Sticker Attributes

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Revision as of 06:16, 27 December 2024 by Dustin Bones (talk | contribs) (Added a bullet point explaining that a sticker can have more than one Rare attribute, despite the way Rare attributes are farmed.)
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Sticker attributes are modifications that uncommon and rare stickers have. Uncommon stickers and attributes are displayed in green, and rare stickers and attributes are displayed in blue.

Attribute Generation

Sticker Rarity

When obtaining a new sticker, its rarity is randomized as follows :

Sticker Source Uncommon Chance Rare Chance
Default 5% 1.25%
Bootleg star-up 66.6% 16.7%

Number of attributes

Sticker Rarity Uncommon Attributes Rare Attributes
Uncommon 3/5 chance for 1
2/5 chance for 2
0
Rare 1/3 chance for 1
2/3 chance for 2
1

List of Attributes

Attributes that have a listed chance or value choose this value from a triangular distribution, and the mode listed below specifies the most probable value.

Uncommon

Attribute Name Description Weight Chance/Value Mode
Alternative Attack Max HP Damage based on Max HP if higher 0.16
Alternative Attack Melee Attack Damage based on Melee Attack if higher 0.16
Alternative Attack Melee Defense Damage based on Melee Defence if higher 0.16
Alternative Attack Ranged Attack Damage based on Ranged Attack if higher 0.16
Alternative Attack Ranged Defense Damage based on Ranged Defence if higher 0.16
Alternative Attack Speed Damage based on Speed if higher 0.16
Extra Hit +1 extra Hit 1
Heal Heals % of Max HP 0.16 1-10% 3%
Damage per empty slot +% Damage per empty slot 1 1-10% 5%
Exp per empty slot +% Exp Points per empty slot 0.2 1-10% 5%
Move Accuracy per empty slot +% Move Accuracy per empty slot 0.2 1-20% 5%
Crit Damage per empty slot +% Critical Damage per empty slot 0.2 1-50% 10%
Crit Rate per empty slot +% Critical Chance per empty slot 0.2 1-30% 6%
Effect chance per empty slot +% Effect Chance per empty slot 0.2 1-20% 5%
Splash damage per empty slot +% Splash Damage per empty slot 0.2 1-35% 5%
Priority Chance per empty slot +% Priority Chance per empty slot 0.2 1-30% 5%
Status Duration Boost +1 Duration 1
Stat Damage +% Damage 1 1-20% 10%
Stat Exp +% Exp Points 0.2 1-20% 5%
Stat Accuracy +% Accuracy 0.2 1-30% 10%
Stat Crit Damage +% Critical Damage 0.2 30-100% 40%
Stat Crit Rate +% Critical Chance 0.2 1-50% 10%
Stat Effect Chance +% Effect Chance 0.2 1-30% 10%
Stat Splash Damage +% Splash Damage 0.2 1-70% 10%
Stat Priority Chance +% Priority Chance 0.2 1-30% 5%
Type Advantage Crit Critical hit on type advantage 0.2

Rare

Attribute Name Description Weight Chance/Value Mode
AP Refund 1 +% Chance to refund 1 AP after usage 1 10-90% 50%
AP Refund All +% Chance to refund all AP after usage 1 1-6%* 20%
Use Smack after Attack +% Chance to use Smack after attack 0.5 10-90% 20%
Use Spit after Attack +% Chance to use Spit after attack 0.5 10-90% 20%
Use at Battle Start +% Chance to use at the start of battles 0.2 30-90% 50%
Use at Round Ending +% Chance to use at the end of a round 0.2 1-25% 10%
Use after Attacks +% Chance to use after attacks 0.2 1-25% 10%
Use when hit +% Chance to use when hit 0.2 1-25% 10%
Buff User +% Chance to applying status effect to self 0.2 5-50% 10%
Buff User Contact Damage +% Chance of applying contact damage to self 0.2 5-50% 10%
Buff User Wall +% Chance of summoning wall 0.2 5-50% 10%
Compatibility Compatible with any tape 0.2
Debuff Target +% Chance of applying status effect 0.2 1-50% 5%
Destroys Walls Destroys Walls 1
Extra Slots +1 slot 1
Ignores Walls Ignores Walls 1
Multitarget +% Chance to target whole team 1 10-75% 20%
Shared Shared with allies 1
Heal per empty slot Heals % of Max HP per empty slot 0.16 1-10% 3%
Passive Accuracy per empty slot Passive: +% Accuracy per empty slot 0.2 1-10% 3%
Passive Evasion per empty slot Passive: +% Evasion per empty slot 0.2 1-10% 3%
Passive Max HP per empty slot Passive: +% Max HP per empty slot 0.2 1-10% 3%
Passive Melee Attack per empty slot Passive: +% Melee Attack per empty slot 0.2 1-10% 3%
Passive Melee Defense per empty slot Passive: +% Melee Defence per empty slot 0.2 1-10% 3%
Passive Ranged Attack per empty slot Passive: +% Ranged Attack per empty slot 0.2 1-10% 3%
Passive Ranged Defense per empty slot Passive. +% Ranged Defence per empty slot 0.2 1-10% 3%
Passive Speed per empty slot Passive: +% Speed per empty slot 0.2 1-10% 3%
Passive Accuracy Passive: +% Accuracy 0.2 1-10% 3%
Passive Evasion Passive: +% Evasion 0.2 1-10% 3%
Passive Max HP Passive: +% Max HP 0.2 1-10% 3%
Passive Melee Attack Passive: +% Melee Attack 0.2 1-10% 3%
Passive Melee Defense Passive: +% Melee Defence 0.2 1-10% 3%
Passive Ranged Attack Passive: +% Ranged Attack 0.2 1-10% 3%
Passive Ranged Defense Passive: +% Ranged Defence 0.2 1-10% 3%
Passive Speed Passive: +% Speed 0.2 1-10% 3%
Use again +% Chance to use twice 1 1-20% 5%
Use random +% Chance to use a random move 1 1-20% 5%

