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Unread 09-26-2010, 06:41 PM   #71
Dracorion
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Make it once every two turns.

We'll see what happens.

And Gem, if we ever have to nerf a large number of your abilities at one time, I don't want to see you bitching about it or else.

And y'know Gem, you could spend that time putting your goddamn Signature Techs and your upgrade sheet in Impact's bio.
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Unread 09-26-2010, 06:42 PM   #72
Menarker
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Yeah, sorry about that. Family matter came up with renovation while I'm still working on school stuff. Mind you, I've been thinking of the responses during work. Should make you a PM shortly.
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Unread 09-26-2010, 06:54 PM   #73
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Quote:
And Gem, if we ever have to nerf a large number of your abilities at one time, I don't want to see you bitching about it or else.
Well, we've said that we have to test a lot of Impact's stuff to see how it'll do. So let's test a lot of his stuff to see how it'll do.

But as far as I can tell, we're pretty near balanced now. If it turns out we aren't, I'll be the first to call attention to that, much less bitch!
Mind you, whether or not he'll be balanced, that'll be a matter of opinion, but... I'm sure we'll be able to agree on something.
Also, or else what? This does interest me.

Menarker, put the important stuff first. Pierce's sidequest ain't going anywhere.
Also, a longer wait probably wouldn't harm the RP to any great degree, so take your time.
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Unread 09-26-2010, 09:01 PM   #74
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Originally Posted by Geminex View Post
Also, or else what? This does interest me.
No.

I want you to be surprised.

Seriously, bitch, I dare you.
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Unread 09-27-2010, 12:28 AM   #75
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The character listing should be done tonight. I'm sorry for all the waiting.

If time permits, I'll post in the RP as well.

EDIT: Time to get to work, fellas. I know a LOT of questions are inbound, so let me pose a few of them for you before you check out of the updated character database on the first post of this here thread.

The difference between "3 Foes" and "3 Foes (Splash)": Splash deals less damage to the adjacent units than it does the intended targets. Here's a general rundown...

[Foe 1 (40% of damage)] [Foe 2 (70% of damage)] [Foe 3 (Target, 100% of damage)] [Foe 4 (70% of damage)] [Foe 5 (40% of damage)]

Nothing is affected by Splash but damage. Get it?

About Mio's Ruin Pokebrid Forms: I need time to create full movesets, not to mention their new secondary types, but considering how few Ruin Pokemon exist, it won't take long at all to come up with the new Ruin Pokemon, and I've already done some of it.

So who isn't available for the DSS of Pierce's Sidequest?: Rayleen Crosswald, Irene Crosswald, Sakuya Kazetsubaki, Alice Hornsbury, Laurith Wallace, Silk Takayuki, and all Destroyers. Snipers cannot function in their specialty role, but they can be assigned as Enforcers.

You use less words this time: No descriptions of anything whatsoever saves space and trims down the file size. If you don't like it, use Bite on me.

Last edited by Astral Harmony; 09-27-2010 at 03:45 AM.
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Unread 09-27-2010, 04:01 AM   #76
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Originally Posted by Dracorion View Post
No.

I want you to be surprised.

Seriously, bitch, I dare you.
Look, we've been over this. Threatening someone, and then going 'noooo my threat is a SECRET' does not work very well. For you to credibly threaten someone, they have to perceive you to be capable of endangering them. So you either need a reputation for always pulling through with your threats, or you need to point out a vulnerability of theirs to them, as proof that 'hey, this guy could actually hurt me!'. You're doing neither, and, as such, your threat is ineffective.

Mind you, it'd be ineffective anyway. I'll bitch eventually if I feel like I'm being treated unfairly, and considering that you'll probably be the source of at least 50% of said unfair treatment, I wouldn't advise you to go through with any threats in that situation. Cause see, I'll be pissed enough at you. You really don't want to piss me off more and supply me with an excuse to... retaliate. You really don't.

Mind you, 'eventually'. We can discuss what's unfair and what isn't, and we can hopefully come to some sort of agreement. Threats and retaliation won't, I hope, be necessary.

