Morale

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Morale is defined on a scale from -100 to 100. It begins each battle reset to 0. Morale represents a character’s overall feeling about a battle. If they’re doing well, they’ll have high Morale! Do poorly and their Morale will rise more slowly; opponents can also target Morale directly with certain attacks. Passively, good morale improves an attack’s average damage and critical chance, while negative morale decreases it. This effect is larger for low Composure characters, and smaller for high Composure characters.

Using Finisher-tier attacks usually requires one’s morale to be far from 0, whether above or below, past a given finishing attack’s Morale Threshold. However, unlocking and using a finishing attack very early may backfire badly if it fails to finish an opponent off, so be careful!

In addition, if one’s Morale ever drops to -100, they become unable to retain their henshin and are functionally KOed; for example, someone who's just been so completely overpowered that they lose all hope, their eyes go all glassy, and they can barely even stand up straight, let alone fight back.

Once per round (computed the first time someone reacts to their attack(s) that round), a character will gain 10 morale by default. If their attack is successful (in other words, if it isn’t critically reacted to), they will gain 10 additional morale for a total of 20. There are attack flags that can alter both the values of default morale gain and successful attack morale gain. Note that area attacks grant multiple chances for a successful attack (since there are multiple defenders), but the successful attack morale gain will only be granted once per round.

Notable Morale-related flags: Psych, Quip, Taunt, Cheer

Notable Morale-related abilities: Flash, Parry, Tactician, Hot-Blooded, Intimidation, Unshakable, Calm, Battlefield Presence, Befriender, Demoralizer


For more information, please see: Stats, Abilities, Attack Flags, Finishing Attacks, Battle