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An '''addition''' is a series of attacks strung together by timed button-presses from the player. Each playable character has several of these combo attacks, most of which they learn by leveling up.  
'''Additions''' are the primary means of dealing damage to enemy units. They are a series of button presses that modify attack damage. An Addition commences every time the player selects the ''Attack'' command in battle, except when attacking with Shana or Miranda, who do not have Additions.


= General Overview =
=General Overview=
In order to complete an addition, the player must press the cross button (X) at the correct time. There will be two squares on the screen - one at dead-center which doesn't move, and another which starts out large and shrinks while rotating. Eventually, the larger square will overlap the static square and match its size - this is the moment to press the cross button. A well-timed hit will result in a white flash. If the addition stops, the player did not press cross at the expected timing. The squares will change color to blue if the button is pressed too slow, or gray if pressed too fast.
When an attack begins, a ''"timing sight"'' appears on screen. The timing sight has two components: a stationary blue square overlaid on the target, and another larger square that rotates and collapses toward the target. The objective is to press the indicated button, usually the Cross button, as the larger square overlaps the smaller square. Mistiming the button press terminates the Addition, and the player loses the opportunity to deal more damage.


Some additions can be countered by foes. If they choose to counterattack, there will be a flash of red on the screen along with an audio cue. You must still press a button at the correct time for the next strike in the combo, but you must do so with the circle button (O) instead. If executed at the right time, the opposing counter will be blocked and the addition will resume as normal. The cross button can be used for the rest of the timings in the current attack.
Sometimes, enemies respond to Additions by "counterattacking". A counterattack is indicated with a visual cue, a red flash on screen, and an audio cue, a brief wooshing sound. The timing sight will turn red. The player must still correctly time the next button press, but this time with the Circle button instead. If performed correctly, the timing sight reverts to blue and the Addition proceeds normally. However, if the player fails the Circle button press, the Addition ends, bonus damage is lost, and the attacking character receives damage.


Primarily, additions deal damage to foes; with added damage for each strike successfully executed. Additions also accumulate Spirit Points if the character has a Dragoon Spirit. Additions use a level-up system based on usage. All additions start at level one when acquired, and can level up four times to a maximum of level five. Simply, an addition will level up every 20 times it is completed in battle. This means that to maximize an addition's potential, it must be completed 80 times. All additions increase either their damage output, SP output, or both, each time they level-up.  
Once a character has a [[Dragoon#Gameplay|Dragoon spirit]], Additions are also the primary means of accruing Spirit Points. Different Additions have varying numbers of hits, damage multipliers, and amounts of SP accrual. Each character has a different number of Additions. Additions have their own levels starting at level 1. The player levels up an Addition by successfully performing it 20 times per level, up to a maximum level of 5 requiring 80 total performances. Damage multipliers and SP accrual improve with level. Characters learn new Additions primarily by leveling up normally with EXP. The exception is their final Addition, which is learned by leveling up every other Addition to level 5.


Each character starts with one addition available to them. As their character level increases, more additions will be unlocked for usage. To acquire the "final" addition of any character, all of their other additions must be mastered by performing 80 completions of each one. This will unlock the final addition for that character.
The player may set their preferred Additions with the ''Additions'' option on the System Screen. Additions cannot be changed in battle.


At the start of the story, Master Tasman can be found talking with a villager in Seles. This is Dart's mentor, and he can be spoken with to initiate a combat tutorial for practicing additions.
Two accessories, the [[Equipment#wargodcalling|Wargod Calling]] and [[Equipment#ultimatewargod|Ultimate Wargod]], will complete Additions without input from the player. However, the Wargod Calling yields only half damage and SP, and the Addition does not count toward leveling. The Ultimate Wargod treats the Addition as if the player had performed it, including damage, SP, and leveling.
 
=In Depth=
Additions are affected by some equipment. Weapons will increase addition damage, along with a few accessories. Additions can also be completed automatically with the Wargod Calling and Ultimate Wargod accessories. The former is cheaper at 1,000g, cutting damage and SP output by half while the addition will not count as a completion towards leveling it. The latter is 10,000g but does not have any of the aforementioned penalties.
Performing an Addition is functionally similar to playing a rhythm mini-game. Some Additions are extremely easy, requiring only a single button press. Others are rather difficult and incorporate combinations of rapid presses and long pauses. Addition difficulty does not scale consistently even among Additions belonging to the same character, and longer Additions are not necessarily more difficult than shorter ones. Moreover, subsequent Additions do not merely add another button press to an earlier one while following the same rhythm; the pattern changes entirely. Practicing individual Additions becomes necessary in order to achieve a character's final Addition. However, attempting to memorize each one is not advisable given the total number of them.
 
