History Main / Breakmeter

4th Jan '16 5:35:32 PM hamza678
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** ''{{Neptunia}}'' simplified it to a single break bar. Once it depleted, the attacker got full AP back, and the broken enemy took double damage. ** ''RecordOfAgarestWar'' and ''Zero'' also had the Break meter but when you deplete it, you get an extended version of a Break Art. ''RecordOfAgarestWar2'' also had a Break meter but what it does is that it gives you an Up Orb to be able to use [[LimitBreak Limit Breaks]].
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** ''{{Neptunia}}'' ''VideoGame/{{Neptunia}}'' simplified it to a single break bar. Once it depleted, the attacker got full AP back, and the broken enemy took double damage. ** ''RecordOfAgarestWar'' ''VideoGame/RecordOfAgarestWar'' and ''Zero'' also had the Break meter but when you deplete it, you get an extended version of a Break Art. ''RecordOfAgarestWar2'' ''VideoGame/RecordOfAgarestWar2'' also had a Break meter but what it does is that it gives you an Up Orb to be able to use [[LimitBreak Limit Breaks]].

* ''HybridHeaven'' has both the enemy and the player have body parts that can be attacked over and over again until that part gets heavily injured, resulting in the character having slower speed or weaker attacks. Attacking the head enough times can also cause the character to be dazed.
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* ''HybridHeaven'' ''VideoGame/HybridHeaven'' has both the enemy and the player have body parts that can be attacked over and over again until that part gets heavily injured, resulting in the character having slower speed or weaker attacks. Attacking the head enough times can also cause the character to be dazed.
4th Jan '16 4:42:49 PM nombretomado
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* ''SoulCalibur IV'' introduces the Soul Gauge, which decreases when attacks are blocked. If it breaks, the player is temporarily stunned and open to a OneHitKO FinishingMove.
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* ''SoulCalibur ''VideoGame/SoulCalibur IV'' introduces the Soul Gauge, which decreases when attacks are blocked. If it breaks, the player is temporarily stunned and open to a OneHitKO FinishingMove.
3rd Oct '15 6:31:32 PM Ninjat126
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* ''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. This applies to enemies as well as the player.
23rd Sep '15 7:15:25 PM Berrenta
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** ''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 ForMassiveDamage. 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.
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** ''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 ForMassiveDamage.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.
13th Jul '15 9:58:27 AM nombretomado
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* Featured as a prominent battle mechanism in both ''ManaKhemia'' games. Broken enemies are stunned for at least a turn, take more damage and suffer critical hits more easily.
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* Featured as a prominent battle mechanism in both ''ManaKhemia'' ''VideoGame/{{Mana|Khemia Alchemists of Al Revis}} [[VideoGame/ManaKhemia2FallOfAlchemy Khemia]]'' games. Broken enemies are stunned for at least a turn, take more damage and suffer critical hits more easily.
1st Jul '15 7:27:59 AM OldBen
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* VideoGame/Persona4Arena uses system similar to [=JoJo=] fighting games - each character has several Persona cards(usually four, but can range from two to six) which can be lost if his/her Persona is hit during attack. If all cards are lost, character enters Persona Break state and for next few seconds can't use any attack that would require a Persona.
26th Jun '15 9:38:27 PM GentlemensDame883
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The inverse of LimitBreak, and an aversion of CriticalExistenceFailure. Often goes hand-in-hand with a MoraleMechanic, which represents a unit's "fighting spirit."
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The inverse of LimitBreak, and an aversion of CriticalExistenceFailure. Often goes hand-in-hand with a MoraleMechanic, which represents a unit's "fighting spirit." " Compare InjuredVulnerability.
16th Jun '15 8:33:17 AM Phoenixion
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[[quoteright:330:[[VideoGame/{{Xenosaga}} http://static.tvtropes.org/pmwiki/pub/images/break.jpg]]]] [[caption-width-right:330:I bet that thing is regretting picking this fight about now...]]
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[[quoteright:330:[[VideoGame/{{Xenosaga}} [[quoteright:350:[[VideoGame/{{Xenosaga}} http://static.tvtropes.org/pmwiki/pub/images/break.jpg]]]] [[caption-width-right:330:I [[caption-width-right:350:I bet that thing is regretting picking this fight about now...]]
28th May '15 3:44:57 AM Nirual
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* 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). Regular attacks from a Commando with Launch will launch the opponent into the air, while others do extra damage just as the enemy is about to recover. Certain enemies also lose resistances to certain types of attacks. 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.
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* 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). Regular attacks from a Commando with Launch will launch the opponent into the air, while others do extra damage just as the enemy is about to recover. Certain enemies also lose resistances to certain types of attacks.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.
13th Apr '15 1:11:34 PM nombretomado
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* In ''DawnOfWar'', squads have a morale meter that goes down as the squad takes damage. If this meter is emptied, the squad breaks and its troops become less effective in combat.
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* In ''DawnOfWar'', ''VideoGame/DawnOfWar'', squads have a morale meter that goes down as the squad takes damage. If this meter is emptied, the squad breaks and its troops become less effective in combat.
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