- All actives have an "aggro"-value, that determines thebase aggro induced when using the abil
- All actives also have an "aggressive"-value, that determines at which aggro-level the abil may be used
- Having aggro operates differently depending if the unit is player- or computer-controlled:
- Computer-controlled units are more likely to target aggroed characters, and more (or can only) likely to use higher-aggressive actives
- Player-controlled characters:
- Loses the ability to target units whose aggro are much lower than the high-aggroed unit
- Loses the ability to use actives/commands whose aggression are much lower than the high-aggression actives. Attack has 100 aggression, and can thus be used with max. aggro.
- With Attack and only 1 target available, the abil is used automatically
- Inflicts aggro differently depending on targeting?:
- When at least 1 foe is targeted, distribute aggro between foe(s)
- When only allies are targeted on a restorative ability, distribute aggro between All foes
- One cannot inflict aggro to their own party
- The greater one's own aggro is, the less one may induce
- Aggro has a max of 99/100/255/999/9999
- Aggro diminishes with turns (after user's turn)*
- The diminishing factor is 50% if no aggro was inflicted the previous turn, otherwise 25%
- 100 aggro will be reduced to 50 after Beebop's Storm
- 10 aggro will be reduced to 5 after Beebop's Tackle
- 100 aggro will be reduced to 75 after Beebop's Storm
- 10 aggro will be reduced to 7.5 (shown as 7) after Beebop's Tackle
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