= Addition Rules =
There are certain mechanics that guide the behavior of additions:
 
# A counter can only occur once per addition.
# An addition cannot be countered if it has two or less timed button presses.  
# There is never a counter on the first and last timed button presses.
# Certain additions with three or more timed presses cannot be countered.
# Sometimes an enemy that can counter, won't.
# Counters may happen at any stage of the combo for some additions, while others can only be countered at certain stages.
# Some enemies never counter


Addition damage factors and SP harvests are not necessarily intuitive either. In general, later Additions are better than earlier ones in terms of damage, but damage ''per hit'' may not be the same. For example, at Addition level 1, Dart's Double Slash has two hits and does 150% overall damage. His Volcano has four hits and does 200% damage. In the case of Double Slash, the first hit deals 100% base damage and the second hit adds a 50% bonus. However, Volcano deals 50% base damage with each hit. Therefore, Volcano requires at least one successful button press to do as much damage as Double Slash would have done by not attempting the Addition at all. SP has a similar function with Double Slash providing 30 SP on the first hit but only 5 on the second. Moreover, the ''Additions'' screen only shows the damage and SP value of a successful Addition. There is no convenient way to learn how much damage and SP a partial Addition will provide.


There are number of rules governing counterattack behavior:
# A counterattack can only occur once per Addition. (Players will never need to press the Circle button more than once per attack.)
# An Addition cannot be countered if it has two or fewer timed button presses.
# Enemies never attempt to counter on either the first or last timed button press.
# Certain additions with three or more timed presses can never be countered by any enemy, even ones that are otherwise able to counterattack.
# Sometimes an enemy will not counterattack even if it could have.
# Some Additions can be countered at any stage consistent with the rules above while other Additions can only be countered at certain stages.
# Some enemies never counterattack at all.
=Tips=
*A player who struggles with one Addition may prefer to use another easier Addition with lower stats, especially if completing the easier Addition actually provides better results than the partial harder Addition. This approach requires abandoning a character's final Addition, though.
*Consider watching the button icon in the lower right corner of the screen instead of the timing sight and pressing the button when it changes to a depressed graphic. The amount of time that the game provides after the graphic changes is actually quite generous.


=Addy tables=
=Addy tables=

Revision as of 12:01, 4 April 2025

Additions are the primary means of dealing damage to enemy units. They are a series of button presses that modify attack damage. An Addition commences every time the player selects the Attack command in battle, except when attacking with Shana or Miranda, who do not have Additions.

General Overview

When an attack begins, a "timing sight" appears on screen. The timing sight has two components: a stationary blue square overlaid on the target, and another larger square that rotates and collapses toward the target. The objective is to press the indicated button, usually the Cross button, as the larger square overlaps the smaller square. Mistiming the button press terminates the Addition, and the player loses the opportunity to deal more damage.

Sometimes, enemies respond to Additions by "counterattacking". A counterattack is indicated with a visual cue, a red flash on screen, and an audio cue, a brief wooshing sound. The timing sight will turn red. The player must still correctly time the next button press, but this time with the Circle button instead. If performed correctly, the timing sight reverts to blue and the Addition proceeds normally. However, if the player fails the Circle button press, the Addition ends, bonus damage is lost, and the attacking character receives damage.

Once a character has a Dragoon spirit, Additions are also the primary means of accruing Spirit Points. Different Additions have varying numbers of hits, damage multipliers, and amounts of SP accrual. Each character has a different number of Additions. Additions have their own levels starting at level 1. The player levels up an Addition by successfully performing it 20 times per level, up to a maximum level of 5 requiring 80 total performances. Damage multipliers and SP accrual improve with level. Characters learn new Additions primarily by leveling up normally with EXP. The exception is their final Addition, which is learned by leveling up every other Addition to level 5.

The player may set their preferred Additions with the Additions option on the System Screen. Additions cannot be changed in battle.

Two accessories, the Wargod Calling and Ultimate Wargod, will complete Additions without input from the player. However, the Wargod Calling yields only half damage and SP, and the Addition does not count toward leveling. The Ultimate Wargod treats the Addition as if the player had performed it, including damage, SP, and leveling.

