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Unread 09-23-2010, 12:52 AM   #1
Astral Harmony
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Default Pokemon Umbral Theatre 9: Ode to Gardevoir...Yes, Again.

So I've been playing Pokemon Platinum again and my female Kirlia finally evolved into Gardevoir. And even though that doesn't really merit a celebration, I'm going to celebrate, anyways. With sexy pictures.







You know the third Gardevoir is badass when she gets her own letterbox format.

And in case anyone gives a shit, my Gardevoir's name is Oneesama. I'm not sure why.
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Unread 09-23-2010, 06:29 AM   #2
Dracorion
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Clearly you have a fetish for little girls with brother complexes.

Anyway, Gem:

Quote:
Originally Posted by Geminex View Post
That's not his max tactions increasing. That's tactions he generates per turn. I'll edit that in.
Oh come on!

Ten Tactical Actions per turn?!


Quote:
Originally Posted by Geminex View Post
I was thinking about raising the cost for formation shift... Does 2 tactions sound allright? Keep in mind, it is fairly situational. Basically helps us use multi-target techniques.
Or it can fuck up the enemies pretty big.

Because, see, eventually we're going to come across enemies that have passive area buffs. Y'know, like a boss that gives +6 in all stats to the two enemies next to him and makes them invincible or something.

So instead of having a bitchass boss with two unstoppable dreadnaught minions made even more unstoppable by said area buff, we have a bitchass boss at the corner of the enemy formation giving +6 to all stats to the enemy Magikarp.

Admittedly, that example is also pretty situational.

But we really shouldn't be able to fuck with the enemy formation like that.


Quote:
Originally Posted by Geminex View Post
Y'think Despecialize is that bad? It wouldn't be effective against destroyers, that'd be bullshit. And against the rest? Sure, engineer can't construct. And medics can't use items. But medic items have been nerfed anyway, and enemy engies... well, ok, they're good. But it's usually not at all difficult to kill them quickly. This just gives us an alternative to killing them.
The main problem is enemy Snipers.

Though, I would like to point out that enemy medics don't have items per se. Rather, they have attacks that they actually use to heal allies.

Well, that's for the medics we've fought, anyway. They've all been Slayers.


Quote:
Originally Posted by Geminex View Post
Ability Drain: Again, you really think so? Nullify one ability for two turns?
Though I sorta see what you're getting at. With worry seed, this'd take us a full attack, albeit to make it permanent. What if the duration's just one turn?
Eh.

Quote:
Originally Posted by Geminex View Post
Well, haunting. I've been thinking about this one.
What happens is:
Can't target pokemon (just thought of this one, cause that'd be stupid)
Turn 1: Impact pays 4 tactions to use techniuqe. Target A becomes confused.
Turn 2: Impact loses 1 taction and 5 rage at the start of his turn. Uses technique again, for another 4 Tactions. Target A still confused, Target B becomes confused
Turn 3: Impact loses 2 taction and 10 rage at the start of his turn. Target A becomes exhausted. Target B still confused
Turn 4: Impact loses 2 Tactions and 10 rage at the start of his turn. Target A gets knocked out. It had 60 rage left, so Impact gets 15. Impact now has the choice to pay 4 tactions to retrieve the fragment. If he does not, it jumps to an adjacted opponent, Target C. Target C then becomes confused, will remain so for another 2 turns, before coming exhausted. If Target C dies, Impact will gain another quarter of its rage, and the fragment will travel to another opponent.
So basically, Impact can keep fucking with the enemy formation with perma-confuse and exhaustion?

Quote:
Originally Posted by Geminex View Post
My german sense is tingling. It is telling me that you will not like any of this very much at all, that you'd want to reduce the amount of tactions I get per turn, and nerf the techniques as well. Because fuck, look at all the stuff I can do! It's insane!
Well, yes. But see, that's all I can do. While all of you are getting combat ranks and better stats, better pokemon, better items, more rage, Impact's remaining at Slayer level 5. He'll be no better in combat in 10 levels' time than he is now. I'm putting everything I have into this whole "tactical disruptor" aspect. I'm thinking it has the right to be pretty powerful. It's all I'm getting.
That does not equate to "make yourself game-breakingly powerful".

What you're doing is min-maxing in it's own way! And it's even worse than what Menarker does. Yeah I went there.

Instead of making Impact's Tactical abilities so powerful, you could get a couple of upgrades in the combat department. Like, I dunno, stats and junk.

