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  1. A pseudo-apology to the players of BC3, in the form of new and more powerful classes: BC3 Addition: Breaker and Alchemist So like Brawler and Caster months ago, Breaker and Alchemist are another attempt at shaking up gameplay in BC3. While the former two were mainly an attempt to introduce more unusual fighting styles, these two new classes focus on different stat combinations, and an accompanying play style. Let's look at each one separately. Breaker: Breakers focus on Offense and Defense, with average HP and Speed. Breakers are very nearly a blend of Shooter and Defender: powerful tanking capabilities, and great offensive techniques. Throw in a few debuffing moves, and Breakers can dominate in PvP. But it's better to show rather than tell, right ? Here's their base stats and starting moves. Stats: HP: 15 Offense: 6 Defense: 6 Speed: 3 Abilities: Break (Attack, w/ 50% chance of inflicting Break status for 3 turns; Cooldown 4) Target Lock (Attack for 0.5x Damage, but gives user Critical status for 3 turns; Cooldown 5) Punishment (1+???x Damage: every Ability on Cooldown and buff on target increases move damage by 50%; Cooldown 6) Depowering Strike (Attack; cancels Empower; Cooldown 4) Juggernaut (Multiplies Speed and Offense by 1.2x, but can only use Techniques until voluntarily disabled; Cooldown 10) Techniques: Elemental Blade (Standard Attack; 20% chance of element's status) Grand Lunge (Fearsome two-strike combo w/ 80% accuracy; first strike grants Break to target OR debuff all stats by 20% if already present; second strike grants Critical to user OR buffs all stats by 20% if already present; Charge 3) Empower+ (Empowers self with elemental energy, for increased elemental damage and random stat by 1.2x; Charge 2) As you can see, Breakers can 'break' a player's offensive capability: the ideal combo of Grand Lunge, Break, and Target Lock can cripple enemies and leave the user in a position of immense power. Punishment is exactly what it says: constantly using either simply makes it stronger. Since many of you end up using all four of your Abilities in a row, often with Empower, Punishment can inflict up to 3.5x (1 + 5*0.5) weapon damage, without calculating stats. And if Punishment isn't a smart move, you can always take away a useful advantage with Depowering Strike, while Empower+ gives yourself a powerful advantage. Of course, should two Breakers fight, who knows what could happen... And of course, many of the strategies players use aren't as common to NPCs, reducing Breakers' effectiveness against them. Alchemist: Neya inspired this one: a jack-of-all-trades class. While Alchemist isn't strictly that (it does focus on Speed and HP), it has a far greater variety of options available. Alchemists can theoretically do anything, but feature an element of chance to balance. Here are their base stats and moves: Stats: HP: 25 Offense: 3 Defense: 3 Speed: 6 Abilities: Chaos Potion (45% chance of reducing all enemy stats by 20%, 45% chance of inflicting random status effect, 5% chance both, 5% chance neither; Cooldown 5) Harmony Potion (60% chance of buffing one ally/self's stats by 20%, 35% chance of buffing all allies stats by 20%, 5% chance neither; Cooldown 6) Blast Potion (40% chance 1.5x Damage, 30% chance 2.5x Damage, 20% chance 1x Damage, 10% chance 0x Damage; Cooldown 4) Healing Potion (50% chance 25% max HP heal on target, 20% chance 25% max HP heal on all allies, 20% chance full heal on one target, 5% chance Elixir effect, 5% chance Megalixir effect; Cooldown 6) Mix and Match (40% chance of activating two random Potions, 40% chance of badly poisoning oneself, 20% chance of forming Nova Potion; Cooldown 10) Techniques: Alchemist Smash (Standard Attack; 20% chance of element's status) Nova Potion (Extremely volatile combination of materials; 40% chance 2x Damage to all allies, 60% chance 4x Damage; Charge 2) This is essentially a novice Alchemist: it can buff, debuff, deal damage, or heal, but with very little control over the final effect. However, don't discount its power: Healing Potion can be the most powerful heal in the game because it's based on the target, not the user's weapon. Harmony Potion has a 95% chance of buffing one target; the chances only matter in a party. Essentially, the reason this Alchemist features so much chance is to make it powerful enough to be viable, while not too game breaking. A fully-trained Alchemy Master in Tier 2 will have full control over each potion, but at that level will be less directly powerful compared to other Tier 2 Classes. Thoughts? Issues? Balance ideas? Please post in the comments!
