All or Nothing
Jump to navigation
Jump to search
| Type | Player skill |
|---|---|
| Element | Weapon element |
| Target | One opponent |
| Cost | 5 MP / No cost |
All or Nothing is a skill.
Effects
Deals double damage. Adds +1
Half as likely to hit.
Mechanics
Damage is calculated from the user’s relevant offensive stat and the target’s matching defensive stat unless the table lists a fixed amount or no direct damage. Final damage can also change with difficulty, buffs, debuffs, critical hits, elemental weaknesses, and resistances.
| Version | Result | Power | Element | Scaling | Target | Cost | Accuracy | Hits | Critical | Usable |
|---|---|---|---|---|---|---|---|---|---|---|
| Player version | HP damage | Double power | Weapon element | Attack against Defense | One opponent | 5 MP | 50% of normal hit chance | 1 | Yes | Battle only |
| Equipment version | HP damage | Double power | Weapon element | Attack against Defense | One opponent | No cost | 50% of normal hit chance | 1 | Yes | Battle only |
How to learn
Skill Tome: All or Nothing
Giant Club +5 (its basic attack)
Curved Greatsword +7 (its basic attack)
Practical use
- Best used when accuracy is already high or the target is easy to hit; the doubled damage is balanced by half the normal hit chance.
See also
Game mechanics · Skills ·
