History Main / ContractualBossImmunity

17th Jul '16 7:21:28 PM NineballCirno
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* Mostly Averted in ''VideoGame/WildStar''. Most status effects are resisted with Interrupt Armor. As long as an enemy has a layer of interrupt armor, they're immune to status effects. However, every status-inducing attack removes a layer of interrupt armor, allowing even bosses to eventually succumb to status effects with a coordinated effort. This is a major gameplay mechanic, as hitting an enemy with a status effect while they're casting an ability will [[Counterspell interrupt the attack]], and render the enemy helpless and [[Damage-IncreasingDebuff doubly vulnerable to damage]] for longer than the duration of a normal status effect. Certain enemies will occasionally have infinite interrupt armor, making them immune to being interrupted. However, they will always conveniently become vulnerable to interruption just before using a particularly nasty attack.

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* Mostly Averted in ''VideoGame/WildStar''. Most status effects are resisted with Interrupt Armor. As long as an enemy has a layer of interrupt armor, they're immune to status effects. However, every status-inducing attack removes a layer of interrupt armor, allowing even bosses to eventually succumb to status effects with a coordinated effort. This is a major gameplay mechanic, as hitting an enemy with a status effect while they're casting an ability will [[Counterspell [[{{Counterspell}} interrupt the attack]], and render the enemy helpless and [[Damage-IncreasingDebuff [[DamageIncreasingDebuff doubly vulnerable to damage]] for longer than the duration of a normal status effect. Certain enemies will occasionally have infinite interrupt armor, making them immune to being interrupted. However, they will always conveniently become vulnerable to interruption just before using a particularly nasty attack.



* ''VideoGame/ShadowOfMordor'' Makes this into a core game mechanic. In addition to various weaknesses, Officers also have varying strengths, which can make them immune to anything from combat finishers to arrows, requiring alternate methods to kill them or using their KryptoniteFactor. The trope is Subverted with captains weak to stealth attacks/combat finishers/arrows, Downplayed if they have no weakness or immunities (as they take damage as opposed to instant death like with mooks), and played straight if they are immune.

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* ''VideoGame/ShadowOfMordor'' ''VideoGame/MiddleEarthShadowOfMordor'' Makes this into a core game mechanic. In addition to various weaknesses, Officers also have varying strengths, which can make them immune to anything from combat finishers to arrows, requiring alternate methods to kill them or using their KryptoniteFactor. The trope is Subverted with captains weak to stealth attacks/combat finishers/arrows, Downplayed if they have no weakness or immunities (as they take damage as opposed to instant death like with mooks), and played straight if they are immune.
23rd Jun '16 8:54:25 PM nombretomado
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* In the ''TinyToonAdventures'' video game for Nintendo, Dizzy Devil's special ability is the tasmanian devil tornado, which makes him invulnerable and kills anything that touches him. Except for bosses, which just hurt him as though he wasn't in tornado mode.

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* In the ''TinyToonAdventures'' ''WesternAnimation/TinyToonAdventures'' video game for Nintendo, Dizzy Devil's special ability is the tasmanian devil tornado, which makes him invulnerable and kills anything that touches him. Except for bosses, which just hurt him as though he wasn't in tornado mode.
22nd Jun '16 1:19:58 AM tdf4638
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* In a lot of cases (especially if they are not/do not [[DefeatMeansPlayable become]] playable), fighting game bosses are often invulnerable to throws and any attack that causes a cinematic. This may be linked to boses that are much (sometimes ''[[LargeAndInCharge much]]'') bigger than any of the playable characters - seeing a figure like that being tossed around in a cinematic sequence like a person a fraction of their size doesn't make much sense.

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* In a lot of cases (especially if they are not/do not [[DefeatMeansPlayable become]] playable), fighting game bosses are often invulnerable to throws and any attack that causes a cinematic. This may be linked to boses bosses that are much (sometimes ''[[LargeAndInCharge much]]'') bigger than any of the playable characters - seeing a figure like that being tossed around in a cinematic sequence like a person a fraction of their size doesn't make much sense.
3rd Jun '16 9:40:55 AM nombretomado
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* A few weapons in the PS2 ''Franchise/RatchetAndClank'' games. The Zodiac and RYNOCIRATOR are one-hit weapons against normal opponents, but take off very little if any HP from bosses.

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* A few weapons in the PS2 [=PS2=] ''Franchise/RatchetAndClank'' games. The Zodiac and RYNOCIRATOR are one-hit weapons against normal opponents, but take off very little if any HP from bosses.
19th May '16 10:45:05 AM zaphod77
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** But then, any wizard can bypass SR if they're properly prepared, and there's a ton of spells that ignore SR anyways.

