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Unread 09-02-2010, 11:13 PM   #31
Geminex
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Quote:
Dracorian has full authority over what his character, his NPCs, and all their Pokemon do.
hahahahahahahaha OH WOW

Quote:
In light of this, I'm going to start doing more accurate displays of the damage friends and foes deal to each other. I'll calculate damage as a percentage and then subtract it from the whole of the damaged unit's HP, which will be displayed right next to it.
Oh fuck yeah, this is rad. Thanks.
Mind you, you're torturing me and Menarker here, because I can already tell that the temptation to do the math and find out whether our last attack shouldn't have done just a liiiittle more damage is gonna be immense. But I won't give in, because that would be a douchebag thing to do. Don't know about Menarker, though.

Quote:
Hehe, can you possibly imagine if I was a GM? You guys would get tons of goodies, but by GODS, you guys will be growing ulcers from all the crazy shit that I'd heap on you poor souls. ^^;
I would military-coup the RP right out from under your ass. Seriously, I would join it for that sole purpose. I'd take 5 threads, 300 PMs and a bit of luck and you would be out on your ass.
EXILED MOTHERFUCKER

In regards to crit:
Let's combine the two ideas. I prefer a digital system where you get bonuses depending on whether your speed is higher or lower than the enemy's, cause that's how speed started out, and how, I think, it works best. But you're right in that multipliers don't work very well, the stages are better. So why not like this:

5 stages (or perhaps 6, not sure, whereby the 6th stage is 66%)
Being faster than the opponent you're attacking gets you a 2-stage boost
Every other "positive" crit affect (such as using focus energy or an improved crit-chance move) gives you a one stage boost (that includes dire hit, no two-stage item boosts for you).
The upper two stages (4 and 5, or 5 and 6) can only be reached by a speed bonus.
Also, I'm considering whether to make it so that speed gives you a 3-stage boost if your speed is double or more that of the opponent's (that'd make heavily speed-focused pokemon, such as Ninjask way more viable)
Speed also gives a bonus to avoiding sniper and destroyer attacks (though I'm not sure what formula we'd use here)

Also, in this vein, we could make it that attack-first moves (like quick attack) all get modified to they give a fixed boost to your speed stat for this attack (maybe, I dunno, a random number between 15 and 30 points?). That'd be in keeping with their "original" function and make them actually useful.

And while I'm not sure if what you're doing is enough to kill beta E, the plan's fine. Let's do this.

Oh, and Drac, were you gonna post your upgrades next? Or should I?
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Unread 09-02-2010, 11:16 PM   #32
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Originally Posted by Geminex View Post
hahahahahahahaha OH WOW
... What?

Quote:
Originally Posted by Geminex View Post
Oh, and Drac, were you gonna post your upgrades next? Or should I?
Actually, I was really only going to post my upgrades one by one as the time came to get them.

Because I know I'm going to want to change shit around as the RP progresses.

However, I may post some conditional upgrades for Pierce.
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Unread 09-02-2010, 11:30 PM   #33
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Actually, I was really only going to post my upgrades one by one as the time came to get them.

Because I know I'm going to want to change shit around as the RP progresses.
That's cool, I guess. But just so we're clear, if one of your later things turns out to be imbalanced, and you get pissed because you already got the prerequisite for it three levels ago, that's your problem. You don't get to retroactively pick a new upgrade, and saying "but I already got the prerequisite" isn't a valid argument.
ZIS IS A DICTATORIAL DECREE!

Or something.
I mean, unless you want to keep your stuff super-super secret, why not post at least an outline, the strong stuff? You can still change it later, but we can work out some potential problems beforehand.
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Unread 09-02-2010, 11:36 PM   #34
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... Fair enough.

But if I'm gonna do it, I'm gonna do it right.

I actually just noticed something: AB, are we allowed to customize our first level of Demon Half?

Also, didn't you say before that we would get Trainer Attack for free at Trainer 1, and then Trainer Actions every even level of Trainer? Does that still hold?
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Unread 09-03-2010, 12:56 AM   #35
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Correct and correct, Drac. Additionally, for Impact, Dracorian, and Sophie (also played by Dracorian), I'll go ahead and post what was desired by them for the Magatamas, just in case they don't remember.

Impact:

In regards to my magatama...
I'm thinking control (surprise surprise). Not a lot of "in your face" force, but the ability to
a) find out stuff about the enemy, maybe enhanced aura scanning, analysis, and even mild precognition
b) influence the enemy's morale, tactics and targetting
c) strike very precisely at certain elements of the enemy force. Not to deal much damage overall, but to hinder specialists and supporters, to modify the flow of their reinforcements, to apply overwhelming force in a single place, should it become necessary
d) support the rest of the party (not certain how)
Yeah. Pretty much manipulate the flow of battle. It's a lot, but I've got a lot of levels to fit it in. Also, since the 5th Slayer level is just the RDPA, could I take that level, and then drop it as soon as we reach demon? (Possibly justified by some event or another that makes it impossible for Impact to use the power armor anymore, or maybe he just refuses to.)