  2. With my summer vacation here, why don't I present the last three of the Tier 2 Classes for BC3? BC3: Upcoming Tier 2 Class List - Part 3: 1. Gunner: An upgraded Shooter, with an even greater emphasis on Speed and Offense. They'll nearly always get the first hit in. While Shooters had a broad focus on many aspects of Offense and status effects, Gunners ramp that up by focusing on multi attacks, using many attacks for powerful combos: where one attack fails, a Gunner can at least follow up immediately with many more hits. Combined with Off-Hand capability, with a secondary launcher attack, Gunners are incredible offensively. Very ideal for dealing with multiple enemies. 2. Guardian: The last of the special Tier 2 Classes, Guardians are a blend of Defender and Healer. Their focus is on Defense, with good Speed and HP. Guardians focus on support, boosting stats and healing themselves. However, Guardians shine in partner battles: they can extend their powerful support skills to their partner. Coupled with an offensive class, such as Warrior or Ranger, Guardians can form an unstoppable duo. 3. Protector: An upgraded Defender, with amplified Defense and HP. Protectors retain their strong tanking capabilities, with powerful Counter techniques. Yet the key aspect of their upgrade is the increased benefit in partner battles. Before, a Defender's Counter would be useless in a partner battle: the enemy could focus solely on the other player on the Defender's team, rendering Counter useless. By extending its tanking abilities as support in partner battles, the Protector truly lives up to its name, becoming a fearsome tank both alone and partnered up. Protectors are one of the powerful Tier 2 support classes, along with Guardian and Medic. As always please put your thoughts and opinions in the comments!
  3. The last section: III. Mechanics: This section is for the detail-obsessed players; the basics of Item Fusion are already yours, and you can start fusing right away. These are just further notes that will probably come in handy. Shard and Gem chances: Shards and Gems don't directly add an effect to your item; they add a percent chance. This is on a sliding scale; each successive Shard or Gem increases the chance: 0% (none added) -> 10% -> 25% -> 40% -> 50% -> 60% -> 75% -> 90% As you can see, the scale stops at 90%, after you add 7 Shards/Gems. This is simply to prevent the most powerful Gems and Shards from being too game-breaking: if your weapon has a four-hit combo attached, a 100% chance of that happening is simply game-breaking. Shard, Stone, and Gem net caps: Basically, there is a limit to how many Shards, Stones, and Gems can be fused into an item: Shards: 12 Stones: 6 Gems: 8 Note: this isn't a limit to a single variety. It's not 12 Fire Shards and 12 Ice Shards fused into something: it has to be 12 Fire Shards or 12 Ice Shards. You can also spread the distribution around: 6 Fire Shards and 6 Air Shards, 7 Ice Shards and 5 Water Shards, etc. This is also a net cap. This limit isn't just imposed to a single item: if you fuse two items together, the sum or net result must still be under the limit. You can fuse a weapon with 5 Gems attached and one with 3 Gems, but not one a weapon with 5 and another with 4. This is the final advantage of Crystals: they don't have a net cap, so if you have Widgets to spare, you can fuse two weapons with a crystal attached to each. Weapons can only have one Crystal fused into them directly, but the net result doesn't matter. In addition, this is an advantage inherent to Other materials: they have odd effects, and so don't have this set cap as well. These are all my current notes on Item Fusion; if you have any questions not addressed, or find any flaws, please comment and I'll do my best to answer and fix any mistakes. I'm also sorry about splitting up the notes; saved on MS Word, the total's nearly 1800 words long, and I guess the blog system can't handle it all. Just comment in the relevant section, and I'll answer there.
