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Set Damage: Difference between revisions

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#REDIRECT [[Damage Manipulation#Set Damage]]
{|class=width="100%" style="border:4px solid #856363; border-radius:7.5px; clear:both; font-size:75%; font-family:verdana;" align="center""
! colspan="2" style="background:#FF0000; border-radius:3.25px;" align="center"|<div style="margin-left:55px;">''Abilities related to [[Damage Manipulation]]''</div>
|-
|width="15%" style="background:grey; border-radius:3.25px;"|'''Related Abilties'''
|[[Damage Inducement]] - [[Set Damage]] - [[Damage Transferal]] - [[Damage Reduction]]
|}
 
==Introduction== 
'''Set Damage''' is the ability to ensure that all attacks, regardless of their form, deal a consistent and predetermined amount of damage with every successful hit. This ability bypasses conventional variables such as the target's defenses, resistances, or level, guaranteeing that the inflicted damage remains the same under any circumstances. 
 
This ability is commonly depicted in games as a mechanic where certain weapons or attacks always deal a fixed amount of damage, irrespective of the target's toughness or other conditions. 
 
==Possible Applications== 
* '''Fixed Damage Output:''' Ensures a predetermined damage value is inflicted, unaffected by the target's level, armor, or resistances. 
* '''Bypass Defenses:''' Ignores damage reduction effects, making the user’s strikes equally effective against both weak and heavily fortified targets. 
* '''Predictable Damage Scaling:''' Useful for strategic planning, as the user always knows how much damage they will deal, regardless of the situation. 
* '''Enemy Neutralization:''' Particularly effective against enemies with high durability or regeneration, as their defenses are irrelevant to this ability. 
 
==Weaknesses== 
* '''Limited Variability:''' The fixed damage output may be less effective against enemies with extremely high health, where stronger, variable-damage attacks would be more beneficial. 
* '''Ineffectiveness Against Immunities:''' Certain targets may still negate the damage entirely if they are completely immune to the type of attack used. 
* '''Reliance on Successive Hits:''' The ability does not inherently boost the user’s attack frequency or accuracy, meaning its effectiveness depends on consistently landing hits. 
* '''Potential Ceiling:''' The fixed damage may be capped at a specific value, which could become a disadvantage in situations requiring higher damage output. 
 
==Users== 
* '''[[Marle]]''' [[Chrono Trigger|(Chrono Trigger)]]: Marle's Venus Bow always deals exactly 777 damage with every strike, regardless of the enemy’s level, defenses, or whether they are a boss or regular foe. 
 
[[Category:Powers and Abilities]]

Revision as of 15:34, 10 December 2024

Abilities related to Damage Manipulation
Related Abilties Damage Inducement - Set Damage - Damage Transferal - Damage Reduction

Introduction

Set Damage is the ability to ensure that all attacks, regardless of their form, deal a consistent and predetermined amount of damage with every successful hit. This ability bypasses conventional variables such as the target's defenses, resistances, or level, guaranteeing that the inflicted damage remains the same under any circumstances.

This ability is commonly depicted in games as a mechanic where certain weapons or attacks always deal a fixed amount of damage, irrespective of the target's toughness or other conditions.

Possible Applications

  • Fixed Damage Output: Ensures a predetermined damage value is inflicted, unaffected by the target's level, armor, or resistances.
  • Bypass Defenses: Ignores damage reduction effects, making the user’s strikes equally effective against both weak and heavily fortified targets.
  • Predictable Damage Scaling: Useful for strategic planning, as the user always knows how much damage they will deal, regardless of the situation.
  • Enemy Neutralization: Particularly effective against enemies with high durability or regeneration, as their defenses are irrelevant to this ability.

Weaknesses

  • Limited Variability: The fixed damage output may be less effective against enemies with extremely high health, where stronger, variable-damage attacks would be more beneficial.
  • Ineffectiveness Against Immunities: Certain targets may still negate the damage entirely if they are completely immune to the type of attack used.
  • Reliance on Successive Hits: The ability does not inherently boost the user’s attack frequency or accuracy, meaning its effectiveness depends on consistently landing hits.
  • Potential Ceiling: The fixed damage may be capped at a specific value, which could become a disadvantage in situations requiring higher damage output.

Users

  • Marle (Chrono Trigger): Marle's Venus Bow always deals exactly 777 damage with every strike, regardless of the enemy’s level, defenses, or whether they are a boss or regular foe.