OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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... No, I'll accept that argument until it's time for that upgrade for customized stats.
Anyhow...
Since my form is now revealed, I should probably get to brass tacks with Gem and discuss the changes overall to my build plan.
Some of the stuff has been removed, some added and some altered. And some of the stuff here is just clarification and further details on an improved upgrade.
Also, the order I set the levels is the order I'm taking them. I thought I might take levels in slayer right after Pokebrid, but changed my mind about that.
Also, since nothing has been added to the next two levels, we have plenty of time to discuss this (2 mission's worth of time). So hopefully we can keep the stress level down.
The basic premise of this change is:
1: A bit more focus on rage management and the ability to use accessories.
2: The ability to provide his own support.
C: Armor flexibility
Renny's development plan and details.
Renny's Development Plan and Details
Pokemon Trainer (Level 5)
- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
Swampert:
Base Stats (605)
Hitpoints: 125 (25 point boost)
Attack: 135 (25 point boost)
Defense: 100 (10 point boost)
Special Attack: 85 (no boost)
Special Defense: 100 (10 point boost)
Speed: 60 (no boost)
Abilities to discuss and choose to replace old useless one:
Competitiveness B/W ability
Friend Guard B/W ability
Moxie B/W ability
Sheer Force B/W ability
Anger Point
- 1st custom move availability.
Scapegoat (Dark Status move)
Select any friendly target (yourself included). All moves that would target that ally/yourself is redirected to a different ally/yourself of the user's choice. If the pokemon is attacked with a move that hit multiple opponent, reduce its power by 50% but the attack is not prevented. If the scapegoated pokemon is knocked out, all moves still get redirected and is wasted.
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Pokemon Breeder (Level 1)
- Base Rage generated goes from 5 to 7. Whenever the rage Renny have would be 1 less than a multiple of 5, round up to that multiple. (For bookkeeping purpose so rage doesn’t reach odd numbers.)
- 3rd trainer action.
- Renny gain an extra use of Trainer Action per turn. This means Renny can either use two Trainer Actions per turn or he can use a Trainer Action in the same turn as a Pokebrid Action or a Slayer Accessory.
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Slayer (Level 1)
- Default Normal type armor. 50% damage reduction from Normal Type attacks.
- Can possess a loadout of three armor aside from the default normal type armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.
- Intergrated Combat Training: Can use 4 elements
(See Conditional Upgrades in section below)
- Stats arrangement is customized but keeping same base total. Stats are (Chosen pokemon's stats+Slayer Stats)/2). (559)
HP: 100
Attack: 125
Defense: 90
Special Attack: 29 (Would be great if it could go lower but highly doubt it)
Special Defense: 100
Speed: 115
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Slayer (Level 2)
- Armor Guardian Globe (Ruin -50%, Fear immunity) is available.
- Renny is not forced to wear Normal as default armor. (He can wear a different armor in its place). Wearing Normal armor now grants immunity to Exhaustion.
- Slayers can now equip one of the Accessories AB made. Each use costs 30 rage.
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Slayer (Level 3)
- The minimum base power of Slayer Attacks (and thus ICT attacks) is 130.
- Can wear a second accessory.
- Intergrated Combat Training: Can use 8 elements
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Slayer (Level 4)
- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is now 2.0 as opposed the 1.5 used by Trainers and Snaggers. This feature applies to moves that qualify for ICT.
- All stats gain 10 points.
- Can wear a third accessory.
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Slayer (Level 5)
- Renny can wear a fourth accessory.
- Rage costs for using accessories drop to 15.
- Overblades can use the Overpower skill to remove status effects. 15 Rage cost. This ability can be used regardless of the status afflictions he has, except for KO. No effect on debuffs.
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Overblade (Level 1)
- Base Rage generated is increased by 1.5 times (to 15 rage for slayer attack or being attacked).
- According to the Renny’s pokebrid type/s, gains additional type resistance and status immunity as if he was wearing the respective type/s of slayer armor, effectively making those type/s default armor/s. (He counts as wearing the armor/s despite not wearing it.)
- Shock Trooper classification *See Conditional Upgrades below*
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Overblade (Level 2)
- All stats gain 10 points.
- Intergrated Combat Training: Can use 12 elements.
- Can perform one additional attack per round. This “attack” cannot target a foe in any fashion and thus can only be used for buffing or something similar to that. Cannot use Protect/Detect in this manner.
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Overblade (Level 3)
- All stats gain 15 points.
- Base Rage Generation is now 2.0 times the normal rate.
- Can do an Overdrive ability once per battle (Despite not having an RDPA).
