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09-04-2010, 09:49 AM | #61 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
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Well, it's not like she'll Armor Affinity, so sure, no STAB.
But other than that, just like a regular RPDA. Five defense types, five attack types, one Overdrive. Y'know, the works. As per Geminex's request, here's her profile: Name: Elizabeth "Liz" Irons Callsign: Daisy (she hates it) Age: 22 Gender: Female Class: Trainer/Snagger Specialty: Engineer Pokemon Registry: Grass Sceptile (Male) (Shiny) Ability: Overgrow Dragon Pulse/Leaf Blade False Swipe/Synthesis Leaf Storm/X-Scissor Normal Lopunny (Female) (Shiny) Ability: Cute Charm Sweet Kiss/Heal Bell Charm/Helping Hand Fake Out/Thunder Punch Fire Ninetales (Female) (Shiny) Ability: Flash Fire Sunny Day/Fire Blast Confuse Ray/Attract Water/Ice Cloyster (Female) (Shiny) Ability: Skill Link Blizzard/Spike Cannon Bubblebeam/Toxic Appearance: She looks and dresses exactly like Daisy Duke and is blonde. Plus a D-cup. Also, no accent. Backstory/Personality: Liz was the second daughter of the rich and powerful Irons family, owners of Ironworks, a weapons developer. Her sister was the heiress who was supposed to marry the eldest son of the president of a competing company and merge the companies. At least, until she died in a tragic accident. Lizzie was left as the sole heiress, and her family wanted to force her to marry the heir, but she wouldn’t do it and ran away. She still, however, has access to her extensive bank accounts. THE REST IS TOP SECRET. Liz is flirtatious to the max, and openly bisexual. The are some that joke that she's actually pansexual, because she'll actually do Pokemon, Pokesapiens and Pokebrids as well as humans. Probably Ruin pokemon and Ruin Generals too if she got a chance. Pokemon Co-Op: Bundles of Joy ~ 70/100 RP. Liz takes off her top and flashes three enemies, while Riolu surrepticiously drops explosives in front of the targets. Decent non-elemental damage to three enemies, 100% chance to flinch, Attack and Special Attack drop by two stages each. Engineer Skill: 1. Create Dawn Evolith ~ Constructs a Dawn Evolith. They resemble slender young women wrapped in robes and shawls, floating a few inches above the ground and holding a crystal ball. Dawn Evoliths can use Hypnosis, Dream Eater, Psychic, Mist Ball, Luster Purge, and Zen Headbutt. Psychic Evoliths made with a Dawn Stone. 2. Create Iron Evolith ~ Constructs an Iron Evolith. They resemble metal-skinned triceratops. Iron Evoliths can use Iron Defense, Meteor Mash, Metal Burst, Iron Head, Iron Tail, and Mirror Shot. Created by using a Metal Coat as a power core with amplifier technology, which somehow works just as good as an Evolution Stone for creating Steel-type Evoliths. 3. Create Strength Inhibitor ~ Decreases Attack statistic of all foes by -2. 4. Create Defense Inhibitor ~ Decreases Defense statistic of all foes by -2. 5. Targeting Beacon ~ Allows Sniper to hit targets in Hailstorm, Sandstorm, and Fog. 6. Create Healing Dispenser ~ A medical platform that distributes healing items. Restores two allies by half of their maximum HP, lasts for five turns. Can only be used once per battle. 7. Construct Giant Fan ~ Exactly what it sounds like. Removes Fog. Granted, this was her profile before I decided to make her a Trainer/Snagger. I still need to come up with two new pokemon, custom hold items and custom moves for her. Not to mention an Xth-level.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. Last edited by Dracorion; 09-04-2010 at 10:11 AM. |
09-04-2010, 09:49 AM | #62 | ||
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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Also, while you're arguing against my logic, but your proposed results are looking like my proposed result. Look, I put my proposed point by point rules about what I think the result would be. How about you do the same, (Complete with the likely end crit result) and we discuss the individual points, so we know what we agree on and what we don't? Mind end up being simpler than it looks. Or rather, what about my proposed rules is the problem? It has that entire +2 crit rate due to speed thing. AB: Now that Gem mentions it, can you clarify more about the RDPA? Does the armor type that the RDPA grants also grant STAB like normal armors? Or does it protect against the same status affliction as those armors? And when you said it's like a Paradigm Shift, I assume you mean just in terms of power boosts, since the immunity to types and status seems to be implied by the armor types. Does the weapon types chosen also have the same weapon effect as normal slayers weapons? Or is it just straight out elemental damage? Last edited by Menarker; 09-04-2010 at 09:59 AM. |
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09-04-2010, 09:55 AM | #63 | ||
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Oh, and AB, can you confirm these things Geminex and Menarker said?
