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Unread 09-01-2010, 11:43 AM   #71
Dracorion
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So Gem, AB said I could customize the upgrades for all my characters.

How do you want to handle that? Should I customize all their upgrades starting at level 1, or do I just pick 5 upgrades for them to get and treat them like standard, and only customize after that?

How would the latter work for Sam and Elizabeth, though? They're NPCs, so they gain levels in both their classes at the same time. Do I just pick five ranks from either class, treat those as standard and customize the rest?
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Unread 09-01-2010, 12:21 PM   #72
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Well, here's a good several ideas for some decent accessories.

- Action Amp: Activation type. Doubles the number and effects of the action for that turn. In other words, activate this accessory, then do two Actions at double their normal effect.
- 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.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- 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.

I think that's a good number for now.

Quote:
Originally Posted by Dracorian
How would the latter work for Sam and Elizabeth, though? They're NPCs, so they gain levels in both their classes at the same time. Do I just pick five ranks from either class, treat those as standard and customize the rest?
Yes, do that, except in the case in Demon Half which doesn't have its own template. You can customize those ranks yourself.

Anyways, I'm thinking about the post right now. And I think I'm going to make those psychic manifestations a good deal tougher than I originally thought. It's time for some real difficulty.

Last edited by Astral Harmony; 09-01-2010 at 12:23 PM.
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Unread 09-01-2010, 12:50 PM   #73
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Those accessories look pretty awesome. Especially interesting to see ones that are passive and thus don't require rage to activate for their effect.

Could I possibly request something to help with crit rate? Since the form I'm planning on using has a few moves that focus on crit chances (as well as decent speed). I rather have something that would effect the chances of it happening like the the ability Super Luck as opposed to something that made it stronger like Sniper.


Page here if you need reference

http://bulbapedia.bulbagarden.net/wi...o#Critical_hit

Also, can you give a sort of scaling ratio of how big a chance chance you get depending on how much speed you have?



EDIT:
I was kinda thinking that a suitable scale might be:

0-90 Speed: Normal (Stage 1 in the Crit Chart) 6.25% chance of crit.

91-114 Speed: Fast (Stage 2 in the Crit Chart) 12.5% chance of crit.

115+ Speed: Ace (Stage 3 in the Crit Chart) 25% chance of crit.

Stage 4 and 5 reserved for those who have items or abilities or moves that improve crit rate.

I kinda doubt you'll want to implement a stage any higher than 50% crit chance anyhow.

Your thoughts? Or thoughts from anyone else for that matter? It was hard trying to decide where the cut-off from Fast to Ace should be. But 115 is where you get most of the really fast pokemons that specialize in speed while sacrificing other stats, although some of the lower ones like Infernape, Rapidash, and the Latios/Latias duo are also very fast, but just not quite that level...


Last edited by Menarker; 09-01-2010 at 02:35 PM.
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Unread 09-01-2010, 02:30 PM   #74
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Didn't Geminex post a crit formula based on speed a while back?
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Unread 09-01-2010, 02:39 PM   #75
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I don't remember him doing so, but maybe.

Keep the ideas for accessories flowing. Might as well handle their creation as one big bunch.
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Unread 09-01-2010, 02:47 PM   #76
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I don't believe he did anything like that...

You said you were going to pump some of the existing older accessories, so maybe that's a start. (In particular maybe the infatuation and Toxic one so they are "improved" like how one of the original accessories was that the target would always fail their saving throw. Maybe turn Infatution into that proposed Love status.)

Something that boosts crit (would be awesome if it was Always active even if it's just one stage boost), something that mimics White Herb (cure stat losses and stuff like that), heck one that mimic Haze would be awesome although probably overpowered on bosses...

Just throwing ideas here.

BTW, I can't seem to find some of your extra accessories that you submitted before, such as the Rage Tank and the one that causes the slayer to do OMGWTF explosion like damage but caused him to faint.

BTW, a thought came to mind. Your upgrade sheet says that RDPA acts like Paradigm Shift except it doesn't costs rage. Does that mean it boosts stats just like Paradigm shift does? Would it stack with PS?

Last edited by Menarker; 09-01-2010 at 02:54 PM.
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Unread 09-01-2010, 02:53 PM   #77
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Hmmm...

Maybe an activation type that has a chance of countering every attack done on the user that turn?