In Depth

Performing an Addition is functionally similar to playing a rhythm mini-game. Some Additions are extremely easy, requiring only a single button press. Others are rather difficult and incorporate combinations of rapid presses and long pauses. Addition difficulty does not scale consistently even among Additions belonging to the same character, and longer Additions are not necessarily more difficult than shorter ones. Moreover, subsequent Additions do not merely add another button press to an earlier one while following the same rhythm; the pattern changes entirely. Practicing individual Additions becomes necessary in order to achieve a character's final Addition. However, attempting to memorize each one is not advisable given the total number of them.

Addition damage factors and SP harvests are not necessarily intuitive either. In general, later Additions are better than earlier ones in terms of damage, but damage per hit may not be the same. For example, at Addition level 1, Dart's Double Slash has two hits and does 150% overall damage. His Volcano has four hits and does 200% damage. In the case of Double Slash, the first hit deals 100% base damage and the second hit adds a 50% bonus. However, Volcano deals 50% base damage with each hit. Therefore, Volcano requires at least one successful button press to do as much damage as Double Slash would have done by not attempting the Addition at all. SP has a similar function with Double Slash providing 30 SP on the first hit but only 5 on the second. Moreover, the Additions screen only shows the damage and SP value of a successful Addition. There is no convenient way to learn how much damage and SP a partial Addition will provide.

There are number of rules governing counterattack behavior:

  1. A counterattack can only occur once per Addition. (Players will never need to press the Circle button more than once per attack.)
  2. An Addition cannot be countered if it has two or fewer timed button presses.
  3. Enemies never attempt to counter on either the first or last timed button press.
  4. Certain additions with three or more timed presses can never be countered by any enemy, even ones that are otherwise able to counterattack.
  5. Sometimes an enemy will not counterattack even if it could have.
  6. Some Additions can be countered at any stage consistent with the rules above while other Additions can only be countered at certain stages.
  7. Some enemies never counterattack at all.

Tips

  • A player who struggles with one Addition may prefer to use another easier Addition with lower stats, especially if completing the easier Addition actually provides better results than the partial harder Addition. This approach requires abandoning a character's final Addition, though.
  • Consider watching the button icon in the lower right corner of the screen instead of the timing sight and pressing the button when it changes to a depressed graphic. The amount of time that the game provides after the graphic changes is actually quite generous.

Addy tables

Additions marked with a **symbol are never countered.

Dart

Name Strikes Dmg% (Maxed) SP (Maxed) Acquisition
*Double Slash 2 202% 35 Initial
Volcano 4 250% 36 Level 2
*Burning Rush 3 150% 102 Level 8
Crush Dance 5 250% 100 Level 15
Madness Hero 6 100% 204 Level 22
Moon Strike 7 350% 20 Level 29
Blazing Dynamo 8 450% 150 80 completions on
all prior additions.

Lavitz

Name Dmg% (Maxed) SP (Maxed) Acquisition
Harpoon 150% 50 Initial Addition
Spinning Cane 200% 35 Level 5
Rod Typhoon 202% 100 Level 7
Gust of Wind Dance 350% 35 Level 11
Blossom Storm 405% 202 80 completions on all prior additions

Albert

Name Dmg% (Maxed) SP (Maxed) Acquisition
Harpoon 150% 50 Initial Addition
Spinning Cane 200% 35 Level 5
Rod Typhoon 202% 100 Level 7
Gust of Wind Dance 350% 35 Level 11
Blossom Storm 405% 202 80 completions on all prior additions


Rose

Name Dmg% (Maxed) SP (Maxed) Acquisition
Whip Smack 200% 35 Initial
More & More 150% 102 14
Hard Blade 300% 35 19
Demon's Dance 500% 100 80 completions on

all prior additions.


Haschel

Name Dmg% (Maxed) SP (Maxed) Acquisition
*Double Punch 150% 50 Initial
*Flurry of Styx 202% 50 14
Summon Four Gods 100% 20 18
Five Ring Shattering 300% 100 22
Hex Hammer 300% 15 27
Omni Sweep 500% 150 80 completions on

all prior additions.


Meru

Name Dmg% (Maxed) SP (Maxed) Acquisition
Double Smack 150% 34 Initial
Hammer Spin 202% 180 21
Cool Boogie 100% 90 26
Cat's Cradle 351% 20 30
Perky Step 600% 100 80 completions on
all prior additions.


Kongol

Name Dmg% (Maxed) SP (Maxed) Acquisition
Pursuit 150% 42 1
Inferno 200% 20 23
Bone Crush 300% 100 80 completions on

all prior additions.


Additions in Dragoon Form