---------------------------------------------
Pierce:

Anyway, here's the Magatama abilities I want for Pierce:

- Toughness. That is to say, increased defences. Because...
- The ability to take (or negate) all damage directed at one ally, at a Rage Point cost.
- Increased Rage Point generation or decreased Rage Point cost, pick your favorite.
- Stat boosts all around the board. And when Pierce is out on the field, a small stat boost to whichever pokemon is out with him.

---------------------------------------------
Sophie's Magatama:

- A skill to use two attacks for one turn (note: attacks, not actions; use an item? no; use a Signature Technique? no; normal attack? yes) at a RP cost.
- Enhanced observational skills: first level, determine the strengths (weapon capabilties, possible attacks) and possible weak points of an opponent. Second level, read body language and determine an opponent's next move (NOT precognition, that doesn't fit with Sophie). Both for an RP cost.
- Stat boosts.
- Chemical knowledge: Sophie carries around a case full of chemicals. In the field, she can mix and match to treat status afflictions to an extent. The effect of all physical status effects (except for Freeze, for obvious reasons) is halved. Physical status effects that take two actions to cure can be healed in one action.

Actually, as for Demon Half level 1, you're required to have Aura Reading as an upgrade. But it won't detract from other upgrades you might want. Just consider it a perk that doesn't really help you in battle. But it does make shit a little more interesting.

Last edited by Astral Harmony; 09-03-2010 at 12:58 AM.
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Unread 09-03-2010, 01:36 AM   #36
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Huh.

I totally forgot I had asked for Sophie to get her own version of Double Attack.

Anyway, upgrades for Pierce:

Already earned:Already Earned:

Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.
- Trainer Attack is available.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Trainer Attack skill is available. Allows Trainer to hit enemy as a free action. Attack is fairly weak and generates no Rage.
- Divine skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd Trainer Action is available.

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.


Okay, so I realize we're not actually to level 5 yet, but it's like right there anyway.



Level 6 onwards:Level 6 onwards:

Slayer (Level 1)

- Has a Normal type attack.
- Normal damage is reduced by 50%.
- Can possess a loadout of three weapons and three armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.
- Maximum Items carrying up to 6.
- Stats rearranged but keeping same base total.
- Character generates 10 rage per attack (or when getting attacked)
- Can deploy self and one pokemon, or two pokemon.

- Light Weapons
Claw of Twilight (Dark, 50% Flinching)
Dragon Slave (Dragon, 50% SpDefense -1)
Capacitor Rod (Electric, 50% Paralysis)
Strange Parasite (Grass, 50% Drain)
Toxin Bombs (Poison, 50% Poison)

- Medium Weapons:
Swarm Bow (Bug, 50% Evasion -1)
HV Penetrator Rifle (Fighting, 50% Defense -1)
Gust Blaster (Flying, High Critical)
Netherworld Sapper (Ghost, 25% Instant Death)
Titanic Fist (Ground, 50% Accuracy -1)
Synapse Disruptor (Psychic, 50% Confusion)

- Heavy Weapons
Napalm Thrower (Fire, 50% Burn)
Hydro Cannon (Water, 50% Sleep)
LH Launcher (Ice, 50% Freeze)
Siege Boomerage (Rock, 50% Attack -1)
Crescent Moon (Steel, 50% Internal Bleeding)

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)

- Slayer Weapons deal 130 damage.
- Pierce gains Defiance (see conditional upgrades).
- Slayers can now equip two of the Accessories listed below.

Slayer Accessories: Each use costs 30 Rage.
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.
- Dire Power: Always Active type. 10% crit chance.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.

AB said he might come up with some more accessories that work like pokemon abilities, but these are going to be the accessories available to Pierce. Basically, I shaved off some of them to make room for more cool shit in this upgrade.


-----
Demon Half (Level 1)

- Aura Growth increases all statistics of Slayers and Pokebrids by 15 and Pokemon by 5.
- Use Aura Reading to find out what most NPCs think of you. Impact could use this to find potential allies for his evil emergence, for example.
- Access the following Signature Techniques:
1. Aura Blade - 200 Power, 100% Accuracy, Almighty Type, Physical Attribute. Great against foes that have buffed their defenses into the upper strata. Costs 25 Rage.
2. Focus Ray - 200 Power, 100% Accuracy, Almighty Type, Special Attribute. The long range version of Aura Blade. Costs 25 Rage.

