factors that influence DoT are the power's base magnitude, and fluctuation (from 0.5x your upgraded magnitude up to 1.5x minus 1). Repeatedly applying these effects will add to the current DoT, up to the ingame maximum controlled by RPG_IRRADIATED_MAX=5 (this specific variable is shared with acid burn). Applying more than 10 magnitude (after fluctuation) of these effects is therefore always wasted. DoT can be fractional, and is re-calculated every 1sec until it hits zero by subtracting: RPG_ACID_DECAY_RATE=0.20000000298 The damage bubbles are equal to FLOOR(DoT) but are only dealt every RPG_ACID_DAMAGE_PERIOD=1.5 seconds Therefore rolling 10 magnitude (after fluctuation) will deal 5 4 4 4 3 3 3 2 2 2 1 1 1 1 0 0 0 = 36 damage total, which is then affected by resistances Note in FF almost all acid burn/irradiate sources have Medium (10) magnitude and therefore can potentially deal maximum damage. In FFvTTR Quetzalcoat's Snake Venom Smash deals Low (5) acid burn, meaning the initial hit can be 1/2/2. Because it hits frequently, keeping a target disabled with Serptent Strike first (try 20 successful strikes) lets you build up the acid burn to 4 damage per tick eventually. Having rally active will deal an additional 2 damage when it successfully applies Acid Burn. Creates allied clone on enemies or an enemy clone on allies. Clones cannot be cloned. Clones start on 50% max HP but can be healed. Out of combat clones rapidly de-spawn. Works on frozen targets. Clones use default unlocked abilities, unless they have been enraged - then their AI is permanently set to the base skills. (For instance, cloning El Diablo will only use swift punch and tongues of flame, irrespective of his skill progression - custom characters have no such restriction) Never uses specials, flight, clone target or active defences. Clone target clones benefit from the game difficulty enemy damage multiplier (approx 4x damage on Very Hard) and will fight for you If hypnotized. All target resistances set to Vulnerable (x2) making the campaign a cakewalk. In FFvTTR this swaps resistances to vulnerabilities and vice versa - works on heroes too. Vulnerability to radiation means targets like bullet are easy for microwave to fortify against his energy/rad/acid weakness, and can make wraiths of chaos weak against mundane damage, which opens up a lot of new campaign strategies. Like with Density Max, this effect doesn't swap due to Commuted Sentence. Target disabled. Need to deal 15 damage to break the ice or wait it out. Ending freeze results in a forced knockdown. Broken by Acid Burn/Irradiate. Overwritten by purgatory. Blocks EP drain (ice gets the drain instead, achieving nothing). Blocks mental states except power null. Target stops moving until they take damage, including from Acid Burn / Irradiate. This leads to some anti-synergy between Man o' War's net and Sea Urchin's bubbles, and Eve's powers. Dodge disabled. Freeing from stasis results in a forced knockdown. Does not commute. Freeze overwrites stasis. Target stops dodging (unless they have Danger Sense) and gets lower ranged & melee accuracy. Commutes and is compatible with Freeze. Removed by alteration. Target gets slowed and suffers a very high chance of having stun applied upon attempting to use a power. Commutes and is compatible with Freeze. Removed by alteration. Purges acid burn/irradiate, hex, blind and power null, but not Density Max. Applies a control-loss state. Won't apply any state if the current state has higher precedence. Precedence: Hypno<Panic<Rage<Blank<Stasis<Freeze Target gets phase shifted and cannot act at all. Highest priority disable, replaces freeze. HP split between user and target. Pushes your health and the target health towards the 'balance point' = HP total/2, up to the power strength at once. Affected by fluctuation & rally but will not transfer beyond the 'balance point'. In the case of a balance area attack, the calculation is done for the user and all targets at one time - makes it entirely possible to fully heal the user against healthy high-HP targets, or to instantly kill the user if targets similar max HP and have high HP loss. Damage dealt from balance breaks freeze instead of affecting frozen target. Can farm health off a high HP target that is kept frozen. My favourite effect in campaign - it disables all dodge. Mentor fully covers Minuteman's weakness with this skill. Removes stun and grants stun immunity. Rage replaces stun, hypnosis, panic. Blank, stasis, freeze, purgatory all replace rage. Target gets basic aggro AI and uses only base hero attacks with overpower (e.g. El Diablo enraged will only ever use swift punch & tongues of flame). Will not use attacks that exceed energy (no abusing that stun immunity), and will do nothing if already holding an object/club. Enraging clones
ИсточникGHub Platform · автор10.09.2026, 14:46:13
Damage type is ranged crushing. Although undodgeable it can be stopped by active and passive defences. This includes thrown/moving objects and knockback collisions. Damage dealt by physics depends on the momentum of the collision; i.e. the weight of the object and the speed at wh…
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