Follow TV Tropes

Following

History Main / BreakMeter

Go To

OR

Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

** ''VideoGame/StrangerOfParadiseFinalFantasyOrigin'' has a Break Gauge that staggers enemies when depleted, opening them up to be instantly defeated with a [[FinishingMove Soul Burst]]. However, player characters ''also'' have this gauge and will be temporarily stunned if it's depleted.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/WildStar'' was one of the first MMOs to have a mechanic along these lines, with its 'Interrupt armor.' Major enemies could absorb a number of CC effects, meaning they could only be successfully stunned by being overwhelmed with multiple CC effects during a channeled ability. Of course, if you did pull this off, you'd be rewarded with the boss spending a long time [[NoHoldsBarredBeatdown disabled and taking bonus damage]].

to:

* ''VideoGame/WildStar'' was one of the first MMOs [=MMOs=] to have a mechanic along these lines, with its 'Interrupt armor.' Major enemies could absorb a number of CC effects, meaning they could only be successfully stunned by being overwhelmed with multiple CC effects during a channeled ability. Of course, if you did pull this off, you'd be rewarded with the boss spending a long time [[NoHoldsBarredBeatdown disabled and taking bonus damage]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:


SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* Similar to Guild Wars 2 example above, bosses in ''VideoGame/BladeAndSoul'' can be be afflicted by one of the four ColorCodedForYourConvenience crowd control methods: Stun (Blue), Knockdown (Green), Daze (Red), and Knockback (Yellow). The catch is that you can only afflict said crowd control methods when the "Crowd Control shield" gauge below the boss' health bar is unlocked periodically during a fight, and secondly, the reason for having multiple slots for crowd control: the players need to hit the boss with the same crowd control colors for all available slots. A boss with four slots that needed to be stunned for example, require at most four players with corresponding stun abilities to hit it at roughly the same time. Luckily, the game informs you when the boss was hit by any particular crowd control method and usually offers a shortcut to also hit the boss with the same type, and some classes have abilities that fill two crowd control slots in a single hit thus allowing for an easier time.
Is there an issue? Send a MessageReason:
bruh


* Some tough enemies in ''VideoGame/GuildWars2'' downplay ContractualBossImmunity against control effects (like Stun or Daze) by having a "defiance bar" instead of being completely immune. Once part of an innate buff, the first expansion reworked it into a full secondary bar. While this provides complete immunity from control effects, such abilities will instead damage the defiance bar based on their relative effectiveness. Once depleted, the enemy will usually suffer one of these effects: their current action being interrupted, a full stun, or being more vulnerable for a short time.

to:

* Some tough enemies in ''VideoGame/GuildWars2'' downplay ContractualBossImmunity against control effects (like Stun or Daze) by having a "defiance bar" instead of being completely immune. Once part of an innate buff, the first expansion reworked it into a full secondary bar. While this provides complete immunity from control effects, such abilities will instead damage the defiance bar based on their relative effectiveness. Once depleted, the enemy will usually suffer at least one of these effects: their current action being interrupted, a full stun, or being more vulnerable for a short time.
Is there an issue? Send a MessageReason:
Linking Contractual Boss Immunity (which talks about Useless Useful Spell in regard to using status effect spells on bosses).


* In ''VideoGame/GuildWars2'', in an attempt to offset both AntiClimaxBoss ''and'' [[UselessUsefulSpell Useless Useful Spells]], the game has a mechanic known as Defiance for tough enemies. Once part of an innate buff, the first expansion reworked it into a full secondary bar, sometimes known as the break bar. Instead of their usual effects, crowd control abilities will damage the break bar based on their relative effectiveness. Once the break bar is depleted, one or more things happen depending on the enemy, usually involving interrupting their current action, fully stunning them, or making them more vulnerable for a short time.

to:

* In ''VideoGame/GuildWars2'', in an attempt to offset both AntiClimaxBoss ''and'' [[UselessUsefulSpell Useless Useful Spells]], the game has a mechanic known as Defiance for Some tough enemies. enemies in ''VideoGame/GuildWars2'' downplay ContractualBossImmunity against control effects (like Stun or Daze) by having a "defiance bar" instead of being completely immune. Once part of an innate buff, the first expansion reworked it into a full secondary bar, sometimes known as the break bar. Instead of their usual While this provides complete immunity from control effects, crowd control such abilities will instead damage the break defiance bar based on their relative effectiveness. Once the break bar is depleted, one or more things happen depending on the enemy, enemy will usually involving interrupting suffer one of these effects: their current action, fully stunning them, action being interrupted, a full stun, or making them being more vulnerable for a short time.
Is there an issue? Send a MessageReason:
None


