Status Conditions: Difference between revisions

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Status effects in CrossCode can be inflicted on enemies to simplify defeating them. Conversely, some enemies can inflict the same status effects on Lea. There are four status effects, with one associated with each element.
In CrossCode, [[Lea]] can inflict status conditions on enemies to simplify defeating them. Conversely, some enemies can inflict the same status conditions on Lea. There are four status conditions, one associated with each element.


==Mechanics of Status Effects==
==Mechanics of Status Conditions==
Lea can inflict status effects on enemies by hitting them with elemental Charged [[Ball]]s, and most elemental [[Combat Arts]] can also inflict status effects. Doing either of these actions will increase a status effect progress bar on the enemy. The progress bar drains slowly over time. If the progress bar fills up, the enemy receives the corresponding status effect.
Out of Lea's [[Combat#Combat_Actions|basic combat actions]], only her elemental charged [[Ball]]s inflict status conditions, but through elemental [[Combat Arts]] she can inflict them a variety of other ways. These actions increase a status condition progress bar on the enemy. The progress bar drains slowly over time. If the progress bar fills up, the enemy receives the corresponding status condition.


Each status effect has its own progress bar, so enemies can receive multiple status effects at once.
Each status condition has its own progress bar, so enemies can be afflicted with multiple status conditions simultaneously.


The speed at which the progress bar fills up depends on the focus difference between the two entities, as well as the attacker's Rush stat and the defender's Protect stat for that status effect. The Status Mend stat modifies the time for which status effects last.
The speed at which the progress bar fills up depends on the [[Stats#Focus|Focus]] difference between the two entities.
The [[Stats#Condition-related_stats|attacker's Rush stats and the defender's Protect stats]] modify this speed, as well as the effect of the corresponding status condition. Each condition lasts 20 seconds, reduced by [[Stats#Status_Mend|Status Mend]].


==Burn==
==Burn==
[[File:Burn_icon.png]]The Burn status is caused by the Heat element. It lasts for around 10 seconds, and deals significant Heat-elemental damage over time to the afflicted enemy.
[[File:Burn_icon.png]] The Burn status is caused by the [[Heat]] element. Over 20 seconds, the afflicted enemy takes a total of ~30% of its MaxHP in damage spread over half-second intervals. Burn Rush and Protect affect the damage inflicted. Similar to environmental damage, Burn can be used to take down enemies with high MaxHP, typically of higher level, that would be difficult to damage normally. Due to this, most bosses and intentionally-overpowered enemies are immune to Burn.


Three enemies can inflict the Burn status:
The following enemies can inflict the Burn status:
*[[Apollo]]
*Enemies: [[Practice Bot]], [[Flamin' Hillkat]], [[Kamikatze]], [[Tim]], [[Volturbine]], [[Apollo 2]], [[Pada Moth]], [[Darth Moth]], [[Magmanizer]], [[Wowturbine]], [[Chillin' Hillkat]], [[Fallfly]], [[Apollo 3]], [[Jack'On'Fire]], [[Flamezer]], [[Sun Beetle]], [[Pandza]], [[War Webster]], [[Sandamoth]]
*[[Magmanizer]]
*Bosses: [[X01 Driller H.F.S.]], [[Ti'im]], [[Pinzo'jrahrrrn]], [[Master Magmoth]], [[Blazehoof]], [[Smelter Digmo]], [[Hologram Frobbit]], [[Gastropolis]], [[Pandza Mk. II]], [[Twilight Master]], [[Shizuka]], [[King Kaktorro]], [[The Creator]]
*[[Fallfly]]


==Chill==
==Chill==
[[File:Chill_icon.png]]The Chill status is caused by the Cold element. It lasts for 20 seconds, and decreases the movement speed of the afflicted enemy.
[[File:Chill_icon.png]] The Chill status is caused by the [[Cold]] element. It decreases the attack and movement speeds of the afflicted enemy, so it deals less damage per second and has a harder time maneuvering. Chill Rush and Protect change the magnitude of the slow.