Nothing much, really. Just enough to make sure Pierce doesn't put his sword through Impact's back in the sequel because he's a crappy fighter.

I mean, you know what I had to give up to get a pokemon that could bypass boss defenses? Through fucking plot?

I had to gimp the damn thing's damage. Super-effectiveness is the reason we kick so much ass, and I took that away. Bitch doesn't even get STAB. Sure, it gets some pretty nice alternate forms, but their damage is gimped too.

Basically, cut off Impact's metaphorical penis like that and we're cool.


Quote:
Originally Posted by Geminex View Post
Edit:
Menarker.
I'll leave to to read what I wrote above, Impact can do a lot, but this is really all he can do. He's not a fighter, doesn't generate very much rage, and a lot of his stuff is situational.
That doesn't really count with his stuff covers every concievable situation.

Quote:
Originally Posted by Geminex View Post
Well, I'm thinking that most of the stuff Impact does counts as a debuff. Enemies immune to debuffs would be immune to his shit.
What you're thinking they are doesn't really change anything.

Fact is, Impact's Tactical Actions are not debuffs.

I mean, are you saying a mechanical enemy would be immune to your Analyst Taction simply because it's immune to debuffs?

While some enemies like mechanical enemies would be completely immune to your Tactions, be they debuffs or not, they would still work on damn near everything else.

On that note, your Superanalysis ability? No. Because if your Tactions are debuffs? While the 40 Rage cost is nice, 2 Tactions is not nearly enough when the fact is we're usually not going to be facing a lot of enemies immune to debuffs at a time.

And clarify: do Impact's leftover Tactions carry over to the next turn? So if he ends the turn with 4 Tactions leftover, and he gains 9 next turn, he starts with 13 Tactions?

Because no.
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Unread 09-23-2010, 07:05 AM   #3
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Quote:
Ten Tactical Actions per turn?!
Like I said, it's literally all I'm getting. Pretty crappy rage generation. Level-5 attacks and defenses. No stats boosts. No pokemon, for god's sake! Just tactions. Why can't he have 10?
11, actually, since I was hoping to get one for the 10th level as well. And 12, if he's in tactician mode, or RDPA. Also, I'm thinking about an accessory that...
...
I feel like I'm not helping my cause here.

Quote:
So basically, Impact can keep fucking with the enemy formation with perma-confuse and exhaustion?
While simultaneously draining himself of valauble rage and tactions which he could have put to better use. Yeah.
And come on, when has an opponent ever survived against us for more than two turns? Especially when the death of this opponent gives us a rage bonus? I doubt exhaustion will come into it much, and even if, Impact's still paying for it, quite significantly!
Hell, I was even considering whether to remove the rage cost, since I mean for this technique to generate rage, and what with the rage drain, he'll be lucky to break even.

Quote:
And clarify: do Impact's leftover Tactions carry over to the next turn? So if he ends the turn with 4 Tactions leftover, and he gains 9 next turn, he starts with 13 Tactions?
Fuck no. That'd be utter bullshit.

Quote:
I mean, you know what I had to give up to get a pokemon that could bypass boss defenses? Through fucking plot?
Impact can't do anything like that, though. He gets a lot of stuff that no-one else can do, admittedly. But the thing with bypassing boss defences was that it pretty much gave you an ability that not only nobody else had, but that no-one was supposed to have, because the entire point behind boss defences was that they were supposed to protect the boss, and taking that away pretty much screws everything over!
Whereas what Impact does, how is that game-breaking? It just disrupts the enemy in a lot of different ways. It takes away abilities that they rely on, exposes and enhances their weaknesses, all that shizz. He can be really strong if used right, but so can all the other characters.

Quote:
On that note, your Superanalysis ability? No. Because if your Tactions are debuffs? While the 40 Rage cost is nice, 2 Tactions is not nearly enough when the fact is we're usually not going to be facing a lot of enemies immune to debuffs at a time.
What does that have to do with debuffs? You did read that the whole thing only worked for the duration of one turn? It's not permanent. But ok, what would you have me remove?

Quote:
But we really shouldn't be able to fuck with the enemy formation like that.
Well, I guess... why not? As long as we give them a way to switch back, how is this too powerful?


Quote:
The main problem is enemy Snipers.
We still have to kill them, though. Which would be hard if they were a trainer, even if the space of 3 turns. And it's not like we'd be incapable of killing them otherwise, this'd just free up our sniper for other tasks. I primarily intended this one against medics.