* The Stun Meter appears in some ''VideoGame/{{Atelier}}'' games, including ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' and [[VideoGame/ManaKhemia2FallOfAlchemy its sequel]], ''VideoGame/AtelierShallie'', the ''Mysterious'' trilogy (''VideoGame/AtelierSophie'', ''VideoGame/AtelierFiris'', and ''VideoGame/AtelierLydieAndSuelle''), and ''VideoGame/AtelierLulua''. Both party members and enemies can be stunned, and effects generally include being forced to skip a turn (or multiple) and taking a guaranteed critical hit (though this may also remove the stun prematurely).

to:

* The Stun Meter appears in some ''VideoGame/{{Atelier}}'' ''VideoGame/{{Atelier|Series}}'' games, including ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' and [[VideoGame/ManaKhemia2FallOfAlchemy its sequel]], ''VideoGame/AtelierShallie'', the ''Mysterious'' trilogy (''VideoGame/AtelierSophie'', ''VideoGame/AtelierFiris'', and ''VideoGame/AtelierLydieAndSuelle''), and ''VideoGame/AtelierLulua''. Both party members and enemies can be stunned, and effects generally include being forced to skip a turn (or multiple) and taking a guaranteed critical hit (though this may also remove the stun prematurely).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/FinalFantasyXVI'': Bosses and large enemies have a Will Gauge beneath their health bar which depletes as they take damage, with certain attacks depleting the gauge faster. When the Will Gauge is half-empty, the enemy becomes slightly staggered, leaving them open to extra attacks for a moment. When it's completely empty, the enemy becomes Staggered for a time, and all attacks will inflict extra damage to them until they recover.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* All melee enemies, and Cal himself, in ''VideoGame/StarWarsJediFallenOrder'' have a "stamina bar" that depletes when blocking attacks and being parried. When the bar is fully depleted, they are briefly stunned and unable to block any incoming blows until the bar regenerates.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LibraryOfRuina'' has the Stagger Resistance meter. If it drops to zero, the character is left incapable to act for the current turn and the next; also, it will take double damage from all attacks. Stagger Resistance drops when you are attacked or when your own attack is successfully blocked, but it can be recovered by successfully dodging an enemy attack.

to:

* ''VideoGame/LibraryOfRuina'' has the Stagger Resistance meter. If it drops to zero, the character is left incapable to act of acting for the current turn and the next; also, it will take double damage from all attacks. Stagger Resistance drops when you are attacked or when your own attack is successfully blocked, but it can be recovered by successfully dodging an enemy attack.
Is there an issue? Send a MessageReason:
Bonus Boss was renamed by TRS


** ''VideoGame/LightningReturnsFinalFantasyXIII'' has a variation on this. The Chain Gauge is no longer an explicit bar, instead being replaced by a Stagger Wave. The extent to which an enemy is close to being Staggered is represented by a wave; the closer it is to being Staggered, the wave will be larger and colored red. There are many different conditions for Stagger, and some enemies can be Staggered further for additional damage. However, some enemies can only be damaged after multiple Staggers, including the BonusBoss. Also, the Chain Gauge-based damage boost mentioned above no longer applies.

to:

** ''VideoGame/LightningReturnsFinalFantasyXIII'' has a variation on this. The Chain Gauge is no longer an explicit bar, instead being replaced by a Stagger Wave. The extent to which an enemy is close to being Staggered is represented by a wave; the closer it is to being Staggered, the wave will be larger and colored red. There are many different conditions for Stagger, and some enemies can be Staggered further for additional damage. However, some enemies can only be damaged after multiple Staggers, including the BonusBoss.OptionalBoss. Also, the Chain Gauge-based damage boost mentioned above no longer applies.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/CompanyOfHeroes'', which uses the same engine as ''Dawn of War'', has a similar mechanic. Infantry that suffer prolonged exposure to MoreDakka or StuffBlowingUp near them get pinned down, slowing down both their movement speed and rate of fire. If, however, the enemy fire doesn't let up, they eventually become [[HeroicBSOD so terrified for their lives]] that they completely stop shooting back altogether in favor of groveling on the ground with their heads between their knees. If they get a couple seconds of respite, however, they quickly get back up.