Attribute Properties

  • Any given Move Sticker can have a maximum of three attributes applied to it, provided the attribute is compatible with the move being modified, and is not a duplicate of another attribute being applied. There are no limits applied based on rarity, aside from Fused Material cost.
  • Majority of sticker attributes that modify stats, such as Effect chance or Passive Speed, are multiplicative instead of being additive; for example, a Roll Again sticker with the +20% Effect chance attribute will have an activation chance of 60%, not 70%.
    • The number of empty slots is added up first before being multiplied at the end; for example, an Acorn Mortar with the +5% Accuracy per empty slot attribute, if applied on a tape with 3 empty slots, will result in a net +15% accuracy (which is then multiplied), increasing the move's accuracy from 75% to 86.25%.
    • Critical chance and Critical damage on the other hand are directly additive.
  • Extra hit adds one hit to the move's total number of hits. For example, a Multi Shot sticker with this attribute goes from 3-5 hits to 4-6 hits.
  • Healing from the Heal attribute gets copied by Vampire.
  • For the experience attribute to apply its effects, the move it's attached to must be used or activated.
  • Priority chance, if successful, will allow the attack to move first within a given priority. For example, an attacker using Quick Smack can occasionally act first before a faster Avalanche user with this attribute, as both have increased priority of 1, but the attack will still take place after Parry Stance which has an increased priority of 2.
  • Rare attributes that call moves, such as Use Smack after attack or Use at battle start, are unaffected by Machine Curse.
  • The contact damage and wall buff attributes will apply a status effect that matches the move's type, or if dual-type from being fused, the first type listed. Additionally, summoning a wall will not sacrifice the user's health.
  • The Destroys walls attribute will allow the attack to bypass the Parry Stance status effect.
  • The Shared with allies attribute behaves similar to Mind-Meld in which the shared move gets put to the bottom of the list of the ally's moves.
    • Unlike Mind-Meld, stickers that activate at the start of battle such as Random Starter or Pre-emptive Strike will activate when shared with this modifier.
    • Shared moves are counted towards the total sticker count of an ally, and therefore will lower the number of empty slots counted for the +% per empty slot sticker modifiers.
  • The +1 Slot modifier cannot bring the total slot count higher than 16.

Buff User Status Effects

Name Duration
Status Cottoned On.png Cottoned On 1
Status Parry Stance.png Parry Stance 1
Status Locked On.png Locked On 1
Status Multistrike.png Multistrike 3
Status Accuracy Up.png Accuracy Up 3
Status Evasion Up.png Evasion Up 3
Status Melee Attack Up.png Melee Attack Up 3
Status Melee Defence Up.png Melee Defence Up 3
Status Ranged Attack Up.png Ranged Attack Up 3
Status Ranged Defence Up.png Ranged Defence Up 3
Status Speed Up.png Speed Up 3
Status AP Boost.png AP Boost 3
Status Multitarget.png Multitarget 3
Status Healing Leaf.png Healing Leaf 3
Status Healing Steam.png Healing Steam 3
Status Mind-Meld.png Mind-Meld 3

Debuff Target Status Effects

Name Duration
Status Bomb.png Bomb 1
Status Flinched.png Flinched 1
Status Resonance.png Resonance 1
Status Confused.png Confused 3
Status Glass Bonds.png Glass Bonds 3
Status Leeched.png Leeched 3
Status Poisoned.png Poisoned 3
Status Shrapnel.png Shrapnel 3
Status Sleep.png Sleep 3
Status Accuracy Down.png Accuracy Down 3
Status Evasion Down.png Evasion Down 3
Status Melee Attack Down.png Melee Attack Down 3
Status Melee Defence Down.png Melee Defence Down 3
Status Ranged Attack Down.png Ranged Attack Down 3
Status Ranged Defence Down.png Ranged Defence Down 3
Status Speed Down.png Speed Down 3
Status Berserk.png Berserk 3
Status AP Drain.png AP Drain 3
Status Burned.png Burned 3
Status Conductive.png Conductive 3
Status Petrified.png Petrified 3
Status Unitarget.png Unitarget 3

Trivia

  • The combined list of status effects from the Buff User, Buff User Contact Damage, Buff User Wall, and Debuff Target attributes are identical to the list of status effects for Fusion Power.
  • In Version 1.5, it was not possible for Bad Forecast to have any attributes. This was fixed in version 1.6.


Mechanics
Battle StatsMovesDamageStat StagesHit chanceCritical hitsPhysicality
TypesStatus EffectsFusionExperience
RecordingFleeingSlotsSticker Attributes
Other AbilitiesBootlegsRelationshipsWeatherMultiplayerCustom Game