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* In ''VideoGame/SuperSmashBros'', several of [[VideoGame/{{Splatoon}} Inkling]]'s attacks can coat their opponents in ink, which increases the damage they take.

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* In ''VideoGame/SuperSmashBros'', several of [[VideoGame/{{Splatoon}} [[Franchise/{{Splatoon}} Inkling]]'s attacks can coat their opponents in ink, which increases the damage they take.

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* Defense-lowering debuffs are common in the ''VideoGame/EpicBattleFantasy'' series: Screamer, Beholder, Secret Weapon, Natalie's LimitBreak ([[{{Nerf}} until 4]], though the [=AoE=] healing, buffing, and ailment-curing are all still useful)... They overlap with a StatusBuffDispel against defense buffs, as using a defense-lowering attack against a shielded enemy will just remove the buff, and shielding someone with a defense debuff will only cure that debuff.
** If the strength of the debuff is greater than the remaining strength of the matching buff, the result is a weakened debuff, and vice-versa. Since the third and fourth games have a debuff cap of 50% and a buff cap of 70%, a capped buff of ''any'' stat can survive a 50% debuff. Likewise, a maxed buff can cure the debuff as above, but the end result is a weak buff.
** [=EBF4=] has a few status ailments (stun, weaken, curse, and wet, although the latter is neutral by means of providing fire resistance) that increase the damage of given elements by 50%, being earth, dark, holy, and ''both'' thunder and ice, respectively. However, they decrease by 1 when hit with such attacks.
*** Then there's the freeze status, which denies the victim a turn and can by removed by healing, but makes them take '''double damage''' if attacked while frozen.
** ''Epic Battle Fantasy 5'' changes it so that some buffs and debuffs can ''replace'' each other, buffs are capped at their initial strength (though some equips increase the strength of buffing items and skills, and even debuff skills), debuffs can go down to '''80%''', and some mechanical enemies can '''invert (de)buffs'''! If a highly buffed character is hit with this, move them into backup [[spoiler:or use the Red Bot summon on them]].
*** More neutral status conditions (providing an elemental weakness ''and'' resistance) are added, plus the fact that attacking a target affected by damage-modifying conditions, even '''freeze status, goes by number of full attacks rather than separate hits. This means that even Matt's 9-hit (10 if an additional attack is cast) '''Legend''' combined with the proper sword, only depletes the turn counter of the effect by 1!

