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Unread 09-04-2010, 09:49 AM   #61
Dracorion
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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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Last edited by Dracorion; 09-04-2010 at 10:11 AM.
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Unread 09-04-2010, 09:49 AM   #62
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Quote:
Originally Posted by Geminex View Post

And speaking of her level...
Menarker, Renny'll be a level 15 character, with 6 levels in breeder. Elizabeth will be a level 20, with 10 levels in Snagger. Whose ability do you think is gonna triumph?
Then obviously, we're going to have to make me a different ability because it obviously doesn't have any ability. We're fighting as groups against foes who should for all intent and purpose be higher level individually than any single character. A super specific ability that's supposed to protect against Domination and Snagger should not just be "nope, doesn't work against me" just because of levels. It's not even 100% immunity. Look, her snagging is largely based on her using her sexual wiles and charisma on her targets to get them to reconsider which side they are on. Renny's pokemons are more or less developed characters and loyal to Renny. I don't think it she should be any more successful than my ability lets her. Otherwise, we're going to give Renny new abilities on that level, since it has no value if it can't do exactly what it states. AB says it'll happen so rarely, that the few times it does happen, it should be certain to work.

Quote:
And... Crit:
Once again, Menarker, what gives?
When you proposed that speed should influence crit, I thought you actually mean that it should influence crit. Rather than, y'know, having some sort of minor effect on crit (because heavens, we wouldn't want to inconvenience Absol or Honchkrow!) and a bunch of other minor effects besides. Seriously.

If you don't want to base speed on crit at all, ok. Maybe we can think of something else. But you seem to be arguing with yourself here. On the one hand, you want speed to influence crit. I agree with this side, and add that for this to work, speed would have to be the primary influence on crit.
On the other hand, you seem dead-set on not disturbing anything. This is the side that seems irrational to me, since this is a full stat, for god's sake. It's fully one 6th of the bunch of numbers that indicate the fighting power of each and every pokemon. Modifying it is gonna cause some waves.

So make up your mind: Either we use crit for speed and we go all-in and make it the major, core factor, or we find some other major offensive characteristic for speed to modify. But you can't give speed a bunch of minor influences, cause that'd
a) screw up the game even more,
b) probably still keep speed as the dump stat
and
c) be very hard to balance.

Also, you confuse me. When did I ever mention a "near 50% constant chance of critting"? I proposed that fast pokemon get +2 to crit, +3 if they're twice as fast as their opponent. That'd still only come out to 33%.
But that's just a minor point. I explained my grievance above
The entire point of the conversation was to define the rules of Crit.

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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Unread 09-04-2010, 09:55 AM   #63
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Oh, and AB, can you confirm these things Geminex and Menarker said?

Quote:
In fact, I know that AB said somewhere that the likelihood of a successful snag were dependent on HP. Hey, AB, could you elaborate on that? Like, what probability will we have at which level?
Quote:
One thing I might propose, is that instead of adding SO MUCH success chance of proper snagging, you should probably have some abilities that improve their happiness and morale. Since they will attack you and join the enemy again if they get attacked too much. Stuff like being hit with super effective hits, critical hits, being ganged up, being hit by status affliction and not being treated. Being knocked out and revived and knocked out over and over would be NASTY to its mood. That sort of thing.
In regard to that last one, do Snagged pokemon really work that way? They can leave if they take too much damage/are unhappy?


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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Unread 09-04-2010, 04:00 PM   #64
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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.
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Unread 09-04-2010, 04:44 PM   #65
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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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Unread 09-04-2010, 05:13 PM   #66
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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.
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Unread 09-04-2010, 06:45 PM   #67
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AB, you got a slight discrepancy here:

Quote:
- Pokemon has 100% to 60% health = 10% success.
- Pokemon has 70% to 25% = 20% success.
- Pokemon has less than 25% = 50% success.
I'm going to take the second one to mean if the Pokemon has 60% to 25% health.


Right, so, Elizabeth revised!

StandardStandard:

Pokemon Trainer (Level 1)

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

-----
Pokemon Snagger (Level 1)

- Two Pokemon are available.
- Two slots for Snagger Pokemon are available.
- Snagballs cause Paralysis.
- Snagged Pokemon are fully healed and ready for battle.
- Snagball Catch Rate: Pokemon has 100% to 60% health = 10% success. Pokemon has 60% to 25% = 20% success. Pokemon has less than 25% = 50% success.
- Trainer Attack skill 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 Snagger (Level 2)

- A Third Pokemon is available.
- Snagballs are 10% more successful now.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- 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.




