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What is a Critical TriggerEdit

A critical trigger event can occur in battle to change the tides of events, disrupt an enemy action chain or have a friendly union work in tandem to chain up multiple actions with the final action delivering a critical blow. Critical Trigger Events can be performed as quicktime sequences with the input device using the Critical Trigger Up/Down/Left/Right/Centre buttons/keys, or alternatively the events can be handled by the AI automatically at the cost of a small success ratio penalty. In Automatic Mode, both Critical Offense and Critical Defense success are penalized with a base 80% ratio.

Depending on the displayed input, the following chart details how each Weapon Type is bound to which button:

Type X360 PC (X360) PC (Generic) PS4
Swords A A/X Down/Left Button Cross / Button Square
Katana A A/B Down/Right Button Cross / Button Circle
Axes RT Y/RT Up/Centre Button Triangle / Button R2
Maces X B/RT Right/Centre Button Circle / Button R2
Spears Y A/X Down/Left Button Cross / Button Square
Staves B X/Y Left/Up Button Square / Button Triangle
Shields Random Random Random Random
CD Random Random Random Random

Odds of Critical Trigger Event OccurrenceEdit

Critical Trigger Odds is determined primarily by the Equipment of a unit. The odds for both Offense and Defense Critical Triggers are different, and in most cases there is a 16% - 22% odds difference between a unit triggering an Offense and a Defense sequence. There are two hidden values used to determine the base odds for Critical Trigger events, these are known as:

  • Critical Offense Occurrence Rate - only found on the following styles of Weapons, Sword - Katana - Axe - Hammer - Spear - Staff.
  • Critical Defense Occurrence Rate - found on all styles of Weapons, Sword - Katana - Axe - Hammer - Spear - Staff - Shield.

The Occurrence Rate for Offense/Defense are chances that are common to regular weapons of the same size and style. Remnant Weapons share the same Occurrence Rates for weapons of the same size and style, but only with another Remnant weapon. They have rates higher than any regular weapon which is counterbalanced by the extra burden they impose of the wielder due to their weight value.

There is only one effect which modifies the base Critical Occurrence Rate for both Offense and Defense:

This effect is applied equally to both base Critical Offense/Defense Occurence Rates, so if the effect is [Trigger Rate] +2 the following takes place with a typical midsize axe:

ExampleEdit

  • Hawkwind
    • Critical Offense Occurrence Rate - 24%
    • Critical Defense Occurrence Rate - 38%
  • Hawkwind modified with Trigger Rate +2 from an Accessory equipped on the unit.
    • Critical Offense Occurrence Rate → 34% (24% + 10%)
    • Critical Defense Occurrence Rate → 48% (38% + 10%)

There are some factors which add a slight variation to final Occurrence rates. Moral is the major factor when handling Occurrence Rates, this plays the biggest part when getting a final odds value. High Morale states give larger bonus' to all Occurrence odds, and Low Morale states give larger cuts to all Occurrence odds. Neutral morale states give no bonus or cuts to Occurrence rates, these take place at 26% - 74% Army Morale and 41% - 60% Union Tension bars. Outside these ranges they will be adjusted through adding/removing Status Ailment IDs to all Unions on the field.

The Ratio of SuccessEdit

Critical Trigger occurrence can vary from weapon type to weapon type.

There are two effects in the game responsible for increasing the base Automatic Success Ratio:

It goes without saying that 100% success ratio is the upper threshold for either, so adding anymore has no advantage whatsoever.

Critical OffenseEdit

When an Offense event is initiated by the first attacker, if the unit is successful at landing the attack, the following unit will be jumped ahead of the action sequence queue if any enemies are before their turn. The union will work together as a team through chaining successful hits, delaying any remaining enemy units from acting until the last unit performs their action, and if successful the last unit's action is guaranteed to land a Critical hit on its target. Furthermore, should the last unit's original command be a normal attack, it will always be upgraded to an art if AP allows. This teamwork process continues to the next union awaiting their turn, and until the success chain is broken by a timing failure will continue until all friendly unions have acted in the current turn. Each Offense success gives a small bonus to Union Tension and Army Morale, respectively draining the enemy Union's Tension boosting the damage done by each successive Critical Offense chained action.

Critical DefenseEdit

There are two types of Defense events, and both Occurrence Rates can be applied at the same time giving a bonus chance to initiate a Defense event.