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* Defense-lowering debuffs are common in the The ''VideoGame/EpicBattleFantasy'' series: Screamer, Beholder, Secret Weapon, Natalie's LimitBreak ([[{{Nerf}} until 4]], though series has featured the [=AoE=] healing, buffing, and ailment-curing are all still useful)... They overlap with a StatusBuffDispel against defense buffs, as using a defense-lowering attack against a shielded enemy will just remove the buff, and shielding someone with a defense ability to directly debuff will only cure that debuff.
** If
Defense and Magic Defence since the strength of the debuff is greater than the remaining strength of the matching buff, the result is a weakened debuff, and vice-versa. Since the third and fourth games have a debuff cap of 50% and a buff cap of 70%, a capped buff of ''any'' stat can survive a 50% debuff. Likewise, a maxed buff can cure the debuff as above, [[VideoGame/EpicBattleFantasy1 first game]], but the end result is a weak buff.
** [=EBF4=]
has also featured a few wide variety of damage-increasing status ailments (stun, weaken, curse, effects:
** ''VideoGame/EpicBattleFantasy2'' introduces Freeze, which increases damage taken from the next hit the affected receives (increasing by 50% in [=EBF2=],
and wet, although the latter is neutral by means of providing fire resistance) that doubling it from [[EBF3]])
** ''VideoGame/EpicBattleFantasy4'' introduces five status effects which raise damage taken:
*** Curse, Tired and Weaken
increase the Holy, Earth (Bio in [=EBF5=]) and Dark-elemental damage of given elements taken by 50%. Additionally, Curse debuffs Defence and Magic Defence each turn.
*** Stagger causes the next hit taken to be an automatic CriticalHit. It would gain the ability to stack in [=EBF5=].
*** Wet increases Thunder and Ice-elemental damage taken
by 50%, being earth, dark, holy, and ''both'' thunder and ice, respectively. However, they decrease by 1 when hit with such attacks.
*** Then there's the freeze status, which denies the victim a turn and can by removed by healing,
but makes them take '''double damage''' if attacked while frozen.
halves Fire-elemental damage.
** ''Epic Battle Fantasy 5'' changes it so that some buffs and debuffs can ''replace'' each other, buffs are capped at their initial strength (though some equips increase the strength of buffing items and skills, and even debuff skills), debuffs can go down to '''80%''', and some mechanical enemies can '''invert (de)buffs'''! If a highly buffed character is hit with this, move them into backup [[spoiler:or use the Red Bot summon on them]].
*** More
''VideoGame/EpicBattleFantasy5'' introduces six neutral status conditions (providing an elemental weakness ''and'' resistance) are added, plus effects in the fact that attacking a target affected by damage-modifying conditions, even '''freeze status, goes by number of full attacks rather than separate hits. This means that even Matt's 9-hit (10 if an additional attack is cast) '''Legend''' combined with the proper sword, only depletes the turn counter vein of the effect aforementioned Wet:
*** Light, Heavy, Chill, and Dry increase damage taken from one or two elements
by 1!50%[[note]]Light increases Wind damage, Heavy increases Earth damage, Chill increases Ice and Water damage, Dry increases Bomb and Fire damage[[/note]], and halve damage from another[[note]]Light halves Earth, Heavy halves Wind, Chill halves Bio, Dry halves Ice and Thunder[[/note]].
*** Enchanted and Invisible, meanwhile, double physical or magical damage taken, respectively, but completely negate damage from the other type.
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* The Hex skill from ''VideoGame/{{Spellstone}}'' will cause a card that's hit by it to take a certain number of extra damage points from all skills and attacks that turn (e.g. Hex 3 will give +3 damage). Since it's nearly impossible to dodge this status without {{Invisibility}}, a common strategy in high-level play is Hexing the whole field, then [[MoreDakka spamming cards with Bolt or Frostbreath like there's no tomorrow]].
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* ''VideoGame/{{Terraria}}'' has two- Ichor, which lowers defense by 20 thus making a character take 10 extra damage per hit, and Broken Armor which halves defense, effectively making you take an extra (half your maximum armor) damage per hit.

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* ''VideoGame/{{Terraria}}'' has two- two: Ichor, which lowers defense by 20 20, thus making a character take 10 extra damage per hit, and Broken Armor Armor, which halves defense, effectively making you take an extra (half your maximum armor) damage per hit.hit. Broken Armor can be prevented with the right accessory, but Ichor is unavoidable; on the other hand you can weaponize Ichor for your own attacks, but not Broken Armor.
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* In ''VideoGame/ScrapMetalHeroes'', robots with the Scanner perk scan the robot they're attacking, increasing its damage from all attacks by 25%.
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** Rupture in ''VideoGame/XCOM2'' has much the same effect, with the difference that it's a shot with the Grenadier's ChainsawGripBFG and re-usable (with a cooldown), unlike the single-charge Shredder Rocket.

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** Rupture in ''VideoGame/XCOM2'' has much the same effect, with the difference that it's a shot with the Grenadier's ChainsawGripBFG and re-usable (with a cooldown), unlike the single-charge Shredder Rocket. The game also retains a "shredding" ability, but this time it permanently lowers the target's Damage Reduction armor.

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Fixed an error and added a comparison.


Compare and contrast a CriticalHit, ArmorPiercingAttack, or [[ElementalRockPaperScissors elemental weakness exploitation]], which usually mean increased damage for a single attack; InjuredVulnerability, if the "injured" part is a status ailment that makes someone more vulnerable; StatusBuffDispel, an ability that removes defense buffs; BreakMeter, a bar that, when filled, typically makes the target take more damage; and AntiArmor, which can include lowering the enemy's defense stat. Contrast a StatusBuff or trait that increases the damage ''dealt by'' someone, a SituationalDamageAttack whose damage varies by itself rather than through some kind of debuff, and also contrast a debuff decreasing ''evasion''.

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Compare and contrast a CriticalHit, StatusEffectPoweredAbility, ArmorPiercingAttack, or [[ElementalRockPaperScissors elemental weakness exploitation]], which usually mean increased damage for a single attack; InjuredVulnerability, if the "injured" part is a status ailment that makes someone more vulnerable; StatusBuffDispel, an ability that removes defense buffs; BreakMeter, a bar that, when filled, typically makes the target take more damage; and AntiArmor, which can include lowering the enemy's defense stat. Contrast a StatusBuff or trait that increases the damage ''dealt by'' someone, a SituationalDamageAttack whose damage varies by itself rather than through some kind of debuff, and also contrast a debuff decreasing ''evasion''.



