History Main / StatusBuff

6th May '16 6:47:18 PM nombretomado
Is there an issue? Send a Message


* ''[[GaiaOnline zOMG!]]'' has many rings that are buffs, including a passive, persistent buff in the Fitness ring. Some are single-target buffs (and some of these are ally-only or self-only), while some affect all players that were near the user when it was activated. Many buff rings also boost an additional stat or have a wider area of effect when used at higher [[ChargedAttack Rage Ranks]]. And then there are the buffs that target all players on the screen even at the lowest Rage Rank...
* In ''BrutalLegend'', Eddie also has a guitar solo that temporarily boosts the offensive power of all units near him, the Rock Crusher boosts nearby allied damage. In solo mode once you free enough Dragon Statues, Eddie's mere presence boosts the regeneration rate of all units around him. The guitarists also heal allies and the Doviculus also has the ability to tear out his heart and use it for a solo to increase the power of his allies. His army also has extremely potent regenerative abilities. [[spoiler: Drowned Ophelia]] has a spell to heal allies and the zeppelin heals as well, but the army mostly relies on [[StandardStatusEffect weakening enemies]], as many of their units have weakening auras and unlike the Ironheade's buffs, theirs stack.

to:

* ''[[GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' has many rings that are buffs, including a passive, persistent buff in the Fitness ring. Some are single-target buffs (and some of these are ally-only or self-only), while some affect all players that were near the user when it was activated. Many buff rings also boost an additional stat or have a wider area of effect when used at higher [[ChargedAttack Rage Ranks]]. And then there are the buffs that target all players on the screen even at the lowest Rage Rank...
* In ''BrutalLegend'', ''VideoGame/BrutalLegend'', Eddie also has a guitar solo that temporarily boosts the offensive power of all units near him, the Rock Crusher boosts nearby allied damage. In solo mode once you free enough Dragon Statues, Eddie's mere presence boosts the regeneration rate of all units around him. The guitarists also heal allies and the Doviculus also has the ability to tear out his heart and use it for a solo to increase the power of his allies. His army also has extremely potent regenerative abilities. [[spoiler: Drowned Ophelia]] has a spell to heal allies and the zeppelin heals as well, but the army mostly relies on [[StandardStatusEffect weakening enemies]], as many of their units have weakening auras and unlike the Ironheade's buffs, theirs stack.
19th Mar '16 6:49:46 AM Hossmeister
Is there an issue? Send a Message
24th Feb '16 10:02:47 AM AzraelIshi
Is there an issue? Send a Message


** The Buffer classes... well, buff. All their skillset are based around buffing party members, raising every possible stat in the process. While their standart buffs are fairly equal, each class has its own perks. Prophets have every single great buff and can boost every single stat by themselves (at the cost of having exactly 0 combat abilities), Elders can actively regenerate mana (which makes them invaluable for mages) and Judicators have ultimate buffs, which raises certain stats to incredible levels for short periods of time, such as Apetite for Destruction (which boosts Physical Damage, Critical rate and Damage and Acurracy by 80%), Protection Instinct (raises all defenses by 80%) and Magic Impulse (which raises Magical Damage, Magical critical rate and damage and casting speed)

to:

** The Buffer classes... well, buff. All their skillset are based around buffing party members, raising every possible stat in the process. While their standart buffs are fairly equal, each class has its own perks. Prophets have every single great buff and can boost every single stat by themselves (at the cost of having exactly 0 combat abilities), Elders can actively regenerate mana (which makes them invaluable for mages) and Judicators have ultimate buffs, which raises certain stats to incredible levels for short periods of time, such as Apetite for Destruction (which boosts Physical Damage, Critical rate and Damage and Acurracy by 80%), Protection Instinct (raises all defenses by 80%) and Magic Impulse (which raises Magical Damage, Magical critical rate and damage and casting speed)speed). The Judicator buffs affects the entire party, which can make a party with a Judicator unkillable for the 30-40 seconds duration of said buffs.
24th Feb '16 4:32:40 AM AzraelIshi
Is there an issue? Send a Message


