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Unread 09-08-2010, 02:36 AM   #121
Geminex
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What... how does...

Sigh.

Ok, thanks.
But what I actually meant was Renny's prospective pokeshift. I want to know how much speed and defense he's gonna have before I even come close to approving something that gives him so many bonuses for improved speed.

What stats Renny's actual pokemon have is sorta irrelevant, since it's not like they're gonna be wearing the armor.
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Unread 09-08-2010, 02:50 AM   #122
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Oh, I hadn't decided, since the stats would shift when he gets Slayer level. Give me a sec... I don't want to reveal too much, since that'll give you a significant guess of what my form would be. Since you just wanted the defenses and speed after alteration, here you go.

Defense: 90
Special Defense: 115
Speed: 100
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Unread 09-08-2010, 03:04 AM   #123
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Well, I promised that I wouldn't look it up, and I doubt Drac would, but cool. That's... good enough, for now.

100 is after alteration? i.e. after you've modified your Slayer and combined the two stats? That is to say, that's the value you'll be going into combat with?
Huh. Could be worse...
Allmighty fist is cool.
Threshing strike... should cause quite a speed penalty. I don't know what's standard, but heavy damage to 3 targets is quite a lot.

As for the 6 armors...
First two are fine. Third and Fourth... how high would this boost be exactly?
Last two...
No. Depends on how much speed and evasion you're gonna have, but this is really where the massive combo element comes in, and it's too much. I mean, what you're asking as that you rarely get hit, are likely to take stronglly reduced damage if you do, are very likely to counter-attack when you get attacked, and have the ability to deal pretty massive damage with your other weapon... no.

What makes this OP is that you're getting so many things that give passive boosts.
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Unread 09-08-2010, 03:16 AM   #124
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Yup, 100 SPD after all combination and alteration.

For Third and Fourth armor, I kinda want there to be a fairly significant boost after taking the weapons in consideration. Not terribly high though.

Well, I figured that the speed bonuses is not going to as high as you suspect because of the potential weight of Threshing Strike.

Anyhow, I was thinking/hoping for like a 25% evasion chance, 35% chance of glancing hit, leaving 40% chance of a normal successful hit.

As for how much damage a glancing blow would be? I was thinking 35-50% damage reduction as opposed to the normal 25% reduction.

It seems like so much passive ability precisely because I'm choosing very little variety of attacks. Both of Drac's RDPAs had 5 attacks, while AB's example with Rayleen had a more balanced 4. This one here is not as diversely powerful for offense.

Last edited by Menarker; 09-08-2010 at 03:21 AM.
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Unread 09-08-2010, 03:33 AM   #125
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Ok, that's weaker than I had expected. How much of a total speed boost were you considering?

And yeah, you are. But I think your passive abilities are boosting you more than the variety you would have gained from some more active abilities.

See, I'm ok with most of the probabilities up there. 25% evasion and 35% glancing hit would leave you with about 50% of a normal hit, though (if you calculate it properly). That's fine with me.

And hell, go all the way for the 50% reduction if you want, as long as it's total (I thought initially that you meant the 50% to stack with the original 25%). Though I'm thinking this one should give you a bit more of a weight penalty.

The one that annoys me most is the last one, now. Or, rather, that, combined with the fist's ability to cause null turn. I'm fine with all the speed-based damage reduction, and the critting. It's the countering, combined with the null-turn-upon-crit that seems to have huge abuse potential.
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Unread 09-08-2010, 03:38 AM   #126
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That last one is more of an additional defense by detterance while improving my power with an element of risk. They are welcome to TRY to hit me. But if they don't get a clean hit, it's going to cost them. Naturally, if a bunch of people try hitting me and don't succeed , then I'm going to be scoring a lot of free hits, a few which might even crit and null turn. But if they leave me alone, then I'll only get my one attack per turn while being more or less healthy.

It's pretty much quite impossible for me to exploit it unless they are foolish enough to try to attack me directly.

You think a speed boost of 60 is too much? (30 for each booster)

And of course, the main question is whether adding the RDPA with the Overdrive I suggested any problem.

Anyhow, it's late for me, so I'm off to bed.

Last edited by Menarker; 09-08-2010 at 03:44 AM.
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Unread 09-08-2010, 03:53 AM   #127
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Huh. If you add a condition that causes the "null turn" aspect to fall away when countering, that should be fine.

In regards to the speed, I'm not sure what AB had in mind for the way in which heavier weapons would diminish speed, but I'm thinking that a total boost of 60 speed (including the armor's initial bonus of 50, the 2 boosters for 60, and the suit's weight for -50) would be allright.

Though maybe I'm overdoing it with the weight...

The overdrive. Ha.
It depends on the techs you have, really. Every tech is gonna be strong when you have that much rage...
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Unread 09-08-2010, 10:03 AM   #128
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I am really attached to the idea of applying a status condition upon a successful countering and critting. But Null Turn might be a bit much. Maybe something like Sleep (Sleep by light concussion?) or multiple debuffs like -2 Attack and Special Attack.

Anyhow, I'm trying to think of the other 3 techniques (although I kinda got one of them already more or less decided...)

Love Tech 3
Cost/Requirement: 20 rage rage per affected ally. Pokemons of selected allies are automatically included in the cost. (Destroyer cannot be chosen)
Effect: Debuffs and Status afflictions are dispelled when first cast. In addition, for the next 3 turns, Rage total can be totaled and split between selected allies as desired at the start of each turn. Rage does not stop generating for any reason, such as during pokeshift or RDPA or status conditions. In addition, affected allies and their pokemons do not lose their buffs when switched out or recalled until they are knocked out.


Keep in mind that the division of rage happens at the start of the turn, so I can't just activate the Overdrive and give away all my rage to everyone else. The rage still has to be used that round.
The technique is basically a vastly improved version of Renny's Trainer Action, a status/debuff cleanser, and an effect slightly similar to Baton Pass, except the bonuses just get kept instead of passed on.


Another one I was thinking of was basically a version of CC&C for pokemons. Haven't made the template for it yet.


But yeah...

Last edited by Menarker; 09-08-2010 at 10:10 AM.
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Unread 09-08-2010, 10:43 AM   #129
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Quote:
Rage does not stop generating for any reason, such as during pokeshift or RDPA or status conditions.
Yeah. This bit is a technique in and of itself, and one that'd have to cost at least 30 rage per target.
Remove that, and it seems fine.

Quote:
Another one I was thinking of was basically a version of CC&C for pokemons. Haven't made the template for it yet.
Huh. Employing his tactical genius to micro-manage many allies at once? That... doesn't seem much like Renny.
But very well, I'll wait to see what you produce before I start crying THAT WAS MY IDEA.
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Unread 09-08-2010, 11:40 AM   #130
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So Gem, want me to get started on Sam or would you like to post your upgrades first?
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