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* ''VideoGame/FinalFantasyXIV'' has many enemy abilities that make the target more vulnerable to certain types of damage. Most often seen, however, is the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player can't just get away with not bothering to dodge as long as they're healed up after. On the players' side, the Ninja's [[BackStab Trick Attack]] makes a target take more damage from all attacks for a short time.

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* ''VideoGame/FinalFantasyXIV'' has many enemy abilities that make the target more vulnerable to certain types of damage. Most often seen, however, is the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player can't just get away with not bothering to dodge as long as they're healed up after.after; enough stacks and they ''will'' die. On the players' side, the Ninja's [[BackStab Trick Attack]] makes a target take more damage from all attacks for a short time.

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** The recurring Expose Weakness spell decreases defense:



* ''VideoGame/FinalFantasyXIV'' has many abilities which make the target more vulnerable to specific types of damage. Most of the ones available to the player were patched out as of the ''Shadowbringers'' expansion, and now only the Ninja’s [[BackStab Trick Attack]], which makes the target more vulnerable to ''all'' damage for a short time, remains.

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* ''VideoGame/FinalFantasyXIV'' has many enemy abilities which that make the target more vulnerable to specific certain types of damage. Most of often seen, however, is the ones available to the all-encompassing Vulnerability Up debuff, which serves as a penalty for taking avoidable hits, ensuring that a player were patched out can't just get away with not bothering to dodge as of long as they're healed up after. On the ''Shadowbringers'' expansion, and now only players' side, the Ninja’s Ninja's [[BackStab Trick Attack]], which Attack]] makes the a target take more vulnerable to ''all'' damage from all attacks for a short time, remains.
time.
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* In ''VideoGame/TheReconstruction'' and ''Videogame/IMissTheSunrise'', if a side gets Rushed[=/=]loses the Zone of Control (which is mostly same thing known by a different name in each game), they take more damage while also inflicting less. Also, poison (while otherwise being your [[StandardStatusEffects standard HP sap]]) percentally increases the damage of Moke's Toxic Shock spell.

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* In ''VideoGame/TheReconstruction'' and ''Videogame/IMissTheSunrise'', if a side gets Rushed[=/=]loses the Zone of Control (which is mostly same thing known by a different name in each game), they take more damage while also inflicting less. Also, poison (while otherwise being your [[StandardStatusEffects [[StatusEffects standard HP sap]]) percentally increases the damage of Moke's Toxic Shock spell.



* ''VideoGame/GuiltyGear'', ''VideoGame/BlazBlue'', ''VideoGame/Persona4Arena'', and their sequels have Negative Penalty, which takes effect when a character refuses to attack and instead runs away for too long. Characters hit with Negative Penalty take much more damage than normal. ''Persona 4 Arena Ultimax'' has a character (returning from its predecessor) who can force this state upon her opponent through a CounterAttack special move. As the ''Persona 4 Arena'' games are based on a series of role-playing games, they also have the Fear [[StandardStatusEffects status effect]], which achieves a similar effect by making all successful attacks upon a character act as Fatal Counters (a special type of counter that increases damage dealt by the attack and hitstun caused by every attack in the subsequent combo).

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* ''VideoGame/GuiltyGear'', ''VideoGame/BlazBlue'', ''VideoGame/Persona4Arena'', and their sequels have Negative Penalty, which takes effect when a character refuses to attack and instead runs away for too long. Characters hit with Negative Penalty take much more damage than normal. ''Persona 4 Arena Ultimax'' has a character (returning from its predecessor) who can force this state upon her opponent through a CounterAttack special move. As the ''Persona 4 Arena'' games are based on a series of role-playing games, they also have the Fear [[StandardStatusEffects [[StatusEffects status effect]], which achieves a similar effect by making all successful attacks upon a character act as Fatal Counters (a special type of counter that increases damage dealt by the attack and hitstun caused by every attack in the subsequent combo).
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!!Examples:
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A [[StandardStatusEffects negative status ailment]] that makes its subject take more damage from whatever hits them.

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A [[StandardStatusEffects [[StatusEffects negative status ailment]] that makes its subject take more damage from whatever hits them.

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* The ''TabletopGame/{{Pokemon}}'' Trading Card Game has at least a dozen cases of this. This includes the rare "extra damage per hit" type: For instance, Machamp Lv.X has an effect, "No Guard," that increases damage by 60, both done by and done to Machamp.

