DNFD/Gauges: Difference between revisions

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== HP Gauge ==
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This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Certain moves when blocked will deal white damage which can be recovered over time. The larger portion near the end of the gauge represents the low point at which characters will activate Awakening.
== MP Gauge ==
This gauge displays a character's Mana Points (MP), which are used to perform MP Skills. Different MP skills cost different amounts of MP. Characters start each round with a maximum of 100 MP, which increases as they take damage up to a maximum of 200 MP at the amount of health when they activate Awakening.


Using an MP skill without enough required MP remaining (ex. using a 60MP skill with 20MP remaining in the gauge) will put the player in [[DNFD/Controls#Exhaustion|Exhaustion]] state, greatly delaying the timing at which their MP starts recovering again.
==HP Gauge==
This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Most moves will deal a portion of their damage as [[DNFD/Damage#White Damage|White Damage]] which can be recovered over time. The larger portion near the end of the gauge represents 30% of max HP, the point at which characters will activate [[DNFD/Offense#Awakening|Awakening]].
 
==MP Gauge==
This gauge displays a character's Mana Points (MP), which are used to perform MP Skills.
 
===Gaining MP===
MP is restored naturally over time, by landing attacks that do not cost MP, and by using [[DNFD/Offense#Conversion|Conversion]]. Characters start each round with a maximum of 100 MP, which increases as they take damage up to a maximum of 200 MP at 30% of max health.
 
===Spending MP===
Using [[DNFD/Offense#MP Skills|MP Skills]] costs MP. Different MP skills cost different amounts of MP. There is a brief delay before MP begins recovering after using an MP Skill, and this delay can be shortened by using an MP Skill's "technical" full motion input.
 
===Exhaustion===
Using an MP Skill that reduces the MP Gauge to 0 or to an (invisible) negative amount will put the character in Exhaustion state. MP Skills are not usable while exhausted, and remain unavailable until MP recovers above 0.
 
==Guard Gauge==
This gauge depletes when attacks are blocked. If completely emptied, the character is Guard Crushed, temporarily leaving them vulnerable to attack.
 
==Status Effects==
Icons under the portraits represent various statuses affecting characters, ranging from Awakening Effect buffs when characters enter [[DNFD/Offense#Awakening|Awakening]] to unique buffs and debuffs used by certain characters.


== Guard Gauge ==
This gauge depletes when attacks are blocked. If completely emptied, the character is Guard Crushed, leaving them vulnerable to attack.
== Status Effects ==
Icons under the portraits represent various statuses affecting characters, ranging from Passive Skill buffs when characters enter Awakening to unique debuffs inflicted by certain characters.
==Navigation==
==Navigation==
{{#lst:DNFD/Navigation}}
{{#lst:DNFD/Navigation}}

Revision as of 13:04, 29 June 2022

HP Gauge

This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Most moves will deal a portion of their damage as White Damage which can be recovered over time. The larger portion near the end of the gauge represents 30% of max HP, the point at which characters will activate Awakening.

MP Gauge

This gauge displays a character's Mana Points (MP), which are used to perform MP Skills.

Gaining MP

MP is restored naturally over time, by landing attacks that do not cost MP, and by using Conversion. Characters start each round with a maximum of 100 MP, which increases as they take damage up to a maximum of 200 MP at 30% of max health.

Spending MP

Using MP Skills costs MP. Different MP skills cost different amounts of MP. There is a brief delay before MP begins recovering after using an MP Skill, and this delay can be shortened by using an MP Skill's "technical" full motion input.

Exhaustion

Using an MP Skill that reduces the MP Gauge to 0 or to an (invisible) negative amount will put the character in Exhaustion state. MP Skills are not usable while exhausted, and remain unavailable until MP recovers above 0.

Guard Gauge

This gauge depletes when attacks are blocked. If completely emptied, the character is Guard Crushed, temporarily leaving them vulnerable to attack.

Status Effects

Icons under the portraits represent various statuses affecting characters, ranging from Awakening Effect buffs when characters enter Awakening to unique buffs and debuffs used by certain characters.

Navigation