Attack Types/Paradox

Attack types in Monster Girl Quest: Paradox differ from those in Monster Girl Quest in many ways. For one, binds and other status effect-causing moves are not basically an extended game over. Most attacks that the enemies use can be turned against them once you recruit them or level up the relevant jobs/races to gain the skills. Last, losing Luka does not mean you lose the battle.

Physical Type:
Physical-type attacks are, as you might guess, physical in nature. All weapon types except Sex Toy (which adds pleasure) and Harp (which adds Sonic) will add the physical element to physical skills and basic attacks. For games with only Part 1, the skills that will carry over effects that normal attacks have are labeled with a ' + ', while in Part 2 all of these have been removed, though the skills still carry over normal effects. Most of the time, if the damage is physical and not magical, it will carry over these effects. These types of attacks can be dodged or reflected/nullified, and your Evasion is what determines if you evade or not. Note that physical damage is different from the physical type, as an attack can be physical but not deal physical damage - sexual skills are one example.

Magical Type:
Magical-type damage is usually from magic-based attacks. Unlike physical type attacks, they generally don't carry over effects such as Fire Strike but make up for that with their wider range of status effects that they inflict. They usually cost MP in addition to SP, and certain magics require Grimoire pages or other materials in order to cast. Unless stated overwise, most spells are 100% accurate, with only enemies that have natural evasion against magic (Fairies, for example) being able to dodge them. You can dodge them yourself by raising the Magic Evade stat. Be warned, however, as spells only carry their element, it can be easy for the enemy to absorb/reflect/nullify the spell if it so happens that they resist it. However, that also means you can do the same to enemy spells.

Auto-Hit:
Auto-Hit is spilt into 3 types, Physical Auto Hit, Magical Auto-Hit, and Chaos Auto-Hit. Why the difference? Well, Auto-Hit just means you can not dodge the attack. In other words, you can only rely on resisting the attack rather than dodging it, via nulls, deflectors, or absorbs. Holy and Dark element attacks are ALWAYS Auto-Hit.

Chaos Type
Extremely rare in the main game, any skills that contain this element are the best of the best in terms of how useable they are. For one, they are ALL auto-hit attacks like Holy and Dark. Next, they can't be absorbed/reflected/nullified by anything. However, you can get resistance to them in the LoC, via rare abilities on defensive gear. A list of the known chaos elements is provided below:


 * Physical: Carnage
 * Pleasure: Nightmare
 * Fire: Nuclear
 * Ice: Quantum
 * Lightning: Ion
 * Wind: Hadron
 * Earth: Terra
 * Water: Nano
 * Holy: Eternal
 * Dark: Demise
 * Bio:?
 * Sonic:?

There is one more chaos element that is presumed to be the non-elemental: Untyped, which meets no resistance, and, when coupled with another element, almost always guarantees the base damage. As of part 2, the skills that characters can learn in the main game that contain chaos elements are:

The following Sorceries can also utilize the Chaos element:
 * Comet - Time Mage, Untyped
 * Meteor - Spacetime Mage, Untyped
 * Nuclear - Master Scholar, Fire/Nuclear
 * Page 99999 of Chaos - Library Lord, Dark/Demise
 * Moonlight Cannon - Nine-Tailed Kitsune, Untyped
 * Necrosis - Lowly Apoptosis, Dark/Demise
 * Black Hole - Lowly Apoptosis, Dark/Demise
 * Apoptosis - High Apoptosis, Dark/Demise
 * Anti-Particle Railgun - High Apoptosis, Ice/Quantum (Requires said Makina to use)
 * Supernova - High Apoptosis, Eternity/Untyped
 * Ragnarok - Makina Master, Fire/Nuclear (Requires said Makina to use)
 * Psychokinesis - Esper, Untyped
 * Psycho Fire - Esper, Fire/Untyped
 * Psycho Blizzard - Esper, Ice/Untyped
 * Psycho Thunder - Esper, Lightning/Untyped
 * Psycho Drain - Esper, Pleasure/Untyped
 * Psycho Blast - High Psychic, Untyped
 * Psycho Heaven - High Psychic, Pleasure/Untyped
 * Psycho Flare - Psycho Soldier, Fire/Untyped
 * Psycho Frost - Psycho Soldier, Ice/Untyped
 * Psycho Plasma - Psycho Soldier, Lightning/Untyped
 * Psycho Ecstasy - Psycho Soldier, Pleasure/Untyped
 * Psycho Force - Psycho Soldier, Dark/Untyped
 * World Breaker - Gilgorn Exclusive, Untyped
 * L-Period - Kazuya Exclusive, Untyped