Added: 2948

Changed: 1188

Removed: 1273

Is there an issue? Send a MessageReason:
None





* ''VideoGame/ANNOMutationem'': All enemies have their [[BodyArmorAsHitPoints armor bar]] functioning as their break meter. Once it has been fully depleted, the enemies with become stunned with CirclingBirdies and they'll be vulnerable to extra damage and can be struck with a FinishingMove attack to take a chunk of their health.



* ''VideoGame/GodOfWarPS4'', enemies have a break meter below their health bars that fills up quickly when you attack them bare-handed or with Atreus' arrows. Once it's full, you can hit R3 to deliver a violent instant kill on them. Your weapon attacks fill it up as well but at a much slower rate. It's basically a reinterpretation of the original ''God of War'' series' system where strong enemies and bosses would get stunned and open to a QTE kill once they've lost enough health.

to:

* ''VideoGame/GodOfWarPS4'', enemies ''VideoGame/GodOfWarPS4'': Enemies have a break meter below their health bars that fills up quickly when you attack them bare-handed or with Atreus' arrows. Once it's full, you can hit R3 to deliver a violent instant kill on them. Your weapon attacks fill it up as well but at a much slower rate. It's basically a reinterpretation of the original ''God of War'' series' system where strong enemies and bosses would get stunned and open to a QTE kill once they've lost enough health.



* The ''VideoGame/FinalFantasyXIII'' trilogy features this as a crucial game mechanic called "Stagger". By stringing together attacks, characters raise an enemy's "Chain Bonus" (damage multiplier) while trying to keep the timer from running out (which will reset the Chain Gauge to 100%). Once the Gauge hits a certain threshold, the enemy becomes "staggered", at which point the Chain Gauge rises by 100% (and it can still be raised). Ravagers have the ability to fill the gauge faster, but Commandos make the gauge drop slower and also boot enemies into the air with "Launch". Certain enemies also lose resistances to certain types of attacks or may effectively be shut down. In addition, the percentage of Break Gauge also influence the damage it takes. Basically, a Chain gauge of 300%, say, will amplify your attacks by 3 times. Certain monsters that are nigh un-Staggerable (having 999% as its Stagger breakpoint) may not even need to be Staggered as long as the Chain gauge is high enough that you're doing almost ten times the damage.

to:

* ''Franchise/FinalFantasy'':
**
The ''VideoGame/FinalFantasyXIII'' trilogy features this as a crucial game mechanic called "Stagger". By stringing together attacks, characters raise an enemy's "Chain Bonus" (damage multiplier) while trying to keep the timer from running out (which will reset the Chain Gauge to 100%). Once the Gauge hits a certain threshold, the enemy becomes "staggered", at which point the Chain Gauge rises by 100% (and it can still be raised). Ravagers have the ability to fill the gauge faster, but Commandos make the gauge drop slower and also boot enemies into the air with "Launch". Certain enemies also lose resistances to certain types of attacks or may effectively be shut down. In addition, the percentage of Break Gauge also influence the damage it takes. Basically, a Chain gauge of 300%, say, will amplify your attacks by 3 times. Certain monsters that are nigh un-Staggerable (having 999% as its Stagger breakpoint) may not even need to be Staggered as long as the Chain gauge is high enough that you're doing almost ten times the damage.



* ''VideoGame/WorldOfFinalFantasy'' has topple. You and your [[{{Mon}} Mons]] (as well as most enemies) sit atop each other's heads to create stacks of up to 3. While stacked the stats of all 3 characters are combined and extra combo attacks can be formed if like elements are stacked. Each stack has a stability rating dependent on the choice of stacking, and taking damage can cause a stack to start wobbling - higher stability means more damage needed to wobble. Continue taking damage and the wobbling gets worse until it topples, separating into its constituent weaker parts and briefly stunning them. Any of the component characters can then rebuild the stack with the Stack command. A wobbling stack can be stabilized with items or abilities, and there also exist attacks specifically designed to have a high topple chance - some of which virtually guarantee an enemy topple but also force the player to topple.
* The Stagger meter ("Break" in Japan) in ''VideoGame/FinalFantasyVIIRemake'' is further refined from the ''[=FFXIII=]'' trilogy. The Stagger Gauge is below the Health bar, so when this is filled your enemy is knocked down and helpless, taking at least 160% more damage (this can be raised well beyond 400% with certain abilities). If they take too much damage, get hit by an attack they're weak to, or have a body part broken, a conscious enemy will get the "Pressured" status applied to their Stagger Gauge, where "Pressured" increases the rate that the Stagger Gauge fills.

