Casting the skill again will replenish the timer. The effect doesn't stack in ranks, and normally lasts 3 turns, but it can be extended to 4 or 5 with Mistiques. In Soul Hackers 2, Sukukaja raises the accuracy and evasion of the party. If the Accuracy buff were to exceed 100%, it would simply treat attacks as guaranteed hits. On the other hand, in terms of their evasion, the accuracy of enemy attacks directed towards that user are reduced to 9/10 on the 1st stage, and 85/100 on the 2nd. Sukukaja presumably raises the user's Accuracy of offensive attacks by x1.1 on the first stage, and to x1.2 on the 2nd. In Shin Megami Tensei V, Sukukaja boosts 1 ally's Accuracy/Evasion rate, and lasts for 3 turns. The buff and debuff statuses are singular, rather than individual, so if the target's hit/evade is decreased by 1 or more stages, Sukukaja will directly increase it without the need of Dekunda. In Shin Megami Tensei IV, Sukukaja increases the party's accuracy and evasion by 1 rank, and stacks up to 3 ranks. In Shin Megami Tensei IMAGINE, Sukukaja temporarily increases the critical hit rate and critical hit defense of one ally. The hit/evade buff and the hit/evade debuff ( Sukunda) are separate variables, so although they stack with one-another and can neutralize each-other's effects, they still can only be used 4 times each unless one of the stats is reset with Dekunda or Dekaja. In Shin Megami Tensei III: Nocturne, the buff is permanent and can stack up to 4 ranks. Usually, Sukukaja only affects the accuracy of attacks, and does not influence miscellaneous factors, such as ailment and Insta-Kill efficacy. In the Shin Megami Tensei franchise, barring V, Sukukaja raises the Accuracy, as well as the evasion, of the caster's team by one stage and lasts until either the battle ends, the buffed ally is killed, or the buff is negated by a buff removal skill such as Dekaja.
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