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* The ''TabletopGame/{{Pokemon}}'' Trading Card Game has at least a dozen cases of this. This includes the rare "extra damage per hit" type: For instance, Machamp Lv.X has an effect, "No Guard," No Guard, that increases damage by 60, both done by and done to Machamp.



* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.

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* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" Galvanize power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.



** In 4E, there is a game mechanic called "Vulnerability" where creatures have negative effects dealt to them when hit by certain damage types (usually a fixed extra amount of damage, but occasionally other debuffs like disabling regeneration or being slowed). There are several powers that allow you to impose these vulnerabilities upon enemy targets.

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** In 4E, there is a game mechanic called "Vulnerability" Vulnerability where creatures have negative effects dealt to them when hit by certain damage types (usually a fixed extra amount of damage, but occasionally other debuffs like disabling regeneration or being slowed). There are several powers that allow you to impose these vulnerabilities upon enemy targets.



** The "Oil" status in ''VideoGame/FinalFantasyXII'' triples the damage incurred from Fire attacks.
*** In ''Tactics'' and ''Tactics A2'', it has the same effect, though in ''Tactics'' it doubles fire damage instead of tripling it.
** The recurring "Expose Weakness" spell decreases defense:
*** ''VideoGame/FinalFantasyVIII'' has the "Vit. 0" effect caused by the Meltdown spell, which sets an enemy's physical and magical defense to zero.
*** The remake of ''VideoGame/FinalFantasyIV'' has the "Cry" ability that Porom can use, which decreases the defense of all enemies. You can later give this ability to other characters; hilariously, the preferred recipient is often Kain (since he has so few other abilities), meaning you can take the series' MemeticBadass and make him cry like a little girl on command.
*** ''VideoGame/FinalFantasyX'' has the "Armor Break" ability, which lowers enemies' defense to 0 and removes the "Armored" status (Armored enemies ordinarily take reduced damage from all except Piercing weapons).
*** ''Final Fantasy X'' also has Mental Break, which is Armor Break's counterpart for magic damage.
*** ''VideoGame/FinalFantasyXII'' has three Technicks that work this way: ''Shear'' lowers the foe's Magick resistance, ''Expose'' lowers the foe's physial damage resistance, and ''Achilles'' adds an additional element weakness to the foe, increasing damage dealt if of that element.

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** The "Oil" Oil status in ''VideoGame/FinalFantasyXII'' triples the damage incurred from Fire attacks.
***
attacks. In ''Tactics'' and ''Tactics A2'', it has the same effect, though in ''Tactics'' it doubles fire damage instead of tripling it.
** The recurring "Expose Weakness" Expose Weakness spell decreases defense:
*** ''VideoGame/FinalFantasyVIII'' has the "Vit. 0" Vit. 0 effect caused by the Meltdown spell, which sets an enemy's physical and magical defense to zero.
*** The remake of ''VideoGame/FinalFantasyIV'' has the "Cry" Cry ability that Porom can use, which decreases the defense of all enemies. You can later give this ability to other characters; hilariously, the preferred recipient is often Kain (since he has so few other abilities), meaning you can take the series' MemeticBadass and make him cry like a little girl on command.
*** ''VideoGame/FinalFantasyX'' has the "Armor Break" ability, Armor Break and Mental Break skills, which lowers lower enemies' defense Defense/Magic Defense to 0 and 0. The former also removes the "Armored" Armored status (Armored enemies ordinarily take reduced damage from all physical damage, except from attacks done with Piercing weapons).
*** ''Final Fantasy X'' also has Mental Break, which is Armor Break's counterpart for magic damage.
*** ''VideoGame/FinalFantasyXII'' has three Technicks that work this way: ''Shear'' Shear lowers the foe's Magick resistance, ''Expose'' Expose lowers the foe's physial damage resistance, and ''Achilles'' Achilles adds an additional element weakness to the foe, increasing damage dealt if of that element.



** Also, the poison-type move Toxic causes increasing damage to the target, which becomes "badly poisioned" instead of simply "poisoned", as with other poison moves such as Poisonpowder. The effect disappears if the victim is switched out - the poison remains, but the rate of damage taken goes back to the starting lowest amount (which is lower than any other form of gradual damage), and has to start climbing back up again once the pokemon returns to battle.

