Thursday, June 26, 2014

Infinite Dunamis Help - Battle

Battle Flow
Depending on character speed and the command selected, the time it takes for a character's turn to come will change. This battle order is indicated along the top of the screen and the icon at the far left of the screen indicates whose turn it is.

Certain magic and skills take time to cast or charge, and after being selected, the player must wait until their subsequent turn to use them. In addition, the rebound after using some skills can make the time necessary until a character's subsequent turn take longer.

The time to cast magic or charge skills is indicated by a vertical bar.

Enemy Elementals
Enemy elementals can be recognized by their icons and colors below.

Red: Fire
Green: Wind
Gray: Void
Blue: Water
Yellow: Thunder

While in battle, individual icons can be found next to an enemy's HP bar.

Skill Text Colors
When using skills, the name of the one being used will be displayed in yellow. Reflected or dispelled effects as well as items also have colored text. (There are exceptions to this.)

Formation
In a formation, there are vanguard and rearguard. The vanguard takes more damage by comparison to that of rearguard. However, magic and projectile attacks will deal the same damage regardless of position.

Event Battles
As the story progresses, the player will encounter certain unavoidable battles. In these battles, enemy parameters are high and abnormal statuses has little effect. Furthermore, skills may have their chance of effects greatly diminished or prove altogether ineffective. Lastly, event battles cannot be fled from under any circumstance.

Battle Shortcut
When encountering enemies while moving across the world, if the enemy group is far weaker than the party, the battle will automatically end and move to the results screen. While experience and items can be collected, items from treasure chest monsters cannot. The proficiency level will also rise at an extremely reduced rate.

This function, however, can be turned off by going to the Options in the System sub-menu and setting it to "Off."

Overkills
When attacking an enemy with a skill that deals damage multiple times, if their HP is exhausted prior to the end of the attack, it will result in an overkill. Each hit beyond the normal HP will result in a 5% increase in gold as well as 1 work point. SP will also be restored 5%. However, if the remaining attacks are against a party member, it will result in an SP reduction by 1/10.

Semi-Auto
This function will repeat the last action taken with the exception of choosing the target. If the target is oneself, however, then the action will occur automatically.

Swoon
When a character is swoon and the battle ends, the particular character will be revived with 1 HP. However, if the entire party is swoon during battle, the game will be over, and return to the title screen.

On the other hand, when the party is in possession of a Phoenix Egg, it can be used in exchange to avoid being completely defeated.

Preemptive Strike
In a preemptive strike, the battle will begin with the party facing the enemy from the rear. Attacking from behind will increase the damage dealt and cause an enemy to face the party. Those enemies not attacked will eventually face the party when their chance comes around, thereby ending their turn.

Caught Off-Guard
This is the opposite of a preemptive strike. The battle will begin with the enemy facing the party's rear and the formation lines switched.

Chains
Chains are consecutive hits indicated in the upper left of the battle screen along with the compounded damage. When the party is no longer able to attack or it becomes the enemy's turn, these values will be reset. In the case an enemy is paralyzed or cannot move for any other reason, these values will not be reset.

Damage to the enemy will also rise in proportion to these values and gold, experience, and work points will be received according to the highest hit value.

Stun
When attacking with either magic or skills, there is a chance the target enemy will be stunned. In such a case, the same attack can be repeated, SP for the attack is halved and charged, casting and rebound time are completely eliminated. Furthermore, when an enemy is stunned, the damage dealt will slightly increase.

Stun attacks can be repeated a maximum of 3 times and using skills with a wide range is the easiest way to make this happen. However, an enemy cannot be stunned by normal attacks, items, or support skills.

Pressing the normal attack button in the upper left of the screen will cause a character to attack normally when this happens.

No comments:

Post a Comment