Difference between revisions of "Decrease CP"

205 bytes added ,  23:34, 26 April 2021
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Effects involving increases/decreases in CP have an additional random value ranging roughly between 0% - 20% of the original value. For example, {{Transient icon|Kotaro|variant=Beachside}} has a skill which allows him to gain 60 CP when appearing. However, in practice this value is actually slightly higher due to the additionally randomly generated CP, allowing him to start with 63 CP or even 70 CP for example. This randomly generated additional CP also applies to status effects which increase/decrease CP such as {{Status|en name=Arousal}}. The exact distribution of this effect is not known, but an estimate of 10% additional CP can be expected.
Effects involving increases/decreases in CP have an additional random value ranging roughly between 0% - 20% of the original value. For example, {{Transient icon|Kotaro|variant=Beachside}} has a skill which allows him to gain 60 CP when appearing. However, in practice this value is actually slightly higher due to the additionally randomly generated CP, allowing him to start with 63 CP or even 70 CP for example. This randomly generated additional CP also applies to status effects which increase/decrease CP such as {{Status|en name=Arousal}}. The exact distribution of this effect is not known, but an estimate of 10% additional CP can be expected.
A unit with 100 CP at the beginning of the turn will still activate their charge skill even if their CP is decreased before the use of their CS, such as in the case of moving {{Transient icon|Tindalos}}.


==Statuses==
==Statuses==
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