100% Orange Juice Wiki
m (→‎KO: Grammar check)
(Grammar check & wording corrections)
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There are 3 ways a player can be KO'd during a match that feature different potential penalties to the player:
 
There are 3 ways a player can be KO'd during a match that feature different potential penalties to the player:
 
*If the player was KO'd in battle with a player and no other card or passive ability stated otherwise, the player will give half their stars and 2 wins to the opponent.
 
*If the player was KO'd in battle with a player and no other card or passive ability stated otherwise, the player will give half their stars and 2 wins to the opponent.
*If the player was KO'd in battle with a boss or wild unit, the player will give half their stars which are then added to the reward pool for the character that KO's the boss or wild unit.
+
*If the player was KO'd in battle with a boss or wild unit, the player will give half their stars, which are then added to the reward pool for the character that KO's the boss or wild unit.
*If the player was KO'd outside of battle by a card effect, board event, or {{damage}} panel the player will not lose any stars or give any wins. Certain card effects may specifically state otherwise (such as {{Ci|Big Bang Bell}} or {{Ci|Magical Inferno}} for instance), and thus override this rule.
+
*If the player was KO'd outside of battle by a card effect, board event, or {{damage}} panel, the player will not lose any stars or give any wins. Certain card effects may specifically state otherwise (such as {{Ci|Big Bang Bell}} or {{Ci|Magical Inferno}}, for instance), and thus override this rule.
   
 
==Recovery Process==
 
==Recovery Process==
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==The REC Stat==
 
==The REC Stat==
 
<div class="mainbordercolor2px circular" style="float:right;">[[File:RecExample.png|210px]]</div>
 
<div class="mainbordercolor2px circular" style="float:right;">[[File:RecExample.png|210px]]</div>
The recovery process is tied directly to the player's recovery stat. The recovery stat is the last stat on a unit card after evasion, which is listed as "REC". When the recovery process begins, the value listed is the starting recovery roll requirement. Consequently, the higher a character's recovery stat, the more difficult it will be for the player to recover. Characters with a recovery stat of 6 will be at a large disadvantage compared to a character with a recovery stat of 4, as the odds of the character with the higher REC recovering in a single turn are much lower. A character with a recovery stat of 6 may take around 3 turns to revive as opposed recovery stat 4 characters who may recover in a single turn. Most characters have a recovery stat of 5, however. Often the recovery stat is a trade-off: characters with higher overall stats generally have a high REC stat, and characters with low HP or particular passive abilities have REC stats of 4 and below to compensate for their higher chance of being KO'd.<br>Below is a table of different recovery stats the player may experience:
+
The recovery process is tied directly to the player's recovery stat. The recovery stat is the last stat on a unit card after evasion, which is listed as "REC". When the recovery process begins, the value listed is the starting recovery roll requirement. Consequently, the higher a character's recovery stat, the more difficult it will be for the player to recover. Characters with a recovery stat of 6 will be at a large disadvantage compared to a character with a recovery stat of 4, as the odds of the character with the higher REC recovering in a single turn are much lower. A character with a recovery stat of 6 may take around 3 turns to revive, as opposed to recovery stat 4 characters, who may recover in a single turn. Most characters have a recovery stat of 5. Often, the recovery stat is a trade-off: characters with higher overall stats generally have a high REC stat, and characters with low HP or particular passive abilities have REC stats of 4 and below to compensate for their higher chance of being KO'd.<br>Below is a table of different recovery stats the player may experience:
   
 
{|class="tablecolor" style="margin:auto; width:60%; -moz-border-radius: .7em; -webkit-border-radius: .7em; border-radius: .7em; text-align:center;-webkit-border-radius:10px;"
 
{|class="tablecolor" style="margin:auto; width:60%; -moz-border-radius: .7em; -webkit-border-radius: .7em; border-radius: .7em; text-align:center;-webkit-border-radius:10px;"
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| 16.7%
 
| 16.7%
 
| 2.77
 
| 2.77
| Below Average
+
| Below average
 
|- bgcolor= white
 
|- bgcolor= white
 
| [[file:Rec5.png|60px|link=]]
 
| [[file:Rec5.png|60px|link=]]
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| 50%
 
| 50%
 
| 1.69
 
| 1.69
|Above Average
+
|Above average
 
|- bgcolor= white
 
|- bgcolor= white
 
| [[file:Rec3.png|60px|link=]]
 
| [[file:Rec3.png|60px|link=]]
 
| 66.7%
 
| 66.7%
 
| 1.39
 
| 1.39
| Far Above average
+
| Far above average
 
|- bgcolor= white
 
|- bgcolor= white
 
| [[file:Rec1.png|60px|link=]]
 
| [[file:Rec1.png|60px|link=]]
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|}
 
|}
 
{{spacer}}
 
{{spacer}}
<font size=2>*Note: If for any reason a player's REC stat becomes higher than 6 (for example, [[co-op]]), the player will not have to roll a value higher than 6 to recover, as it is impossible to do so. The player will need to roll a 6 for REC 6 and every turn over 6. So if for instance if the REC stat is 8 the roll requirement each chapter would be {6, 6, 6, 5, 4, 3, 2}.</font>
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<font size=2>*Note: If for any reason a player's REC stat becomes higher than 6 (for example, [[co-op]]), the player will not have to roll a value higher than 6 to recover, as it is impossible to do so. The player will need to roll a 6 for REC 6 and every turn over 6. For instance, if the REC stat is 8, the roll requirement each chapter would be {6, 6, 6, 5, 4, 3, 2}.</font>
   
