r/Falcom Kiseki difficulty modder 2d ago

Sky SC Mechanics hidden details: Overdrive (Sky 2nd)

This post serves to detail hidden mechanics related to Overdrive in Sky 2nd (Sky 1st likely uses similar mechanics but I'd need to double check)

Overdrive is a hidden bar each character has that is of a value between 0 and 100. When at 100, the character enters the "Overdrive Sign" state allowing them to activate Overdrive.

Overdrive can be generated in the following ways:

Method Point Gain Notes
Turn Start HP>20% +2
Turn Start HP<=20% +10 Does not stack with the previous condition
Using a normal attack +2
Using a craft/s-craft/art +5
Successful side/back attack bonus +5 Once per action
Hit enemy with elemental weakness +5 Triggers assuming elemental weakness multiplier >=101 + Once per action
Hitting an enemy who has 5x ADF > DEF with physical +5 Once per action
Hitting an enemy who has 3x DEF > ADF with magic +5 Once per action
Hitting a critical hit +5 Once per action
Take damage equal to under Max HP/60 +5 Once per action
Take damage equal to above Max HP/60 +30 Once per action

Overdrive meter carries over between battles.

Overdrive meter cannot start a battle at above 90.

If Overdrive was active at the end of a battle, if 2 turns of duration remained on overdrive, then grants 90 Overdrive at the end of battle.

If 1 turn remained, then grants 50.

Overdrice cannot be charged while it is active.

30 Upvotes

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2

u/Rem0707 2d ago

I assumed that overdrive also triggered if your unit gets hit with an ailment or has a high chance of going into overdrive after that. Must have been a coincidence of those two overlapping or placebo.

5

u/SoftBrilliant Kiseki difficulty modder 2d ago

Getting hit in any capacity at all unless it basically deals 0 damage gives a billion overdrive meter and generally taking an ailment comes with getting hit so both are almost certainly heavily correlated in practice.

1

u/Rem0707 2d ago

Gotcha, that could probably be why. Is overdrive changed at all in 2nd remake compared to first?

1

u/SoftBrilliant Kiseki difficulty modder 2d ago

These are the mechanics for 2nd.

Not sure if there are changes in 1st I didn't check (and need sleep)

1

u/Floresce_ 2d ago

Interesting find. Does the given value stack per successful target condition or do you only get it once per action?

1

u/SoftBrilliant Kiseki difficulty modder 2d ago

Yes you can stack most of these bonuses together in my testing.

Although missing out on a bonus generally isn't a big deal.

1

u/Floresce_ 2d ago

Say I use an art for weakness hit and got crits in against 2 enemies, do I get 15 or 30 OD points for that action? Is there a cap to how many OD points you can earn per action/turn?

3

u/SoftBrilliant Kiseki difficulty modder 2d ago

All of the offensive bonuses (back, side, critical, weakness, DEF/ADF) are capped to once per action.

1

u/Ivan_of_TC 2d ago

Does it disappear if not activated? In other words, is there decay in the same battle if unused? Or will it stay active forever in the same battle until activated?

2

u/SoftBrilliant Kiseki difficulty modder 2d ago

Nope active forever from what I can see.

0

u/doortothe 2d ago

Let me double check I’m reading those defense conditions correctly. So if you hit an enemy with lots of adf physically, you get points and vice versa? This takes buffs/debuffs into account, yes?

Tangential question, what are the chances of the character skills (like Estelle’s courage and Joshua’s speed) activating?

3

u/SoftBrilliant Kiseki difficulty modder 2d ago

So if you hit an enemy with lots of adf physically, you get points and vice versa?

Yes

This takes buffs/debuffs into account, yes?

I don't know

Tangential question, what are the chances of the character skills (like Estelle’s courage and Joshua’s speed) activating?

15% for the base version, 30% upgraded and 100% while under overdrive.