In addition to those, there are LoC-exclusive items and effects that enable the use of special Chaos-attribute skills. And also, all Nightmares are able to convert the attribute of every skill that uses the pleasure attribute to the nightmare attribute thanks to their shared trait.
 * Death Claw - Untyped
 * 1000 Needless - Untyped
 * Everyone's Grudge - Untyped
 * Fog of Emptiness - Untyped
 * Mobius - Eternal
 * ???? - Untyped
 * Unspeakable Words - Nuclear
 * Graviton Full Burst - Hadron
 * Quantum Pulsar - Quantum
 * Tenth Dimensional Compression - Ion
 * Butterfly Effect - Demise

(Warning: Their skills didn't carry the nightmare attribute, to begin with, so they will work like normal skills and have their own hit rate. Only when the attack connects will they be converted into nightmare attribute. Also, this also works in reverse, as every pleasure attribute attack they receive will be automatically converted to nightmare attribute once it connects, so Pleasure Rings and other pleasure resistance skills and abilities won't help at all.)

Other
For attacks that have more than one element, it can only be nullified if every element can be nullified. On the other hand, if any of the elements can be absorbed or reflected, the entire attack is absorbed/reflected. However, Auto Hits are not affected by reflection, but nulls and absorbs still work as intended. The Physical Type-reflecting Sun Wukong is the exception, as any attack made with a weapon that isn't a Sex Toy or Harp is reflected, despite not including the physical element.

Binds
For info on the other status effects enemies and allies can suffer, head here for details. For now, we'll only talk about binds. On your party and enemies, bind is similar to Paralysis in that they cannot take action, but the effect can't be removed early other than with the caster dying or suffering a status effect that removes their turn (e.g. Sleep, Stun, Stop). On Luka, however, binds work differently, yet similarly to in the previous trilogy. While he can still struggle and attack, you'll find that these options are much less useful than before. Attacking or struggling no longer guarantees an escape within a certain amount of turns, and some binds are impossible to escape from, as Luka can neither attack nor struggle out of them. As such, it's up to the rest of the team to free Luka once he is bound. Every turn that Luka is bound, the damage he takes increases by about 10%, making sure that Luka WILL fall if not freed in time. However, leaving Luka bound can be useful for late-game bosses, as while they bind Luka, the attacker usually only focuses on him, allowing time for the other members to gather their strength to break through in one hit. If combined with skills and equipment to nullify Pleasure or Physical damage, allowing Luka to get bound is a viable tactic in certain cases. Last, the attacks performed when bound with the "Rape" tag ignore defense.

One Hit KOs
There are three common ways to OHKO: defeat a foe and 2 other types of insta-kill moves.

First off, Death is the most common insta-kill that works well on beasts, plants, and other enemies that obey the natural order. Naturally, dead or non-living enemies, such as zombies, chimeras, and the Apoptosis aren't affected at all. Angels can be inflicted with Death, but they have a natural resistance to it.

Next, Ascension is the holy counterpart to Death, which works well against monsters and other enemies which are tied to the darkness like vampires. Angels are, of course, immune to it. Most Holy skills have a low chance to inflict this.

Finally, Climax, in which Angels, Beasts, and humans are very weak to. Succubi carry the most ways to inflict Climax, but Climax is mostly the rarest insta-kill type of the three.