** The Buffer classes... well, buff. All their skillset is based around buffing party members, raising every possible stat in the process. While their standart buffs are fairly equal, each class has its own perks. Prophets have every single great buff and can boost every single stat by itself (at the cost of having exactly 0 combat abilities), Elders can actively regenerate mana (which makes them invaluable for mages) and Judicators have ultimate buffs, which raises certain stats to incredible levels for short periods of time, such as Apetite for Destruction (which boosts Physical Damage, Critical rate and Damage and Acurracy by 80%), Protection Instinct (raises all defenses by 80%) and Magic Impulse (which raises Magical Damage, Magical critical rate and damage and casting speed)

to:

** The Buffer classes... well, buff. All their skillset is are based around buffing party members, raising every possible stat in the process. While their standart buffs are fairly equal, each class has its own perks. Prophets have every single great buff and can boost every single stat by itself themselves (at the cost of having exactly 0 combat abilities), Elders can actively regenerate mana (which makes them invaluable for mages) and Judicators have ultimate buffs, which raises certain stats to incredible levels for short periods of time, such as Apetite for Destruction (which boosts Physical Damage, Critical rate and Damage and Acurracy by 80%), Protection Instinct (raises all defenses by 80%) and Magic Impulse (which raises Magical Damage, Magical critical rate and damage and casting speed)
24th Feb '16 4:30:41 AM AzraelIshi
Is there an issue? Send a Message


** The former can boost their already ridiculous defense to almost unbelievable levels with their buffs, such as Iron Will, Aegis Shield, Ultimate Defense, Physical Mirror and Deflect Magic among many others. The Phoenix Knight provides support to the party with their assistance skills such as Touch of Life (Heals a target to full health and increases all healing done to the target), Spirit of the Phoenix (a chain of skills which culminates in Flame Archon, a massive buff to the entire party which raises every single stat by 60%, at the cost of reducing healing effectivenes on everyone affected by 80%) and Shield of Faith (which transfers 50% of the damage of all party members towards the caster, boosting the entire party defenese in the process). The Hell Knight debuffs the enemy with skills like Touch of Death (reduces the health, healing effects and stats of the target, removing up to 5 buffs in the process), Shield Slam (Blocks physical skills for 1 minute), Hell Scream (Reduces every nearby enemy defense for 30%, speed for 30% and has a chance of inflicting fear), and their most feared skill, Insane Crusher (deals a ridiculous ammount of damage that bypasses all kinds of defense -shields and armor- further increased because the skill can Over-Hit -An effect above critical damage, where the damage can be boosted up to 5 times), and if the target survives, they have greatly reduced CP, Greatly reduced CP and HP regeneration, Debuff Resistance. It also cancels from 1 up to every single one (!) of the target buffs. Being hit with Insane Crusher is basically a death sentence for the character.

to:

** The former can boost their already ridiculous defense to almost unbelievable levels with their buffs, such as Iron Will, Aegis Shield, Ultimate Defense, Physical Mirror and Deflect Magic among many others. The Phoenix Knight provides support to the party with their assistance skills such as Touch of Life (Heals a target to full health and increases all healing done to the target), Spirit of the Phoenix (a chain of skills which culminates in Flame Archon, a massive buff to the entire party which raises every single stat by 60%, at the cost of reducing healing effectivenes on everyone affected by 80%) and Shield of Faith (which transfers 50% of the damage of all party members towards the caster, boosting the entire party defenese in the process). The Hell Knight debuffs the enemy with skills like Touch of Death (reduces the health, healing effects and stats of the target, removing up to 5 buffs in the process), Shield Slam (Blocks physical skills for 1 minute), Hell Scream (Reduces every nearby enemy defense for 30%, speed for 30% and has a chance of inflicting fear), and their most feared skill, Insane Crusher (deals a ridiculous ammount of damage that bypasses all kinds of defense -shields and armor- further increased because the skill can Over-Hit -An effect above critical damage, where the damage can be boosted up to 5 times), times-, and if the target survives, they have greatly reduced CP, Greatly reduced CP and HP regeneration, regeneration and Debuff Resistance. It also cancels from 1 up to every single one (!) of the target buffs. Being hit with Insane Crusher is basically a death sentence for the character.)
24th Feb '16 4:29:19 AM AzraelIshi
Is there an issue? Send a Message