Quote:
I mean, are you saying a mechanical enemy would be immune to your Analyst Taction simply because it's immune to debuffs?
Allright, lemme rephrase that.
"All semi-permanent techniques that directly affect an enemy are debuffs". Analyst is passive, that's not a debuff. Ability drain? Debuff. Deathly Calm? Debuff. Superanalysis... hmm... yeah, debuff. Look, I can make a table for you, if you like.
And as such, yes, I would imagine it changes a little.

Quote:
That doesn't really count with his stuff covers every concievable situation.
After investing 10 levels in it, it had better! Seriously, look at what you're getting in the space of 10 levels. How is it not at least as strong as what Impact has?
Not to mention that you guys are still way more versatile than Impact, because attacking is always useful, whereas there's really no guarantee that one of Impact's techniques will hit the spot all the time.

Edit:
Also, in your inevitable respons, how about suggesting some solutions as well? Like, the techniques you have problems with, tell me how you'd nerf them to make them fair. That'd probably be quickest.

Last edited by Geminex; 09-23-2010 at 07:11 AM.
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Unread 09-23-2010, 07:31 AM   #4
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Quote:
Originally Posted by Geminex View Post
Like I said, it's literally all I'm getting. Pretty crappy rage generation. Level-5 attacks and defenses. No stats boosts. No pokemon, for god's sake! Just tactions. Why can't he have 10?
11, actually, since I was hoping to get one for the 10th level as well. And 12, if he's in tactician mode, or RDPA. Also, I'm thinking about an accessory that...
...
I feel like I'm not helping my cause here.
To be fair, you could have pokemon if you wanted them. Impact has a Latios for Chrissakes.

You don't see me bitching about not getting a RPDA. I could've chosen to get that level in Slayer, after all.

Quote:
Originally Posted by Geminex View Post
While simultaneously draining himself of valauble rage and tactions which he could have put to better use. Yeah.
And come on, when has an opponent ever survived against us for more than two turns? Especially when the death of this opponent gives us a rage bonus? I doubt exhaustion will come into it much, and even if, Impact's still paying for it, quite significantly!
Hell, I was even considering whether to remove the rage cost, since I mean for this technique to generate rage, and what with the rage drain, he'll be lucky to break even.
Technically Impact can "break even" as long as he attacks in the same turn and limits himself to Haunting only two targets at a time.

That he doesn't gain Rage? That's why no enemy lasts against us for two turns.

Quote:
Originally Posted by Geminex View Post
Impact can't do anything like that, though. He gets a lot of stuff that no-one else can do, admittedly. But the thing with bypassing boss defences was that it pretty much gave you an ability that not only nobody else had, but that no-one was supposed to have, because the entire point behind boss defences was that they were supposed to protect the boss, and taking that away pretty much screws everything over!
Difference is, Tsujimi isn't going to kill the boss by himself.

He could give us a head start on killing them, or disrupt the boss from charging an attack while they're otherwise invincible.

Quote:
Originally Posted by Geminex View Post
Whereas what Impact does, how is that game-breaking? It just disrupts the enemy in a lot of different ways. It takes away abilities that they rely on, exposes and enhances their weaknesses, all that shizz. He can be really strong if used right, but so can all the other characters.
Problem is that the abilities that they rely on are key.

Imagine taking away a Slayer's ability to use weapons or wear armor. Take away a Trainer's pokemon.

Admittedly, Impact's Tactions aren't quite like that. Some of them are most specific, while others disrupt on a grander scale.

I mean, seriously, taking away a Signature Technique for one Taction?

Quote:
Originally Posted by Geminex View Post
What does that have to do with debuffs? You did read that the whole thing only worked for the duration of one turn? It's not permanent. But ok, what would you have me remove?
Actually, the description says that it takes effect next turn. Y'know, the turn after it's used.

So if your Tactions are debuffs, and you use your Taction explicitly stated to make debuffs more effective on the following turn...

Quote:
Originally Posted by Geminex View Post
Well, I guess... why not? As long as we give them a way to switch back, how is this too powerful?
It'd be nice if we could actually, y'know, define how we switch back. If it were too easy, what's the point of having a formation in the first place?

If it was too hard, then Formation Shift's power increases exponentially.