Overdrive: Inspired Devotion!
Inspired Devotion!
Cost/Requirement: No rage cost. Target Renny Only.
Description: A certain aspect of Renny’s mind sparks inside his mind, igniting a volatile source of energy that seems to be driven by nothing but emotion devoted to the wellbeing and success of his friends and loved ones.
Effect: Target Renny only! Ignore all Status conditions and debuffs effects for the turn. His rage gauge has no maximum limit. Add 200 to his current rage gauge. Able to use any item for Prosperous Gift that can be pulled from a Medic’s stash even if he doesn’t have it on his person as long as there is a medic in the team. All signature/love techniques are free actions for the turn provided he has the rage for it! His Co-op techniques are usable even if the pokemons in question would be normally unable to help despite being physically present such as being knocked out. At the end of the turn, Renny’s rage drops to 0, regardless of how much he used or whether he gained rage from being attacked during the enemy phase.
Conditional Upgrades:
1) Upon getting 1 level of Pokebrid and 1 level of Slayer, Renny gains Intergrated Combat Training.
Intergrated Combat Training enables pokebrid moves to be used in place of Slayer weapons for all attacks, whether basic attack or sweeps or even RDPAs. The moves are pumped up to have the same base power that Slayer Weapons have (120 at Slayer 1 and 130 at level 3). AOE move become Single Target with no backlash. The rules are as follows:
A) 3 Slayer empowered moves for each of respective pokebrid's types.
B) All Slayer empowered moves to moves learned by level-up. This doesn't apply to moves that can only be gained by breeding, tutoring or so.
C) All other element types only get 1 extra attack. If the pokebrid does not have an attack of a certain element, that attack type is unavailable.
D) All the above only applies to moves with Attack subtype, not Special Attack. (Status moves don't need buffing anyhow)
E) All the moves that fit the above count as Slayer attacks and thus qualify for any upgrades or factors that influence them such as base power, slayer armor STAB bonus and rage generation and anything else Slayer Related.
F) 4 Elements are chosen at Slayer 1, a total of 8 is available at Slayer 4 and a total of 12 are available at Overblade 2.
G: All attacks that qualify can have the False Swipe function added to it if desired.
2) Upon getting 4 levels of Slayer and 4 levels of Trainer, Renny gains Shock Trooper classification.
Shock Trooper classification allows Renny to fight alongside his pokemons, with the three (2 pokemons and Renny) being able to attack on the same turn with no penalty. Renny doesn't actually count as a Shock Trooper. He just has the ability.
Trainer Actions)
Attentive Care: Restore the health of both his pokemons by 30%.
Guiding Support: A pokemon forfeits their attack to aid any ally with their attack via guiding them with enhanced senses or abilities. Target ally gains the benefit of Lock On/Mind Reader and Serene Grace. (Move will not miss (thus negating even 100% evasion) and has double chance of triggering status conditions or effects that happen some of the time.) If this action is applied to someone who already has the effect of Serene Grace on them, then add the base probability after the multiplication of Serene Grace for the true success rate.
Steadfast Expertise: Both pokemons are freed from the effects of techniques that would cause negative effect/s over several turns such as a Ghost type Curse, Nightmare, Domination techniques as well as anything that can be dispelled by Rapid Spin. Additionally, attacks and abilities that would give them status afflictions or debuffs will fail to do so for the round. (However, this does not cure them of afflictions and debuffs already on them).
Selection of ICT moves: (Excluding Automatics although I still have to choose their respective element to use it.)
Psychic: Zen Headbutt (There are no additional physical psychic attacks)
Fighting: Rock Smash, Drain Punch, Brick Break (Ankle Sweep replaces Brick Break in the sequel)
Normal: Secret Power
Dark: Knock Off
Ghost: Shadow Sneak
Electric: Thunderpunch
Fire: Fire Punch
Rock: Stone Edge
Ice: Ice Punch
Ground: Earthquake (Smooth Over in sequel)
Grass: Leaf Blade
Flying: Aerial Ace
Not chosen: Ruin, Dragon, Steel, Water, Bug, Poison
Future Signature and Love Techs:
Love Tech # 2: Together in Spirit!
Together in Spirit!: (Love-Tech #3 Lola)
Cost/Requirement: 20 rage rage per affected ally. Pokemons of selected allies are automatically included in the cost. (Destroyer cannot be chosen)
Description: *Still writing*
Effect: For 3 turns, Rage total can be totaled and split between allies as desired at the start of each turn.