 
==Recovery Exceptions==
 
==Recovery Exceptions==
The process of recovery is always the same, however, some card effects can change the rate at which a player recovers from their KO'd state.
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The process of recovery is always the same; however, some card effects can change the rate at which a player recovers from their KO'd state.
 
<center><div class=" " style="width:100%;"><tabber>
 
<center><div class=" " style="width:100%;"><tabber>
 
|-|Instant Recover Cards=
 
|-|Instant Recover Cards=
 
<div style="text-align:left;">
 
<div style="text-align:left;">
 
<h3 id="Instant Recover Cards>Instant Recover Cards</h3>
 
<h3 id="Instant Recover Cards>Instant Recover Cards</h3>
If the player uses either {{Ci|Extend}}, QP's hyper {{Ci|Hyper Mode}}, or {{Ci|Forced Revival}} they will recover automatically on their next turn. In the case of Hyper Mode and Extend, the player will recover with full health and their turn will end. In the latter's case, any KO'd player will be recovered with 1 health and be able to move on their turn.</span>
+
If the player uses {{Ci|Extend}} or QP's hyper {{Ci|Hyper Mode}}, they will recover automatically on their next turn after being KO'd (in the case of Extend, this applies the next time the player is KO'd; in the case of Hyper Mode, this only applies if the player is KO'd in the same battle in which they used the card). In either case, this works the same way as a successful recovery roll; that is, the player will recover with full health and their turn will end. Alternatively, if any player uses {{Ci|Forced Revival}}, all KO'd players will be recovered with 1 health and be able to move on their turn. (Note that as a KO'd player cannot play cards, a player cannot use Forced Revival to revive themselves.)</span>
 
<center>{{Ci3|Extend}}{{Ci3|Hyper Mode}}{{Ci3|Forced Revival}}</center></span>
 
<center>{{Ci3|Extend}}{{Ci3|Hyper Mode}}{{Ci3|Forced Revival}}</center></span>
 
</div>
 
</div>
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<div style="text-align:left;">
 
<div style="text-align:left;">
 
<h3 id="Sora (Military)>Sora (Military)</h3>
 
<h3 id="Sora (Military)>Sora (Military)</h3>
If the player is using the [[Downloadable_Content#BBonus Character - Sora (Military)|Bonus]] character, {{Ca|Sora (Military)}} and is defeated in [[battle]], they will automatically recover on their next turn with half health. Their turn will then end. Otherwise, the play will recover using the traditional process.
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If the player is using the [[Downloadable_Content#BBonus Character - Sora (Military)|Bonus]] character, {{Ca|Sora (Military)}} and is defeated in [[battle]], they will automatically recover on their next turn with half health. Their turn will then end. Otherwise, the player will recover using the traditional process.
 
[[File:Sorasp_00_03.png|160px|center|link=Sora (Military)]]
 
[[File:Sorasp_00_03.png|160px|center|link=Sora (Military)]]
 
</div>
 
</div>
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<div style="text-align:left;">
 
<div style="text-align:left;">
 
<h3 id="Magical Massacre>Magical Massacre</h3>
 
<h3 id="Magical Massacre>Magical Massacre</h3>
If the player activates Tomomo's hyper {{Ci|Magical Massacre}}, their recovery stat will be reduced by the number of player's KO'd by the effect, during their next recovery. The player's recovery stat will return to normal following their successful recovery.
+
If the player activates Tomomo's hyper {{Ci|Magical Massacre}}, their recovery stat will be reduced by the number of player's KO'd by the effect during their next recovery. The player's recovery stat will return to normal following their successful recovery.
 
<center>{{Ci3|Magical Massacre}}</center></span>
 
<center>{{Ci3|Magical Massacre}}</center></span>
 
</div>
 
</div>

Revision as of 04:05, 18 July 2021

Recovery is a mechanic in 100% Orange Juice! that occurs when any player is KO'd (health drops to 0). As a result, the player can enter recovery after being KO'd as a result of battles, card effects, board panels, or field events.

When a player is KO'd, they will have to roll their dice to recover and get back up and will be unable to play until they succeed. Consequently, the amount of time players spend in recovery can have a large impact on the end result of a match.