Quote:
Originally Posted by Geminex View Post
We still have to kill them, though. Which would be hard if they were a trainer, even if the space of 3 turns. And it's not like we'd be incapable of killing them otherwise, this'd just free up our sniper for other tasks. I primarily intended this one against medics.
Well, like I said, enemy medics don't really have items. I suppose you could disable their support moves.

As for Snipers... yeah, we may not see a lot of Trainer Snipers. Something tells me they'll mostly be Slayers.

Quote:
Originally Posted by Geminex View Post
Allright, lemme rephrase that.
"All semi-permanent techniques that directly affect an enemy are debuffs". Analyst is passive, that's not a debuff. Ability drain? Debuff. Deathly Calm? Debuff. Superanalysis... hmm... yeah, debuff. Look, I can make a table for you, if you like.
And as such, yes, I would imagine it changes a little.
If Superanalysis is a debuff, would it work on enemies that already have debuff immunity?

Lol, redundancy.

Quote:
Originally Posted by Geminex View Post
After investing 10 levels in it, it had better! Seriously, look at what you're getting in the space of 10 levels. How is it not at least as strong as what Impact has?
I think the main problem me and Menarker have is that Impact is getting a shitload of actions at the same time.

I mean, at most I'd get four, Menarker would get five.

Whereas Impact could get up to ten, plus attacking, items, accessories and Signature Techniques.

Quote:
Originally Posted by Geminex View Post
Not to mention that you guys are still way more versatile than Impact, because attacking is always useful, whereas there's really no guarantee that one of Impact's techniques will hit the spot all the time.
... You're shitting me, right?

What have we just been saying?

Even if your Tactical Actions are debuffs, they're going to hit 100% of the time on any enemy that doesn't specifically have debuff immunity!

EDIT:
Quote:
Edit:
Also, in your inevitable respons, how about suggesting some solutions as well? Like, the techniques you have problems with, tell me how you'd nerf them to make them fair. That'd probably be quickest.
Too much work.

...
Okay, I'll see about typing something up when I fully wake up. Let's just keep back-and-forthing for now.

Also, what do you have to say about this:

Quote:
So, kids. Yeah, I mean you jerks. Is it okay with y'all if Pierce gets the kill on Faynoc?
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Unread 09-23-2010, 08:01 AM   #5
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To be fair, you could have pokemon if you wanted them. Impact has a Latios for Chrissakes.

You don't see me bitching about not getting a RPDA. I could've chosen to get that level in Slayer, after all.
I'm not bitching, just saying that not having pokemon is a pretty significant weakness. It should count in my favor now.

Quote:
Problem is that the abilities that they rely on are key.

Imagine taking away a Slayer's ability to use weapons or wear armor. Take away a Trainer's pokemon.

Admittedly, Impact's Tactions aren't quite like that. Some of them are most specific, while others disrupt on a grander scale.

I mean, seriously, taking away a Signature Technique for one Taction?
Well, yes. He does take away some key abilities. That can cripple the enemies, sure. But it's gonna take him a while, and it's not like the enemies are static. If he starts take some abilities away, they can start relying on others, he takes away key abilities, not core! They can counter him by quite simply changing the way they fight. So yeah, he can do damage, but he can also be nullified. And once again, I think that if we compare the amount of damage he can do, to the investment I'm making, it's pretty fair. Or seems thus.
And look, I get Ability drain at level 6 (well, 5 actually, but I'm combining 5 and 6 in one). Already, pretty much all the enemies we fight have sigtechs. One each. Assuming they don't outnumber us, that's 9 sigtechs on the enemy side. So what if he can block one tech for 1 Taction? He's not going to come anywhere near locking them down permanently, and he certainly can't use it constantly, since he needs those tactions elsewhere. He can disrupt an enemy plan, or protect his allies by eliminating one or two, but that's situational. And he certainly can't lock them down with brute force. Especially considering that our foes are gonna be getting more and more techs in the future. I mean, 9 foes, 2 techs each, what can Impact do? Hit them where it hurts when it hurts, sure, but how many times is he gonna have that opportunity?
I mean, I really don't see what the problem is.
If you want to, I'll limit it to 3 uses per turn. Or even 2, if you're really insistent, but then I'm gonna ask for you to concede more in all the other areas.

Quote:
Technically Impact can "break even" as long as he attacks in the same turn and limits himself to Haunting only two targets at a time.
At which point the technique becomes less 'disruptive' and more 'rage generator'. And not a very efficient one at that.

Quote:
Difference is, Tsujimi isn't going to kill the boss by himself.

