Mechanics

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Following is a list of mechanics that are used to implement various Skills 
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Cuts the incoming damage by a fixed percent. Buffs/skills of the same type do not stack unless it says so otherwise in the skill description.
You can visit here to see a list of relevant companions.
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Unlike DMG Reduction, the combatant takes the full brunt (100%) of the attack, but deals back a specific % to the attacking enemy. 
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Barriers give you HP(/Shield/Whatever you wanna call it) seperate to your normal HP and sometimes corresponding effects. Any damage to a unit will first deplete the Barriers. Barriers can stack, but we don't know the order in which they're chosen to be depleted (or if there even is an order: barriers could be merging into one coding-wise).
Notably, gives one unit a barrier that lasts 7 seconds but reflects 30% incoming damage while it lasts.
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Healing can crit just like other attacks. You can't heal above the max HP.
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Check out Range. Knockback sets back a unit by the specified range/distance. 
*Knockback Duration: Think of it as the "time" it takes for the unit to fly backwards the knockback distance. 
*Knockback Distance: How much distance combatant is set back.
Naturally, the companion can't use skills or move forward while it's flying backwards. Reducing this helps the companion recover faster.
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Trigger-skills don't work while a combatant is stunned. Example:'s burst won't work if he's stunned and burst down to 0% HP.
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Although mostly implemented by Archer skills, a few other cases like 's exist.
Penetration dies off at the following events:
*Penetration count fulfilled.
*Shielded enemy encountered.
*Enemy with pen-block encountered.
If Penetrating skill crits, all targets/hits will crit. A properly built can deal devastating damage against the correct party. 
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Not named as such in-game. Refers to when (generally) Adventurers can deal damage to all, or multiple, enemies within a range. Notable example is . 
Naturally, it's restricted by two things:
*Range
*No. of enemies within Range
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A few skills, like Rudra's, can immobilize enemies. Immobilized enemies can use skills and be knocked back, but can't move forward.
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