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Kongai Quirks

From Kongregate Wiki

For new players, there's certain little quirks with the game that are can come as a surprise to a new player. They're all listed here under which character/item it occurs under.

Contents

[edit] General

  • ALL character moves count as attacks. This means, for example, that Popo can dodge Tafari's Leafy Trap, or that Andromeda can interrupt Juju's Healing Touch with her Lightning Arrow. Intercepts are NOT attacks, and thus are not affected by Origami Crane for example (though some bonuses do apply to intercepts as well). This also means that a move which causes no damage, such as Zina's Mistress's Command or Cain Solomon's Tantrum, will trigger the conditions on Tafari's Leafy Trap because they are Physical in nature.
  • Innate, item, and buff-related procs are only rolled if the attack does damage. Attack procs are rolled regardless of the attack being absorbed or not. For example, Phoebe cannot disable Onimaru's item by using Deafening Crack, because the damage will always be absorbed - but the decreases hit rate caused by Deafening Crack itself will still happen.
  • If there are 5 consecutive turns without damage or someone successfully switching out, an event occurs to prevent a Stalemate. See Stalemate for more details.

[edit] Characters

[edit] Anex and Cain Solomon

  • Their innate affects their intercept damage.
  • Their innate takes fractions into account. For example, Cain's Rush of Bats would deal 13.5x5 damage (rounded down), not the 13x5 damage that is shown.
  • Cain's Tantrum also increases his intercept damage.

[edit] Juju

  • Only one debuff can be removed per turn.
  • The effect from Death Mask does not count as a removable debuff.
  • His innate ability will choose a debuff at random from all of those affecting him, and then remove the debuff of that type with the least time remaining (type in this case means the exact effect - Cornelius's Blood Burn and Marquis's Blood Burn count as different types). For example, let's say Juju has two Ring of Curses debuffs active, one with 9 turns left and one with 3 turns. He also has a Voidstream debuff with 4 turns left. If his innate triggers, first one of these three debuffs will be chose at random. Then, if either one of the two Ring of Curses debuffs was chosen, the one with 3 turns left will be removed. If the Voidstream debuff is chosen, it is simply removed since it's the only one active of that type.
  • Juju's innate can remove a debuff even if that debuff would naturally end that turn, but damage from debuffs is applied before they are removed. (The game log may show his innate working before the damage takes place, though.) For example, if Juju is hit by Spirit Assistance and his innate doesn't remove it the turn it was used, the next turn he has another chance to remove it - but it will still deal damage whether or not it is removed the 2nd turn.

[edit] Marquis Le Morte

  • When he leaves battle and gets hit by a "hits fleeing" move, he always regains HP before the damage is counted. Similarly, Damage from Caltrops and Yellow Rock of Cowards is also applied after the HP gain.
  • When he uses Vampiric Touch or Life Drain against the enemy, the healing is counted after the damage. Even if Marquis hits 0 health, he will live unless he does not drain enough life to move above zero health.
  • If Marquis is knocked out of battle (say, with Power Swing) his innate will still trigger and give him 20 life.
  • Blood Burn affects the target's intercept damage as well.

[edit] Onimaru and Zina

  • Their attacks that have the proc ability to "knock a buff off the enemy" work like Juju's innate, explained above. Essentially they will pick a buff at random and them remove the buff of that type with the least time remaining.

[edit] Vanessa Voss

  • Her innate affects her intercept damage as well as her attacks.
  • See Marquis le Morte for his Life Drain and Vamp Touch moves. This applies to Feast of Blood as well.

[edit] Zina

  • When Eye of the Tiger targets an enemy that's currently switching out, the attack will be evaded and no damage will be dealt; however if it targets a character switching in, damage will be dealt normally. (In other words, it doesn't hit fleeing.)
  • The Mistress's Command buff procs as a single effect. In other words either the bleed and stun will proc together or neither will proc. If the target has Sacred Candle and it procs then both the stun and bleed will be negated.
  • The chances for Mistress's Command or an item such as Deadly Poison to proc when using Tiger Frenzy are stacked -- so with MC you have a 40% chance to hit the first target, then if it doesn't hit a 40% chance to hit the 2nd, and so on. Testing indicates that it starts by hitting the first bench spot, then the second bench spot, and finally the active opponent.
  • Because of the way Death Mask works, if Zina delivers a killing blow to a character that is on their extra turn from Death Mask, she will gain double the energy from the kill as the game counts Zina's killing blow as well as the automatic death that occurs after the Death Mask debuff expires.

[edit] Phoebe

  • Phoebe's attacks have a 25% chance to disable your item for the rest of the match.
  • Item Lash takes effect before their item has a chance to proc. For example, if you hit someone using Sacred Candle with Deafening Crack and Phoebe's innate procs, Sacred Candle will be disabled before it has a chance to counter the Deafening Crack.
  • Item Lashing a Jade Figurine only lowers an opponent's maximum HP, not their current HP.
  • If you Item Lash a Scroll of Inner Focus when the player wouldn't have enough energy to use the move without Scroll, the moves executes normally and they go up to 20 energy next turn as they would normally.

[edit] Ubuntu

  • Rain Dance affects your team's intercept damage in addition to attacks.
  • Additional damage gained from Rain Dance and Staff Strike are applied before crits. So for example, Popo's Slingshot will crit for 63 damage after a Rain Dance or 72 damage after a successful Staff Strike.