to:

* ** ''VideoGame/WorldOfFinalFantasy'' has topple. You and your [[{{Mon}} Mons]] (as well as most enemies) sit atop each other's heads to create stacks of up to 3. While stacked the stats of all 3 characters are combined and extra combo attacks can be formed if like elements are stacked. Each stack has a stability rating dependent on the choice of stacking, and taking damage can cause a stack to start wobbling - higher stability means more damage needed to wobble. Continue taking damage and the wobbling gets worse until it topples, separating into its constituent weaker parts and briefly stunning them. Any of the component characters can then rebuild the stack with the Stack command. A wobbling stack can be stabilized with items or abilities, and there also exist attacks specifically designed to have a high topple chance - some of which virtually guarantee an enemy topple but also force the player to topple.
* ** The Stagger meter ("Break" in Japan) in ''VideoGame/FinalFantasyVIIRemake'' is further refined from the ''[=FFXIII=]'' trilogy. The Stagger Gauge is below the Health bar, so when this is filled your enemy is knocked down and helpless, taking at least 160% more damage (this can be raised well beyond 400% with certain abilities). If they take too much damage, get hit by an attack they're weak to, or have a body part broken, a conscious enemy will get the "Pressured" status applied to their Stagger Gauge, where "Pressured" increases the rate that the Stagger Gauge fills.



* ''VideoGame/Persona5Strikers'': Stronger enemies have a shield meter which, if depleted, allows the character to perform an All-Out Attack.



* ''VideoGame/DragonBallZBudokai 3'' features a fatigue gauge, that, if filled will cause a character to be tired out if knocked down with less than one Ki gauge.

to:

* ''Franchise/DragonBall'':
**
''VideoGame/DragonBallZBudokai 3'' features a fatigue gauge, that, if filled will cause a character to be tired out if knocked down with less than one Ki gauge.gauge.
** In the levels of ''VideoGame/DragonBallAdvancedAdventure'' where you battle one opponent in a fighting game engine, both you and your opponent have a Rush Gauge. As long as it's not empty, you won't flinch or take damage from attacks, but each attack that you don't block or parry will deplete it. If you empty the opponent's Rush Gauge through continued attacks or a single counterattack after parrying, you break their guard and knock them back for a significant amount of time, and your attacks will make them flinch until you knock them down to the ground. After getting knocked down, their Rush Gauge will reset. It also refills on its own if you're not being attacked. Scoring a hit with a chi blast will immediately empty their Rush Gauge.
** ''Dragon Ball Z: Supersonic Warriors'' has a single gauge on top of the screen between each character's health bars, with a mark in the center that moves closer towards each health bar as that player blocks attacks from the other. If the mark is not in the center, and one player fails to block a strong attack from the other, either the first player will be stunned until the mark can reset (if it was closer to his health bar), or it will just reset itself immediately (if it was closer to the attacker's health bar).



* In the levels of ''VideoGame/DragonBallAdvancedAdventure'' where you battle one opponent in a fighting game engine, both you and your opponent have a Rush Gauge. As long as it's not empty, you won't flinch or take damage from attacks, but each attack that you don't block or parry will deplete it. If you empty the opponent's Rush Gauge through continued attacks or a single counterattack after parrying, you break their guard and knock them back for a significant amount of time, and your attacks will make them flinch until you knock them down to the ground. After getting knocked down, their Rush Gauge will reset. It also refills on its own if you're not being attacked. Scoring a hit with a chi blast will immediately empty their Rush Gauge.



* ''VideoGame/JojosBizarreAdventureHeritageForTheFuture'' has the Stand Meter. If a character takes too many hits to their Stand, they are "Stand Crushed" - the Stand disappears and they are staggered. (For extra ContinuityNod value, the Stone Mask flashes in the background when this happens.)

to:

* ''VideoGame/JojosBizarreAdventureHeritageForTheFuture'' ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'' has the Stand Meter. If a character takes too many hits to their Stand, they are "Stand Crushed" - the Stand disappears and they are staggered. (For extra ContinuityNod value, the Stone Mask flashes in the background when this happens.)