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** Also, the poison-type move Toxic causes increasing damage to the target, which becomes "badly poisioned" poisoned" instead of simply "poisoned", as with other poison moves such as Poisonpowder. The effect disappears if the victim is switched out - the poison remains, but the rate of damage taken goes back to the starting lowest amount (which is lower than any other form of gradual damage), and has to start climbing back up again once the pokemon returns to battle.



*** Then there's freeze status, which denies the victim a turn and can by removed by healing, but takes '''double damage''' if attacked while frozen.
** ''Epic Battle Fantasy 5'' changes it so that some buffs and debuffs can ''replace'' each other, buffs are capped at their initial strength (though some equips increase the strength of buffing items and skills, and even debuff skills), debuffs can go down to '''80%''', and some mechanical enemies can '''invert (de)buffs'''! If a highly buffed character is hit with this, move them into backup [[spoiler: or use the Red Bot summon on them]].

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*** Then there's the freeze status, which denies the victim a turn and can by removed by healing, but takes makes them take '''double damage''' if attacked while frozen.
** ''Epic Battle Fantasy 5'' changes it so that some buffs and debuffs can ''replace'' each other, buffs are capped at their initial strength (though some equips increase the strength of buffing items and skills, and even debuff skills), debuffs can go down to '''80%''', and some mechanical enemies can '''invert (de)buffs'''! If a highly buffed character is hit with this, move them into backup [[spoiler: or [[spoiler:or use the Red Bot summon on them]].



** "Vulnerable" is a common status effect that doubles the next damage the afflicted character takes, including damage from poison. The debuff disappears once the target takes damage, so one should be careful not to inflict it just as the poisoned target gets to act, since even a doubled damage from poison is rather negligible.
** Afflicting machanical and spectral enemies with "rust" and "curse" respectively makes them take more damage.

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** "Vulnerable" Vulnerable is a common status effect that doubles the next damage the afflicted character takes, including damage from poison. The debuff disappears once the target takes damage, so one should be careful not to inflict it just as the poisoned target gets to act, since even a doubled damage from poison is rather negligible.
** Afflicting machanical and spectral enemies with "rust" and "curse" respectively "curse", respectively, makes them take more damage.



* Some enemies in ''VideoGame/PanzerDragoon Saga'' can inflict the "Pain" status ailment, which decreases your defense until cured.

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* Some enemies in ''VideoGame/PanzerDragoon Saga'' can inflict the "Pain" Pain status ailment, which decreases your defense until cured.




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* ''Monster Girl Quest! Paradox RPG'':
** There are debuffs for lowering Defense and Willpower, increasing the physical and magical damage that the target takes, respectively.
** Other debuffs increase the damage that the target takes from a specific element, and there's even one that increases damage from all elements.
** Finally, most status ailments have this as a secondary effect, but limited to damage from a specific skill type. For example, stat-reducing debuffs increase the damage taken from Bow skills by 100% (300% in earlier versions of the game).



* ''VideoGame/DiabloII'' features the "Amplify Damage" curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction provide this for elemental damage users.

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* ''VideoGame/DiabloII'' features the "Amplify Damage" Amplify Damage curse, which reduces physical resistance by 100%. In the majority case that the enemy had no physical resistance to begin with, this means double damage. Of course, enemies have similar abilities as well. Lower Resistance and Conviction provide this for elemental damage users.



** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the "Marked for Death" shout works by decreasing the armor rating of an enemy while also causing them to [[DamageOverTime lose health for 60 seconds]] over the duration of its effect. It also gets stronger with each word used.

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** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the "Marked Marked for Death" Death shout works by decreasing the armor rating of an enemy while also causing them to [[DamageOverTime lose health for 60 seconds]] over the duration of its effect. It also gets stronger with each word used.



* "Marked" in ''VideoGame/DarkestDungeon'' is a status effect that causes certain attacks to hit the target for extra damage, or even with higher chances of scoring a CriticalHit; marked heroes are also more likely to be targeted than their fellows. Unlike regular debuffs, there's no chance of resisting it -- if the marking attack connects, the target ''will'' be marked. That said, all marking moves on the hero side do come with an additional debuff, which can be resisted; while the Arbalest and Occultist don't increase damage directed at the enemy (they reduce Dodge instead, meaning that regular-damage attacks land more often), the Houndmaster and Bounty Hunter can reduce enemy PROT, which does increase damage (or more accurately reduce enemy damage resistance and so attacks will land closer to their full damage).

