View Full Version : Pokemon Umbral Theatre 9: Ode to Gardevoir...Yes, Again.
Astral Harmony
09-23-2010, 12:52 AM
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.
http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral68.jpg
http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral69.jpg
http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral70.jpg
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.
Dracorion
09-23-2010, 06:29 AM
Clearly you have a fetish for little girls with brother complexes.
Anyway, Gem:
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?!
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.
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.
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.
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?
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.
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.
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.
Geminex
09-23-2010, 07:05 AM
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.
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.
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.
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.
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?
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?
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.
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.
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.
Dracorion
09-23-2010, 07:31 AM
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.
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.
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.
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?
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...
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.
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.
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.
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.
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: 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:
So, kids. Yeah, I mean you jerks. Is it okay with y'all if Pierce gets the kill on Faynoc?
Geminex
09-23-2010, 08:01 AM
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.
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.
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.
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.
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!
If Superanalysis is a debuff, would it work on enemies that already have debuff immunity?
...
No? Obviously? What's the point?
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.
... 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.
Dracorion
09-23-2010, 08:25 AM
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.
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.
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.
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.
...
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.
...
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.
Sure, have Faynoc. There's other bigshots to kill.
Dibs on Burkmont too! And the Hexagon Harem, Idollus, Primal Exist, the Knomere...
Geminex
09-23-2010, 08:43 AM
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.
:dance:
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...
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.
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.
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.
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...
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:
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!
Dracorion
09-23-2010, 09:05 AM
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.
:dance:
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.
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.
...
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.
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.
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?
Geminex
09-23-2010, 09:21 AM
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.
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!
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.
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.
He has all of two TAs that cost Rage.
True. But he's also gonna generate rage much slower than you guys.
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.
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.
Dracorion
09-23-2010, 09:48 AM
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.
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.
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!
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.
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.
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.
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?
Geminex
09-23-2010, 10:05 AM
Actually, to inflict confusion on three enemies? Yeah, he does have to pay an action a turn.
And Impact has to pay 4 actions for each confusion, and then has to pay an action a turn indefinitely, unless he ends the thing. Confuse ray comes out to 3 actions. Admittedly, pokemon actions, which're worth about 2.5 tactions each, I'd say. So you come out at 7.5. Impact comes out at 12, and that's not even considering that he has an ongoing freaking cost. Not overpowered in the slightest.
Other than that, I think we've reached the point where this isn't productive anymore at all. If you wanna object to specific techniques or make suggestions, do so. but this has been going on waaaaaay too long.
Dracorion
09-23-2010, 11:23 AM
Y'know what I just realized?
You're supposed to have five standard levels, and yet you only got four!
Nah nanah nah nah!
Breaking your own rules now, Geminex? For shame.
Geminex
09-23-2010, 11:24 AM
Slayer 5. Duh. I'm getting it later. With RDPA and everything, exactly like it's supposed to be.
Dracorion
09-23-2010, 11:30 AM
No, see, the first five levels have to be standard.
So you'd pretty much have to take your RPDA, well, now, or follow AB's standard Demon Half 1.
Menarker
09-23-2010, 11:44 AM
Finished my assignments at last.
Still reading all the comments. Still iffy about stuff. I'm especially worried about PvP (which is probably potentially going to happen in the sequel) where your character's ability to shut off Signature techniques every turn and despecialize key units REALLY strikes me as unfair. The ability to turn off everything that a player has built up over the months of playing and trying to design borders on potentially making it unfun for players to contribute. I mean, let's say you confuse Renny and lock down my techniques. For several turns in a row. See how demeaning to a player that is?
But I should probably mention right now that the RDPA does not have its stats or its Overdrive listed.
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.
That's what you had it on in the first place when we objected. (I'm assuming you're just talking Signature Break here.)
Basically, you're generating 11 tactions which allows you to practically deal with 2-3+ foes at a time, locking them down with confusion and other stuff while your character has the stats of a psuedo-legendary pokemon (higher than Arecus with RDPA).
Let me finish reading things as I'm still groggy and all that. Just know the above is my initnal impression. But I see REAL BIG PROBLEMS in PvP. I mean like your character singlehandly stopping 2-3 full characters. And that's before considering you're getting 2 more signature techniques and love techs done the line.
EDIT: I want to suggest that these tactions can be blocked/redirected in the same way as attacks. So they can be redirected like with Pierce's Cover, or blocked by Protect. That sort of thing.