  4. The second section, as the whole is apparently too long to post. II. What You Can Fuse: The nitty-gritty, the fine details: a basic breakdown of what will be in the Item Fusion section, as well as what else you can fuse. 1. Elemental Crystals: The most common type of Fusion Item. Exactly what it's called: crystals that'll add elemental effects to your items. There are four grades, each successively more powerful: Elemental Shards: The weakest kind, and so the cheapest. These add status-related effects. For instance, a Fire Shard will add a burn chance to a weapon, or burn protection to armor. This bonus stacks with bonuses already present in your moves: the standard attack has a 5% chance of your element's status effect, and all bonuses on your weapon add onto that (e.g. an additional 10% burn chance on your weapon gives a Toa of Fire a 15% chance of burning with a standard attack; a 10% freeze chance will give a standard attack 5% chance of burning and 10% chance of freezing). Obviously, this makes using status effects more viable. Weak, but certainly effective. Elemental Stones: The next grade up, and a bit more useful. Stones add stat bonuses: every element has two stats associated with them (Fire with HP and Offense, Air with Offense and Speed, etc.) and each stone will randomly add a +1 bonus to one of the two stats. Obviously, this is a great way to easily boost your stats outside of fighting enemies, especially at higher ranks where NPCs are unlikely to die in one hit (i.e. Nektann). Of course, this usefulness is offset by the relatively higher cost. Elemental Gems: Much stronger than Elemental Stones, Gems actually add a chance for a move to your Item. Weapons get offensive moves, while armors gain useful support moves. Unlike Shards or Stones which essentially limit themselves to basic varieties like Fire and Ice, there is much greater availability in Gems. They come in a series: Fire has a Fire Gem, Blazing Gem, and Inferno Gem right off the bat. What separates these varieties (besides price) is that they each add a more powerful move into the item. Fire Gem essentially grants a fire element standard attack to a weapon, Blazing Gem adds a two-hit combo, and Inferno Gem a three-hit combo. Adding the next Gem in the series (e.g. Freezing Gem to a weapon with an Ice Gem already fused) removes the old move however, in favor of the new one. Keep that in mind. Elemental Crystals: The last and strongest grade, full Crystals are essentially a Shard, Stone, and Gem combined into one, except even better. They have a higher status chance, add both stat boosts instead of just a random one, and a more powerful move built in. And they come in a variety, just like Gems (although the differences in a series are minor, aside from the added move). Obviously, there's a catch: they are prohibitively expensive (the basic Fire Crystal is 10,000 Widgets) and you can only add one to any item. So what's the benefit? They stack onto previous bonuses from Shards, Stones, and Gems. Stuck at 80% burn chance? A Fire Crystal adds 20% to that, making it a guaranteed burn. Only a 60% chance of activating your weapon's move? A Crystal will raise it to 75%. One other bonus will be explained in the Mechanics section: full Crystals have no net cap. 2. Boosts: This is a much more limited category, but still highly useful. Boosts are fairly simple; the already implemented Item Boost being the prime example. Item Boost (+, ++, +++, MAX): As you can see from the name, Item Boost comes in a series. First, Item Boost, then Item Boost+, Item Boost++, etc. Although not as directly obvious as the crystals, Item Boosts have a much more immediate impact: they raise the damage range or damage block of a weapon or armor. Simply, each successive boost raises it further, as you can only buy one of each for an individual item. So you can only buy one Item Boost for your starter Fire Sword, then one Item Boost+, and so on. Of course, if you sell that sword for a Fire Lance, then you can buy a new Item Boost for the Lance. Item Boosts are also notable in that adding one changes the name of your item (which also shows what's been added to it already). A basic Ice Lance with an Item Boost would become a Freezing Lance for instance, and you could no longer add an Item Boost to it; you'd need an Item Boost+ next. For now, there are no other kinds of boosts, but their sheer simplicity makes them highly appealing. 3. Other Material: Beyond crystals and boosts, there are other types of Fusion Materials that don't fit so cleanly into those previous categories. Essentially, the rest of the materials tend to be far more unique, with individual effects named in their description. You should have a basic idea of what a Fire Stone or Item Boost+ would do, but what about a Protosteel Bar? Basically, this is the miscellany of Item Fusion; whatever's left over that I feel like adding. 4. Artifacts: Artifacts are similar to Other Materials; however, Artifacts do have a use outside of Item Fusion, offering stat bonuses and the like. Of course, this dual purpose means they are much rarer, typically being drops from NPCs instead of store-bought. Artifacts are weird; they may simply transfer their effects to the item, or maybe amplify the effects already present. It's up to you if you feel like taking a risk. 5. Other Items: Say you've taken your starter sword, and been adding upgrades to it for a while, fusing Shards, Stones, Gems, even a Crystal or a Golden Amulet or an Item Boost++ into it. But sadly, it's no longer up to par; it simply can't deal enough damage to that Makuta NPC. But what do you do? Do you sell it for far less its actual value? Of course not. You can fuse your old upgraded Inferno Sword to your fancy new Energized Flame Saber, and simply transfer its bonuses: problem solved. This is the only kind of fusion that requires you to pay: you need to buy an Item Forge for 500 Widgets. Other than that, the process is simple as always.
