Additional notes--
The visible limit for buffs/debuffs on a unit is 6, but they still apply even if you can't see the icon.
The general rule is that buffs/debuffs that have the exact same icon will overwrite each other.
The priority for the application of buffs/debuffs goes
Drive > Slide > Tap
A tap will only overwrite taps but not a slide or a drive.
A slide will overwrite taps and other slides but not a drive.
A drive will overwrite anything.
A 'turn' (used with Eve, Change and some others) is measured in auto-attacks (not taps or slides-- the lighting bolt that shoots out randomly from your units). One bolt = one turn for that unit. There is a brief period after an auto-attack where an action will count for the previous turn.
https://i.imgur.com/W66BgL3.jpg
Skill Charge Amount (Green Up Arrows on Chang'e, Anemone, Durandal) increases ALL gains (auto-attacks, being attacked, natural recharge) that occur when a unit is on the circle charge.
Skill Charge Speed (Green Clock on Newbie Mona, Neptune) increases ONLY the natural rate of charge when on the circle. This stacks with Skill Charge Amount.
Aid (Newbie Mona, Miku) increases attack by +10% for each already existing buff on the unit, AND provides +15% weak point damage. If the application is fresh, then it does not count itself for the +10% but if you are re-applying it then it does.
ATK Rate increases damage by about 1/3rd or less of the listed amount because the raw added attack needs to go through a damage calculation process.
Double-Edged Sword will never decrease Def below 50%, but the Attack boost is always the listed value. 110% Double-Edge means you have 110% attack and 50% defense.
Reflect is the final step of damage calculation. If you have 25% reflect and your visible damage would have been 100, instead you would only take 75 damage and reflect the other 25.
Taunt ONLY attracts the physical part of attacks-- any debuff or DoT effect attached to the ability will go toward their original target.
Poison DOES NOT STACK and follows the overwriting rules above. Whenever the poisoned unit does an action (auto-attack, tap, slide) it will take the full listed damage. Whenever that unit is hit by an incoming attack, it will take 30% of the listed poison damage.
All other DoTs (Bleed, Dancing Blade, Curse, Brand, etc) will stack with themselves and other abilities. Note that if you have a two-hit DoT attack and both hits land on one target it will only count as a single application of the DoT.
Water Balloon'ed units will take damage when they are hit. Two hits (or when the duration of the debuff expires) pops the balloon and resets their charge if they are on the circle.
Death Heal does not trigger from Damage Absorption or Vampirism.Thank you for your input on Beginner’s Guide.
An experienced candidate’s opinion always helps us improve our resources for beginners!
Your advice has been reflected and updated on the Beginner’s Guide.
Please let us know if you have a question at any time.
Have a joyful day~You probably see a lot of criticism and complaints about the game and decisions made over your head.
Though it won't be as visible, I've heard nothing but positive comments and sympathy for you CMs (and whoever is behind this account especially, since you are the most visible). Thank you for doing a great job, and sorry about all the IGNs you probably have to copy/paste.Holy... this stuff are pure liquid gold dude wth... this is amazing!!
What does destiny child's do? some childs have them but most don't.
Bruh I’ve been playing for a while and I needed these explanations lol. I’ve definitely had a problem with the lack of clarity and explanations in the game, but this is an amazing effort to fix that. Great job by the CM team
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