-----
Demon Half (Level 2)

- Pierce gains 10 points in all stats.
- Pierce can now use the skill Cover to redirect all the damage directed at one ally toward himself. Costs 30 Rage.
- Pierce gains the skill Inspiration. When Pierce is in the field, whichever pokemon is out with him gains 5 points in all stats.


-----
Pokemon Breeder (Level 1)

- Base Rage generated goes from 5 to 7.
- Can create a new custom hold item.
- 2nd Xth Stage/Veteran upgrade is now available.
- 3rd Trainer Action is available.


-----
Demon Half (Level 3)

- Pierce gains 15 points in both Defense and Special Defense.
- The skill Inspiration is improved. Whichever pokemon is with Pierce in the field gains 10 points in all stats. This stacks with the previous upgrade.
- One of Pierce's leader pokemon gains a second ability.


-----
Slayer (Level 3)

- Medium Weapon Ricewood Rifle (Ruin type Damage) is available.
- Armor Guardian Globe (Ruin type Defense) is available.
- Pierce gains 10 points in all stats.
- Pierce gains Shock Trooper Configuration (see conditional upgrades).

-----
Slayer (Level 4)

- PC Slayers can now equip two small, two medium, and two large weapons in addition to the Normal type assault rifle that is always on hand.
- 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 double as opposed the 1.5 used by Trainers and Snaggers.


-----
Demon Half (Level 4)

- Pierce gains 15 points in both Defense and Special Defense.
- When using the skill Cover, the damage Pierce recieves is reduced by 20%.
- Rage Point cost for all skills is decreased by 5.

-----
Demon Half (Level 5)

- Pierce gains 15 points in all stats.
- The skill Inspiration is improved. Whichever pokemon is with Pierce in the field gains 10 points in all stats. This stacks with the previous upgrades. The bonus is split between both pokemon out in the field with Pierce.
- Pierce's other leader pokemon gains a second ability.





Conditional UpgradesConditional Upgrades:

1) At Trainer 5 and Slayer 2, Pierce and his pokemon gain Defiance, whenever one reaches 1/4 of their HP, that one's damage increases by 25%. This boost is negated when their HP rises above 1/4.

2) At Breeder 1 and Slayer 3, Pierce gains Shock Trooper Configuration, allowing him to fight alongside his pokemon. Pierce and both his pokemon can take action on the same turn with no penalty.



Pierce's stats:

HP: 100
Attack: 120
Defense: 80
Special Attack: 105
Special Defense: 75
Speed: 120

Total: 600


So. Let's get to nerfin' the crap outta these.

Too many stat boosts, right?
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Unread 09-03-2010, 01:50 AM   #37
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I'm actually gonna let Menarker go first on these, see what he thinks. I've formed a few opinions, but I wanna wait. He was online before, this shouldn't take too long.

Edit: Though not to keep you waiting, it doesn't seem all that bad. The stats boosts don't seem too horrible, and you'll probably end up with less offensive power than Menarker's. But like I said, I wanna hear his views first.

Edit 2: Speaking of which...

Last edited by Geminex; 09-03-2010 at 01:56 AM.
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Unread 09-03-2010, 01:55 AM   #38
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Sorry, had something very important about the crit convo to say. I think I got a good balance here though.

Quote:
Originally Posted by Geminex View Post
In regards to crit:
Let's combine the two ideas. I prefer a digital system where you get bonuses depending on whether your speed is higher or lower than the enemy's, cause that's how speed started out, and how, I think, it works best. But you're right in that multipliers don't work very well, the stages are better. So why not like this:

5 stages (or perhaps 6, not sure, whereby the 6th stage is 66%)
Being faster than the opponent you're attacking gets you a 2-stage boost
Every other "positive" crit affect (such as using focus energy or an improved crit-chance move) gives you a one stage boost (that includes dire hit, no two-stage item boosts for you).
The upper two stages (4 and 5, or 5 and 6) can only be reached by a speed bonus.
Also, I'm considering whether to make it so that speed gives you a 3-stage boost if your speed is double or more that of the opponent's (that'd make heavily speed-focused pokemon, such as Ninjask way more viable)
Speed also gives a bonus to avoiding sniper and destroyer attacks (though I'm not sure what formula we'd use here)
My only problem with this is making the last few speed boosts being only accessible by speed. You're accidently making pokemons that are not crit focused great at critting and those who were supposed to be crit focused NOT good anymore.