That said, the entire character doesn't look bad. A few of my worries have disappeared but a few came up. Basically, it's the few specific moves that is causing both of us concerns. I'll try to read more and organize my thoughts in a more defined manner to help discuss this. Still tired though and got class a bit later.
Dracorion
09-23-2010, 12:51 PM
Yyyeeeepp, that's exactly it.
In the sequel, Impact's Tactions are going to be gamebreaking. Or hell, they'll be gamebreaking in this RP when we do the arena mission.
Especially since AB says DSS formations will be limited to around three members, meaning he'd be able to pretty much fuck over the entire enemy formation at once.
I've taken the liberty of heavily nerfing Impact's abilities, but I want to see what you're going to say before I post them.
Also, I might suggest adding a percentage chance for Impact's TAs to fail. After all, subtle as his mind control may be, it shouldn't be absolute. In exchange you could make his TAs not debuffs.
Geminex
09-23-2010, 01:13 PM
No, see, the first five levels have to be standard.
So you'd pretty much have to take your RPDA, well, now, or follow AB's standard Demon Half 1.
My fifth level is delayed. It's the RPDA, but I'm getting it way later than usual.
Look:
Fifth level: Slayer 5, delayed (Nothing)
Sixth level: Half-demon 1 and 2, to make up for getting nothing previous level.
Seventh level and onwards: Further demon levels, with the RDPA popping up somewhere.
I'm pretty sure we established this a while ago. And even if not, it's friggin' semantics. The only reason I'm not doing it is story-driven.
And I'm pretty sure the only reason you're protesting is to live up to the whole 'Douchebag' thing. Cause I gain no power-related benefits, I just get to develop my character a bit differently. You're trying to obstruct me just for the sake of being obstructive, i.e. Asshole.
And that in turn leads me to believe that all your previous comments were motivated by Asshole.
And that...
Why, that does have unfortunate implications. See, our agreement specifies that we should balance. And that we should argue in favor of balance. If all you've been doing has been designed to simply piss me off, why, then you haven't been balancing! And that's against the rules.
I'm fine if you're actually trying to balance. But wasting my time and trolling me, that's a no-go.
Also, I might suggest adding a percentage chance for Impact's TAs to fail. After all, subtle as his mind control may be, it shouldn't be absolute. In exchange you could make his TAs not debuffs.
Depends. How big a percentage?
In regards to PvP: Well yes, Impact could go a long ways towards locking one of you down for quite a while, in just 1, maybe 2 turns. But if it's 1on1 you'll almost definitely win. Your pokemon alone could probably finish him off in the space of 2 turns, and even if he acts first, he can't do enough to stop them. Particularly because, even if he locks you down, he'll find it very hard to kill you with his level-5 attack. Not to mention that a lot of his stuff won't be effective in the absence of a team.
In larger-scale PvP, well... He'll have that team, certainly. But while he'd probably be at hist most effective here, he'll still be limited. He won't be utterly locking down a single character any time soon, and while he can do a lot to cripple a single type of strategy, for god's sake. You guys are trainers, you're supposed to be versatile. And once again, even if his disruptive power is more valuable than trainers' offensive, he makes up for it by being pretty starved of rage, having a comparatively weak attack, low rage gen, and, above all, being quite vulnerable.
If you disagree, then show me why I'm wrong. Look at the techniques, one after the other, and tell me how each individual technique is game-breaking, or combines with other techniques to be game-breaking. Because that's what I did, analyse them one-by-one, and I balanced them. You seem to be just working from a general impression and, with all respect, I'm thinking your impression is wrong.
That's what you had it on in the first place when we objected. (I'm assuming you're just talking Signature Break here.)
Huh. Could have sworn I had 6 initially. Never mind then.
Basically, you're generating 11 tactions which allows you to practically deal with 2-3+ foes at a time, locking them down with confusion and other stuff while your character has the stats of a psuedo-legendary pokemon (higher than Arecus with RDPA).
See what I said above. My prospective upgrades have a lot or benefits, but a lot of downsides. And I really don't think that Impact's going to be dealing with even one foe at a time, much less two or three. What he does is weaken the entire enemy team as a whole, and while he does that effectively, there's stuff you guys do that're just as effective.
Edit:
Now, hit me with the nerf. And then maybe you could insult yourself for 5 minutes straight, because hell, you know the words.
Dracorion
09-23-2010, 01:42 PM
Seventh level and onwards: Further demon levels, with the RDPA popping up somewhere.
I'm pretty sure we established this a while ago. And even if not, it's friggin' semantics. The only reason I'm not doing it is story-driven.
