Counter

From Battle Fantasia MUSH
Revision as of 06:45, 22 August 2014 by Administrator (Talk | contribs)

Jump to: navigation, search

In-Game Command Syntax: +counter <attacker>=<counterattack name>

The narrative definition of counter, as opposed to brace, is centered around the potential to actually do damage. (Usually; see the note on the Interrupt flag below.) Parrying a bolt of magic is a brace; bouncing it back at its caster is a counter. Taking an incoming punch with a force field is a brace. Absorbing an incoming attack’s energy with a force field, then detonating it in the attacker’s face, is a counter. Blocking a punch with the flat of a blade is a brace. Blocking a punch with the edge of a blade is a counter.

In general, only Ranged attacks can counter Ranged attacks, and only Melee attacks can counter Melee attacks. With the Barrier flag, an attack can counter both Ranged and Melee attacks (though it need not be a literal barrier or shield to do so; an aegis of one’s swirling sword or spiraling magical bolts will do). Finisher-tier attacks may only be countered by other Finishers, and one’s Opportunity Finisher for surviving the incoming Finisher does not unlock until after the reaction is done; if you want to counter a Finisher, your own Finisher must have already been available. Counterattacking requires some investment; as such, Power Level 0 attacks can never be used as counterattacks.

A counterattack can mitigate some or all damage; it can also deliver some or all of the damage and effects of the counterattack back at the original attacker. Note that debuffs attached to counterattacks last for one fewer round.

An attack with the Interrupt flag has altered functionality. It can only be used as a counterattack, and can never do any damage back to the original attacker. In return for these drawbacks, it has outstanding damage mitigation ability. This represents the tactical option to invest mana in an active defense (empowering one’s force field, or parrying sword, with a little extra verve, so to speak).

Reaction Advantages: What primarily drives the success odds of a counter reaction is the Power Level difference between the incoming attack and the counterattack. (Secondarily, a crit on either side helps success chance, as do a variety of attack flags). If they’re equal, counter has excellent damage mitigation, and if the counterattack has a higher Power Level than the incoming attack, counter can have the best mitigation in the game. This doesn’t run on stats at all; a sufficiently massive blast from a Rank C has solid odds at countering a Rank S. Using a low-PL attack to counter a high-PL attack has progressively lower odds. In other words, people get what they pay for; if they spend about the same amount of mana as their attacker, they’re likely to not take much damage at all, and possibly do some back.

Reaction Disadvantages: Every time one counterattacks, one is denying oneself mana they need for attacks, and having enough mana to use a Finisher-tier attack at the end of the fight tends to require fairly tight resource management. To be able to counter a wide variety of attacks effectively, a character requires a mix of Ranged and Melee attacks at a variety of PLs, or investment in the Barrier flag.


Abilities that improve Counter: Interceptor, Reverse, Tactician, Explosive Counterfire, Riposte, Barrier Warrior

Flags that punish Counter (or improve an attack when it’s used as a counterattack!): Accurate, Defense Breaking, Overpower

Flags that debuff Counter: Diversion, Blind (lowered crit chance)

Flags that buff Counter: Surge (raised crit chance)


For more information, please see: Reactions, Brace, Attacks, Attack Flags, Abilities, Battle