

The only way to actually heal a Daughter back to full health is by sacrificing another Daughter that’s at an equal or higher level (the class doesn’t matter). This makes taking damage or excessively using reaction skills extremely detrimental. The good news: reaction-type skills don’t cost AP at all. Damaging a hostile that’s being targetted by a teammate.Swapping places with a teammate before they get attacked.Immediately damaging an opponent that moves in melee range.Interrupting an enemy’s attack or action.If you don’t want to spend a lot of AP (and enter a burst state), or you want to play more defensively, then you can use “reaction” skills. Again, like movement, these will cost a lot of AP (and most attacks will cost 25 to 35 AP even). Your Daughters can use their “reaction” skills to help defend a teammate.Ī majority of your time battling foes in Othercide will see you using “active” skills (aka.Significantly hampering a target’s initiative can even make them take their turn after a Daughter that’s in a burst state. Certain classes like the Shieldbearer are able to delay a target’s turn.boss AoE spells) that are being charged to fire. That means no new mobs are spawning close to you, or there are no deadly abilities (ie. There’s a good chance several enemies can get killed by consecutive attacks.That means several enemies can move, attack, and spawn multiple times before that particular Daughter gets to have her turn again. This drops your initiative like a rock and pushes you all the way to the end of the timeline. However, if you go even a single point below 50 AP, you’ll enter a “burst” state. In Othercide, if you end a Daughter’s turn with 50 AP remaining or higher, she’ll have a higher initiative value so she can take her next turn normally after a couple of enemies. Note: The only abilities that don’t consume AP are “reaction” skills (more on these in a while). Oh, and almost everything you do, be it moving or attacking, costs AP. This is also partially based on how many action points (AP) you spend. The game, likewise, uses a concept called “initiative” which determines how early a unit can act in the timeline. Think of this as akin to mechanics in games like Grandia, Child of Light, or the more recent XCOM: Chimera Squad. Othercide uses what’s called a dynamic timeline system where you can affect when a unit takes their turn. Understanding initiative and the dynamic combat system Othercide: Beginner’s guide – Eight combat and survival tipsġ. Note: For more information, check out our Othercide guides and features hub. Here’s our beginner’s guide with several tips to help you out. Still, there are means to improve your chances of survival and winning most combat engagements until that eventual restart. As mentioned in our official review, the game throws ridiculous challenges along your way. As an example if the stat is 25% a crit will do x1.25 damage.Othercide‘s punishing difficulty will likely leave you wondering where it all went wrong. įor more details please check the Damage calculation section.Įvery attack will have this chance to be a critical.ĭecides the damage multiplier when getting a critical attack. This only seems to exist for your Daughters, not enemies. This influences how much damage all your skills do. The right value is when going into burst. The left value is when not going into burst. This modifies how much time it takes before your daughter gets to act again after ending the turn. In combat, if the unit has any Initiative Push Resistiance, it will show the number under the shield Icon with a clock.ĭecides when the targe’s first action will happen on the timeline. A unit with 40% Initiative Push Resistance being attacked with Slam (Delay the target by 25 initiative) will instead only be delayed by 15. This stat reduces any delay that attacks force on the target. In combat this is the number under the lightning icon. If you get swarmed you will get back attacked and your dodge will mean nothing. So keep in mind that high dodge does not equal invulnerability.

A back attack negates dodge, while a side attack halves the dodge value. This stat is only affected by the location the attack is coming from. The dodge stat shows how likely the target is to dodge an attack. In combat this is the number under the shield icon. This means small attacks on units with higher armor might do 0, but back attacks and crits will actually do a lot more.

This happens all the way at the end of the damage calculation. This is the amount by which attacks will be reduced. This shows how more battle experience a Daughter needs before leveling. This is reduced by the End of turn delay stat. If you have less this is doubled to 100 time units. Replenishes fully every turn.įor Daughters if you end the turn with > 50 AP left your next turn will happen in 50 time units. Moving and using skills deplete your AP for the turn.