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** But then, any Any wizard can bypass SR if they're properly prepared, and there's a ton of spells that ignore SR anyways.anyways. But those tricks will not affect the Golem's immunity, which works off the original text. And in 3.0, Golems were flat out immune to ANY SPELL not listed in their entry, even new invented spells.
19th May '16 10:21:36 AM zaphod77
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*** Due to an oversight in the development process, [[spoiler: Yu Yevon, the final boss]] was originally intended to be a ClimaxBoss but someone forgot to program in certain weaknesses (mainly [[spoiler: Zombie]]. As a result, this fight is widely believed to be [[spoiler: a PostFinalBoss compared to Braska's Final Aeon]].

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*** Due to an oversight in the development process, [[spoiler: Yu Yevon, the final boss]] was originally intended to be a ClimaxBoss (or at least a PuzzleBoss) but someone forgot to program in certain weaknesses immunities (mainly [[spoiler: Zombie]].Zombie and Doom]]. As a result, this fight is widely believed to be [[spoiler: a PostFinalBoss compared to Braska's Final Aeon]].
20th Apr '16 4:53:21 AM SLOOGOVS
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* Mostly Averted in ''VideoGame/Wildstar''. Most status effects are resisted with Interrupt Armor. As long as an enemy has a layer of interrupt armor, they're immune to status effects. However, every status-inducing attack removes a layer of interrupt armor, allowing even bosses to eventually succumb to status effects with a coordinated effort. This is a major gameplay mechanic, as hitting an enemy with a status effect while they're casting an ability will [[Counterspell interrupt the attack]], and render the enemy helpless and [[Damage-IncreasingDebuff doubly vulnerable to damage]] for longer than the duration of a normal status effect. Certain enemies will occasionally have infinite interrupt armor, making them immune to being interrupted. However, they will always conveniently become vulnerable to interruption just before using a particularly nasty attack.

to:

* Mostly Averted in ''VideoGame/Wildstar''.''VideoGame/WildStar''. Most status effects are resisted with Interrupt Armor. As long as an enemy has a layer of interrupt armor, they're immune to status effects. However, every status-inducing attack removes a layer of interrupt armor, allowing even bosses to eventually succumb to status effects with a coordinated effort. This is a major gameplay mechanic, as hitting an enemy with a status effect while they're casting an ability will [[Counterspell interrupt the attack]], and render the enemy helpless and [[Damage-IncreasingDebuff doubly vulnerable to damage]] for longer than the duration of a normal status effect. Certain enemies will occasionally have infinite interrupt armor, making them immune to being interrupted. However, they will always conveniently become vulnerable to interruption just before using a particularly nasty attack.
1st Mar '16 3:42:17 PM ironcommando
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* Played with in the Mann Vs. Machine mode of ''VideoGame/TeamFortress2'': [[GiantMook giant robots]] are immune to the Spy's backstab. There is, however, a series of upgrades to the knife that let you do a fixed amount of damage based on the upgrade level; it generally won't be the OneHitKill backstabs are to everything else, but it's still quite damaging, especially since you may be able to get in several before it turns around.

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* Played with in the Mann Vs. Machine mode of ''VideoGame/TeamFortress2'': [[GiantMook giant robots]] are immune to the Spy's backstab. There is, however, a series of upgrades to the knife that let you do a fixed amount of damage based on the upgrade level; it generally won't be the OneHitKill backstabs are to everything else, but it's still quite damaging, especially since you may be able to get in several before it turns around. And then there's the [[DamageSpongeBoss Tank]], which not only can't be headshot or backstabbed, it is also completely immune to all negative effects like Jarate, Mad Milk, Burning, Sapped, Stun, etc.
29th Feb '16 8:59:21 PM GTG3000
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** He is completely vulnerable to sniper rifles though, which allows two archangel-equipped snipers to take him out in same turn he is spotted.

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** He is completely vulnerable to Averted with games' true one turn map clearing device - a sniper rifles though, which allows two archangel-equipped snipers to with archangel armour and, optionally, doubletap skill. A pair of such can take him out in same the final boss the turn he appears with no sweat, provided player is spotted.careful enough to place them right beforehand, or knows about the boss.
29th Feb '16 8:55:00 PM GTG3000
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Added DiffLines:

** He is completely vulnerable to sniper rifles though, which allows two archangel-equipped snipers to take him out in same turn he is spotted.
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