And I'm pretty sure the only reason you're protesting is to live up to the whole 'Douchebag' thing. Cause I gain no power-related benefits, I just get to develop my character a bit differently. You're trying to obstruct me just for the sake of being obstructive, i.e. Asshole.
And that in turn leads me to believe that all your previous comments were motivated by Asshole.
And that...
Why, that does have unfortunate implications. See, our agreement specifies that we should balance. And that we should argue in favor of balance. If all you've been doing has been designed to simply piss me off, why, then you haven't been balancing! And that's against the rules.
I'm fine if you're actually trying to balance. But wasting my time and trolling me, that's a no-go.
Oh, get your head out of your ass, you.
The only part I was being an asshole about was the comment about your fifth level. Everything else was legit.
Depends. How big a percentage?
Depends on the TA.
In regards to PvP: Well yes, Impact could go a long ways towards locking one of you down for quite a while, in just 1, maybe 2 turns. But if it's 1on1 you'll almost definitely win. Your pokemon alone could probably finish him off in the space of 2 turns, and even if he acts first, he can't do enough to stop them. Particularly because, even if he locks you down, he'll find it very hard to kill you with his level-5 attack. Not to mention that a lot of his stuff won't be effective in the absence of a team.
Not unless you lock them down, fuck up Rage generation. And then there's the fact that even a level 5 Slayer is more than a match for two pokemon.
And seriously, 600 stats ain't exactly a pea shooter.
In larger-scale PvP, well... He'll have that team, certainly. But while he'd probably be at hist most effective here, he'll still be limited. He won't be utterly locking down a single character any time soon, and while he can do a lot to cripple a single type of strategy, for god's sake. You guys are trainers, you're supposed to be versatile. And once again, even if his disruptive power is more valuable than trainers' offensive, he makes up for it by being pretty starved of rage, having a comparatively weak attack, low rage gen, and, above all, being quite vulnerable.
Again, Slayer ain't no glass cannon.
Also, if he moves into his coveted Tactician position? That's just more power for you.
Also, when I nerfed your TAs I did give you some stuff to compensate.
If you disagree, then show me why I'm wrong. Look at the techniques, one after the other, and tell me how each individual technique is game-breaking, or combines with other techniques to be game-breaking. Because that's what I did, analyse them one-by-one, and I balanced them. You seem to be just working from a general impression and, with all respect, I'm thinking your impression is wrong.
Despecialize.
You tell me how completely fucking over a formation in PvP by cutting off 80% of their healing ability for three turns is not overpowered. And the cost? Three Tactions. That's shit.
Deathly Calm affects three foes, and while it costs 5 Tactions, it can completely fuck up those three foes in the space of that one turn.
And then there's Haunting. Coupled with Signature Break to make sure they don't spend Rage, it can be a Rage farm for Impact. While the targets still can spend Rage with like Focus and Sweep 'n shit, they would still end up hoarding more than they spend.
Edit:
Now, hit me with the nerf. And then maybe you could insult yourself for 5 minutes straight, because hell, you know the words.
Fuck you.
Standard:
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.
- 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.
- Slayers can now equip two of the Accessories listed below.
Slayer Accessories: One use. Recharge by spending 50 Rage.
- Stamina Boost: Allows the Slayer to attack twice in a round. Use it for you absolutely, positively have to fuck something up.
- Mezmerizer: Occasionally prevents a Pokémon from attacking the Slayer if its of the opposite gender. You might need some courage to use this.
- Scentsation Coil: Can be used to heal from negative status. Otherwise, it's kind of pungent.
- Adrenaline Surge: Increases all stats by one. Does not stack. Sorry.
- Spectral Eye: An amplified Confuse Ray. The Pokémon will always hurt itself. Not effective on Ghost types.
- Viper's Venom: A ring with a deployable needle that is jabbed directly into the Pokémon and inflicts it with Toxic.
- Decoy Device: Creates a perfect holographic representation of you which will trick enemies. You can still attack in the same round. Lasts for one round.
- Physical Barrier: Creates a kinetic barrier around yourself that greatly reduces physical damage. This works for three rounds.
- Magical Barrier: Creates a mysterious barrier around yourself that greatly reduces special damage. This works for three rounds.
-----
Slayer (Level 3)
- Medium Weapon Ricewood Rifle (Ruin type Damage) is available.
- Armor Guardian Globe (Ruin type Defense) is available.
- Sweep skill is available. Hits two enemies with one attack. Costs 25 Rage.
-----
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.
-----
Slayer (Level 5)
- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.
