Combat Mechanics

"If anyone lays a finger on you, I'll snipe 'em with this bow, big bro!" - Rino

 

Combat TLDR

Combat in Priconne consists of a party made up of 5 characters fighting against monsters, bosses, and other player parties across the many available game modes. Characters are positioned in either the Back (rearguard), Middle (midguard), and Front (vanguard) and the order will be the same as on the party creation window. Characters automatically attack using their 2 primary skills and EX Skill, and players can opt to either manually control their Union Burst usage (manual play) or have the characters use them automatically (autoplay). There are two damage types: physical (white damage) and magical (purple damage) and various buff/debuff/heal skills in the game. Much of the actual difficulty in combat comes from knowing how to form a proper team that can properly tackle a specific challenge.
 

Battle.png

Characters battle against monsters!

 

Back, Middle, Front (Rearguard, Midguard, Vanguard)

Characters are categorized as either being in the  Front, Mid, or Back position, referred to in-game as Rearguard, Midguard, and Vanguard. Additionally, characters are usually compared based on their expected "role," or what utility and power they bring to any particular party. Back and Mid characters are typically the home for support and long-range skill-based damage characters (e.g. Maho, Rino, and Yukari) and Front characters are typically short-ranged damage and tank characters (e.g. Pecorine and Rei). However, many characters crossover between their position and role (e.g. Tamaki, who is a Front but not a capable tank and attacks with a potentially long-range nuke skill). 
 

Party Order.png

The order that characters will appear in battle is shown on Party Creation windows.


 

Character Action Cycle
 

Characters will use their skills and regular attacks in a set pattern that will reset with every wave of battle. These attack patterns will be added to their character pages as they are confirmed.  For game modes where characters can be used multiple times (e.g. Dungeons), characters will restart their attack/skill cycle with every new battle instance. This can help players plan their character's actions as they attempt a battle.


 

TP and Union Bursts

There are two bars underneath character portraits in battle, their HP and TP bars. TP bars relate to a character's potential to use their Union Burst, which can only be done once the bar is completely full. Characters will generate TP by successfully attacking enemies, taking damage from attacks, and when they use their Skills. An "OK" indicator will appear when the character's Union Burst is ready to be used. If the battle is set to "Auto" then characters will use their Union Burst as soon as possible, even when not ideal (e.g. Hatsune will use her all-enemy Burst against a single low-health target). If the battle is set to "Not Auto" then players can choose when to activate a character's Union Burst by tapping on their portrait.
 

Battle2.png

Pecorine's Union Burst is ready for use!

 

Status Effects and Skill Vocabulary

There are many common terms used in Priconne's combat that players should know. Those familiar with RPG stats and who paid attention to the tutorial probably know these all already.

 

Below are the terms most relevant to the combat system. Additional definitions can be found in the PGI Glossary
 

Combat Stats:

  • Accuracy

  • Bond Level

  • Dodge

  • HP

  • HP Regen

  • HP Drain

  • Magic Attack

  • Magic Critical Rate

  • Magic Defense

  • Physical Attack

  • Physical Critical Rate

  • Physical Defense

  • Power

  • TP Boost

  • TP Regen

  • TP Retain


Battle Terms:

  • Action/Attack Speed - decreases the time between character actions.

  • Blind - increases the chance for physical attacks to miss. Magic damage cannot miss. 

  • Boost/Buff - increases a particular combat stat. 

  • Fields - an area of the map that inflict various debuffs.

  • HP Recovery/Heal/Restore HP - increases a character's current HP level by a set amount, cannot 'crit' for additional healing.

  • Lower [X] - also known as 'Shred,' lowers an enemy's combat stats.

  • Summon - creates a new sprite on the field that has certain effects (e.g. Shinobu).

  • Taunt/Provoke - forces enemies to attack the taunting target (e.g. Nozomi).

  • TP Drain - drains an enemy's current TP level, delaying their Union Burst.

  • TP Recovery - increases a target's TP level, hastening their Union Burst.

  • Transform - changes the transforming target's sprite, causing additional effects.

  • Action Restrictions - Prevent characters from taking any action:
    • Bind
    • Freeze
    • Paralyze​
    • Sleep
    • Stun
  • Damage Over Time - Statues that cause characters to take damage over time:
    • Burn
    • Curse
    • Poison
  • Special Statuses:​
    • Darkness/Blind (not confirmed in-game)​ - Dramatically reduces the accuracy of physical attacks, Skills, and Union Bursts.
    • Fear - Prevents a character's TP from increasing when they attack, use Skills, or defeat enemies.
    • Invincible - Prevents all damage.
    • Silence - Prevents characters from using Skills or Union Bursts. Characters will instead use their normal attack.
    • Taunt/Provoke - Causes enemies to target the taunting character with attacks, Skills, and Union Bursts.
  • Barrier​ - Prevents a type of damage (physical/magical). If a Null and an Absorption Barrier are used at the same time, the Absorption Barrier will take priority. If a Physical Null Barrier and a Physical/Magic Barrier are applied at the same time, the durability of the Physical/Magic Barrier will take priority.
    • Absorption Barrier​ - Absorbs the type of damage and restores it as HP.
    • Null Barrier - Prevents the type of damage.