Always-Accurate Attack: Difference between revisions

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** On a general note, the Mystic Artes throughout the ''[[Tales (series)]]'' are with few exceptions, guaranteed to at least connect with the enemy that's the user's current target. Also, some spells strike the entire battlefield and/or freeze the action when they go off, which makes avoiding damage from them impossible outside of using invincibility or being immune to their element.
* "Certain-hit" attacks in ''[[Monster Girl Quest Paradox]]'' cannot be evaded or reflected. These include all Holy and Dark skills.
* ''[[Master of Magic]]'' has [[Damage Typing|Doom damage]], which skips the part where the attacker supposed to roll to-Hit for each damage point, and then defender roll to-Block for each Defense point. There are, however, variants. Doom Bolt and Magic Vortex (on direct hit) spells can be stopped by Righteousness spell or Magic Immunity ability. Doom Gaze attack hits anything the unit engages ignoring all immunities, but as a gaze it's delivered only in a melee engagement (after any Breath or Thrown attacks, but before Melee and Touch attacks). "Chaos" item power makes a weapon's attack (including Ranged Missile for bows and Ranged Magical for wands/staves) automatically hit anything it may target, ignoring all immunities (most of which normally add 50 Defense vs. specific attacks), but it also halves attack strength. An unit under Black Sleep spell (which Death wizards spam like there's no tomorrow) add Doom to all incoming normal damage and direct-damage spells, so that wimpy attackers hit at full strength, victims with Missile Immunity can be hit by archers, and victims with Fire Immunity can be hit by fire bolts! Of course, the spell ''itself'' is just a Death realm curse, so Righteousness, Magic Immunity, Death Immunity and Charmed (or simply high enough Resistance value) protect an unit from being affected in the first place, as usual.
 
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