He could give us a head start on killing them, or disrupt the boss from charging an attack while they're otherwise invincible.
That is exactly what Impact does. He doesn't kill anyone by himself, he makes it easier for others to do so.
And hell, I'm actually putting levels into this. If you had put even one level into getting Tsuyimi, I would have been way more lenient.

Quote:
It'd be nice if we could actually, y'know, define how we switch back. If it were too easy, what's the point of having a formation in the first place?

If it was too hard, then Formation Shift's power increases exponentially.
Oh come on, that's just details. Give the affected opponent the ability to pay 10 or 15 rage to shift back in the following turn and that's that. It's not hard!

Quote:
If Superanalysis is a debuff, would it work on enemies that already have debuff immunity?
...
No? Obviously? What's the point?

Quote:
Actually, the description says that it takes effect next turn. Y'know, the turn after it's used.

So if your Tactions are debuffs, and you use your Taction explicitly stated to make debuffs more effective on the following turn...
Then that is worded stupidly. I meant for it to be during the turn it's used. That is to say, Impact goes 'superanalysis', foes get weakened defensively, Impact's allies go nuclear on their asses. That's more than balanced for the cost.

Quote:
... You're shitting me, right?

What have we just been saying?

Even if your Tactical Actions are debuffs, they're going to hit 100% of the time on any enemy that doesn't specifically have debuff immunity!
...
Yes? That is correct. What's your point?

Sure, have Faynoc. There's other bigshots to kill.
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Unread 09-23-2010, 08:25 AM   #6
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Originally Posted by Geminex View Post
I mean, I really don't see what the problem is.
How many worthwhile techs do enemies even have?

Sure, they come with Signature Techniques, but which ones can really fuck us up, and belong to enemies that we can't put resources into knocking out or incapacitating?

... Gah, I know where this is going and it's not helping my case.

Quote:
Originally Posted by Geminex View Post
If you want to, I'll limit it to 3 uses per turn. Or even 2, if you're really insistent, but then I'm gonna ask for you to concede more in all the other areas.
...
I'll try to figure something out later.

Quote:
Originally Posted by Geminex View Post
At which point the technique becomes less 'disruptive' and more 'rage generator'. And not a very efficient one at that.
Well, disabling two foes is pretty disruptive in itself.

The extra Rage is just icing on the cake.

Quote:
Originally Posted by Geminex View Post
Oh come on, that's just details. Give the affected opponent the ability to pay 10 or 15 rage to shift back in the following turn and that's that. It's not hard!
No.

Quote:
Originally Posted by Geminex View Post
...
No? Obviously? What's the point?
Oh for God's sakes.

Okay, so your Tactical Actions are debuffs. That's nice.

I would like to point out that no enemy is ever going to specifically have "Tactical Action Immunity". Making your argument that they wouldn't always hit completely pointless because they're always going to hit, except for rare occassions when the enemy has complete debuff immunity.

Enemies may have "Special Defense reduction immunity", but they won't have Taction immunity. Or Taction resistance.

Which I suppose makes your Superanalysis Taction useless, at least as far as your own Tactions are concerned, unless you make it bypass debuff immunity.

...
Screw it, I fucked this one up. Or more accurately you did, by posting that Superanalysis was supposed to take action on the following turn.

Quote:
Originally Posted by Geminex View Post
...
Yes? That is correct. What's your point?
See above.

You were saying that there's no guarantee Tactions would hit all the time. I said that's not true. They will, except for the negligible amount of cases where the enemy is immune.

I mean, seriously, we had one battle like three seconds ago where all the enemies had debuff immunity. That's it. It's not exactly going to become a widespread mechanic now. Even if we do face Moera again.

Quote:
Originally Posted by Geminex View Post
Sure, have Faynoc. There's other bigshots to kill.
Dibs on Burkmont too! And the Hexagon Harem, Idollus, Primal Exist, the Knomere...
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Unread 09-23-2010, 08:43 AM   #7
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Sure, they come with Signature Techniques, but which ones can really fuck us up, and belong to enemies that we can't put resources into knocking out or incapacitating?
Y'know, you're right. The technique really isn't very strong. I mean, you said it yourself, our opponents really don't rely on signature techniques very much. And if there's a really dangerous technique, we can just kil the foe that uses it!
It might get stronger later, when the techniques it blocks are really powerful, but I'm guessing that as enemies get stronger techniques, they get more techniques as well.

So yeah, I agree with your point.