Next up, Predation and Kill attacks.

Predation refers to the moves that usually require the enemy to be under the Digest status effect to insta-kill them. If the enemy is NOT a boss, they will die. However, while Digest is the main status effect that'll determine if they die or not, certain variations of this attack have other status effects that will also trigger Predation. These other status effects are:


 * Trance: (Melty Boa, Venus Trap, Venus Nepenthes)
 * Blind: (Deep Sea Offering)
 * Poison: (Genetic Abyss)
 * Bound: (Dance of Devouring Nightmare, Queen's Boa, Spider's Prey)
 * Stun: (Pandora Boa)
 * Slimed: (Digestive Juice Breakdown, Slug Boa)

Kill attacks refer to the 4 attacks in the game that will kill the enemy, even bosses/super bosses if they are under the effect. While most bosses/super bosses are immune to most status effects, and if not, resistant to them, this can allow someone with good RNG to defeat super bosses such as Heinrich on the first turn. These attacks are:


 * Dead is dead, kills Zombie/Zombified (all enemies)
 * Anaphylaxis, kills Poisoned-affected (all enemies)
 * Eternal Slumber, kills Sleep-affected (all enemies)
 * Orgasmic Ascension, kills Slimed, Horny, Trance, Seduction, Incontinence-affected (all enemies)

Strike Effects
A lot of characters and skills have a chance to apply a Status Ailment, with abilities in particular giving a strike attack. Here are the details about the proc calculation.

Strike effects stack additively, adding the listed % chance together for the total chance of applying that state.

For example, Melty has 50% Slimed Strike by default, and can get Slimed Strike 20% from High Creature. Add on a Secret Slimed Crest with another +40%, and she hits a 110% base chance for infliction. This is the highest doable for slimed in the base game, though other infliction rates can go higher.

Melty also has Triple Attack on top of this, though, so she also gets 3 chances to land the ailment if you pick normal attack. Spellblade skills let you push this even further. Paralyze, Sleep, and Confuse spellblade buffs give +100% effect chance, while the rest give +75%. Bii and Miria both get Paralysis Strike 30%, Paralysis Strike 20% from Legion Mother, can dual wield Gleipnir: Lust for another 40% infliction rate (plus an extra 40% Seduction infliction rate on the side), then a Secret Paralysis Crest for another 40%. Finally, add on Spellblade Paralysis to hit a whopping 230% infliction rate. In the base game, this is the highest single chance you can get at inflicting a status effect on an opponent, though in practice you would want to get more normal attack hits if you're interested in trying your luck.

For skill, the effectiveness of a Strike is specifically defined by a line written Normal Attack ##% effects that defines the infliction chances of normal attack being added to the list of what the skill can inflict. Normal attacks don't stack directly with the odds of the skill inflicting, either; instead, both roll independently. For instance, if you get a 50% strike chance and a 75% infliction rate skill with normal attack 100%, the two effects will roll separately for an effective 88% infliction rate. If they simply added, you would get more than 100% odds of infliction. However, in practice you can set up this situation against something like the Chrome doll and you will miss infliction sometimes. Of course, if you have a base state infliction rate of 230%, you'll always inflict on anything with 50% or more vulnerability anyway, as long as the skill borrows from normal attack.

You may notice some characters/abilities that describe "success up" for certain skill types or specific skills. For the effects of these abilities, sum up all success rate boosters then add 1; e.g., Saki with Song Success Up +50% has a total multiplier of 1.65x. Then multiply by the infliction rate of the skill. If the skill has over 100% infliction rate, cap the actual infliction rate at the base infliction rate of the skill; otherwise, cap infliction rate at 100%. In general all the skills will have less than 100% infliction rate at base. Success rate up effects do not affect the contribution from normal attack effects. Also, some characters may prove buggy like Amira. She actually only gets an extra 30% infliction rate on Talk skills, not 50% like her trait claims. There's an effect in the game's code for simply adding a set number to infliction rate, but this is never used anywhere in the game.