Tips and Tricks

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This page is for general gameplay tips. For character, enemy, or boss specific tips, check their respective pages.


General

  • By clicking "Menu" then "Glossary", you can view a list of status, field, and passive effects as well as keywords.
  • By clicking on an enemy, you're able to view all of the enemies possible abilities as well as their passive effects.
  • Each enemy action is considered a "turn".
  • Everything besides current health is reset at the end of combat.
  • Refresh allows a party member to perform another action. This does not refresh their movement unless otherwise stated.
  • An ability's cost doesn't reflect its usefulness, each type is useful in different situations. A pigment-positive ability (one that produces more pigment than it spends) is good for acquiring pigment for higher cost moves, a pigment-negative ability (costs more than it produces) is good for avoiding overflow, and a pigment-neutral ability (costs the same as it produces) is good for staying in a sweet spot. Use abilities of varying costs to avoid overflow while having enough pigment to fuel actions.
  • In most fights, pigment-neutral abilities are ones that cost 2 pigment, although some enemies produce more or less pigment when hit, and some abilities will consume or produce pigment on their own.
  • Slap is an effective tool to start generating pigment in Nowak's stead, especially with characters who may not need to do other actions on turn 1 like healers
  • Chests can be opened early by clicking on the horizon while your team is walking
  • In the Settings there is a timer and an option to turn off attack animations, making the Decisive and Concise Achievement significantly easier to obtain

Pigment

  • Yellow pigment from the Pigment Generator can be dragged into the Pigment Bar to keep it for another turn.
  • If you have 10 or more pigment in the Pigment Bar, the Lucky Pigment chance will be set to 0%, preventing lucky pigment from causing overflow.
  • Lucky pigment is produced after every other effect of an ability happens, meaning that if an ability would fully fill your pigment bar it will not produce a lucky pigment.
  • Some abilities use split pigment, which are able to use pigment from either of its colors.
  • Attacking empty spaces or using non-damaging abilities even when unnecessary can be used to avoid overflow.

Status/Field Effects

  • The damage boost from Focus also affects damaging items
  • Status effects and field effects that decrease by 1 at the end of a turn actually decrease at different rates when applied to enemies. Status effects are reduced anytime an enemy takes an action, while field effects only reduce after all enemies have taken their actions.
  • Fire deals triple damage to enemies or party members affected by Oil-Slicked
  • Despite Fire reducing once all enemies have taken their actions, it deals damage at the end of each of the enemies actions. Because of this, Fire is very effective against enemies with Multi Attack.
  • The additional damage from Scars applies at the end of the damage calculation, meaning it won't be affected by other damage multipliers
  • Shields aren't affected by damage multipliers that are connected to enemies they're protecting, such as Frail
  • Constricted is more restrictive to enemies than to your party. Enemies are unable to move into or out of a Constricted space, while party members are able to swap places with Constricted allies or escape with Skittish and Slippery
  • If the number on a status effect has parentheses around it, that means that it's caused by a passive effect such as constricting and will be permanent until the cause of the status effect is removed.
  • Hitting an enemy that has Divine Protection will not produce pigment.

Passive Effects

  • If an enemy or party member with Skittish, Slippery, or Oil-Slicked is in either of the edge positions, they will always move inward, making them more predictable.
  • Additional actions added by passives like Parental are able to be affected by other passives such as Formless.
  • Forgetful acts in 2 stages. There is a chart on the effects page that describes it in detail.
  • Withering only triggers on the death of a party member/enemy, so taking Thype into battle on their own would not kill them.
  • The countdown for Fleeting on enemies is triggered at the beginning of your turn.
  • Pigment Essence is persistent through the entire fight, even if the character with the Passive Effect dies.

Break Points Chart

Click Here for the Break Point Chart