![]() ![]() Don't Touch Me doesn't deal/have any assigned Damage Type due to its ability, making it unable to be worked.Pale Damage Type Abnormalities (Breaching) (4) Pale Damage Type Abnormalities (Containment) (2) The Abnormalities that deal Pale Damage are: This type works as a fixed amount instead against Abnormalities and Ordeals. Each point of Pale Damage will remove 1% of the employee's Max HP at 1.0 Pale resistance. PALE Damage Type involves direct damage to one's soul, which decreases the HP of the target by a percentage of the employee's Max HP with each attack. The Abnormalities that deal Black Damage in containment are: Against Abnormalities, this damage will decrease their Health Bar. Only defenses against Black Damage will work Red Damage and White Damage defenses will not work individually. Employees suppressing a panicked employee with Black Damage will recover their Sanity Gauge but still deal reduce their Health Gauge. The Abnormalities that deal White Damage in containment are:īLACK Damage Type involves compound damage to both body and mind, which will decrease both Health and Sanity Points. As with all damage types, it simply decreases the Health Bar of Abnormalities instead. When dealt by sane employees, it will increase the Sanity gauge instead, restoring panicked employees if their Sanity gauge is filled completely. WHITE Damage Type involves Psychological Trauma or Effects, which will decrease Sanity Points, decreasing the Sanity gauge of the employees when dealt by Abnormalities or panicking employees, causing them to Panic when depleted. The Abnormalities that deal Red Damage in containment are: When the Health Bar of an Abnormality is depleted, it will be defeated/ suppressed and returned back to its containment room. ![]() When the Health gauge of an employee is depleted, they will Die. RED Damage Type involves Physical Trauma, which will decrease Health Points, decreasing the Health gauge of employees and the Health Bar of Abnormalities upon hit. The defenses of the target apply after this calculation. If the Target of the Attack has higher Suit Grade/Risk Level, the damage will decrease by a percentage. If the Attacker has a higher Weapon Grade/ Risk Level, the damage will be increased by a percentage. When inflicting damage to a target, the Risk Level of the attacker will be put against the Risk Level of the target, determining the attacks effectiveness.
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