[edit] Cornelius Constantine

[edit] Tafari

  • When Leafy Trap activates, the game may treat it as if someone else cast it, thus possibly giving someone on the bench with Gem of Souls an innate or triggering Zina's innate.
  • As mentioned in the general section above, Leafy Trap will trigger on physical self-buffs including Hide, Tantrum, and Mistress's Command. Also, Leafy Trap is dodgeable, meaning that characters holding Elusive Feather, Popo, or Yoshiro are able to avoid it.

[edit] Items

[edit] Blood Vial

  • Blood Vial will announce how much it healed in the log regardless of if the characters equipped with it has been revealed. It does this even if the character was at full health and it had no effect.

[edit] Necronomic Tomes

  • Necronomic tomes will only sap as much health as your attack does damage, at a maximum of 10 damage.

[edit] Death Mask

  • Death Mask will make sure you stay alive until the next turn. Even if a status effect brings you down to 0 hp, your hp will just be raised back to 1 when the next turn starts. You can still be killed before "the end of the next turn" by an attack.

[edit] Ring of Curses

  • Reflect skills trigger Ring of Curses just like a normal attack. The character casting the reflect skill is cursed, not the ring-bearer that is actually attacking himself.
  • Ring of Curses will still take effect even if the attack is absorbed and deals no damage.

[edit] Yellow Rock of Cowards

  • Takes effect before the attack phase. This means it will deal the 6 damage before the opponent's attack will take place, which could kill them before they can use Juju's Healing Touch for example. This also means that it will go into effect before any Undodgeable attacks.

[edit] General's Insignia

  • Damage bonuses from this item are added after critical hit bonuses.

[edit] Quickening Powder

  • Current bugged. It will display speeds on moves that are supposedly faster to both you and the opponent, but these numbers might not match. It will display different moves as faster after the range change. All of that is completely irrelevant, though, because it is random if a move will be faster or not when you use it no matter what the text on screen says.

[edit] Status Effects

[edit] Stuns

  • If an attack that successfully stuns the other character was used first in the round, the stunned character does nothing that turn, similar to what happens following a successful interrupt except that no energy will be consumed. The stunned character will still be stunned for the next turn, limited to passing and resting.
  • A stunned character, while stunned, will only receive 20 energy from resting, rather than receiving 40 energy.
  • The player still has to click rest while having no other options.

[edit] Interrupts ('hard' or 'actual' interrupt)

  • An interrupted attack still uses up the full energy cost.

[edit] Soft Interrupts

  • Moves that knock an opponent out of battle or change the range before he can perform his attack may Soft Interrupt an attack. No energy is spent in the event of a soft interrupt. For example, if Rumiko Ninja-ports and Cornelius Pilebunkers, Cornelius will not spend his energy and the attack will not occur. A soft interrupt occurs only if the speed of the soft-interrupting move is greater than that of the opponent's move.

[edit] Bleeding, Poison, Burn

  • On the turn one of these status effects is inflicted, the residual damage will be done to the afflicted character immediately when the debuff is applied. On all following turns until the effect wears off, the damage done by that individual affliction will happen after the character attacks.

[edit] Knock Foe Out of Battle

[edit] Hit Rate Debuffs and Dodges

  • There are two ways of avoiding an attack: the attack can miss, and it can be dodged. Dodge works only against physical attacks.
  • All buffs and debuffs work towards miss chance, including the base hit chance of an attack, unless they are actually called dodge; Tafari's Hide is also a dodge.
  • The formula is as follows: an attack's total hit chance = the attacker's chance to hit ( = his move's base hit chance x [100% minus hit penalty] x [100% minus hit penalty] x ...) minus the defender's chance to dodge ( = dodge chance + dodge chance + ...).
  • Say I perform an attack that normally hits 90% of the time; I have two hit penalties on me of -20% each; and the defender has two dodge effects on him of 25% each. The total chance that my attack will hit him is: ( 0.90 x [1 - 0.20] x [1 - 0.20] ) - ( 0.25 + 0.25) = 0.576 - 0.5 = 7.6%. Not much!
  • Absorb is something different: it happens when the attack hits but its damage is so little that it is less than the defender's resistance. This happens especially against 8x5 attacks: if I have 8 resistance to this attack, it does me (8-8)x5 = 0 damage => absorbed.
    Explained some more in words:
  • Percentage-based buffs and debuffs are combined multiplicatively, not additively. So 2 of Amaya's Shadow Curses would cause a 100% hit rate attack to become 64%, not 60%.
  • This is NOT true for dodges caused by Popo's innate or Elusive Feather. These effects are additive, so for example Voss's Double Slash has only a 40% chance to hit Popo equipped with the Feather, not the ~51% it would be if Dodge was multiplicative.
  • Percentage debuffs are applied first, and then dodge effects are subtracted afterwords. An example would be a Popo with a Shadow Curse debuff using Slingshot having a 0% chance to hit another Popo equipped with the Feather (60% base hit rate times 80% is 48%, minus 50% is less than 0).

[edit] Critical hits

  • Critical hits and misses are rolled on the same die. For example, Popo's Slingshot is 60% hit rate, and 50% crit rate. This means that it will critical 50% of the time, hit 10% of the time, and miss 40% of the time. It will NOT critical 30% of the time, hit 30% of the time, and miss 40% of the time.
  • Critical hit rate boosts (e.g. Ubuntu's Tiger Claws) cannot improve the crit percentage above the hit percentage.
  • Critical multipliers are factored in before resistances are. See Damage: Critical Hits for more information and an example.
  • Critical Hit chances are not reduced by Debuffs. For example, if Popo is under the Shadow Curse Debuff, she will have a 48% chance to crit with Slingshot and a 52% chance to miss (with a 0% chance to hit normally).