* ''Anime/DragonBallZ: Supersonic Warriors'' has a single gauge on top of the screen between each character's health bars, with a mark in the center that moves closer towards each health bar as that player blocks attacks from the other. If the mark is not in the center, and one player fails to block a strong attack from the other, either the first player will be stunned until the mark can reset (if it was closer to his health bar), or it will just reset itself immediately (if it was closer to the attacker's health bar).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/LieOfCaelum'': Every combatant has a stance count that determines how many hits it takes to break their stance, which drastically increases the damage they take. However, combatants won't have their stance count lowered if they resist the attribute of the attack.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/Warhammer40000InquisitorMartyr'': The "Suppression" MoraleMechanic is a separate meter applying to both the Inquisitor and Medium and Elite enemies that drops from the "Protected" state to "Suppressed" and then "Overwhelmed" as the character takes incoming fire. This triggers various impacts and penalties.

to:

* ''TabletopGame/Warhammer40000InquisitorMartyr'': ''VideoGame/Warhammer40000InquisitorMartyr'': The "Suppression" MoraleMechanic is a separate meter applying to both the Inquisitor and Medium and Elite enemies that drops from the "Protected" state to "Suppressed" and then "Overwhelmed" as the character takes incoming fire. This triggers various impacts and penalties.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Action RPG]]
* ''TabletopGame/Warhammer40000InquisitorMartyr'': The "Suppression" MoraleMechanic is a separate meter applying to both the Inquisitor and Medium and Elite enemies that drops from the "Protected" state to "Suppressed" and then "Overwhelmed" as the character takes incoming fire. This triggers various impacts and penalties.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/WildStar'' was one of the first MMOs to have a mechanic along these lines, with its 'Interrupt armor.' Major enemies could absorb a number of CC effects, meaning they could only be successfully stunned by being overwhelmed with multiple CC effects during a channeled ability. Of course, if you did pull this off, you'd be rewarded with the boss spending a long time [[NoHoldsBarredBeatdown disabled and taking bonus damage]].

Changed: 25

Is there an issue? Send a MessageReason:
None


The Break Meter adds another layer to gameplay and strategy by allowing a new route to defeat other than merely depleting {{Hit Point}}s. It fills as a character is damaged and, when full, the character is "broken" and will be more vulxennerable to attacks, be hit with criticals more often, and/or be unable to act. Occasionally, attacks or skills will behave radically differently against a broken enemy, with popular changes including the skill knocking them into the air and/or smashing them to the ground. Sometimes, breaking a character does just that; the character flees the battle.

to:

The Break Meter adds another layer to gameplay and strategy by allowing a new route to defeat other than merely depleting {{Hit Point}}s. It fills as a character is damaged and, when full, the character is "broken" and will be more vulxennerable vulnerable to attacks, be hit with criticals [[CriticalHit Critical Hits]] more often, and/or be unable to act. Occasionally, attacks or skills will behave radically differently against a broken enemy, with popular changes including the skill knocking them into the air and/or smashing them to the ground. Sometimes, breaking a character does just that; the character flees the battle.

Added: 551

Changed: 3

Is there an issue? Send a MessageReason:
None


The Break Meter adds another layer to gameplay and strategy by allowing a new route to defeat other than merely depleting {{Hit Point}}s. It fills as a character is damaged and, when full, the character is "broken" and will be more vulnerable to attacks, be hit with criticals more often, and/or be unable to act. Occasionally, attacks or skills will behave radically differently against a broken enemy, with popular changes including the skill knocking them into the air and/or smashing them to the ground. Sometimes, breaking a character does just that; the character flees the battle.

to:

The Break Meter adds another layer to gameplay and strategy by allowing a new route to defeat other than merely depleting {{Hit Point}}s. It fills as a character is damaged and, when full, the character is "broken" and will be more vulnerable vulxennerable to attacks, be hit with criticals more often, and/or be unable to act. Occasionally, attacks or skills will behave radically differently against a broken enemy, with popular changes including the skill knocking them into the air and/or smashing them to the ground. Sometimes, breaking a character does just that; the character flees the battle.