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* "Marked" Marked in ''VideoGame/DarkestDungeon'' is a status effect that causes certain attacks to hit the target for extra damage, or even with higher chances of scoring a CriticalHit; marked heroes are also more likely to be targeted than their fellows. Unlike regular debuffs, there's no chance of resisting it -- if the marking attack connects, the target ''will'' be marked. That said, all marking moves on the hero side do come with an additional debuff, which can be resisted; while the Arbalest and Occultist don't increase damage directed at the enemy (they reduce Dodge instead, meaning that regular-damage attacks land more often), the Houndmaster and Bounty Hunter can reduce enemy PROT, which does increase damage (or more accurately reduce enemy damage resistance and so attacks will land closer to their full damage).



** ''VideoGame/Borderlands2'' replaces this with Slag, which increases damage from all non-Slag sources. Corrosive instead simply deals extra damage to armored enemies/robots. [=Zer0=]'s "Death Mark" skill allows him to mark enemies with melee attacks and "Death [=Bl0ss0m=]" kunai, causing them to take increased damage from all sources.
** ''VideoGame/BorderlandsThePreSequel'' gives us "frozen" status effect from Cryo weapons, which makes the unfortunate target take double damage from melee, explosive and critical hits, in addition to freezing it solid.

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** ''VideoGame/Borderlands2'' replaces this with Slag, which increases damage from all non-Slag sources. Corrosive instead simply deals extra damage to armored enemies/robots. [=Zer0=]'s "Death Mark" Death Mark skill allows him to mark enemies with melee attacks and "Death [=Bl0ss0m=]" Death [=Bl0ss0m=] kunai, causing them to take increased damage from all sources.
** ''VideoGame/BorderlandsThePreSequel'' gives us the "frozen" status effect from Cryo weapons, which makes the unfortunate target take double damage from melee, explosive and critical hits, in addition to freezing it solid.



** The "Shredded" status effect in ''VideoGame/XCOMEnemyUnknown'' means the unit will take 33% more damage from all sources. It can only be applied by the Heavy's appropriately named Shredder Rocket skill.

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** The "Shredded" Shredded status effect in ''VideoGame/XCOMEnemyUnknown'' means the unit will take 33% more damage from all sources. It can only be applied by the Heavy's appropriately named Shredder Rocket skill.
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Gradual Grinder is being merged with Damage Over Time per TRS


All of these are fairly different, but they have one thing in common: Every hit the victim takes while in this state hurts a lot more. This type of effect (especially the defense-lowering kind) is often the key to beating resilient enemies. The way to exploit this for massive damage differs depending on type: the [[SpecialAttack stron]][[LimitBreak gest]] attacks should be used while the target is afflicted with a percentally-functioning damage increasing debuff. "Per hit" types especially increase the power of the SpamAttack or a GradualGrinder's DamageOverTime attacks, and are quite rare in games with realtime combat or a speed stat since such a modifier tends to be [[GameBreaker unfairly powerful]] if you can get many hits in a short time.

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All of these are fairly different, but they have one thing in common: Every hit the victim takes while in this state hurts a lot more. This type of effect (especially the defense-lowering kind) is often the key to beating resilient enemies. The way to exploit this for massive damage differs depending on type: the [[SpecialAttack stron]][[LimitBreak gest]] attacks should be used while the target is afflicted with a percentally-functioning damage increasing debuff. "Per hit" types especially increase the power of the SpamAttack or a GradualGrinder's DamageOverTime attacks, and are quite rare in games with realtime combat or a speed stat since such a modifier tends to be [[GameBreaker unfairly powerful]] if you can get many hits in a short time.
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* ''VideoGame/{{Parameters}}'': Both the FinalBoss and the BonusBoss can temporarily lower your defence when they attack you.

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** In the first game, enemies afflicted with a Corrosive elemental effect suffers additional damage from all sources, including subsequent Corrosive effects.

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** In the first game, ''VideoGame/Borderlands1'', enemies afflicted with a Corrosive elemental effect suffers additional damage from all sources, including subsequent Corrosive effects.


