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10-14-2014, 05:47 PM | #11 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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This goddess smells a running gag where Donovan does potentially suicidal things and all of them somehow turn out for the better.
Thinking on it, maybe I should create an Off the Wall based on Pokemon Umbral's extensive list of running gags. Anyways, the Renny post is gonna get done early this morning before I head off to work. I've been playing Natural Doctrine a lot. My initial thought was that it may as well call itself Dark Souls Tactics because of how insanely difficult it is, but after a while and some experimentation with tactics, I'm starting to skullfuck this game. Then again, that's probably how Dracorion plays Dark Souls. EDIT #1 (Oct 17): Okay, so Menarker's post has caused me to rethink and redo a lot of things to refine the system. Let's see if I can make sense of this mess. The Breaker Formula - When: Applied when using attacks like Super Fang, Endeavor, Pain Split, and instant death type attacks against a Boss or Elite Boss target unless their HP falls below MaxHP x.125. - Reason: Bosses and Elite Bosses have redonkulous amounts of HP. The moves listed just above, if applied to the target normallty, would be overpowered. Using the Breaker Formula will still give them some damaging potential against the target so that the effect isn't wasted since targets like that would normally be immune to the effects. - How It Works: Hooooooh boy, here we go... 1.) S = 100 - (D - O) 2.) Roll an e-die with S being the number of sides. The result then becomes R for the next equation. 3.) B = (M x .125) x (R / 100) Did I totally blow your mind? Let's take this step-by-step, if that's possible... a.) First you'll need to figure out S by subtracting O from D and then subtracting that from 100. O is the total offense of the user (Atk + SpAtk) and D is the total defense of the target (Def + SpDef). S is considered the limit of how much damage this move can possibly do given the statistics of the user and the target, and the highest number S can be is 100, even if O is larger than D. b.) M is the current maximum HP of the target. You multiply that by .125. Then take R and divide that by 100. And finally you can multiply both numbers together to get the total damage. Umm...let's do an example, shall we? Like the one that was done in Renny's post. 1.) S = 100 - (D - 0) Milsha's Atk is 17 and her SpAtk is 15. O is those two numbers added together so O = 32. Cynthia's Def (before the Bleed debuff that happened during the Upkeep Phase) was 22 and her SpDef was also 22. D is those two numbers added together so D = 44. 44 - 32 = 12. 100 - 12 = 88. S is 88. [I]2.) Roll an e-die with S being the number of sides. The result then becomes R for the next equation.[I] Using any number of programs for random number generation or dice, I roll a die with 88 sides. In this case, I got a 41. R is 41. 3.) B = (M x .125) x (R / 100) M is the maximum HP than Cynthia possesses, so M = 11000. We can now figure out just how damage the successful Death effect of Milsha's Signature Technique has done. 11000 x .125 = 1375. 41 / 100 = .41 1375 x .41 = 563.75 or 564 since I like to round up. Therefore, Milsha's Death effect dealt 564 damage in this example calculation. This means that you can alter your damage output by increasing the user's offensive statistics or decreasing the defensive statistics of the target, which adds more sides to the e-die that gets rolled. This potential maxes out when the attacker's total offense is greater than the defender's total defense. The Affliction Formula - When: Applied whenever a damaging affliction is applied to a target. - Reason: As a way of scaling down status damage against HP-heavy targets but allowing them to still be quite effective. Status afflictions that deal damage, like Poison, Burn, or Frostbite, will now have owners. The damage inflicted by a status effect will be determined by the one who dealt it. As long as there are different owners involved, a damaging affliction can be placed on a target three times. If another owner attempts to apply the same affect, the affliction that is dealing the least amount of damage to the target will be dropped. - How It Works: Take a look at this formula... S = [(M / X) x .125] + O M is the maximum HP of the afflicted target. X is the HP multiplier that is used to give the target their maximum HP. O is the total offense of the user (Atk + SpAtk). Unlike the Breaker Formula, the target's total defense does not come into play. Let's bring in Milsha and Cynthia once more to show us how it's done. M is 11000 (Cynthia's maximum HP). X is 100 (Cynthia's base HP is 110 so 110 x 100 = 11000). O is 44 (Milsha's Atk and SpAtk added together). 11000 / 100 = 110 x .125 = 13.75 + 44 = 57.75 or 58. So any damaging status affliction dealt onto Cynthia by Milsha will deal 58 damage unless Milsha ups one or both of her offensive statistics. Autoreactions Autoreactions are logical thought processes carried out by your allies and enemies when something doesn't work to prevent more AP or RP being wasted on the effort. There are two in the latest RP post I've done. Since Bianca was successful in finding Steel-type armor for Renny on her first Item Search attempt, she initiates an Autoreaction and conserves 4 AP that would have been wasted searching for Steel-type armor that she has already found. Cynthia realizes that her first attack on Milsha was unsuccessful because of the invincibility effect gained by Renny's Serene Grace, and so she initiates an Autoreaction and conserves AP to begin attacking next turn. Autoreactions performed by allied characters can be contested by PCs if they feel that I didn't understand the point of the action. Notes As one might expect, I will at some point create Slayer accessories and Pokemon Hold Items that add multipliers to Breaker moves and afflictions so that even those with low offensive statistics can still be major players. Last edited by Astral Harmony; 10-17-2014 at 07:13 AM. |
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