CustomizedCustomized:

Pokemon Snagger (Level 3)

- Snagballs can now cause the Snagger's choice of Poison, Sleep, Confusion, Frozen, or Paralysis.
- Elizabeth gains the Persuade skill, improving her Snagball catch rate to: Pokemon has 100% to 80% health = 20% success. Pokemon has 80% to 50% = 30% success. Pokemon has less than 50% = 60% success.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- Elizabeth gains the skill Loyalty. Snagged pokemon will not leave upon being defeated once. However, they will leave if they are knocked out a second time. Using them often in battle and treating them well will decrease the chances of them leaving if they are knocked out a second time.

-----
Pokemon Snagger (Level 4)

- Auto-Snag skill is available. Allows Snaggers to automatically Snag a Pokemon at full health. Costs 50 Rage.
- 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.

-----
Pokemon Snagger (Level 5)

- 2nd custom move availability.
- Elizabeth gains the Flirt skill, allowing her to inflict one target with Love at a 50% chance. Costs 40 Rage.

-----
Pokemon Breeder (Level 1)

- Can create a new custom hold item.
- One of Elizabeth's leader pokemon gains a second ability.

-----
Pokemon Tuner (Level 1)

- Base Rage generated goes from 5 to 7.
- 3rd Trainer Action is available.
- Persuade skill is improved. Snagball catch rate increases by 10%.

-----
Pokemon Breeder (Level 2)

- Breeders can use the Skill Defend to make a Pokemon protect itself from a certain incoming attack type. Type advantages are reduced by half (x2 damage becomes x1, x4 becomes x2, for example). Requires 15 Rage.
- 2nd Xth Stage/Veteran upgrade is now available.

-----
Pokemon Tuner (Level 2)

- 7th Pokemon slot is available.
- Snagballs can inflict Plasmaburn or Deep Freeze now.
- Snagballs can be used to inflict status effects without direct damage on non-Pokemon units.
- Elizabeth gains Smoking Hotness (see conditional upgrades).

-----
Pokemon Breeder (Level 3)

- Elizabeth's other leader pokemon gains a second ability.
- 4th Trainer Action is available.
- Can create a new custom hold item.

-----
Pokemon Tuner (Level 3)

- Loyalty skill is improved. Snagged pokemon will not leave after they are knocked out three times. Treating them well and using them often in battle will decrease the chances of them leaving after being knocked out the fourth time.
- Snagballs can now inflict Instant Death and Love.
- Snagballs’ chance to cause status effects increases by 10%.

-----
Pokemon Breeder (Level 4)

- 3rd Xth Stage/Veteran upgrade is now available.
- 3rd custom move availability.

-----
Pokemon Tuner (Level 4)

- 8th Pokemon slot is available.
- Snagballs can now inflict Berserk and Fear.
- 4th custom move availability.

-----
Pokemon Breeder (Level 5)

- One of Elizabeth's non-leader, non-Snagged pokemon gains a second ability.
- 5th Trainer Action is available.

-----
Pokemon Tuner (Level 5)

- Base Rage generated goes from 7 to 10.
- Snagballs can now inflict Apathy and Exhaustion.
- Elizabeth gains Aegis Armor (see conditional upgrades).




Conditional UpgradesCustomized Upgrades:

1) At Breeder 2 and Tuner 2, Elizabeth gains Smoking Hotness, reducing the damage recieved by Elizabeth and her pokemon by 25%.

2) At Breeder 5 and Tuner 5, Elizabeth gains the Aegis Armor, her own RPDA, allowing her to participate in combat while it is active, taking the place of one of her pokemon. It can only be used once per battle and lasts for five turns.



Trainer ActionsTrainer Actions:

Oops!: Elizabeth has an "accidental" wardrobe malfunction. 50% chance to inflict Flinch on one enemy.

Sweet Kiss: One of Elizabeth's pokemon gains +1 stage to their crit chance for the duration of the turn.

Heel Face Turn: Elizabeth's Snagged pokemon gain a 20% damage boost for the duration of the turn.

I'm Your New Master!: Increases the happiness of Snagged pokemon for the remainder of the battle. Stacks.

Group Hug: Both of Elizabeth's pokemon on the field regain 30% of their max HP.



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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Unread 09-04-2010, 07:42 PM   #68
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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.
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Unread 09-04-2010, 07:51 PM   #69
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Quote:
Originally Posted by Geminex View Post
One thing, Drac: On Trainer 4 Liz gains loyalty, I suddenly realize. I didn't see that one before...
It's the passive ability I just said I added. Gets upgraded at Tuner 3, did you see?

Quote:
Originally Posted by Geminex View Post
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.
It's not like Snagged pokemon won't run away. It's that it's going to take more than one KO. A second one will do it.

Her second level of Loyalty probably does need some nerfing, though.
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Unread 09-04-2010, 10:06 PM   #70
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Quote:
Originally Posted by Geminex View Post

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.
You assumed partly incorrect. Improved Crit Specific moves like Slash or Stone Edge gives +2 crit. Everything else is +1 except for greater speed with is +2.

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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