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Oh, and I guess I don't have to give Elizabeth two new pokemon. She only has six pokemon at Trainer 4. That should mean six pokemon plus Snagged pokemon, but what the hell, she can get those extra two slots later. She'll stay at four pokemon for now.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. Last edited by Dracorion; 09-04-2010 at 10:10 AM. |
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09-04-2010, 04:00 PM | #64 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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Sure, I can clarify.
About Shagging...ergh...Snagging: Snagballs might as well be used for inflicting status effects while a Pokemon is relatively healthy. The chance of a successful Snag climbs as the Pokemon takes damage. Here's a quick little rundown... - Pokemon has 100% to 60% health = 10% success. - Pokemon has 70% to 25% = 20% success. - Pokemon has less than 25% = 50% success. The current Snagger template issues a 60% upgrade at Snagger Rank 2. Hmmm...let's actually have it grant +10% at each milestone. *write write* Done. Moving on... About Rapid Deployable Powered Armors: customizing an RDPA is actually a lot like customizing an NPC. Here's how to build one... First, the Stats: Take a Slayer's general stats, then take...oh, 150 points? That's not too much, is it? Anyways, spread them out across the Slayer's statistics as the Slayer sees fit and you'll have RDPA stats. Secondly, the Equipment Slots: An RDPA has eight equipment slots which you can assign either weapons or armor to. You could conceivably equip seven different types of armor and make it defensive juggernaut which with you could probably protect the team using the RDPA's Overdrive, using the single weapon slot to deal whatever damage you can. Thirdly, about Equipment: You can customize your own weapons and armor, just like the way I customize NPC Slayers. However, RDPAs allow for far more customization, such as weapons that hit multiple foes and even weapons that deploy drones that deal damage or debuff foes. I''ll provide an example of this later in the post. Fourthly and finally, about Weight: More effective weapons and armor are generally heavier. Weight lowers Speed, which in turn lowers your Critical and Evasion. You probably could put points in Speed to balance it out, but if you're going for heavy weapons, you may as well spend it all on ATT or SATT, depending on the type of damage your weapons deal, or DEF or SDEF, depending on the effects of your armor. So, let's do an example, shall we? Rayleen's RDPA is actually an attachment to her mechanical right arm, called Gungnir. Gungnir is a heavyweight, high damage attachment that comes with its own tripod and everything, or else Rayleen's arm would pull itself right off. Let's start creating it! 1.) We start off with statistics. Gungnir's weapons gravitate towards Special damage, so Rayleen puts 75 points into the SATT stat. Rayleen plops the other 75 into the SDEF stat to protect her from Special attacks. That's it for stats. Simple, right? 