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** ''VideoGame/Borderlands3'' not only brings back the Cryo element, the game replaces Slag with a new element called Radiation, which not only increases damage from all sources, irradiated enemies suffer DamageOverTime while damaging nearby enemies. Upon death, irradiated enemies explode in a radioactive nova that irradiates other nearby enemies. As devastating as this element is, Radiation is less effective against armored enemies.
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* In ''VideoGame/OneStepFromEden'', the Fragile status effect causes the unit to take 50% more damage from the next hit they take and reduce the counter by 1. Some spells and artifacts are more powerful if you are inflicted with Fragile, making it beneficial to apply it on yourself sometimes.
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* In ''VideoGame/SlayTheSpire'', the Vulnerable status effect increases the amount of damage the afflicted takes by 50%. The Ironclad has the most cards that inflict Vulnerable or synergize with it.
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Compare and contrast a CriticalHit or [[ElementalRockPaperScissors elemental weakness exploitation]], which usually mean increased damage for a single attack. Compare InjuredVulnerability; here, the "injured" part is a status ailment that makes you more vulnerable. Compare and contrast a StatusBuffDispel against shield spells. Compare BreakMeter. Compare the defense-debuffing type with ArmorPiercingAttack. Contrast a StatusBuff or trait that increases the damage ''dealt by'' someone, a SituationalDamageAttack whose damage varies by itself rather than through some kind of debuff, and also contrast a debuff decreasing ''evasion''.

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Compare and contrast a CriticalHit CriticalHit, ArmorPiercingAttack, or [[ElementalRockPaperScissors elemental weakness exploitation]], which usually mean increased damage for a single attack. Compare InjuredVulnerability; here, attack; InjuredVulnerability, if the "injured" part is a status ailment that makes you someone more vulnerable. Compare vulnerable; StatusBuffDispel, an ability that removes defense buffs; BreakMeter, a bar that, when filled, typically makes the target take more damage; and contrast a StatusBuffDispel against shield spells. Compare BreakMeter. Compare AntiArmor, which can include lowering the defense-debuffing type with ArmorPiercingAttack. enemy's defense stat. Contrast a StatusBuff or trait that increases the damage ''dealt by'' someone, a SituationalDamageAttack whose damage varies by itself rather than through some kind of debuff, and also contrast a debuff decreasing ''evasion''.
''evasion''.
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* In ''VideoGame/BloonsTowerDefense 6'':
** The Embrittlement upgrade for the Ice Monkey makes the Bloons it freezes to take an extra one damage when attacked. The tier 5 upgrade, Super Brittle, increases the effect to extra four damage in addition to affecting MOAB-class Bloons as well. This effect works especially well with fast-shooting multi-projectile towers such as The Tack Zone or the Sky Shredder.
** The Glue Strike upgrade for the Glue Gunner has an ability that covers all Bloons with glue that not only slows them down, but also makes them take extra damage. The next upgrade, Glue Storm, makes the duration of the glue five times as long.
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** In 5E, the Ranger spell Hunter’s Mark and the Warlock spell Hex both make a single target take extra damage from the caster’s attacks. If the target dies before the spell wears off, the caster can transfer the Hunter’s Mark[=/=]Hex to another target.
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* In ''VideoGame/MinecraftDungeons'', you can apply the Weakening enchantment to a melee weapon, thus lowering the attack and defense of enemies temporarily every time they are hit with it.
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* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spellimg doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.

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* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye. This is also a ''very'' common tactic of villains, potentially spellimg spelling doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.
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* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye.

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* While most of ''TabletopGame/SentinelsOfTheMultiverse'' focuses on damage-increasing ''buffs'', such as Legacy's "Galvanize" power, there are a couple of hero cards that debuff an enemy for improved damage against them, most notably Parse's Targeting Arrow and the Naturalist's Predator's Eye.
Eye. This is also a ''very'' common tactic of villains, potentially spellimg doom for low hit point heroes like the Southwest Sentinels. Occasionally, a hero card will debuff the hero who uses it as a drawback for getting a positive effect.
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* ''VideoGame/FireEmblemWarriors'' has the Armor Strike skill. Having it on a character's weapon allows them to inflict and receive the [[ClothingDamage Broken Armor]] status, halving the Defense and Resistance of any affected unit.

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This was just changed in a recent update.


** The status effects for fire and corrosive damage both reduce the afflicted creature's armor value. Corrosive reduces it by 25% of its current value each time it's applied, while fire halves the target's current armor value for the duration.

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** The status effects for fire and corrosive damage both reduce the afflicted creature's armor value. Corrosive reduces it by 25% of its current value 26% with the first stack and an additional 6% for each time it's applied, other stack for a total of 80% armor removed at the cap of 10 stacks, while fire halves the target's current armor value for the duration.