Quote:
Well, disabling two foes is pretty disruptive in itself.

The extra Rage is just icing on the cake.
Mind you, there's better ways to disable foes. There's an attack, confuse beam, that'll cause confusion 100% of the time, and doesn't even have an ongoing cost. Rage was pretty much the focus of this technique, that and disabling really durable foes.
So yeah... to remove the rage cost, to leave it. Remove it or leave it...

Quote:
Enemies may have "Special Defense reduction immunity", but they won't have Taction immunity. Or Taction resistance.
Well, if they have special defense reduction immunity, then the technique won't be reducing their special defense.

Quote:
Which I suppose makes your Superanalysis Taction useless, at least as far as your own Tactions are concerned, unless you make it bypass debuff immunity.
This one still confuses me, though.

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You were saying that there's no guarantee Tactions would hit all the time. I said that's not true. They will, except for the negligible amount of cases where the enemy is immune.
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Not to mention that you guys are still way more versatile than Impact, because attacking is always useful, whereas there's really no guarantee that one of Impact's techniques will hit the spot all the time.
You're referring to this, I assume? Well then...

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hit the spot
Inf. to be exactly right
...

Does that clarify everything? I wasn't saying 'there's no guarantee I will always hit', I was saying 'there's no guarantee that I will always have a technique that's appropriate to the current purpose'. Versatility, not accuracy.

Dibs on Pierce.

And in response to this:
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I think the main problem me and Menarker have is that Impact is getting a shitload of actions at the same time.

I mean, at most I'd get four, Menarker would get five.

Whereas Impact could get up to ten, plus attacking, items, accessories and Signature Techniques.
Well, the actions you get are a lot stronger than the ones I get, aren't they? I mean, disruption-wise, I'd value your actions on average at, say, 2.5 at least!
Particularly if you consider that you don't get extra actions as your level increases, but instead your actions get stronger, through stats buffs and extra attacks and all that stuff. Sure, Impact has a far higher number of actions, but his are far less effective. And considering the rage cost of Impact's TAs, he's gonna be hard-pressed to use accessories, let alone sigtechs!
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Unread 09-23-2010, 09:05 AM   #8
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Originally Posted by Geminex View Post
Y'know, you're right. The technique really isn't very strong. I mean, you said it yourself, our opponents really don't rely on signature techniques very much. And if there's a really dangerous technique, we can just kil the foe that uses it!
It might get stronger later, when the techniques it blocks are really powerful, but I'm guessing that as enemies get stronger techniques, they get more techniques as well.

So yeah, I agree with your point.
Actually, my point is that enemies do have worthwhile Signature Techniques.

Your Signature Break would get some of them out of the way if we can't/don't want to disable those enemies.

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Originally Posted by Geminex View Post
Mind you, there's better ways to disable foes. There's an attack, confuse beam, that'll cause confusion 100% of the time, and doesn't even have an ongoing cost. Rage was pretty much the focus of this technique, that and disabling really durable foes.
So yeah... to remove the rage cost, to leave it. Remove it or leave it...
It's not like everyone and their mothers can use Confuse Ray.

Impact, on the other hand, can fuck up to three enemies in quick succession. And he can still do a whole lot of shit on the turn he uses Haunting.

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Originally Posted by Geminex View Post
...

Does that clarify everything? I wasn't saying 'there's no guarantee I will always hit', I was saying 'there's no guarantee that I will always have a technique that's appropriate to the current purpose'. Versatility, not accuracy.
Well, God forbid there was.

However, I will say that even if Impact doesn't have a Tactical Action that doesn't disable an invincible foe, there's not going to be a turn where he's not using a Taction. Or seven.

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Originally Posted by Geminex View Post
Well, the actions you get are a lot stronger than the ones I get, aren't they? I mean, disruption-wise, I'd value your actions on average at, say, 2.5 at least!
I assume you mean 2.5 Tactions if they were Tactical Abilities.

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Originally Posted by Geminex View Post
Particularly if you consider that you don't get extra actions as your level increases, but instead your actions get stronger, through stats buffs and extra attacks and all that stuff. Sure, Impact has a far higher number of actions, but his are far less effective. And considering the rage cost of Impact's TAs, he's gonna be hard-pressed to use accessories, let alone sigtechs!
It's not like all of his TAs cost Rage!

Good God, man! It's like you're just trying to piss me off.

He has all of two TAs that cost Rage.