2.) Now we decide on what Rayleen puts in her equipment slots. Rayleen's Gungnir is geared towards balance, so Rayleen keeps it at an even four weapons and four armors. That part's done. 3.) This is probably the longest and most exciting part. We're going to create Rayleen's weapons and armors here. - Weapon One: Photon Gatling ~ Light Almighty damage, 15 hits, one target. A rapid fire energy minigun. - Weapon Two: Blast Bomb ~ Medium Fire damage, 3 targets, 70% Burn. An explosive grenade launched from a cannon. - Weapon Three: Demon's Maw ~ Heavy Fire damage, 50% Plasmaburn. A long range flamethrower that eats through flesh. - Weapon Four: Dread Star ~ Extreme Almighty damage, 3 targets, lesser damage dealt on splash. Not the same laser beam that destroyed Alderaan, but only because Rayleen hasn't tried yet. - Armor One: Riot Shield ~ 25% Reduction in Physical damage recieved. A simple but effective shield. - Armor Two: Ruin Guard ~ 50% Reduction in Ruin type damage. Deals 10% MAXHP in damage to any Ruin Pokemon that attack her. - Armor Three: Special Barrier ~ 25% Reduction is Special damage recieved. A powerful kinetic barrier. - Armor Four: Smart Ballistics ~ Releases one Ballistic Shell each turn. Any unit that attacks Rayleen while a Ballistic Shell is deployed will recieve heavy Steel damage. 4.) Now comes the weight. Rayleen's weapons (particularly the Demon's Maw and Dread Star) and armor (Smart Ballistics) ensures that her Critical and Evasion are pretty damn low. And because she doesn't put any points into Speed, it remains so. She shouldn't expect to deliver criticals or dodge attacks anytime soon. About Snagged Pokemon, yes, they do work that way. If the Snagged Pokemon is defeated, that's usually enough on its own to 'cause the Snagged Pokemon to go back. Keep it healthy, keep it killing, use boosting items on it, and it should serve you as well as the Pokemon that you caught yourself. |
09-04-2010, 04:44 PM | #65 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Looks pretty cool.
I'm not going to create a RPDA for Elizabeth yet, since that's still a ways away. Sophia's next, and I'll probably include her RPDA with her upgrades. I don't suppose you could show us a sample Overdrive, AB? Anyway, I'll make the appropriate changes to Liz's upgrades tonight. For now... HEY BARD CLEAN OUT YOUR INBOX.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
09-04-2010, 05:13 PM | #66 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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Oh, right. Forgot to include one.
Rayleen's Overdrive: Descending Judgment ~ Heavy Almighty/Fire damage, 5 targets, 50% Plasmaburn. Rayleen gets some sweet air and rains terrible lasery punishment down on the enemy. Never has sweet justice ever smelled so damn burnt. |
09-04-2010, 06:45 PM | #67 | |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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AB, you got a slight discrepancy here:
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Right, so, Elizabeth revised! Standard Customized Conditional Upgrades Trainer Actions I changed Persuade a bit to fit AB's Snagball catch rates. I also gave her a new passive skill at level 4 and improved it at Tuner 3 to increase the loyalty of Snagged pokemon. Her "I'm Your New Master!" Trainer Action now also increases the happiness of Snagged pokemon. And I removed that upgrade at Breeder 4 that lets Breeders use an item as a free action, since NPCs can't use items anyway. With any luck, I'll have Sophia posted tonight. AB, just to make sure, Snagged pokemon still remain after the end of the mission they're caught in, correct?
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
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09-04-2010, 07:42 PM | #68 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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One thing, Drac: On Trainer 4 Liz gains loyalty, I suddenly realize. I didn't see that one before...
