Difference between revisions of "Physicality"
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A move's physicality corresponds to whether it is melee or ranged.<br> | A move's physicality corresponds to whether it is melee or ranged.<br> | ||
− | It | + | It does not always correlate with the statistic used to calculate the attack's [[damage]]. |
==General Case== | ==General Case== | ||
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==Special Cases== | ==Special Cases== | ||
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===Status Effects=== | ===Status Effects=== | ||
[[Close Encounter (status effect)|Close Encounter]] makes all attacks become melee.<br> | [[Close Encounter (status effect)|Close Encounter]] makes all attacks become melee.<br> |
Revision as of 14:58, 20 May 2023
A move's physicality corresponds to whether it is melee or ranged.
It does not always correlate with the statistic used to calculate the attack's damage.
General Case
A melee attack sticker will lead to the move being melee.
A ranged attack sticker will lead to the move being ranged.
Special Cases
Status Effects
Close Encounter makes all attacks become melee.
Spring Load makes all attacks become ranged.
Effects
Fog
All ranged attacks used by characters affected by Fog have 0 accuracy.
Snowed In
Affected characters cannot use melee attacks
Contact Damage
Contact Damage applies after the statused character has hit with a melee attack or has been hit by a melee attack.
Glass Shards
Glass Shards damage applies a melee attack hits, and only once per attack.
Type-specific Effects
Any Fire type melee attack has a 10% chance of burning the defender.
Any Poison type melee attack has a 10% chance of poisoning the defender.
Animation
When a move is melee, the character will move towards the target(s) before attacking. When a move is ranged, the character will not move before attacking.