Customized:
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.
- Impact can now utilize "Tactical Actions".
- Impact generates two Tactions every turn while in battle, and leftover Tactions don't carry over to the next turn.
- Impact gains the active Tactical Ability (TA) "Signature Break". Tactical Abilities can be used at a Tactical Action cost.
-----
Demon Half (Level 2)
- Impact generates 3 Tactions per turn.
- Impact gains active TA "Formation Shift".
- Impact gains passive TA "Analyst".
-----
Demon Half (Level 3)
- Base Rage generated is increased 2x times.
-----
Demon Half (Level 4)
- Impact generates 4 Tactions per turn.
- Impact gains active TA "Fire at Will".
- Impact gains active TA "Ability Drain"
-----
Demon Half (Level 5)
- Impact generates 5 Tactions per turn.
- Impact gains active TA "Despecialize".
-----
Demon (Level 1)
- Impact generates 6 Tactions per turn.
- Impact gains active TA "Deathly Calm".
-----
Demon (Level 2)
- Impact generates 7 Tactions per turn.
- Impact gains active TA "Haunting".
-----
Demon (Level 3)
- Impact generates 8 Tactions per turn.
- Impact gains active TA "Massive Feedback".
-----
Demon (Level 4)
- Impact generates 9 Tactions per turn.
- Impact gains passive TA "Ultimate Warlord".
-----
Demon (Level 5)
- Impact generates 10 Tactions per turn.
- Impact gains active TA "Superanalysis".
Signature Break:
Cost: 2 Tactions
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 1 time per turn at most
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: 3 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: None.
Fire at will:
Cost: 2 Tactions to activate, 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 other turn
Ability drain
Cost: 2 Tactions
Effect: Select one enemy ability. This ability is nullified for one turn.
Conditions: 2 times per turn at most
Despecialize:
Cost: 4 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
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.
Deathly Calm:
Cost: 5 Tactions
Effect: Impact invades the minds of one foe, and bestows upon them a cold, deathly sense of calm and indifference. For one turn, they will lose rage whenever they would gain it. Techniques or abilities that cost rage have their cost increased by 10.
Conditions: Use once per turn at most
"Haunting"
Cost: 4 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 confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter 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 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 1 taction and 5 rage per turn.
Massive feedback:
Cost: 25 rage to activate, 2 tactions 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 every two turns only.
"Ultimate Warlord":
Effect: Makes Impact's tactions much harder to resist (enemies with immunity now just have a 66% 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 gains the defensive properties of a sniper, gets an extra taction per turn and his tactions become even harder to resist (66% chance drops down to 50%). 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.
Superanalysis
Cost: 40 rage to activate, 4 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 gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 2 targets max, once every two turns only
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
Weatherman:
Cost: 4 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.
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 far more (x1.5 times) vulnerable to negative morale effects for three turns.
I think the only one that actually got buffed was Fire at Will.
Anyway, now you get 2x Rage generation early on. We can work out some other upgrades, too, like stat boosts and shit.
Also, I didn't add the percentage chance to fail because I hadn't come up with it when I typed this up. It should be proportional to the TA's strength and Taction cost.
Depending on how big the percentage is, the move can get buffed accordingly or the cost lowered.
Astral Harmony
09-23-2010, 02:02 PM
Ramen noodles. They stay crunchy even if water. But they're still the best thing ever.
I've got duty today. And intend to use it, and most of this weekend, to focus entirely on Pokemon Umbral. Mainly because I don't feel like doing much else.
Dracorion
09-23-2010, 02:13 PM
Give it a little while.
You'll be beating off to H-games before the day is out. Probably even while you're on duty.
Geminex
09-23-2010, 02:34 PM
I... really don't think so. Like, that just doesn't seem reasonable.
2x rage generation is unnecessary. I don't want it, part of playing Impact this way is gonna lay in having to use my rage very, very carefully.
So are the stats. I mean, 15 to everything is nice, and certainly powerful, but it doesn't fit in with Impact's role!
And no, don't accuse me of min-maxing, cause that's not what this is. I'm trying to specialize. And hell, specialization is encouraged. Min-maxing would be my swearing off attacks and RPDAs altogether, in favor of more tactions, for instance. It would be customizing his stats so that speed and attack are minimal, putting all that into special attack, and then tying taction generation to special attack. Both were ideas I had, but I rejected them as bullshit. What I'm doing now is specializing. And trying to get me to take the stats boosts or rage generation to the demerit of my other skills, that's like trying to force Renny to make his next sigtech an insta-kill, and make his love tech deal direct damage. Just doesn't make sense.