** The former can boost their already ridiculous defense to almost unbelievable levels with their buffs, such as Iron Will, Aegis Shield, Ultimate Defense, Physical Mirror and Deflect Magic among many others. The Phoenix Knight provides support to the party with their assistance skills such as Touch of Life (Heals a target to full health and increases all healing done to the target), Spirit of the Phoenix (a chaills which culminates in Flame Archon, a massive buff to the entire party which raises every single stat by 60%, at the cost of reducing healing effectivenes on everyone affected by 80%) and Shield of Faith (which transfers 50% of the damage of all party members towards the caster, boosting the entire party defenese in the process). The Hell Knight debuffs the enemy with skills like Touch of Death (reduces the health, healing effects and stats of the target, removing up to 5 buffs in the process), Shield Slam (Blocks physical skills for 1 minute), Hell Scream (Reduces every nearby enemy defense for 30%, speed for 30% and has a chance of inflicting fear), and their most feared skill, Insane Crusher (deals a ridiculous ammount of damage that bypasses all kinds of defense -shields and armor- further increased because the skill can Over-Hit -An effect above critical damage, where the damage can be boosted up to 5 times), and if the target survives, they have greatly reduced CP, Greatly reduced CP and HP regeneration, Debuff Resistance. It also cancels from 1 up to every single one (!) of the target buffs. Being hit with Insane Crusher is basically a death sentence for the character.

to:

** The former can boost their already ridiculous defense to almost unbelievable levels with their buffs, such as Iron Will, Aegis Shield, Ultimate Defense, Physical Mirror and Deflect Magic among many others. The Phoenix Knight provides support to the party with their assistance skills such as Touch of Life (Heals a target to full health and increases all healing done to the target), Spirit of the Phoenix (a chaills chain of skills which culminates in Flame Archon, a massive buff to the entire party which raises every single stat by 60%, at the cost of reducing healing effectivenes on everyone affected by 80%) and Shield of Faith (which transfers 50% of the damage of all party members towards the caster, boosting the entire party defenese in the process). The Hell Knight debuffs the enemy with skills like Touch of Death (reduces the health, healing effects and stats of the target, removing up to 5 buffs in the process), Shield Slam (Blocks physical skills for 1 minute), Hell Scream (Reduces every nearby enemy defense for 30%, speed for 30% and has a chance of inflicting fear), and their most feared skill, Insane Crusher (deals a ridiculous ammount of damage that bypasses all kinds of defense -shields and armor- further increased because the skill can Over-Hit -An effect above critical damage, where the damage can be boosted up to 5 times), and if the target survives, they have greatly reduced CP, Greatly reduced CP and HP regeneration, Debuff Resistance. It also cancels from 1 up to every single one (!) of the target buffs. Being hit with Insane Crusher is basically a death sentence for the character.
24th Feb '16 4:28:17 AM AzraelIshi
Is there an issue? Send a Message


* ''VideoGame/Lineage2'' All classes have multiple buffs, but the ones that take the cake are the human tank classes (Hell Knight and Phoenix Knight) and the dedicated buffers (Prophet, Elven/Shilien Elder, Judicator).

to:

* ''VideoGame/Lineage2'' ''{{Lineage 2}}'' All classes have multiple buffs, but the ones that take the cake are the human tank classes (Hell Knight and Phoenix Knight) and the dedicated buffers (Prophet, Elven/Shilien Elder, Judicator).
24th Feb '16 4:26:52 AM AzraelIshi
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/Lineage2'' All classes have multiple buffs, but the ones that take the cake are the human tank classes (Hell Knight and Phoenix Knight) and the dedicated buffers (Prophet, Elven/Shilien Elder, Judicator).
**The former can boost their already ridiculous defense to almost unbelievable levels with their buffs, such as Iron Will, Aegis Shield, Ultimate Defense, Physical Mirror and Deflect Magic among many others. The Phoenix Knight provides support to the party with their assistance skills such as Touch of Life (Heals a target to full health and increases all healing done to the target), Spirit of the Phoenix (a chaills which culminates in Flame Archon, a massive buff to the entire party which raises every single stat by 60%, at the cost of reducing healing effectivenes on everyone affected by 80%) and Shield of Faith (which transfers 50% of the damage of all party members towards the caster, boosting the entire party defenese in the process). The Hell Knight debuffs the enemy with skills like Touch of Death (reduces the health, healing effects and stats of the target, removing up to 5 buffs in the process), Shield Slam (Blocks physical skills for 1 minute), Hell Scream (Reduces every nearby enemy defense for 30%, speed for 30% and has a chance of inflicting fear), and their most feared skill, Insane Crusher (deals a ridiculous ammount of damage that bypasses all kinds of defense -shields and armor- further increased because the skill can Over-Hit -An effect above critical damage, where the damage can be boosted up to 5 times), and if the target survives, they have greatly reduced CP, Greatly reduced CP and HP regeneration, Debuff Resistance. It also cancels from 1 up to every single one (!) of the target buffs. Being hit with Insane Crusher is basically a death sentence for the character.
**The Buffer classes... well, buff. All their skillset is based around buffing party members, raising every possible stat in the process. While their standart buffs are fairly equal, each class has its own perks. Prophets have every single great buff and can boost every single stat by itself (at the cost of having exactly 0 combat abilities), Elders can actively regenerate mana (which makes them invaluable for mages) and Judicators have ultimate buffs, which raises certain stats to incredible levels for short periods of time, such as Apetite for Destruction (which boosts Physical Damage, Critical rate and Damage and Acurracy by 80%), Protection Instinct (raises all defenses by 80%) and Magic Impulse (which raises Magical Damage, Magical critical rate and damage and casting speed)
27th Sep '15 6:08:27 PM billybobfred
Is there an issue? Send a Message


* In ''VideoGame/KingdomOfLoathing'', although this is the specialty of Accordion Thieves, every class gets at least two buff effects. They, like the NegativeStatusEffects, last for a certain number of turns, and are listed as effects under your character pane.

to:

* In ''VideoGame/KingdomOfLoathing'', although this is the specialty of Accordion Thieves, Turtle Tamers and Saucerors also get a handful, and every class gets at least two buff effects. self-buff effects.[[note]]A true "buff" spell in this game is distinguished by being castable on other players, and being freely shruggable. Self-buffs, as the name implies, can only be cast on yourself, and are slightly harder to remove.[[/note]] They, like the NegativeStatusEffects, not-so-{{Standard Status Effect}}s, last for a certain number of turns, and are listed as effects under your character pane.
21st Aug '15 9:49:23 AM Luigifan
Is there an issue? Send a Message


** Whether it's Strength, Speed, Defense, Magic, or other stats, this will grant the recipient of these spells a temporary flat increase to that stat, thus improving all internal calculations derived from it (be it damage, healing, accuracy, or so on). In some games this is an "official" buff that can be neutralized by a StatusBuffDispel. In some games, there may be just one of these - usually for Attack, while in others, they may be absent, except for increasing levels of Agility Up/Down.

to:

** Whether it's Strength, Speed, Defense, Magic, or other stats, this will grant the recipient of these spells a temporary flat increase to that stat, thus improving the results of all internal calculations derived from it (be it damage, healing, accuracy, or so on). In some games games, this is an "official" buff that can be neutralized by a StatusBuffDispel. In some games, there may be just one of these - usually (usually for Attack, Attack), while in others, they may be absent, except for increasing levels of Agility Up/Down.