There are several species of pokemon whose speciality being critical hits that do not have high speed. Absol and Honchkrow to name a few are several whose ability is critical focused. MANY of those who can learn Focus Energy move are not very fast at all due to balancing. Therefore, limiting the highest tiers to only those who can achieve speed is rather limiting to those whose main purpose in the game is to achieve crit easier but whose speed stat in the real game was dropped low as a balancing feature (since the ones who have high crit tends to have high power, making them attack first would surely do immense damage if not outright KO in one hit, causing them to be a dangerous sweeper.)

Hence that is why I opted for speed benefits for crit to max out at 3 while the upper stages are reachable by things that are crit specific like abilities, moves or items. Those like Ninjask would still EASILY have 25% chance of critting naturally, but those who are crit focused but naturally slow should have a chance to equal them, if not exceed them, due to the difference in how speed operate in the games as opposed to here.

Balancing this will be tricky though...

See, equipping a pokemon with a Razor Fang is easy enough, although it does take up your item slot for things like custom items or things like Lum Berry or so. So, if you intended ahead of time for that pokemon to be crit focused, then yes, that's practically a free stage up. For super fast pokemons who already hit level 3 with ease, that would pump them to level 4 easily enough.

Crit moves or abilities however are not quite as common. They are more reserved for those who focus on crits in the first place. Having one and choosing to use one thus grants another stage. But since most crit pokemons are slow, this would only serve to bring them to level 3 at most ASSUMING a razor fang. This means, most fast pokemons who do not specialize in crit moves but are wearing a Razor Fang easily reach level 4, while a crit specialized character with low speed wearing a Razor Fang can only reach level 3.

Thus I propose the following:

Speed maxes out at Stage 3. (Everyone starts at Stage 1)
Improved Crit moves give +2 to crit bonus.


This means that Speed pokemons wearing a razor can reach level 4 fairly easily, but unless they got a crit move or an ability that helps crit rate, they'll stay there. Start at 1, get 2 crit due to speed unless they come across someone faster (3), and razor fang to hit 4. (Speed pokemon still have advantage of evading snipers and destroyers, but risk losing the speed clash or getting paralysed.)

Slow crit pokemons start at 1 and with razor fang end up with 2 stage. But a crit move brings them up to 4, thus keeping them equal with most fast pokemons with razor fang. (Their crit is reliable, not shifting much from speed, but they get hit more by destroyers and snipers)

The few times that there IS a fast attacker with crit moves or the crit specialist is facing a slow target, the benefits becoming greatest, with +2 speed bonus, +2 bonus for crit and 1 for razor fang for the elusive stage bonus of 5. If said crit user also has Dire Hit or Super Luck or something like that... Then maybe we can allow a stage 6


What do you think of this proposal?




Quote:
Also, in this vein, we could make it that attack-first moves (like quick attack) all get modified to they give a fixed boost to your speed stat for this attack (maybe, I dunno, a random number between 15 and 30 points?). That'd be in keeping with their "original" function and make them actually useful.
That sounds good although the only one who would choose something like that is anyone with Extremespeed due to its higher power.

Last edited by Menarker; 09-03-2010 at 02:15 AM.
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Unread 09-03-2010, 01:57 AM   #39
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'Kay. I've got half an hour, then I need some sleep.

I'll try to get up early in the morning to address this.

By the way, I changed Defiance into a straight up damage boost and worded it better.
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Unread 09-03-2010, 02:15 AM   #40
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Reposting what I thought of Drac's idea here.

Drac's proposed idea looks good at the top of my head.

In terms of stats boosts, it looks fine. Or at least comparing to my character. If you're comparing him to my character, he's stronger more consistantly, especially in defense due to his stats being stable at a higher level. But whenever Renny enters RDPA or Paradigm Shift, Renny will jump in power to be higher for a period of time, even if Pierce and both his pokemons are in Defiance mode. But even then, Pierce won't be trailing terribly far behind. (Except in Special Attack which you'll be MUCH higher than Renny)

Pierce's pokemon will be stronger than Renny's though, so with the combined assault, it does more or less balance out.

EDIT: (I forgot that Renny would also be boosted by Pierce and Impact as a side effect because of that demon aura. So the difference in power during Paradigm Shift would be a bit larger than I expected when Paradigm Shift or RDPA is active and smaller when it is not.)

One thing I noticed though is that prior to your last demon level, your pokemon fighting alongside Pierce who has the effect of Inspiration would have a bonus of 20 points, after taking in effect demon aura. But at the last level, both of Pierce's pokemon get Inspired, but smaller (to 15) due to it being divided between pokemons. I wouldn't say no to Pierce making the boost so it is 20 to both pokemon.

Last edited by Menarker; 09-03-2010 at 02:25 AM.
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