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** The status effects for viral and magnetic damage both apply a multiplier to all damage that the target takes to health and shields respectively. Each one starts at +100% damage, with an additional 25% per stack. At the cap of 10 stacks, your enemies will take 4.25 times as much damage from your weapons and abilities.
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This probably works better


->''This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe.''
-->--'''Amplify Damage curse''', ''Videogame/DiabloII''

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->''This deceptively potent curse rapidly advances ->''Simply put, this skill increases an enemy's susceptibility to the age harsh effects of the elements and putridity of any wound. Ordinary blows will elemental magics. Skin burns like paper, chills cut through flesh to the bone, and carve particularly vicious wounds that fester and seethe.lightning is drawn to the victim as if they were an iron bar in a rainstorm.''
-->--'''Amplify Damage -->--'''Lower Resist curse''', ''Videogame/DiabloII''
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->''This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe.''
-->--'''Amplify Damage curse''', ''Videogame/DiabloII''
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Didn't quite complete my previous edit before time ran out. The wording needs more work anyway.


** The Seal Defense and Seal Resistance skills lower the target's defensive stats, making them more vulnerable to physical and magical attacks respectively.

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** The Seal Defense and Seal Resistance skills lower the target's defensive stats, making them more vulnerable to stats of their target. Seal Defense makes incoming physical and attacks deal more damage, while Seal Resistance does the same for magical attacks respectively.attacks. %%Trigger condition varies by game.



** Sophie's personal skill, Mischievous, lowers the defense of her opponent when she hits during a battle she initiated.

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%% Needs idea link as Sophie's from fates. ** Sophie's personal skill, Mischievous, lowers the defense of her opponent when she hits during a battle she initiated.
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The non-examples about the Fire Emblem spell/skill "Luna" were removed, as the attack doesn't debuff the target. The entry about Fates has been modified to be the only one.


** The Luna skill, first introduced in ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ignores the defense (or resistance if the unit is using magical weapons) of the enemy unit. How much it ignores is dependent on the game like Genealogy and ''VideoGame/FireEmblemRadiantDawn'' ignores the defense stat entirely or only half of the enemy's defense like in ''VideoGame/FireEmblemPathOfRadiance'' and ''VideoGame/FireEmblemAwakening''.
** ''VideoGame/FireEmblemPathOfRadiance'' first introduced Aether, a powerful skill which has both the effect of Luna and Sol (a skill that restores HP based on the damage inflicted). This skill is exclusive to Ike and the Lords in ''VideoGame/FireEmblemAwakening''.
** ''VideoGame/FireEmblemFates'' added proper status debuffs in the form of Seal skills. There are five Seal skills that affect strength, speed, defense, resistance, and magic, which can be learn from Master of Arms, Spearmaster, Spear Fighters, Oni Savage, and Dark Knights, respectively. In addition, the daggers also lower stats based on the weapon, but all of them affect defense and resistance, allowing other units to hit those units hard. Some units has personal skills that can affect stats like Sophie and Shura.

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** The Luna skill, first introduced in ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', ignores Seal Defense and Seal Resistance skills lower the defense (or resistance if the unit is using target's defensive stats, making them more vulnerable to physical and magical weapons) of the enemy unit. How much it ignores is dependent on the game like Genealogy and ''VideoGame/FireEmblemRadiantDawn'' ignores the defense stat entirely or only half of the enemy's defense like attacks respectively.
** Daggers
in ''VideoGame/FireEmblemPathOfRadiance'' and ''VideoGame/FireEmblemAwakening''.
** ''VideoGame/FireEmblemPathOfRadiance'' first introduced Aether, a powerful skill which has both the effect of Luna and Sol (a skill that restores HP based on the damage inflicted). This skill is exclusive to Ike and the Lords in ''VideoGame/FireEmblemAwakening''.
**
''VideoGame/FireEmblemFates'' added proper status induce stat debuffs in the form of Seal skills. There are five Seal skills that affect strength, speed, defense, resistance, and magic, which can be learn from Master of Arms, Spearmaster, Spear Fighters, Oni Savage, and Dark Knights, respectively. In addition, the daggers also lower stats based on the weapon, but all when they hit. All of them affect lower defense and resistance, allowing while some affect other units to hit those units hard. Some units has stats as well.
** Sophie's
personal skills that can affect stats like Sophie and Shura.skill, Mischievous, lowers the defense of her opponent when she hits during a battle she initiated.

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