Editing Gauges
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In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The amount of Charge Gauge filled by attacking enemies is calculated based on the enemy's MP recovery value and Sora's level.<!--(MP recovery value - Sora's level + 5) * 0.2 * Attack's Charge Value (Regular attack = 3, Combo finish/Beast's Ground Claw = 6, Counterattack = 24). MP Haste increases the +5 to +15. Number is rounded down, with 1 being the lowest. The amount can't exceed (Attack Charge Value * 3)--> | In ''Kingdom Hearts'', the MP Gauge is positioned around the outside of the HP Gauge. It is segmented, with a thin, yellow '''Charge Gauge''' running along its outside edge. When a character's maximum MP is increased, whether by leveling up or equipping certain weapons, a segment is added to the MP gauge. Striking enemies or specific targets fills the yellow gauge, as does being struck while having [[MP Rage]] equipped and picking up MP orbs (which each specific occurrence filling up various amounts). When the Charge gauge is filled up through the first empty segment in the main gauge, the segment, representing 1 MP, is filled, and the Charge gauge is reset. This means it is easier to fill the first couple segments of the MP gauge than the last. The amount of Charge Gauge filled by attacking enemies is calculated based on the enemy's MP recovery value and Sora's level.<!--(MP recovery value - Sora's level + 5) * 0.2 * Attack's Charge Value (Regular attack = 3, Combo finish/Beast's Ground Claw = 6, Counterattack = 24). MP Haste increases the +5 to +15. Number is rounded down, with 1 being the lowest. The amount can't exceed (Attack Charge Value * 3)--> | ||
The [[MP Haste]] ability increases the rate at which MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge | The [[MP Haste]] ability increases the rate at which MP is recovered, while touching a [[Save Point]] fills the MP gauge but drains the Charge gauge. Using an [[Ether]] or [[Mega-Ether]] fills 3 MP for one or all party members, respectively, and using an [[Elixir]] or [[Megalixir]] completely fills the MP gauge for one or all party members, respectively. Magic costs anywhere from a segment of the Charge gauge to 1 or 2 MP, depending on the type, certain action abilities cost 1 MP, and special abilities cost 2 or 3 MP. [[Trinity Limit]] requires at least 3 bars of MP and uses up the entire MP gauge for all party members in the battle. | ||
In ''Kingdom Hearts'', the length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way. Even then, damage ranges for offensive magic will have a limit/cap only up to 15 MP and no more.{{?}} | In ''Kingdom Hearts'', the length of the MP gauge directly affects the strength of any magic used, as well as summon abilities. It does not affect special abilities such as Sonic Blade, as they rely on Sora's Strength stat to calculate their damage. Party members' MP gauges do not have visible Charge bars, but they function in the same way. Even then, damage ranges for offensive magic will have a limit/cap only up to 15 MP and no more.{{?}} |