Only one enemy is capable of inflicting Chill:
The following enemies can inflict the Chill status:
*[[Hologram Frobbit]]
*Enemies: [[Practice Bot]], [[Pengpeng]], [[Karotto]], [[Fleazer]], [[Digmo]], [[Failed Rhino]], [[Arengee]], [[Apollo 3]], [[Tourist Karotto]], [[Aranetarda]]
*Bosses: [[Meister Karotto]], [[Peng King Dakara]], [[Infected Digmo]], [[X01 Driller H.F.S.]], [[Smelter Digmo]], [[Hologram Frobbit]], [[Gastropolis]], [[Karotto Fruitseeker]], [[Shizuka]], [[Designer]], [[The Creator]]


==Jolt==
==Jolt==
[[File:Jolt_icon.png]]The Jolt status is caused by the Shock element. It lasts for 20 seconds, and both deals damage over time, although substantially less than Burn, and causes the enemy to undergo occasional mini-stuns.
[[File:Jolt_icon.png]] The Jolt status is caused by the [[Shock]] element. Every 3 seconds, the afflicted enemy is interrupted leaving it open to attack, and takes damage based on its own Attack stat, basically hitting itself. Jolt Rush and Protect modify the interval between zaps.


Jolt is not inflicted by any enemies.
The following enemies can inflict the Jolt status:
*Enemies: [[Practice Bot]], [[Shokat]], [[Behesloth]], [[Tunnel Shockcat]], [[Tunnel Wiccat]], [[Tunnel Teslabovine]], [[Rob0ck]], [[Powerplant]], [[Ectovolt]], [[Ampery]], [[Moon Beetle]], [[War Webster]]
*Bosses: [[Plasma Phantom]], [[Buff Bloomy]], [[Sephisloth]], [[Son of the East]], [[Twilight Master]], [[Shizuka]], [[The Creator]]


==Mark==
==Mark==
[[File:Mark_icon.png]]The Mark status is caused by the Wave element. It lasts for 20 seconds. Afflicted enemies take 50% more damage from ranged attacks.
[[File:Mark_icon.png]] The Mark status is caused by the [[Wave]] element. The afflicted enemy takes 50% more ranged damage, which Wave deals a lot of. Mark Rush and Protect affect the damage taken.  


Mark is not inflicted by any enemies.
The following enemies can inflict the Mark status:
*Enemies: [[Practice Bot]], [[Angler]], [[Tunnel Angler]], [[Blue Ray]], [[Aranetarda]], [[Pandza]]
*Bosses: [[Sir Blobus Starnikus]], [[Tiefsee Angler]], [[Son of the East]], [[Ancient Guardian]], [[Pandza Mk. II]], [[Shizuka]], [[Designer]], [[The Creator]]


==Gallery==
==Gallery==

Latest revision as of 09:56, 2 August 2022

In CrossCode, Lea can inflict status conditions on enemies to simplify defeating them. Conversely, some enemies can inflict the same status conditions on Lea. There are four status conditions, one associated with each element.

Mechanics of Status Conditions

Out of Lea's basic combat actions, only her elemental charged Balls inflict status conditions, but through elemental Combat Arts she can inflict them a variety of other ways. These actions increase a status condition progress bar on the enemy. The progress bar drains slowly over time. If the progress bar fills up, the enemy receives the corresponding status condition.

Each status condition has its own progress bar, so enemies can be afflicted with multiple status conditions simultaneously.

The speed at which the progress bar fills up depends on the Focus difference between the two entities. The attacker's Rush stats and the defender's Protect stats modify this speed, as well as the effect of the corresponding status condition. Each condition lasts 20 seconds, reduced by Status Mend.

Burn

The Burn status is caused by the Heat element. Over 20 seconds, the afflicted enemy takes a total of ~30% of its MaxHP in damage spread over half-second intervals. Burn Rush and Protect affect the damage inflicted. Similar to environmental damage, Burn can be used to take down enemies with high MaxHP, typically of higher level, that would be difficult to damage normally. Due to this, most bosses and intentionally-overpowered enemies are immune to Burn.

The following enemies can inflict the Burn status:

Chill

The Chill status is caused by the Cold element. It decreases the attack and movement speeds of the afflicted enemy, so it deals less damage per second and has a harder time maneuvering. Chill Rush and Protect change the magnitude of the slow.

The following enemies can inflict the Chill status:

Jolt

The Jolt status is caused by the Shock element. Every 3 seconds, the afflicted enemy is interrupted leaving it open to attack, and takes damage based on its own Attack stat, basically hitting itself. Jolt Rush and Protect modify the interval between zaps.

The following enemies can inflict the Jolt status:

Mark

The Mark status is caused by the Wave element. The afflicted enemy takes 50% more ranged damage, which Wave deals a lot of. Mark Rush and Protect affect the damage taken.

The following enemies can inflict the Mark status:

Gallery