** Causes spells or attacks to deflect off of the intended target and hit something else instead, usually a member of the opposite party. In some cases this makes no distinction between friendly or hostile magic: If you cast Reflect on an opponent, any attempts by them to cast recovery spells or status buffs of their own may bounce onto you instead. Most spells will only reflect ''once'' before they strike the target.

to:

** Causes spells or attacks to deflect off of the intended target and hit something else instead, usually a member of the opposite party. In some cases cases, this makes no distinction between friendly or hostile magic: If you cast Reflect on an opponent, any attempts by them to cast recovery spells or status buffs of their own may bounce onto you instead. Most spells will only reflect ''once'' before they strike the target.



** Speeds up the character. This is distinct from a Speed buff as listed above: Whereas a Speed buff will improve internal calculations (say, accuracy and evasion) derived from one's Speed, Haste actually ''multiplies the number of turns'' or actions the character is given during battle. In games featuring a "Slow" [[StandardStatusEffects status effect]], the two will usually [[StatusBuffDispel cancel each other out.]]

to:

** Speeds up the character. This is distinct from a Speed buff as listed above: Whereas a Speed buff will improve internal calculations (say, accuracy and evasion) derived from one's Speed, Speed (and, depending on the game, may modify turn order), Haste actually ''multiplies the number of turns'' or actions the character is given during battle. In games featuring a "Slow" [[StandardStatusEffects status effect]], the two will usually [[StatusBuffDispel cancel each other out.]]



** Slowly restores a character's HP. In turn-based games, it will heal a set amount of HP every turn. Although it's the polar opposite of Poison, it doesn't usually directly cancel poison out; rather both effects go at the same time, which may or may not even out depending on the game.

to:

** Slowly restores a character's HP. In turn-based games, it will heal a set amount of HP every turn. Although it's the polar opposite of Poison, StandardStatusEffects/{{Poison}}, it doesn't usually directly cancel poison out; rather rather, both effects go at the same time, which may or may not even out depending on the game.



** D&D also has a metamagic feat called Chain Spell, that makes a spell hit a number of secondary targets. It will do half damage and be easier to resist though. Of course buffs do not do damage and there is no reason to choose to resist them, making them an easy means of getting full party buffs as there is no drawback. Of course the same is true for Dispel Magic, which if Chained is assured of crippling any competent mid or high level opponent long enough to finish them off.

to:

** D&D also has a metamagic feat called Chain Spell, that makes a spell hit a number of secondary targets. It will do half damage and be easier to resist resist, though. Of course course, buffs do not do damage and there is no reason to choose to resist them, making them an easy means of getting full party buffs as there is no drawback. Of course course, the same is true for Dispel Magic, which if Chained is assured of crippling any competent mid mid- or high level high-level opponent long enough to finish them off.



** Even Warriors and Rogues have some buff effects, although largely self-targeting abilities.
** Druids are also notable for having no less than 3 types of Regeneration buffs. A normal one, one with a instant effect at the beginning and one with an instant effect when it expires.

to:

** Even Warriors and Rogues have some buff effects, although those are largely self-targeting abilities.
** Druids are also notable for having no less than 3 types of Regeneration buffs. A normal one, one with a an instant effect at the beginning beginning, and one with an instant effect when it expires.



** In ''VideoGame/FinalFantasyVI'', Regen is comparatively useless -- unless your Stamina is high, it heals very little damage and is per-turn. Even worse, that Vitality stat determines how much damage you take from poisoning: the higher the Vitality, the more damage you take per turn.

to:

** In ''VideoGame/FinalFantasyVI'', Regen is comparatively useless -- unless your Stamina Vitality is high, it heals very little damage and is per-turn. Even worse, that Vitality stat determines how much damage you take from poisoning: the higher the Vitality, the more damage you take per turn.



