Combat States¶
During combat, entities can enter states that change how they take damage, move, or use abilities. These states are managed through a marks system with exclusive groups -- only one mark per group can be active at a time. When two marks from the same group collide, the one with higher priority wins.
Defensive States¶
These marks belong to the immunity group. Only one can be active at a time.
Invulnerability (I-Frames) Highest
Complete immunity to all damage. Nothing gets through. If you gain i-frames while another defensive state is active, the i-frames replace it.
Super Armor Medium
Prevents knockback and stagger but you still take full damage. Commonly granted by heavy techniques that need to finish their animation without interruption.
Defense Priority (DP) Lowest
The defensive side of the Priority System. While active, incoming attacks are checked against your Defense Priority value.
Since all three share the immunity group, you will never have super armor and i-frames simultaneously. The higher-priority state always takes precedence.
Control Effects (Crowd Control)¶
These marks belong to the control group. Only one can be active at a time.
Stasis Highest
Blocks all actions -- movement, techniques, interaction. Camera locked, blindness applied. The most dangerous CC in the game.
Stasis overwrites everything. A Root overwrites a Silence, and Stasis overwrites both.
Elemental Marks¶
Marks like Fire belong to the elemental group. Only one elemental mark can be active at a time.
Configurability¶
All mark priorities, durations, group assignments, and exclusive group rules can be modified in the mod config. Server operators can tune these values to fit their gameplay vision.