Status calculator
How much a status deals over a fight, turn by turn, with the trigger points and rounding the game uses. Set Potency, Count and how often it fires; add what your skills inflict each turn to see a stack being kept up.
Rupture
Rupture hits each time the unit takes an attack. Each hit deals its Potency and spends one Count; at 0 Count the status falls off.
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0000The rules it uses
A status hit deals its Potency, multiplied by any status damage bonus with the decimals cut off, plus flat bonuses, and never less than 1. Resistances don't apply, with one exception: Sinking on a unit that has no Sanity, most Abnormalities included, deals HP damage multiplied by that unit's Gloom resistance and rounded to the nearest whole number. Units with Sanity lose that much Sanity instead.
Every hit spends one Count, and the status disappears with its Potency when Count reaches 0. Inflicting Potency on a unit that has none gives it 1 Count. Bleed fires on the bleeding unit's own coins: every coin it flips to attack and every clash exchange it is in, but not its defense skills.
Poise gives each hit a 5% crit chance per Potency, so 20 Potency is a guaranteed crit. Each crit spends one Count and adds 20% to that hit's damage multiplier, added to the same sum as resistances rather than multiplied on top.