  5. ...I'm really late, aren't I? BC3 Addition: Item Fusion So Item Fusion is gonna be a huge addition to the game. It's definitely not necessary to use it, but it'll allow you to gain a significant edge, especially as NPC enemies get stronger and stronger. My original description from the BC3 topic: So now let's go over it in detail: I. How You Fuse Items: Item Fusion is essentially another shop in the game, as a new section in the first post. Basically, as long as you're not currently in a battle (like with all other shops), you can buy a Fusion Item from it, and then fuse it into one of your other items. Fusion itself is a free process. All you need is the material to do it, which is where the cost comes in. Of course, if you just happen to have a suitable item, then you can immediately fuse it with your items. Unlike the regular shops, Fusion Materials aren't as strictly segregated by Class Tier, but by cost. Essentially, if you have enough Widgets already hoarded, you can fuse some of the more powerful Materials right in. Of course, the most powerful items may be locked by tier or rank, but those are the exception.
  6. Seeing as Neya asked about the influence of stats a while ago, I've decided to more or less give a quick summary of stats in BC3, for your own benefit. BC3 Strategy: Stat Guide In case you've forgotten, or don't particularly care, stats are located under the Stats heading in your character's profile. Obviously, they are HP, Offense, Defense, and Speed. HP is the simplest; it's the normal max amount of HP your character has, and the amount of HP it starts battles with. Every stat point put into HP raises the max by 5 HP. Speed is also simple; it simply determines the turn order in a round, although it may have later functions. Every point added increases Speed by 1. Offense and Defense are the key stats in the game; they determine the damage you deal and the damage you receive. The formula in BC3 is really very simplistic. Unlike other games, where Offense might have an absolute effect on damage, BC3 uses a ratio of your Offense to the target's Defense to determine the damage. You could have incredibly monstrous Offense, but if your opponent has a similarly high Defense, your damage won't change much. Likewise, if you have low Offense, but attack an enemy with low Defense as well, your damage won't be reduced by much. The ratio of Offense to Defense determines a damage multiplier for your weapon. Here's a list of the exact ranges and multipliers: Example: Offense:Defense - Multiplier 1:1 - 1x Between 1:1 and 1:2 - 0.8x 1:2 - 0.5x Between 1:2 and 1:3 - 0.25 x 1:3 and lesser (1:4, 1:5, etc.) - 0.1x Between 1:1 and 2:1 - 1.2x 2:1 - 1.5x Between 2:1 and 3:1 - 2x 3:1 and greater (4:1, 5:1, etc.) - 4x As an example, say you have 10 Offense, and are facing an enemy with 5 Defense. Find the ratio of Offense to Defense: 10:5 in this case. Reduce, using basic math, to 2:1. Thus, your attack damage is multiplied by 1.5. BC3 more or less revolves around Offense and Defense in combat. However, because you win a Stat Point in every victorious battle, you can rack up a lot of stat points quite easily. There is no definitive way of playing or building stats; BC3 is all relative. What may seem high to you now may be simply on par with enemies in the next Rank. Just keep fighting, and adding to the stats that you want to; it's just a game, after all . If you have any questions, or want a part of this entry clarified, just post in the comments; I'll answer to the best of my ability.