I'm thinking that might make her a bit too strong. I mean, sure, have her be a strong annoyer/tank who can last ages and make enemies' life hell, but letting her keep snagged pokemon after one KO, that removes a fairly important limitation for Snaggers. I don't think that limitation should be removed. Menarker: Your idea seems to be: 5 stages of crit Faster than your opponent gives you +2 Various other effects give bonuses to crit ranging from +1 to +2 My idea is: 6 stages of crit Faster than your opponent gives you +2, twice as fast or more gives +3 Any other single effect can give you +1 at most (this includes stuff like Super Luck) Anything above stage 4 is only reachable with speed bonuses My way makes speed the central factor in crit. Your way makes it relevant to crit, but not super-important. |
09-04-2010, 07:51 PM | #69 | ||
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Her second level of Loyalty probably does need some nerfing, though.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
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09-04-2010, 10:06 PM | #70 | |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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With your idea, pokemons with low or average speed who are supposed to be crit users never catch up to fast pokemons who don't crit normally. And WHY is only Speed able to reach over level 4 as opposed to ACTUAL crit specific abilities? Really, that boggles my mind. (Although part of this is my fault, since technically, there is no order in how things add up. Only how much bonuses there are total and how easy it is to get them) I shall list the results of your proposed rules under the likely circumstances which assumes that the trainer intended to use that pokemon for critting and thus prepared by having a held item and a crit move but without spending an action to use an item: Crit pokemons: Start at 1 No speed bonus most of the time. The few times they do, they don't get the +3 bonus. +1 for held item. +1 for crit moves. End result: Stuck at 25% except for the luckier times they get 50%. Speed pokemons: Start at 1 Speed bonus of +2 at least. Maybe even +3 +1 for held item +1 for crit move. End result: 50% or even something like 66% if speed is twice as fast as foe. Some results of this is: 1) Crits are too easy to reach for fast pokemons. 2) Crit pokemons who are SUPPOSED to be GOOD at critting are inferior to fast pokemons. 3) Crits are too common and too easy to get IN GENERAL. Keep in mind Crits bypasses opposing buffs and ignore negative debuffs on your character and doubles your damage. (Making quad effective moves doing 8x damage instead of 4x.) 4) Speed pokemons who don't even TRY to be crit users end up having chances of critting equal to the crit users who TRY to be crit users. (25% or 33% chance of critting without held item or crit move). 5) Speed pokemons already gain more benefit with speed helping dodge destroyers and snipers. I don't think Speed should be THE key factor to Crit. Crit is already its own mechanic with moves, items and abilities that influence it. Yes, we're trying to find a way to incorporate Speed into this RP, but this not only disadvantages quite a lot of pokemons, this is clearly one of those "overly powerful changes to the RP's system" where we're enabling more than 50% chance of double damage to anyone who is super fast, especially if they are the type with low defense and high offense and thus doubling that high offense is sure to be near gamebreaking. Plus it heavily reduces the value of defensive buff moves and defensive tactics in general making the system that was already geared toward blistering offense pace EVEN more offensively paced. And what if I was to tell you that my pokebrid form might very well be one of those crit users or one of those heavy speed types? If the thought of improving crit to the point where my character with high offensive power can suddenly do double damage 50% or 66% of the time makes you shudder and think my build should be scrapped, then the entire crit system obviously needs working. Anyhow, for the balancing part of it, I proposed my example because... I shall list the results of my proposed rules under the likely circumstances which assumes that the trainer intended to use that pokemon for critting and thus prepared by having a held item and a crit move but without spending an action to use an item: Speed Pokemons: Start at Stage 1 Speed Clash Victory: +2 Held Item: +1 End Result: 33% chance Crit Pokemons: Start at Stage 1 Improved Crit Move: +2 Held Item: +1 End Result: 33% chance. Crit and speed pokemons have equal chance of critting at this point. If Crit manages to win the Speed Clash or if the Speed Pokemon gets a crit move, they get to 50% chance. This still favors speed pokemons in terms of their chances of critting, although crit pokemons might better tools like STAB crit moves or something like that. (Although Stone Edge is very common due to TM status...) Although I personally think even this is too much. Crit getting even to 50% should require a bit more effort in my view like having to use Dire Hit or so. Maybe drop winning speed clash and improved crit moves to +1... AB: Do you have a viewpoint about the entire crit conversation or a point worth mentioning? Or an offer of how to change the system in some way? The RDPA thing looks interesting, although I'll save creating it until a good time later on. EDIT: And Drac, I remember reading somewhere in an early thread (way back when we had a snagger PC) that Snagged pokemons stay with you between missions if they haven't ran away and been retrieved before the mission ended. AB: Wait, does using the RDPA require you to only attack using the weapon system of the RDPA as opposed to fighting the normal way with boosted stats? Like, can they even use Slayer weapons or accessories (or in my case, fight using Integrated Combat Training)? Or can you fight normally with additional options via the RDPA? Last edited by Menarker; 09-04-2010 at 10:36 PM. |
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