Now, enough with that. OOOH LOOKIE HERE
Impact's (preliminarily, I know, I know) Finalized Upgrade Sheet
Signature Break:
Cost: 1 Taction
Effect: Impact mentally assaults the target's aura, disrupting the target and preventing them from focusing enough to bring their strongest abilities to bear. One Sig-tech, Sync-tech, love-tech or Co-op technique (or anything else of that nature) cannot be used until the end of next turn (effect counts as a debuff).
Conditions: Can be used 2 times per turn at most, the same technique cannot be disabled twice per turn

Analyst:
Cost: Passive
Effect: In combat, Impact's especially aware of his surroundings and may draw conclusions that seem inexplicable, or even supernatural in their accuracy. Basically, in combat, when we get info about enemies or our situation, AB gives us a little extra. What is up to him, as long as it's useful.

Formation shift:
Cost: 2 Tactions
Effect: Impact coordinates rapid maneuvers to modify either an allied formation, or force the enemy to modify theirs. Select one member of a formation somewhere on the battlefield and replace this member somewhere else within the same formation.
Conditions: Use twice per turn at most. Foes can switch back in exchange for 10 rage during the turn after this was used.

Despecialize:
Cost: 3 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 2 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only. Cannot be used on the same target twice in the space of 4 turns.
Example: Enemy medic is pissing us off. Use despecialize to take away his ability to use items.
Shock Troopers can only use one pokemon when despecialized, Snipers are attackable, Engineers cannot construct. And so on.

Fire at will:
Cost: 1 Taction to activate, plus up to 6 optional tactions
Effect: Impact helps coordinate the team's Destroyer to unleash a rain of destruction upon their hapless foes. For every two optional Tactions payed, the destroyer gains 100 aditional rage, for this turn only. Rage generated by this technique can raise the destroyer's gague above maximum.
Conditions: 6 optional tactions (working out to 300 rage max), can be used only every second turn

Deathly Calm:
Cost: 5 Tactions
Effect: Impact invades the minds of up to 3 foes, and bestows upon them a cold, deathly sense of calm and indifference. For one turn, they will lose rage whenever they would gain it while attacking, and rage generated from being attacked is nullified. Techniques or abilities that cost rage have their cost increased by 10.
When used on a pokemon, their trainer will lose rage for the pokemon's actions (but only for the affected pokemon's), and techniques used specifically by the pokemon (such as divide or focus) will have their cost increased by 10. When used on a trainer, the trainer will lose rage only for his own actions (if he's capable of actions), and will pay an increased rage cost for sigtechs, love-techs and any techinque or ability he participates in directly.
Conditions: Use once every two turns at most

Massive feedback:
Cost: 25 rage and 1 taction to activate, 1 taction per attack
Effect: Impact gathers his strength and responds to every enemy attack with a massive wave of Aura-shock. The enemies take no damage, but they're so shaken that the attack or weapon they last used is now disabled.
Conditions: Once ever two turns only.

Superanalysis
Cost: 40 rage to activate, 2 Tactions per target
Effect: Impact rapidly analyzes the condition and vulnerabilities of various foes and feeds that info to his allies. For the duration of next turn, all affected foes become extremely vulnerable to secondary attack effects such as status effects, debuffs, stat reductions, flinch, etc... Attack with these effects are 2 times as likely to successfully inflict them. If a target is immune to an effect, it becomes normally vulnerable under the effect of this ability. Foes also suffer -2 stages to defense and special defense for the duration of this ability.
Coniditions: 6 targets max, once every two turns only

Ability drain
Cost: 2 tactions
Effect: Select one enemy ability. This ability is nullified for two turns.
Conditions: 2 times per turn at most

RDPA:

Weapon 1: Weather Spire: Gives access to the "Weatherman" TA.
Weapon 2: yyy: Gives access to the "Dust Stream" TA
Weapon 3: Assault amplifier: Lets Impact attack with one of his standard weapons, and boosts the relevant attack stat by two stages. Attacking this way is more effective, but distracts him, costing him 2 tactions.
Weapon 4: Banshee Emitter: Gives access to the "Doom Howl" TA.

