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Last Chance Hit Point: Difference between revisions

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** Iifa Leaf and Iifa Dew are the most straightforward examples, which allows you to survive a killing blow with 1 HP or convert your bravery into HP respectively. Breaks upon use.
** Final Position and Final Decision are this when it comes to brave attacks, with the former preventing break status from one attack while the latter has this for one combo.
* The Super Guts evility in in ''[[Disgaea 3: Absence of Justice]]'' and ''[[Disgaea 4: A Promise Unforgotten]]'' allows its user to survive a fatal attack with one HP if they had full HP when it connected. The Deathsabers in 4 have a variation on it that works as long as their HP is above one, but puts them to sleep after the hit lands.
* ''[[Final Fantasy XIII]]'' has the passive Sentinel ability Reprieve. If your Sentinel's HP is above 30%, taking a blow that would otherwise take him or her out will instead leave the victim with 1 HP.
* ''[[Earthbound]]'s'' [[Luck Stat|Guts]] stat, among many other things, gives a character a small percentage chance to survive an otherwise fatal attack with 1 HP. Failing that, the rolling HP meter mechanic allows the player to avoid a KO if they can finish the battle or heal before the character's HP actually rolls down to zero.
* In the ''[[Exile]]'' and ''[[Avernum]]'' RPG series, characters who hit zero HP were still able to fight, but one more hit would kill them and scatter their inventory about the battlefield.
** Furthermore, having a high Luck stat gives you a good chance to survive that One Last Hit several times in a row.
* In ''[[Kingdom Hearts]]'', Sora can learn "Second Chance" to provide this effect against single hits; the sequel added a complementary ability ("Once More") that worked on enemy [[Combos]]; equipping both at the same time could allow Sora to endure [[How Much More Can He Take?|incredible amounts of damage]] before a KO.
** ''[[Birth By Sleep]]'' includes both Second Chance and Once More (and they work just like in the previous games), but the [[Final Boss|Final]] and [[Bonus Boss|Bonus Bosses]] all have ways to get around it, either by using non-consecutive blows so quickly that they might as well be consecutive, or stunlocking you at 1HP until they can hit you with something else. Needless to say, they're some of the hardest bosses in KH history.
* ''[[Mega Man Battle Network]]'' has an equippable program ("Undershrt") providing this effect. This can lead to a [[Game Breaker]] in the right circumstances. If you use a Wood style (which regains health while standing on grass), and turn the stage to grass, and your opponent has no way to change the stage tiles and no fire attacks (which burn grass) - then you become impossible to kill with Undershirt. Whenever your opponent hits you with a mortal blow, you'll hit 1 HP for a split second, then immediately start gaining health before they can hit you again. (That said, many opponents do have ways of changing the stage tiles, so you'll have to use one of the other many game breakers in the Battle Network series against them.)
** Was fixed starting from the fourth game, where the rate of HP regen became dependent on how much HP you have left, slowing to a crawl while you have one HP left so that you're vulnerable for a period of time.
* Likewise, Mega Man in ''[[Mega Man Star Force]]'' can also equip this ability.
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* The ''[[Fallout: New Vegas]]'' Dead Money DLC, if played on hardcore mode, enforced this. It started you without any health items and forced you to run around a gas cloud which gradually drained your health... but stopped at 1HP. You still had to fight enemies (who were in hazmat suits and thus not affected by the cloud), effectively making you a [[One-Hit-Point Wonder]] unless you were incredibly lucky filling up on health items during the entire first half of the DLC.
* 3rd Edition ''[[Dungeons and Dragons]]'' rogues can get "Defensive Roll" which allows them to sometimes take half damage from attacks that would otherwise kill them.
* In ''[[Guild Wars 2]]'', everyone has this. If your character loses their last hitpoint, you'll go down into a "Survival Mode", similar to "Last Stand" from the Call of Duty games. The screen encourages you to "Fight to survive", and gives you the use of four skills unique to each class. If you kill an enemy, live long enough to use the Bandage skill to heal yourself back up, or get revived by another player, you can get back up without respawning. Even if you bleed out, you can choose not to respawn, and another player can still revive you. There are penalties for this, of course.
* In ''[[Xenoblade Chronicles]]'', the Unbeatable gem gives the user a chance to survive with one HP upon receiving a fatal blow, up to a 50% chance at most, depending on the gem's quality. This is made more useful by the facts that the gem can work while you're ''already at one HP'', and that the visions of the future you get will tell you whether or not the gem is going to save you from the incoming attack.
* Poison headcrabs in ''[[Half-Life]] 2'' do this, always instantly reducing Gordon's health to exactly one point (from which he can [[Walk It Off|fully recover automatically]] as his suit administers the antidote) but leaving him extremely vulnerable to any other nearby threats and, more significantly, often causing the player to panic, believing a second bite will kill them.
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