In what order exactly do effects that redirect, modify, change to life point gain, and prevent battle damage, apply?

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Christen57
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In what order exactly do effects that redirect, modify, change to life point gain, and prevent battle damage, apply?

Post #1 by Christen57 » Tue Dec 28, 2021 4:54 pm

Last year, youtuber and judge DistantCoder made a youtube video giving a very basic overview of the order in which effects that redirect damage, effects that change battle damage to specific values such as 0 and 1000, effects that change battle damage to life point gain, and effects that prevent battle damage outright, apply.

In the video, the game state (from DistantCoder's perspective) looked like this:

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DistantCoder controlled 2 copies of Naturia Mosquito (one of which was equipped with Rod of the Mind's Eye) and previously activated Security Block (targeting his Lady Debug) that turn. DistantCoder's opponent controlled Stone Statue of the Aztecs and Canyon, and also previously activated Rainbow Life that turn.

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DistantCoder then went on to say that if the equipped Naturia Mosquito attacked the Stone Statue of the Aztecs in this situation, what would ultimately happen is that his opponent (the player controlling Stone Statue of the Aztecs) would gain 1800 life points.

DistantCoder said that this was because when damage is being calculated and inflicted, the first thing that should be determined is what the base damage will be, and to which player that base damage would normally be inflicted to, without yet taking any effects into account such as the Naturia Mosquito or Rod of the Mind's Eye effect. The game determines that DistantCoder is normally supposed to take 1800 points of battle damage since DistantCoder's opponent's Stone Statue of the Aztecs's DEF (2000) minus DistantCoder's Naturia Mosquito's ATK (200) is 1800.

After determining this, only then should the game begin taking any damage-redirecting/damage-modifying effects such as Rainbow Life's and Naturia Mosquito's effects into account.

Now, DistantCoder wasn't fully clear about this in his video, but from what I've gathered, it seems that, when taking these kinds of effects into account, the game takes them into account, and applies them, in the order (from first to last, with 1 being first and 5 being last) of:

  1. Effects that redirect battle damage to a different player such as Naturia Mosquito's effect, or make both players take that battle damage instead of just 1 player such as Double-Edged Sword's effect
  2. Effects that change battle damage into life point gain such as Rainbow Life's effect
  3. Effects that double/halve battle damage such as Stone Statue of the Aztecs's effect
  4. Effects that change battle damage to specific values besides 0 such as Rod of the Mind's Eye's effect that changes battle damage to 1000
  5. Effects that either prevent battle damage outright, or simply reduce that battle damage specifically to 0, such as Security Block's effect and The Sanctuary in the Sky's effect

Is this correct?

itsmetristan
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Post #2 by itsmetristan » Wed Dec 29, 2021 7:24 am

Christen57 wrote:Last year, youtuber and judge DistantCoder made a youtube video giving a very basic overview of the order in which effects that redirect damage, effects that change battle damage to specific values such as 0 and 1000, effects that change battle damage to life point gain, and effects that prevent battle damage outright, apply.

In the video, the game state (from DistantCoder's perspective) looked like this:

Image

DistantCoder controlled 2 copies of Naturia Mosquito (one of which was equipped with Rod of the Mind's Eye) and previously activated Security Block (targeting his Lady Debug) that turn. DistantCoder's opponent controlled Stone Statue of the Aztecs and Canyon, and also previously activated Rainbow Life that turn.

Image

DistantCoder then went on to say that if the equipped Naturia Mosquito attacked the Stone Statue of the Aztecs in this situation, what would ultimately happen is that his opponent (the player controlling Stone Statue of the Aztecs) would gain 1800 life points.

DistantCoder said that this was because when damage is being calculated and inflicted, the first thing that should be determined is what the base damage will be, and to which player that base damage would normally be inflicted to, without yet taking any effects into account such as the Naturia Mosquito or Rod of the Mind's Eye effect. The game determines that DistantCoder is normally supposed to take 1800 points of battle damage since DistantCoder's opponent's Stone Statue of the Aztecs's DEF (2000) minus DistantCoder's Naturia Mosquito's ATK (200) is 1800.

After determining this, only then should the game begin taking any damage-redirecting/damage-modifying effects such as Rainbow Life's and Naturia Mosquito's effects into account.

Now, DistantCoder wasn't fully clear about this in his video, but from what I've gathered, it seems that, when taking these kinds of effects into account, the game takes them into account, and applies them, in the order (from first to last, with 1 being first and 5 being last) of:

  1. Effects that redirect battle damage to a different player such as Naturia Mosquito's effect, or make both players take that battle damage instead of just 1 player such as Double-Edged Sword's effect
  2. Effects that change battle damage into life point gain such as Rainbow Life's effect
  3. Effects that double/halve battle damage such as Stone Statue of the Aztecs's effect
  4. Effects that change battle damage to specific values besides 0 such as Rod of the Mind's Eye's effect that changes battle damage to 1000
  5. Effects that either prevent battle damage outright, or simply reduce that battle damage specifically to 0, such as Security Block's effect and The Sanctuary in the Sky's effect

Is this correct?

Not quite. The order actually goes like this:
  1. Effects that calculate piercing or double piercing battle damage.
  2. Effects that make both players take battle damage.
  3. Effects that redirect battle damage.
  4. Effects that change battle damage.
  5. Effects that double or halve battle damage.
  6. Effects that set battle damage.
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