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Confirm various skill interactions #67
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Also: do pre combat specials apply before hp checks for skills like wary fighter and vantage? |
The very last comment on this thread supports the conclusion that quick riposte/breaker skills cancel each other out: https://www.gamefaqs.com/boards/204447-fire-emblem-heroes/75098215?page=2 |
Oh, I guess that was already in your confirmed list. |
Ok so Guard and Heavy Blade have really bad descriptions. This is what they seem to actually do: Guard: your opponent's cooldown remains constant no matter how many times they attack you or how many times you attack them. However if the special is already ready they can use it. |
Yeah, I noticed that these descriptions are the first time the term cooldown charge has been used. It seems to be an inverse concept to cooldown count. |
Apparently my assumption about lifesteal and overkill was incorrect. I did 10 damage to a 3 health enemy with 30% lifesteal and gained 0 life, so it probably only counts the actual amount of health lost. I'll try to do a few more tests when I find some time. |
Testing hp percentage conditions. |
Another question: What is the attack order if both players attack twice and the defender has vantage? Edit: Actually with the Hector example, hp has to be >80% for armads and <75% for vantage. |
I'm fairly confident that the answer is Defender > Attacker > Defender > Attacker. I do not have evidence to back this up, however. Mass Duel Simulator agrees with this resolution. |
I ran into Seliph in the Arena and was able to confirm that Tyrfing does not apply to the second hit if the first hit put him below 50% hp => hp is checked at beginning of combat. |
By the way, you can make checklists in github comments with the following syntax: * [ ] incomplete item
* [x] complete item
|
Apparently Ragnarok is another mistranslated / poorly worded skill. Tooltip: "If unit has 100% HP at the start of combat, unit receives Atk/Spd +5. If attacking, unit will receive 5 damage after combat." Actual effect: "If unit has 100% HP at the start of combat, unit receives Atk/Spd +5. If unit attacks or is able to counterattack and is at 100% HP, unit will receive 5 damage after combat." |
For some skills I am not 100% sure of how they work. I'll edit this post with assumptions that I make and skill interactions that I am able to verify.
Uncertain/Assumed:
Confirmed:
-- tested with Seal X, Rogue Dagger, Deathly Dagger, Poison Strike, Pain, Slow, Panic, Ragnarok
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