KO

KOExample

When a player is KO'd, their character will appear in their failure pose on the panel they were KO'd on. While KO'd, the player cannot perform their usual actions. The KO'd player will be unable to move, use a card, start a battle, be challenged to a battle, be targeted by boost cards, be healed by a card or field event, or be affected by most field events. The player is not completely removed from the game, however. The player will still gain passive stars at the start of the chapter, they can be affected by certain event cards, can also be affected by some field events, and the character will retain their passive effect. In some cases, the character's passive may even negate the KO and/or cause them to revive faster.

Ways to be KO'd

There are 3 ways a player can be KO'd during a match that feature different potential penalties to the player:

  • If the player was KO'd in battle with a player and no other card or passive ability stated otherwise, the player will give half their stars and 2 wins to the opponent.
  • If the player was KO'd in battle with a boss or wild unit, the player will give half their stars, which are then added to the reward pool for the character that KO's the boss or wild unit.
  • If the player was KO'd outside of battle by a card effect, board event, or Mass damage0 Damage panel, the player will not lose any stars or give any wins. Certain card effects may specifically state otherwise (such as Big Bang Bellicon Big Bang Bell or Magical Infernoicon Magical Inferno, for instance), and thus override this rule.

Recovery Process

The recovery process is quite simple to understand. On the player's next turn after being KO'd, their use card or move option is skipped and the player will instead be prompted to make a recovery roll for their character. To revive their character, the player must roll a value greater than or equal than the value listed on the screen (where this value comes from is discussed in the next section). If the player succeeds, their character will be revived with full HP and the player's turn will end. On the player's next turn, the player's turn will begin as it normally does.

If the player fails to roll the value needed to recover, the roll required will decrease by one in the next chapter. So for example, if the recovery value required is 6 and the player fails to recover on their turn, on their next turn they will need to roll a 5 or higher. If they fail again, the requirement will be reduced to 4 on their next turn. This process will continue until the player successfully rolls to recover. If the player is extremely unlucky and fails to recover every recovery roll, they will automatically recover when the recovery roll required would be reduced to 1. They will automatically revive on their next turn, even if the player is able to roll lower than 1 from an effect such as Lucky Sevensicon Lucky Sevens.

The REC Stat

RecExample

The recovery process is tied directly to the player's recovery stat. The recovery stat is the last stat on a unit card after evasion, which is listed as "REC". When the recovery process begins, the value listed is the starting recovery roll requirement. Consequently, the higher a character's recovery stat, the more difficult it will be for the player to recover. Characters with a recovery stat of 6 will be at a large disadvantage compared to a character with a recovery stat of 4, as the odds of the character with the higher REC recovering in a single turn are much lower. A character with a recovery stat of 6 may take around 3 turns to revive, as opposed to recovery stat 4 characters, who may recover in a single turn. Most characters have a recovery stat of 5. Often, the recovery stat is a trade-off: characters with higher overall stats generally have a high REC stat, and characters with low HP or particular passive abilities have REC stats of 4 and below to compensate for their higher chance of being KO'd.
Below is a table of different recovery stats the player may experience:

Stat Recovery Odds Expected Turns Performace
Rec6 16.7% 2.77 Below average
Rec5 33.3% 2.13 Average
Rec4 50% 1.69 Above average
Rec3 66.7% 1.39 Far above average
Rec1 100% 1 Instant
Rec0 100% 1 Instant (NPC and Shifu Robot only)

*Note: If for any reason a player's REC stat becomes higher than 6 (for example, co-op), the player will not have to roll a value higher than 6 to recover, as it is impossible to do so. The player will need to roll a 6 for REC 6 and every turn over 6. For instance, if the REC stat is 8, the roll requirement each chapter would be {6, 6, 6, 5, 4, 3, 2}.

Recovery Exceptions

The process of recovery is always the same; however, some card effects can change the rate at which a player recovers from their KO'd state.

Instant Recover Cards

If the player uses Extendicon Extend or QP's hyper Hyper Modeicon Hyper Mode, they will recover automatically on their next turn after being KO'd (in the case of Extend, this applies the next time the player is KO'd; in the case of Hyper Mode, this only applies if the player is KO'd in the same battle in which they used the card). In either case, this works the same way as a successful recovery roll; that is, the player will recover with full health and their turn will end. Alternatively, if any player uses Forced Revivalicon Forced Revival, all KO'd players will be recovered with 1 health and be able to move on their turn. (Note that as a KO'd player cannot play cards, a player cannot use Forced Revival to revive themselves.)

ExtendExtendHyper ModeHyper ModeForced RevivalForced Revival

Sora (Military)

If the player is using the Bonus character, Sora (Military) and is defeated in battle, they will automatically recover on their next turn with half health. Their turn will then end. Otherwise, the player will recover using the traditional process.

Sorasp 00 03

Magical Massacre

If the player activates Tomomo's hyper Magical Massacreicon Magical Massacre, their recovery stat will be reduced by the number of player's KO'd by the effect during their next recovery. The player's recovery stat will return to normal following their successful recovery.

Magical MassacreMagical Massacre