Armor 1: Survival Field Generator: Covers Impact and two allies to either side of him. Can be charged with up to 3 charges, at the cost of 1 taction per charge. Whenever an enemy attack would crit against a covered ally, the field uses one charge, and the crit is downgraded to a normal attack.
Armor 2: Variable Immunity Armor A: When RDPA is first deployed, this armor gives no immunity. Impact can initially pay 1 taction to have it grant immunity against a certain element, and from then on, another two tactions to change the immunity it provides. (E.g.: Impact goes initiates RDPA while in battle agains several fire tanks. He pays a taction to set the immunity to 'fire', to protect himself against their attacks. Once those are destroyed, they get reinforced by water tanks, so Impact pays 2 tactions to make himself immune to water instead.)
Armor 3: Variable Immunity Armor B: See above
Armor 4: Processing unit: Generates an extra taction per turn

"Ultimate Warlord":
Effect: Gains an extra Taction per turn, and makes his tactions much harder to resist (enemies with immunity now just have a 50% chance to resist his TAs). Also gains ability to switch to the 'tactician' position. As 'tactician', the same limiations that would apply to snipers apply to him (meaning that FOW or the weather limit the degree to which he can affect the battle), and he gains no actions other than tactical actions, but he gets an extra taction per turn and his tactions become even harder to resist (50% chance drops down to 33%). Additionally, he can designate one ally to 'Cover Him'. As long as this ally is in-combat, Impact gains the defensive properties of a Sniper, reverting back to normal vulnerability once the Ally in question leaves combat for any reason. Impact can switch Covering Allies at the cost of 3 tactions.

Switching between 'active combatant' and 'tactician' costs him half his tactions for the turn, rounded up, he begins battles in 'combatant' mode. While the switch to tactician may be impossible during very hectic, close-in fighting, it will be available even in situations where Snipers and Destroyers aren't present.

Weatherman:
Cost: 2 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.

Dust Stream:
Cost: 5 tactions:
Effect: Impact eliminates FOW on the enemy side by 30 and increases FOW on the allied side by as much.

"Haunting"
Cost: 6 tactions initially, 2 per turn afterwards
Effect: Impact pierces the target's mental defenses, to strike directly at its aura and mind. Instead of just attacking, however, he does something more subtle. He leaves a fragment of his mind in the foe's, then withdraws. This fragment disrupts the foe, haunts them, causes them to become utterly exhausted. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining half of what the foe had left. The fragment then jumps to a random adjacent foe, to do the same to it, unless Impact recalls it, at the cost of another 6 tactions. Doesn't affect pokemon.
Conditions: Can use only once per battle.

Doom Howl:
Cost: 4 Tactions
Effect: Deals no direct morale damage. However, enemies become subtly, but powerfully unsettled by the unearthly sounds of this device, and become 1.5 times more vulnerable to negative morale effects for three turns.


I think that's it. Isn't it? Yeah. I added some clarification, nerfed Deathly Calm a little (the way I had it, enemies would actually lose rage for getting attacked as well, and that seemed juuuust slightly retarded. Also, imbalanced).
I'll probably remodel the RDPA again, now that I know that it doesn't actually have to be an exosuit, but I'll do that another time

Edit:
AB, nice. That'll help a lot. There's a few minor issues, but I'll address those later, got some other stuff to do now. But thanks!

Last edited by Geminex; 09-27-2010 at 04:06 AM.
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Unread 09-27-2010, 04:10 AM   #77
DanteFalcon
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I have ideas for my upgrade tree. Probably be posting them tomorrow or the day after. Whenever I find the time to do it.
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Unread 09-27-2010, 06:37 AM   #78
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Heh.

Twilock stole Menarker's Tentacle Rape.
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Unread 09-27-2010, 06:43 AM   #79
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It did. Naughty Twilock.

I'm actually starting to think that Fire At Will is still too strong. I mean look at those techniques. I was thinking that, if I gave Impact something mind-controlley, it'd have to be something with a high cost, and a pretty big downside.

Whereas he could just have Marionata throw down a 3-turn dominate every second turn. Or have Twiloch massively buff an ally. For 7 tactions. I mean, yes, 7 tactions is a pretty high cost. But... I dunno. I don't want to make any changes yet, but I probably will soon enough.
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Unread 09-27-2010, 10:43 AM   #80
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Yeah, might as well nerf Fire at Will, you won't see me complaining.

And how's Marionata going to throw three turn Domination every other turn? It costs 400 RPs and she gains 100 per turn. She could, like, do it every four turns.

PS: Gem, now if you do make me go through with my threat you'll be more surprised.
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