** In ''VideoGame/KingdomHeartsChainOfMemories'', [[MegaManning Enemy Cards]] are type of card used in battle that grant Sora beneficial effects. Standard ones include Protect and Shell, while there are unconventional ones as well. For example, the Large Body card nullifies all damage coming from in front of him, and Dragon Maleficent boosted the power of Keyblade attacks but slows down the reload card. Each enemy and boss has a card associated with him/her/it, and they all have some sort of unique effect and condition before the effect fades. However, the disadvantages are that only one enemy card can be at play at a time, they tend to be expensive to put in your deck and that for some cards, they impart resistances [[PowerUpLetdown and weaknesses to certain elements along with their unique effect.]] They are also [[RareRandomDrop dropped rarely]] in the case of regular Heartless cards.

to:

** In ''VideoGame/KingdomHeartsChainOfMemories'', [[MegaManning Enemy Cards]] are a type of card used in battle that grant Sora beneficial effects. Standard ones include Protect and Shell, while there are unconventional ones as well. For example, the Large Body card nullifies all damage coming from in front of him, and Dragon Maleficent boosted the power of Keyblade attacks but slows down the reload card. Each enemy and boss has a card associated with him/her/it, and they all have some sort of unique effect and condition before the effect fades. However, the disadvantages are that only one enemy card can be at play at a time, they tend to be expensive to put in your deck deck, and that for some cards, they impart resistances [[PowerUpLetdown and weaknesses to certain elements along with their unique effect.]] They are also [[RareRandomDrop dropped rarely]] in the case of regular Heartless cards.



** The buffs available to support characters (Defenders, Corruptors, Controllers and Masterminds) deserve special mention in that they were so powerful that a team of eight support characters was generally considered the strongest option for a team. While damage characters were (for the most part) individually stronger the ability to stack buffs (and debuffs) made teams composed solely of support characters extremely powerful.

to:

** The buffs available to support characters (Defenders, Corruptors, Controllers Controllers, and Masterminds) deserve special mention in that they were so powerful that a team of eight support characters was generally considered the strongest option for a team. While damage characters were (for the most part) individually stronger the ability to stack buffs (and debuffs) made teams composed solely of support characters extremely powerful.



** Stat changing buffs do not wear off with time, but are only lost if the buffed Pokemon switches out. Switching is fairly common in competitive play however.
** Light Screen, Reflect and Safeguard are of the "Protect" sort, halving physical damage, halving special damage and preventing negative statuses respectively. All three do expire however.
** Also, the move "Baton Pass" allows a Pokémon to switch out with another party member and transfer all status buffs to it. It also transfers all status debuffs, like being locked into battle (Mean Look, Shadow Hold), infatuation (unless the entrant is the same gender as the infatuator or genderless), and confusion. The only status debuffs it won't transfer are the cardinals (Burn, Freeze, Poison, Paralyze, Sleep, Faint).

to:

** Stat changing buffs do not wear off with time, but are only lost if the buffed Pokemon switches out. Switching is fairly common in competitive play however.play, though.
** Light Screen, Reflect Reflect, and Safeguard are of the "Protect" sort, halving physical damage, halving special damage damage, and preventing negative statuses statuses, respectively. All three do expire expire, however.
** Also, the move "Baton Pass" allows a Pokémon to switch out with another party member and transfer all status buffs to it. It also transfers all status debuffs, like being locked into battle (Mean Look, Shadow Hold), infatuation (unless the entrant is the same gender as the infatuator or genderless), and confusion. The only status debuffs it won't transfer are [[StandardStatusEffects the cardinals cardinals]] (Burn, Freeze, Poison, Paralyze, Sleep, Faint).
This list shows the last 10 events of 51. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.StatusBuff