Added DiffLines:

** Being a sequel to both ''1'' and ''2'', ''VideoGame/XenobladeChronicles3'' combines the two combo systems. Once you have Toppled an enemy after inflicting Break, you can then inflict Launch then Smash, or Daze and then inflict the newly added Burst. Launch and Smash are the offensive options (increased damage for the duration and a large amount amount of damage, respectively), while Daze and Burst are the defensive option (no aggro gain for the duration, and removal of [[TurnsRed Enrages]], drops items, but much smaller damage, respectively).
Is there an issue? Send a MessageReason:
None


* In ''Franchise/TheLegendOfZelda'' game ''VideoGame/HyruleWarriors'', depleting an enemy's Weak Point Gauge allows a warrior to deal major damage to that enemy and those surrounding it.

to:

* In ''Franchise/TheLegendOfZelda'' game ''VideoGame/HyruleWarriors'', depleting an enemy's Weak Point Gauge allows a warrior to deal major damage to that enemy and those surrounding it. In ''[[VideoGame/HyruleWarriorsAgeOfCalamity Age of Calamity]]'', a follow-up attack prompt will OneHitKill a MiniBoss regardless of health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/LibraryOfRuina'' has the Stagger Resistance meter. If it drops to zero, the character is left incapable to act for the current turn and the next; also, it will take double damage from all attacks. Stagger Resistance drops when you are attacked or when your own attack is successfully blocked, but it can be recovered by successfully dodging an enemy attack.
Is there an issue? Send a MessageReason:
None


* In the story mode of the ''VideoGame/{{Touhou}}'' spinoffs ''Scarlet Weather Rhapsody'' and ''Hisoutensoku'', enemies using spellcards have break meters. If you deal enough damage to them, they're stunned until it refills.

to:

* In the story mode of the ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' spinoffs ''Scarlet Weather Rhapsody'' ''VideoGame/TouhouHisoutenScarletWeatherRhapsody'' and ''Hisoutensoku'', ''VideoGame/TouhouHisoutensokuChoudokyuuGinyoruNoNazoOOe'', enemies using spellcards have break meters. If you deal enough damage to them, they're stunned until it refills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/AbsentedAgeSquarebound'': Ganger bosses and the SecretBoss have a Shield meter that prevents them from entering turn-based combat. The player has to deplete the boss's in action-based combat to force them into turn-based combat, where it'll be easier for the player to continuously attack them. However, once their Shield gauge refills during turn-based combat, the boss will force the battle into action mode again.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DarkSouls'' uses a similar mechanic, known as "poise". Heavy armour and certain items or spells increase it, and it grants stagger resistance. Taking hits will stagger a target once its poise is broken, often leaving them vulnerable to a [[CriticalHit riposte]]. This applies to enemies as well as the player.

to:

* ''VideoGame/DarkSouls'' uses a similar mechanic, known as "poise". Heavy armour and certain items or spells increase it, and it grants stagger resistance. Taking hits will stagger a target once its poise is broken, often leaving them broken. Stamina acts as a separate "active" meter, as you'll also be staggered when blocking drains the last of your stamina, and in games will be vulnerable to a [[CriticalHit riposte]]. This applies to enemies as well as the player.player, [[MyRulesAreNotYourRules thought it works somewhat differently]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/XenobladeChronicles'':

to:

* ''VideoGame/XenobladeChronicles'':''Xenoblade Chronicles'':



** ''[[VideoGame/XenobladeChroniclesX X]]'' uses a similar system, but with different names. Break is changed to Stagger and Daze is changed to Stun. The other major differences is Stagger also acts as an interrupt and Topple and Stun can be forced onto the opponent without the previous, but it becomes easier to do so if you follow the chain.

to:

** ''[[VideoGame/XenobladeChroniclesX X]]'' ''VideoGame/XenobladeChroniclesX'' uses a similar system, but with different names. Break is changed to Stagger and Daze is changed to Stun. The other major differences is Stagger also acts as an interrupt and Topple and Stun can be forced onto the opponent without the previous, but it becomes easier to do so if you follow the chain.