Also, our actions aren't initially too powerful nor do they become exceedingly powerful as we level up.

And a (somewhat) joke question:

Did you really have to invent a whole new mechanic exclusively for yourself?
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Unread 09-23-2010, 09:21 AM   #9
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Your Signature Break would get some of them out of the way if we can't/don't want to disable those enemies.
Well, the point is in the 'if/when'. I'm arguing that it won't be useful most of the time, because the amount of times where our enemy's success depends strongly on their using a technique this turn instead of next won't be all that high.

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Impact, on the other hand, can fuck up to three enemies in quick succession. And he can still do a whole lot of shit on the turn he uses Haunting.
Confuse Ray isn't that uncommon. Renny has it in his arsenal, and I'm sure Pierce does as well.
And yeah, if you use Confuse Ray with a pokemon you've achieved something very similar to what Impact can do, and you, too, can still do a lot of shit this turn. And you don't even have to pay an action a turn!

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However, I will say that even if Impact doesn't have a Tactical Action that doesn't disable an invincible foe, there's not going to be a turn where he's not using a Taction. Or seven.
That is true, of course. But there's no guarantee that his tactions will always be very effective and deal as much damage as you seem to think they will deal.

Quote:
I assume you mean 2.5 Tactions if they were Tactical Abilities.
Yeah? I mean that, when they're all at max level, Pierce's 4 actions will each, on average, have about the same effect as 2.5-3 of Impact's tactions.

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He has all of two TAs that cost Rage.
True. But he's also gonna generate rage much slower than you guys.

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Also, our actions aren't initially too powerful nor do they become exceedingly powerful as we level up.
No, you're right, they don't. But they are strong, and they do become stronger. Like I said above, I think 2.5-3 tactions is more or less the value of one of Pierce's.

Also, you've started saying 'good god'. I find it interesting how my choice of language influences others, and vice-versa.

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Did you really have to invent a whole new mechanic exclusively for yourself?
Didn't have to. Wanted to. And besides, technically I didn't even come up with this. This is the fault of whoever decided that trainer actions might be a good idea. This is just more actions, more tactics, less trainer.

Last edited by Geminex; 09-23-2010 at 09:40 AM.
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Unread 09-23-2010, 09:48 AM   #10
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Confuse Ray isn't that uncommon. Renny has it in his arsenal, and I'm sure Pierce does as well.
I don't think Pierce has it.

And if he does I don't think he'd ever put it in his moveset.

Sophia has it, though.

Quote:
Originally Posted by Geminex View Post
And yeah, if you use Confuse Ray with a pokemon you've achieved something very similar to what Impact can do, and you, too, can still do a lot of shit this turn. And you don't even have to pay an action a turn!
Actually, to inflict confusion on three enemies? Yeah, he does have to pay an action a turn.

The difference is neither Pierce nor Renny crap ten actions every turn.

Quote:
Originally Posted by Geminex View Post
That is true, of course. But there's no guarantee that his tactions will always be very effective and deal as much damage as you seem to think they will deal.
They don't deal damage at all!

Quote:
Originally Posted by Geminex View Post
Yeah? I mean that, when they're all at max level, Pierce's 4 actions will, on average, have about the same effect as 2.5-3 of Impact's tactions.
Pierce's four actions put together...?

Also, I count three skills for Pierce. Cover, Inspiration and Defiance.

Unless you're talking Trainer Actions, in which case I'd have to slap you.

Quote:
Originally Posted by Geminex View Post
True. But he's also gonna generate rage much slower than you guys.
Get 1.5x Rage generation exclusively as your Demon 10 upgrade, maybe.

Quote:
Originally Posted by Geminex View Post
Also, you've started saying 'good god'. I find it interesting how my choice of language influences others, and vice-versa.
Umm...

Have you ever said "good God"? Because I don't remember.

Quote:
Originally Posted by Geminex View Post
Didn't have to. Wanted to. And besides, technically I didn't even come up with this. This is the fault of whoever decided that trainer actions might be a good idea. This is just more actions, more tactics, less trainer.
That was AB. But you're already punishing him by making him have to keep track of Impact doing seven different things every turn.

Also, this is just like Trainer Actions becoming a mechanic. Not just a feature, but a fucking mechanic. You took the idea and ran it to the largest logical conclusion and fuck you.

Also, Impact can get "caught up in the heat of battle" or whatever was your excuse when you went away to let Pierce give orders the whole mission, but he's expected to handle like nine different things now?
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