Difference when applying a buff

ashm

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I dont know whether this deserve a thread or not, but I've been searching in this sub forum and found nothing for my answer.

Let's say you want a skill that debuff player (Atk Down).
There are 2 way to achieve this.
This

or this


Is there any difference between this way ?
Using 1st way more flexible (more configuration) but I afraid may affecting unwanted change.
(Thus RM provide 2nd way)
 
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Shaz

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If you want a skill that debuffs, I don't believe you have two ways to do it at all. I believe there is only one way - using effects, as in your second screenshot. Having said that, I haven't spent a lot of time playing with the database, especially not battle related things, so there may be an alternate way (such as a common event, which you can attach to the skill).

Actors, Classes, Weapons, Armors and States all have features (first screenshot). Skills and items have effects (second screenshots). So what you can use (feature vs effect) depends on what tab you're setting up (skill/item vs weapon/armor for example). So if you want to apply it via a skill, you really don't have much of a choice - you have to do it via effects. I suppose you could set up your effects to apply a state, and add features to the state. They would be removed when the state wears off.

Features appear to be longer lasting - in the case of weapons and armors, as long as you have that item equipped.
Effects cover a shorter timeframe - number of turns, and (though not sure of this) probably end when the battle ends.

So it all depends on what your debuff is, how you want to apply it, and how long you want it to last.
 

Andar

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Yes there is a difference - beyond what shaz explained above.

A feature can be applied through a state, and a skill can be used to give that state.
However, states do not stack.

The effect of a buff/debuff as applied directly through skill and item is NOT a state, and it can not only be applied in addition to a state, it also stacks to level 2. which means the skill can be used twice for increased effects.

Also states are independently of each other - buff/debuff counter each other if applied to the same Attribute, with the debuff removing an existing buff first before reducing the parameter if applied multiple times.
 

ashm

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So it all depends on what your debuff is, how you want to apply it, and how long you want it to last.
Oh yeah, i forgot to said i plan to use it normal way (in battle, there is an offensive skill that reduce target atk as secondary effect). Both way can configure the duration.
Also states are independently of each other - buff/debuff counter each other if applied to the same Attribute, with the debuff removing an existing buff first before reducing the parameter if applied multiple times.
I see, even with script out there i can't exactly replicate the calculation from "effect". But other than stacking (can use script anyway) i still think feature is always superior choice.
Thanks for the reply :D
 

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