History Main / StatusBuff

27th Sep '15 6:08:27 PM billybobfred
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* 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.
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* 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
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** 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.
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** 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.
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** 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.]]
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** 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.
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** 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.
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** 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.
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** 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.
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** 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.
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** 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.
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** 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).
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** 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).
19th Aug '15 1:23:37 PM Prfnoff
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Namespace
* Uther from ''FateNuovoGuerra'' has the personal skill 'Dragon Attribute', which serves as both defense up and as protection against StandardStatusEffects. The downside is that its high level makes him vulnerable to [[KryptoniteFactor anti-dragon weapons]].
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* Uther from ''FateNuovoGuerra'' ''Roleplay/FateNuovoGuerra'' has the personal skill 'Dragon Attribute', which serves as both defense up and as protection against StandardStatusEffects. The downside is that its high level makes him vulnerable to [[KryptoniteFactor anti-dragon weapons]].
22nd Jul '15 4:21:21 PM KiyoshiSan
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Put under folder to reduce clutter
'''Some standout types:''' * '''Ability Up''' 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.\\ \\ Many games that have the Ability Up buff will also have a corresponding '''Ability Down''' as the negative counterpart, and the two may [[StatusBuffDispel cancel each other out.]] * '''Reflect''' 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.\\ \\ Also, most spells will only reflect ''once'' before they strike the target; a player can pierce an opponent's Reflect by placing their own Reflect on an ally and bouncing spells off of them. * '''Haste''' 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.]] * '''[[GradualRegeneration Regeneration]]''' 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. * '''[[ChargedAttack Charge/Focus]]''' increases the effect of the next attack or spell used. Many of these are self-used, effectively using two turns/actions for a single, stronger attack (which, depending on the game rules and opponent's defensive strength, can be ''more effective'' than two regular attacks). * '''[[BeehiveBarrier Protect]]''' reduces damage taken, often by a specific source. Many games have variations on this for different types of damage (e.g. physical or magic), and some even going as far as having Protect spells against individual elements. A partial reflect may or may not be built in.
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'''Some standout types:''' [[folder:Examples of common buffs]] * '''Ability Up''' whether Up''': ** 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.\\ \\ Many Up/Down. **Many games that have the Ability Up buff will also have a corresponding '''Ability Down''' as the negative counterpart, and the two may [[StatusBuffDispel cancel each other out.]] * '''Reflect''' causes '''Reflect''': ** 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.\\ \\ Also, most Most spells will only reflect ''once'' before they strike the target; a player can pierce an opponent's Reflect by placing their own Reflect on an ally and bouncing spells off of them. target. * '''Haste''' speeds '''Haste''': ** 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.]] * '''[[GradualRegeneration Regeneration]]''' slowly Regeneration]]''': ** 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. * '''[[ChargedAttack Charge/Focus]]''' increases Charge/Focus]]''': ** Increases the effect of the next attack or spell used. Many of these are self-used, effectively using two turns/actions for a single, stronger attack (which, depending on the game rules and opponent's defensive strength, can be ''more effective'' than two regular attacks). * '''[[BeehiveBarrier Protect]]''' reduces Protect]]''': ** Reduces damage taken, often by a specific source. Many games have variations on this for different types of damage (e.g. physical or magic), and some even going as far as having Protect spells against individual elements. A partial reflect may or may not be built in. [[/folder]]
17th Jul '15 5:53:59 PM josh6243
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* ''VideoGame/SuperRobotWarsBX'' ** Mic Sounders has Disc P, which increases allied units' Will and allows them to use their most powerful weapons instantly ** GaoGaiGar has Dividing Driver, which increases the Terrain Rankings of allied units within range to maximum, and lowers those of enemies in range by 1
17th Jul '15 11:42:06 AM rcmerod52
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* One item in ''Videogame/DokaponKingdom'' gives this, but leaves your HPToOne after it wears off.
11th Jul '15 4:22:02 PM nombretomado
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* Aside from SummonMagic, this is Caro's specialty in ''MagicalGirlLyricalNanohaStrikerS''. Her buffs include Acceleration for speed, Strike Power for melee attacks, and Energy Boost for magical effects.
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* Aside from SummonMagic, this is Caro's specialty in ''MagicalGirlLyricalNanohaStrikerS''.''Anime/MagicalGirlLyricalNanohaStrikers''. Her buffs include Acceleration for speed, Strike Power for melee attacks, and Energy Boost for magical effects.
9th Jul '15 6:05:46 PM nombretomado
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* ''VideoGame/SuperRobotWarsAlpha 3'', ''VideoGame/SuperRobotWarsDestiny'' and ''VideoGame/{{Super Robot Wars Z}}2: Saisei-Hen'' have Basara from MacrossSeven. The [[http://www.youtube.com/watch?v=awAi36JjFiQ following songs]] in ''Z2: Saisei-Hen'' give the corresponding buffs to his allies:
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* ''VideoGame/SuperRobotWarsAlpha 3'', ''VideoGame/SuperRobotWarsDestiny'' and ''VideoGame/{{Super Robot Wars Z}}2: Saisei-Hen'' have Basara from MacrossSeven.''{{Anime/Macross 7}}''. The [[http://www.youtube.com/watch?v=awAi36JjFiQ following songs]] in ''Z2: Saisei-Hen'' give the corresponding buffs to his allies:
13th Jun '15 1:55:09 PM BlueGuy
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* In ''VideoGame/SuperSmashBros 4'', the Wii Fit Trainer's down special boosts his/her attack power if he/she times a certain button press right.

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8th Jun '15 9:33:45 AM LondonKdS
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* In a rare non-game example, this is the weakest manifestation of Ivy's "enhancement" power in the ''Literature/{{Xanth}}'' series. (More powerful manifestations include MoreThanMindControl and full-on RealityWarping.)
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