Added: 860

Changed: 824

Is there an issue? Send a MessageReason:
None


* ''VideoGame/XenobladeChronicles'' has the Break-Topple-Daze chain. Break does nothing outside of putting a debuff on the target, but Topple stops the enemy in it's tracks and attacks done to it have increased critical rates, and Daze can completely shatter [[{{Seers}} Shulk's]] visions of the future. Topple can also be extended by using additional Topple or Daze moves, effectively keeping an enemy from doing anything while you whale on them, although watch out for Topple spikes, where the enemy will do damage to the party while they are Toppled. Also there are moves that can force Topple or Daze (like Melia's Starlight Kick if used after her Spear Break) and Chain attacks can bypass enemy resistances to any portion of the chain. Finally, [[CombatMedic Sharla]] has an Art that can cause [[OneHitKill Instant Death]] to an enemy if they are Dazed.

to:

* ''VideoGame/XenobladeChronicles'' ''VideoGame/XenobladeChronicles'':
** ''VideoGame/XenobladeChronicles1''
has the Break-Topple-Daze chain. Break does nothing outside of putting a debuff on the target, but Topple stops the enemy in it's tracks and attacks done to it have increased critical rates, and Daze can completely shatter [[{{Seers}} Shulk's]] visions of the future. Topple can also be extended by using additional Topple or Daze moves, effectively keeping an enemy from doing anything while you whale on them, although watch out for Topple spikes, where the enemy will do damage to the party while they are Toppled. Also there are moves that can force Topple or Daze (like Melia's Starlight Kick if used after her Spear Break) and Chain attacks can bypass enemy resistances to any portion of the chain. Finally, [[CombatMedic Sharla]] has an Art that can cause [[OneHitKill Instant Death]] to an enemy if they are Dazed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GodOfWarPS4'', enemies have a break meter below their health bars that fills up quickly when you attack them bare-handed or with Atreus' arrows. Once it's full, you can hit R3 to deliver a violent instant kill on them. Your weapon attacks fill it up as well but at a much slower rate. It's basically a reinterpretation of the original ''God of War'' series' system where strong enemies and bosses would get stunned and open to a QTE kill once they've lost enough health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GetInTheCarLoser'': Ravage actions and the Sword of Fate can fill an enemy's Ravage gauge. Once the gauge is full, the enemy is temporarily staggered and more vulnerable to damage. However, the enemy can still act unless they're hit by the Slow ability while in stagger state, which upgrades to freezing them for several seconds.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/MonsterHunter'' has such a mechanic in the form of stun, wherein repeated blows to certain body parts with certain weapons (in particular, blows to the head with blunt weapons) eventually causes a monster to fall over and flail helplessly for a few moments. ''VideoGame/MonsterHunterRise'' has another mechanic in the form of "mounting damage", where inflicting enough damage with certain attacks, such as Silkbind attacks, forces the monster into a state where it can be mounted and controlled via Wyvern Riding.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/XenobladeChronicles'', being a SpiritualSuccessor to the VideoGame/Xenosaga series, brings back the BreakMeter, but does it differently because its an ARPG. Here it appears in the form of the Break-Topple-Daze chain. Break does nothing outside of putting a debuff on the target, but Topple stops the enemy in it's tracks and attacks done to it have increased critical rates, and Daze can completely shatter [[{{Seers}} Shulk's]] visions of the future. Topple can also be extended by using additional Topple or Daze moves, effectively keeping an enemy from doing anything while you whale on them, although watch out for Topple spikes, where the enemy will do damage to the party while they are Toppled. Also there are moves that can force Topple or Daze (like Melia's Starlight Kick if used after her Spear Break) and Chain attacks can bypass enemy resistances to any portion of the chain. Finally, [[CombatMedic Sharla]] has an Art that can cause [[OneHitKill Instant Death]] to an enemy if they are Dazed.

to:

* ''VideoGame/XenobladeChronicles'', being a SpiritualSuccessor to the VideoGame/Xenosaga series, brings back the BreakMeter, but does it differently because its an ARPG. Here it appears in the form of ''VideoGame/XenobladeChronicles'' has the Break-Topple-Daze chain. Break does nothing outside of putting a debuff on the target, but Topple stops the enemy in it's tracks and attacks done to it have increased critical rates, and Daze can completely shatter [[{{Seers}} Shulk's]] visions of the future. Topple can also be extended by using additional Topple or Daze moves, effectively keeping an enemy from doing anything while you whale on them, although watch out for Topple spikes, where the enemy will do damage to the party while they are Toppled. Also there are moves that can force Topple or Daze (like Melia's Starlight Kick if used after her Spear Break) and Chain attacks can bypass enemy resistances to any portion of the chain. Finally, [[CombatMedic Sharla]] has an Art that can cause [[OneHitKill Instant Death]] to an enemy if they are Dazed.

Top