Break | |
---|---|
Name | Break {Type} |
Type | Status |
EP Cost | 1 |
The target receives an extra X {Type} damage for four turns. Each of the four combinations -- [Break {Melee}], [Break {Ranged}], [Break {Ballistic}], and [Break {Spell}] -- counts as a separate status.
On Techniques[]
[Break {Type} (X)] is a Status, and as such requires one effect slot to have a stack of it on a technique. Each X costs 1 EP, if added in that way. It can also be added as an inhibitor, reducing the cost of a technique by 1 EP for each instance of [Break {Type}] inflicted on the user.
Training Grounds Prices[]
Adding [Break {Type} (1)] to a tech costs:
- 80c if the tech costs EP
- 100c if the tech costs no EP
Increasing the effectiveness of an existing [Break {Type}] effect by 1 costs:
- 40c if the tech costs EP
- 60c if the tech costs no EP
On Abilities[]
The following abilities involve [Break {Type}]. Check the Abilities chapter for details.
- Is 1/4 resistant to [Break {Type}] (1 Effect Slot)
- Is (1) resistant to [Break {Type}] (1 Effect Slot)
- May add [Break {Type} 1] to a technique for 1 EP once per round (2 Effect Slots)
- [Break {Type}] effects last an additional round. (1 Effect Slots, 2 Effect Slots for Duplicates)
- Immunity to [Break {Type}] (4 Effect Slots)
On Equipment[]
The following equipment effects involve [Break {Type}].
- Add [Break {Type} (1)] to a technique for 1 EP once per round. Does not stack {60c}
- [Resist Break {Type} (1)] {50c}
- 1/4 Resistance to [Break {Type}] {50c}
- Immunity to [Break {Type}] {200c}
- [Element] attacks inflict [Break {Type} 1] {80c}
The Break {Type} Affinity Shop is Shadow Shop
Additional Rulings[]
- [Break {Type}] increases the damage after dodging takes place.
See Also[]
- Soften - Same effect, but affects all attacks.