Weapon Critical DefenseEdit

Block + ParryEdit

When an attack from the target union is guarded by a weapon, the damage due to the attack from the target union is nullified. Furthermore, there will be a follow-up Critical Defense Occurrence as a follow-through Critical Defense resulting in either a successful Parry against the original attacking unit and their status changed to Blacked Out plus nullifying the target unions attack, or a unsuccessful Parry trigger only nullifying the damage from the target union. During the second chance loop, the unit's Physical or Mystic Defense value is used to supplement the final Occurrence Rate for the trigger event, the higher the Defense value for the type of attack blocked is, the greater the odds of a Parry are.

Evade + CounterEdit

When a physical attack from the target union is evaded by a weapon, the damage due to the attack from the target union is nullified. Furthermore, there will be a follow-up Critical Defense Occurrence as a follow-through Critical Defense resulting in either a successful Evasion against the targeting unit, striking back with a Counter to the targeting unit delivering the total damage initially nullified by Evading the targeting union's blow. Alternatively if the follow-through Critical Defense Occurrence fails, the targeting unions original damage is nullified by Evasion and no Counter takes place. During the second chance loop, the unit's Physical Evasion Ratio is used to supplement the final Occurrence Rate for the trigger event, the higher the Evasion Ratio is the greater the final odds are when determining if the unit will Counter or not.

Wield Style Limitations for Weapon Critical DefenseEdit

In the case where a unit is equipped with a weapon in Main Hand and a weapon in Offhand and the active Style is set to Dual Wield, the unit will be restricted to Critical Defense events using only Evade + Counter tactics. The reason for this restriction is that when blocking with the primary weapon, is when a style other than Power Grip is active the unit must be able to change style briefly from One-Handed to Power Grip to perform the Block stage with both hands on the weapon. The time required to un-equip the second weapon, and change styles makes Block + Parry tactics impossible to accomplish with both weapons actively wielded, and more than likely as a penalty for the damage bonus given during Dual Wield attacks to balance the style system out. Evade + Counter follow-through tactics are likely to have the highest occurrence for success when initiating the follow-through counter due to the added Critical Defense Occurrence Rate + Physical Evasion of the Sub weapon.

Shield Critical DefenseEdit

Block + Shield BashEdit

When an attack from the target union is guarded by a shield, the damage due to the attack from the target union is nullified. Furthermore, there will be a follow-up Critical Defense Occurrence as a follow-through Critical Defense resulting in either a successful Shield Bash against the original attacking unit delivering the total damage initially nullified by Blocking the targeting union's blow plus nullifying the target unions attack, or a unsuccessful Shield Bash trigger only nullifying the damage from the target union. During the second chance loop, the unit's Physical or Mystic Defense value is used to supplement the final Occurrence Rate for the trigger event, the higher the Defense value for the type of attack blocked is, the greater the odds of a Shield Bash are.

Combined Weapon + Shield Critical DefenseEdit

Weapon and Shield can be used together during a Critical Defense event to perform a modified Shield Block + Weapon Parry or a Mystic Evade w/ Shield + Weapon Counter.

Block + ParryEdit

When an attack from the target union is guarded by a shield, the damage due to the attack from the target union is nullified. Furthermore, there can be a follow-up Critical Defense Occurrence as a follow-through Critical Defense using the primary weapon resulting in either successful Parry against the original attacking unit and their status changed to Blacked Out plus nullifying the target unions attack, or a unsuccessful Parry trigger only nullifying the damage from the target union. During the second chance loop, the unit's Physical or Mystic Defense value is used to supplement the final Occurrence Rate for the trigger event, the higher the Defense value for the type of attack blocked is, the greater the odds of a Parry are.

Evade + CounterEdit

When a mystic attack from the target union is evaded by a shield, the damage due to the attack from the target union is nullified. Furthermore, there will be a follow-up Critical Defense Occurrence as a follow-through Critical Defense resulting in either a successful Evasion against the targeting unit with the shield, striking back with the units main weapon as a Counter to the targeting unit delivering the total damage initially nullified by Evading the targeting union's blow. Alternatively if the follow-through Critical Defense Occurrence fails, the targeting unions original damage is nullified by Evasion and no Counter takes place. During the second chance loop, the unit's Mystic Evasion Ratio is used to supplement the final Occurrence Rate for the trigger event, the higher the Evasion Ratio is the greater the final odds are when determining if the unit will perform a weapon Counter or not.

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