  7. So here we are again: another addition to BC3. BC3 Addition: Brawler and Caster So what is it this time? Well, these are the first buyable classes available. Tired of Fighter, Healer, Shooter, or Defender? Then you can now switch to Brawler or Caster (or indeed any of the other Tier 1 Classes) for Widgets. So what do these classes do that differentiate them from the basic four? First off, neither of them focus on stats; their emphasis is equally spread between all of them, except for HP. In addition, to make up for their lack of more direct power, both have a modified standard attack, with a greater chance of inflicting status effects. For the rest, let's see: Brawler: Brawlers are Ability-focused; while most of you reading this probably already focus on Abilities for your combat strategy in BC3, Brawler is the first class that essentially demands this. None of their learned Techniques will inflict damage; instead, they will offer support to Abilities. Obviously, this is nearly opposite of the other classes, where abilities may be powerful and do deal a lot of damage, but they also have a support element, particularly in Defenders and Healers. A summary of 'base stats' and moveset: Stats: HP: 30 Offense: 3 Defense: 3 Speed: 3 Abilities: Preemptive Strike (Moves first; deals first attack of round for weapon damage; Cooldown 3) Aimed Strike (Ignores Defense; deals 1.5x weapon damage regardless; Cooldown 3) Solid Block (Ignores Offense; receives only weapon damage and attack modifiers; Cooldown 3) Retaliate (Moves last; all damage done to self and allies this round returned to a single enemy; Cooldown 5) Status Fist (Moves last; inflicts two random elemental status effect; Cooldown 5) Blood Cost (Passive; every Ability activation costs 5% HP, rounded down; must be at least 1 HP) Techniques: Elemental Punch (Standard Attack; 20% chance of element's status) Breather (Reduces Cooldown for all Abilities by 2 this round; may be used w/ Punch; no Abilities may be activated in conjunction; Charge 0) As you can see, Brawlers break many of the rules you've come to expect from BC3. A unique fighting style, but relatively simple and direct. Brawlers get to the essence of fighting, but pay for it as a result. Brawlers throw their entire being into the fight, and thus they suffer recoil from every ability they use. Breather exemplifies their techniques; as you rank up, expect to see more techniques along that vein. Caster: Inspired by mages and the like (plus my realization that Abilities are becoming the core of BC3), Casters focus on Techniques. Thus, they're Abilities all are nearly exclusively support-based; none directly deal damage. In exchange, coupled with Charging times, Casters unleash the most powerful Techniques so far in Tier 1. A summary of 'base stats' and moveset: Stats: HP: 15 Offense: 3 Defense: 3 Speed: 3 Abilities: Haste (1.5x Speed and Offense for 3 rounds; Cooldown 4) Protect (1.5x Defense for 4 rounds; Cooldown 5) Elemental Focus (Increases Charge for all Techniques by 2; Cooldown 3) Rapid-Fire (Passive; May use three different Techniques at once) Techniques: Elemental Cast (Standard Attack; 20% chance of element's status) Elemental Bomb (1.5x Damage, with 50% chance of a critical hit; Charge 3) Elemental Beam (2x Damage, with 50% chance of status; Charge 3) Elemental Flare (4x Damage with 10% chance of a critical hit; Charge 7) Elemental Multi (3x Damage to all enemies; Charge 5) As you can see, Casters are essentially the opposite of Brawlers; all their damage is clearly focused through Techniques. In order to make their fighting style viable, their Rapid-Fire ability allows them to have two different techniques charging at once, followed up with a Standard Attack, or even to have three different Techniques charging simultaneously. Casters focus on the pure expression of their elemental power; they have no combat moves, instead relying on elemental attacks. Relatively fragile, Casters need defensive back-up against tougher enemies, in exchange for their incredible power. Thoughts on balancing and other issues? Bring it up in the comments!
  8. So two new Abilities have been added to the shop: Unity and Nova. If you're fighting the Bohrok, you may have also noticed something in their skillset as well: Krana Fling and It Must Be Cleaned. What do these four skills have in common? They all feature one of two new additions to BC3: Desperation and Partner Attacks, as compared to Standard Attacks. Unlike all other Abilities or Techniques currently in the game, these two attacks have specific parameters to their use. Desperation Attacks: These are typically very powerful; Nova, for instance, offers 4x Damage. Yet this power comes at a cost: they can only be activated when your character is at 10% of its health or less. So if you have 15 HP, Nova cannot be activated until you have 1 HP left. Their name describes exactly what you get: a final attack borne out of desperation. Partner Attacks: Like Desperation Attacks, these are exactly what they're named: they can only be used by a partner. This Ability or Technique must be activated simultaneously by two or more partners, typically more rewarding the more people use it at the same time. These cannot be used alone, and so have only use when fighting with a partner, but considering the difficulty of some NPC challenges, you'll be going in with a partner more often than not (hopefully). So what do you think of the addition? It's not an important part of the game, but adds a little bit of variety to battles. Post all your thoughts in the comments!