Rage does not stop generating for any status reason, such as during pokeshift or RDPA or status conditions (Although they still don’t gain rage for attacks that required rage) nor can they be prevented from spending rage. Hence it effectively acts as an immunity/cure to Apathy and Exhaustion during its duration. Lastly, affected allies and their pokemons do not lose their buffs when switched out or recalled, but rather only when they are knocked out or under the effect of a technique like Haze that specifically erases buffs.
Signature Tech: Valiant Rush
Valiant Rush
Description: Renny goes into a passionate frenzy when his allies and friends are in danger and personally enters the fray, inflicting damage on any targets of his choice with multiple blows that foes find difficult to endure.
Cost: 20 RP per hit. For every ally in Renny's team below 33% hitpoints and thus "in the red" or knocked out (or for every trainer down to 2 or less pokemons including 0), reduce the cost by 20. For each of Renny's pokemons knocked out, reduce the cost by 10. It's possible for the technique to be free if the reduced cost is equal to or more than the cost he pays for.
Effect: For every payment of 20 rage, Renny does 100% Massive Critical Hit Almighty type damage to a target of choice. Thus he can choose to focus each individual hit on one target or divide the hits among any number of foes. The power of each blow is around 130 power after taking the doubled power due to crit in account, although the move still gains in strength with use of attack stat boost as normal. This move can only be used once every three turns regardless of how much rage he used or how many or few hits he done.
Signature Tech:
Bonds of Comradery: (Swampert Co-op)
Cost/Requirement: 30 for each ally wanting the effect.
Description: The vigor for battle is awakened in the trainer’s pokemon, as they eagerly strive to demonstrate to their foes and friends the proof of their master’s meticulous care and skill. With truly brave and skilled trainers, the barrier between trainer and pokemon is broken as they fight together on the field, becoming equals in comrades. To fight for a beloved master as an apprentice is an awesome feeling, but to be a trustworthy ally, to fight alongside him/her united as one team… there is no greater pride!
Effect: For that turn, the trainer if he/she has ranks in Pokebrid or Slayer is able to fight like a Shock Trooper. The “trainer” cannot be directly targeted by enemy moves for this round as long as their pokemons are still standing. (The damage and effects of AOE attacks still works) If someone who doesn’t have pokemon pays the price, anyone else who also paid can lend them a pokemon or two. Boost all stats by 1 stages for the trainer and the pokemons (even lent ones), which lasts even after this technique has ended.
Renny can still attack on the same turn of using this technique.
"We few, we happy few, we band of brothers. For he today that sheds his
blood with me, Shall be my brother; be ne'er so vile, This day shall gentle
his condition. And gentlemen in England now abed, Shall think themselves
accursed they were not here, And hold their manhood's cheap whiles any
speaks, That fought with us upon Saint Crispin's day."
*Haven't decided on my last love tech yet...*
To sum up the changes:
Changes sum-up
Removed)
Removed 1st Ability Shift from Pokemon Breeder 1.
Removed "Pokebrid STAB also becomes 2.0 but does not stack with armor" from Slayer 4.
Removed RDPA from Slayer 5.
Removed Renny gains an immunity to any single one of the pokemon types, including Ruin. If Normal is selected, then a fourth armor can be worn to replace the default armor." from Overblade 3.
Removed "Improved Mobility Armor: RDPA usage can be split multiple times, so it can be used for 3 turns worth, in segments of 1 turn. In addition, using an Overdrive on the first or second use doesn’t deplete the other usages as well." from Overblade 3.
Altered)
"According to the Renny’s pokebrid type/s, gains additional type resistance and status immunity as if he was wearing the respective type/s of slayer armor, effectively making those type/s default armor/s. (He counts as wearing the armor/s despite not wearing it."
AND "Renny is not forced to wear Normal as default armor. (He can wear a different armor in its place). Wearing Normal armor now grants immunity to Exhaustion."
Replaces the type immunity and status immunity upgrade.
Stat gains alter all stats instead of just 4 for easier book-keeping and a bit of a boost.
Added)
Added "Can wear a fourth accessory"
Added "Rage costs for using accessories drop to 15." (I thought Pierce's reduce the cost of all skills by 5 was nifty, but I didn't want to copy it. So I thought of making it more useful but limited to only one action: accessories)
Added "Can perform one additional attack per round. This “attack” cannot target a foe in any fashion and thus can only be used for buffing or something similar to that. Cannot use Protect/Detect in this manner."
Added "Can do an Overdrive ability once per battle (Despite not having an RDPA)"
Last edited by Menarker; 01-02-2011 at 01:01 PM.
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