Part 4: Game Mechanics - Status Effects
Game Mechanics - Status Effects and BindsStatus Effects are a part of pretty much every RPG, and the standard stuff such as poison, confusion, and instant death are in the Etrian Odyssey series as well. They're pretty handy in disabling the enemy and they can be applied as many times as you want. Some enemies are resistant or immune to some statuses, so it can be a little harder or impossible to land them in some battles.
Some classes have certain statuses they can inflict, but the most reliable classes for inflicting these are the Hexer (Up to 87% base chance on most skills) and the Dark Hunter (Up to 65% base chance.) The status effects are as follows:
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Stun: Target cannot move for the turn. This is a special one since it actually stacks with other status effects. Stun does not carry over to the next turn, so if you're trying to inflict this status effect, you have to move before the enemy.
Not only are there the standard RPG status effects, but Etrian Odyssey has another category of disables known as binds. Some skills use a certain body part, which are head, arms, and legs. And if that body part is bound, that skill cannot be used. Binds also apply a debuff as well as preventing skills from being used. Binds do stack with each other and status effects. Binds are more effective on the enemy than on your own party because while the game won't let you select any skills that use the bound body part, it doesn't have the same courtesy for the enemy. Sometimes the enemy will attempt to use a skill, even if it can't use it, making them waste a turn. Like status effects, binds can be inflicted on an enemy as many times as you want. The chance of a bind falling off increases by 8% per turn.
It should be noted that knowing which bind to land on an enemy is actually pretty intuitive most of the time. The skill names enemies use almost always indicate which body part is being used, and looking at the enemy art can give you a hint on which bind is the most helpful. For example, against most four legged enemies, you'll probably get the best results by binding their legs. Note that you can't shut down a boss this way since they tend to use all of their body parts in a fight.
The most effective classes for inflicting binds are the War Magus (Up to 105% base chance, but they need some setup first), Hexer (up to 87% base chance), and the Dark Hunter (Up to 65% base chance).
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The chance of landing a status effect or bind in this game is only influenced by one stat, luck. Typically if your luck is lower than the enemy's luck, you'll have a lower chance of inflicting a disable. If your luck is equal or higher, you'll have an equal or higher chance than the base chance. Other games also used technique in their formulas, but how important that stat was varies from game to game. (Some games had it half as important while Untold makes it equally as important.)
There's just one main problem with status effects and binds. They're not as effective on bosses. You know, the main enemies you really want to use them on. Bosses have a special resistance to disables. In the first game, they reduced the chance of a status effect landing on them to 5% of their base chance, which made using statuses pretty much a worthless strategy against them. Binds on the other hand only had their chance reduced to 50% or 65% of their base chance which made them the more reliable disables. However, in this game, status effects now only get reduced to 20% of their base chance for most bosses, meaning it's easier to inflict them on bosses in this game. Binds on the other hand got nerfed. The base chance of a bind landing is reduced to 25% of their base chance for most bosses, making them a bit unreliable against bosses where in the first game they were more likely to shut down some attacks.
It should be noted that the whole status effects and binds system got a huge rework in EO3, which the rest of the games have stuck with. The short version is that status effects and binds can no longer be applied to enemies as much as you want, and each time you land a certain disable on an enemy, it's harder to inflict the same disable again. On the plus side, bosses can actually be hit by disables more reliably in that game. Well, until the postgame. I won't elaborate on this system since it's irrelevant to this game, but someone else in the thread may be willing to for the curious.