  9. So let's see how the second set of Tier 2 Classes in BC3 goes: BC3: Upcoming Tier 2 Class List - Part 2 1. Medic: An upgraded Healer, with all that entails. Like Warriors, Medics boost the existing capabilities of Tier 1, increasing the character's Speed and Defense even more greatly. However, their Offense and HP is terrible, comparable to Tier 1 Fighters. Their skillset features much more powerful healing abilities, as well as a few that weaken the opponent as well. 2. Lancer: A special Tier 2 Class, like the Hunter, Lancers are a blend of Fighter and Defender. One of the odder blends, Lancers favor any weapon. Unlike Fighters or Shooters, and their other related upgrades, Lancers focus less on pure Offense, and more on timing, like a Defender. They can unleash devastating abilities that strike right when the enemy is weak, before moving on to a solid defense. They focus on HP, allowing to endure, with solid Offense and Defense. However, they are abysmally slow. 3. Ranger: Yet another special Tier 2 Class. Rangers are a blend of Fighter and Shooter. Yet unlike Lancer and Hunter, both blends of Fighter and Shooter, respectively, which can favor any kind of weapon, Rangers make the most of their enhanced heritage-- they favor both melee and ranged at once. Bluntly, they are the only Tier 2 Class that can truly Dual Wield naturally. Their skillset makes the most of this capability, favoring adaptability and multiple strikes. Rangers truly live up to their name, striking at any range with any weapon, making the most of its incredible attack power. Its focus is on Offense, with strong HP and Speed. Only their Defense lacks, yet their unstoppable barrage of attacks makes up for that. Thoughts, opinions? Post in the comments!
  10. BC3's really taken off, so another reward to supplement the most recent entry: Full Tier 2 List: Guardian Gunner Hunter (Described) Lancer Protector Medic Ranger Warrior (Described)
  11. How about some more BC3 stuff, eh? Not so much strategy this time around, but more of a teaser: BC3: Upcoming Tier 2 Class List - Part 1 Here's two of the Tier 2 Classes, just to get you pumped for them : 1.Warrior: An upgraded Fighter, through and through. Like Fighters, Warriors also focus on HP and Offense, but to a much higher extent; they hit harder and last longer than most other classes. However, compared to other Tier 2 characters, their Defense and Speed is abysmal, comparable to Tier 1 Healers. Their updated skillset will feature Abilities similar to the Fighter's, but much more powerful of course. 2. Hunter: A special Tier 2 Class, Hunters are blends of Shooters and Healers, and kicked up a notch. Hunters' Speed is incredible, and makes Hunters among the fastest of the Tier 2 Classes. Yet unlike its predecessors, Shooter and Healer, a Hunter, although it focuses on Speed, has decent Attack and Defense as well, making it very formidable in battle. Only its HP lacks, although its rapid attacks may make up for that. Like a Healer, Hunters can use any kind of weapon, both ranged and melee, due to its combined heritage. Its skillset focuses on determination, dealing powerful status attacks like a Shooter, with some recovery abilities like a Healer. Hunters are devastating opponents, focused on bringing the enemy down. So I bet you were expecting something along the lines of the Warrior, but the Hunter? Give your opinions on both in the comments!
  12. So I've started a new game: a battle game, just life all the other ones I've made. What makes this different? Well, for one, I'm finally able to balance my school life, my personal life, and my time on BZP, so that's bound to help. And for two, I really don't want to let down my players again. On a more useful note, here's something for those players who just joined: a strategy post! BC3 Strategy: Status Effects So if you're reading this part of my blog, let's start with something you've probably noticed: status effects. The Bionicle Conflict games are based on classic RPG battles, with a stat- and turn-based battle system. To mimic this, a variety of status effects have been added, based on each user's respective element. So let's have a list, with the effects of each: Burning: Inflicted by Fire. Deals 20% weapon damage every turn, for 4 turns. A neat little boost, and good for more offensive players. Freezing: Inflicted by Ice. Completely immobilizes enemy for three turns, preventing them from attacking. Enemies only have a 1/3 chance of breaking free on any turn. Obviously good for any class. Dizzying: Inflicted by Air and Water. It screws with the enemy's balance, being tossed by air currents or powerful waves of water, and so gives them a 50% chance of simply failing to do anything that turn- including defending themselves. Better for defensive classes, as it gives more time to use Abilities and Techniques, but also possible with offensive classes. Tremor: Inflicted by Earth. Similar to dizziness, tremor screws with the enemy's motion; however, they are instead shaken so much that their stats are temporarily affected: all their stats are halved for one turn. A powerful opportunity for all classes. Confusion: Inflicted by Stone. Similar to the previous few status effects, confusion weakens the enemy's power; however, their, accuracy takes a nosedive, and they have a 50% chance of missing the enemy at all that turn. Better for offensive classes, as avoiding any extra attacks tends to be a godsend because of their reduced Defense. That's my first Strategy post; any questions, please post in the comments!
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