Or an always active type that basically gives the Slayer the Simple ability.
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Unread 09-01-2010, 03:09 PM   #78
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Well, there is your big idea AB. Just scroll down the ability page and choose ones you think would be appropriate to accessorize.

http://bulbapedia.bulbagarden.net/wiki/Ability

Mold Breaker in particular would allow it to fight any foe regardless of what ability it has (good for dealing with Merc foes)


Anyhow, I'm off to work. See you all later!
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Unread 09-01-2010, 04:00 PM   #79
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Also, AB, I notice that Wilhelmina is the only Sniper that doesn't have a Sniper Skill.

I mean, Evangaleen, Callisto and Whitney all have Sniper Skills, but Wilhelmina doesn't. What's up with that?


PS: HEY BARD CLEAN OUT YOUR INBOX.
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Unread 09-01-2010, 09:33 PM   #80
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Ok, first, Drac:
Yah, 5 standard ranks from either class, the rest is customizable. What AB said.

In regards to the accessories: I think everything except for the Action Amp is alright. I'd just forget about the action Amp, though. Double actions at double effect? That's the equivalent of 4 actions, instead of one, for 30 rage. That's... rather a lot.

And I guess Menarker's speed scale works. But... I am uncertain. It's the fact that it rises so quickly after 90 that makes me nervous. I mean come on, 25 speed makes the difference between a 6.25% crit rate and a 25% crit rate? I'm not buying that. I'm thinking it should do one of two things:
Either, it should be a more linear progression (as I, contrary to what you may believe, actually proposed ages ago, but I'm not going back to look)
or, and I actually prefer this one:
We make it digital, like the old speed was. In the games it didn't matter how much you had, it just mattered whether or not yours was higher than your opponent's. If you asked me, my proposal would be to make the base crit chance 10%, holding a crit item or using a crit-improved move gives you another 10% to the base chance, and attacking an opponent with lower speed than you, triples your base chance.

It's faithful to the game, and it's, again, simpler.

Buuuut... ICT. Wow. You really like that, huh?
Quote:
I'm still shocked you suggested Renny can "switch the elements" like they were weapons. You think someone can just suddenly forget on and off their training? No in-game justification there.
Oh yes! It is absolutely shocking! We are all in shock!
Look, have you ever actually explained how you want ICT to work in-game? I though it was simply Renny using Slayer weapons to improve his own attacks, rather than attack with them independently. And even if that isn't the case, we can make up some bullshit about how he gets "elemental amplifiers" instead of weapons. It's easily justifiable.

And I'm not going to reply to your post point-by-point. But I think you're really, really overestimating the power of status effects in this game. I mean come on, how long does an opponent usually survive? Two attacks? Three? Add to that sig-techs, and the fact that we frequently outnumber and overpower our foes (what with all the nice buffs and amplifiers), and we pretty much sweep the entire enemy side every second turn.

Not to mention that, once a Slayer has used a super-effective attack (which is the only way he inflicts a guaranteed status effect), the opponent will usually be below one third health. They usually get finished off by a pokemon's move.

So really, I'd almost say that Slayer Weapon effects are negligible, since, like I said, enemies don't survive for long enough to get seriously inconvenienced. Not utterly irrelevant, but since you get moves with their own interesting effects (and, y'know, you get all the moves of one element, rather than just one move with one effect), I think it balances out. Hell, I'd even go as far as to say that, in regards to "additional" effects, Renny might be better off, depending on what moves he'd actually get.

But that's really not very important. Slayers aren't disruptors. Their role isn't to cause status effects. Their role it to deal tons and tons of damage. They are capable of doing so because they have good attack stats, they have ways of buffing themselves, they have double stab, they have strong attacks. And already a pretty good variety of attacks. They are DPS, pretty much. Anything that lets them fulfill their primary role more effectively (especially to the magnitude you're proposing) is far more valuable than the ability to cause status effects.

So yeah. 4/8 is the most I'll go (and even that's not likely). Because you're really not sacrificing all that much, and asking for one hell of a lot. You said it yourself:
Quote:
4) Proposed ICT diversity enable for Renny to feasibly almost always hit for Super Effectiveness and half the time for STAB.
There. That. Pretty much equates to a "massive boost in offensive power". I don't think you should get a massive boost in offensive power. I think being able to pick all the attacks of 3 or, respectively, 6 types is fine.
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