But back to the skills...
I'm going to assume you're bartering here. Like, you're aware that the offer you made is ludicrously low, and now you're waiting for me to make one that's ludicrously high. That's how they do it in China. Though it's a waste of time, you usually just make a final offer and stick to that until they rend their hair in frustration. I'm gonna do that.
Also, just to mix it up, I'm doing it from the bottom upwards. Just because I need to make this interesting somehow. Also, the sane stuff is mostly down there and I like the bits where you're sane and not a complete blathering maniac.
Signature Break:
Cost: 2 Tactions
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 1 time per turn at most
Cost of 1, twice per turn.
Formation shift:
Cost: 3 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: None.
Cost of 2. Usable three times per turn. Again, not versatile or useful otherwise.
Fire at will:
Cost: 2 Tactions to activate, 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 other turn
Eh. This was actually my greatest worry. So fine, 2 tactions to active.
Ability drain
Cost: 2 Tactions
Effect: Select one enemy ability. This ability is nullified for one turn.
Conditions: 2 times per turn at most
If it were permanent? Yes. Fine. But it isn't. It's a 1-turn technique, it's not worth more than a single Taction. And make that 3 times per turn.
Despecialize:
Cost: 4 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
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.
Very well. I can live with this.
"Haunting"
Cost: 4 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 confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter 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 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 2 tactions.
Ok, that's three in a row. I explained to you above, very reasonably and understandingly, that the practical effects of this technique could be much more easily achieved with the move Confuse Ray, and at a far lower cost. I really don't see your problem. The whole 'jumps from foe to foe' aspect is more than cancelled out by the fact that it's a constant drain on his tactions, and the fact that it generates rage makes up for the fact that it's a lot more expensive than it should be. So no, this thing is fine with an initial cost of 4, and an ongoing cost of 1 taction, screw the rage cost.
Massive feedback:
Cost: 25 rage to activate, 2 tactions 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 every two turns only.
Once again, how is this useful? Disable isn't that great! Not to mention the rage cost. This was also fine the way it was and I don't intend to budge. If it turns out to be OP, we can nerf it later. But until then, I think this is good the way it is.
Superanalysis
Cost: 40 rage to activate, 4 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 gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 2 targets max, once every two turns only
This is fucking ridiculous. I mean seriously, are you even trying? Weaken the defense of two enemies, for one turn, at that cost? You flinch 6 enemies for less, and you can spread that between two characters!
No. And fuck you for suggesting it. It was fine the way it was. In return for a full turn's Taction and quite a lot of rage, comparatively, Impact can make the enemy team (or 6 members of it, anyway) way more vulnerable to allied attacks for one turn. I'll even drop the bit with the crits, if you're really desparate. But that is it.
Weatherman:
Cost: 4 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.
No. 3 at most, and that's really pushing it. It's just not effective otherwise! I won't be changing the weather if I can do dozens of other things. Especially if each change, each effect removed and added costs that much. Seriously, it'll take him a turn to just clear up hail, rain and sandstorm, and another to add the ones he wants. 3 at most, and if you accept that, then I'm going to expect quite a few concessions from you above.
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.
Again, don't quite like it. But ok. In China, I'd be maintaing the 35%, because this is small change and one of us is gonna give in eventually, but ok. I'll give in in order to soften the stuff that's coming up.
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 far more (x1.5 times) vulnerable to negative morale effects for three turns.
... I'm willing to play-test this one. See how it does. 1.5 doesn't seem too fantastic, but ok, I pay 4 tactions. I can deal. 3 turns will make, like, 30 morale, on average? So I'd be paying 4 tactions to do 15 morale damage...
Like I said, I'll try it. But if our enemies start losing morale less quickly, I'm gonna want to buff it again.
____
All-in-all, I don't like it. I think your attempts to nerf Impact are unreasonable.
If you agree to the above, we forget any 'failure percentage'. Stuff works unless foes are immune to it.
Also, I yet have to create something for that final level. In your guide, you seem to have filled that, but yeah. Nope. I'll fill that one myself, thanks very much. Probably with another taction and a more powerful TA (cause y'know I haven't actually used my uber yet). Suggestions?
Menarker
09-23-2010, 02:43 PM
Ok, let's try to take this calmly. There is time to look things over. What I'm going to say below are suggestions and not attempting to enforce anything until a bit of time later after some suggestions.
Moves I got no immediate issues with and don't need to be changed:
Doom Howl
Dust Stream (I'm assuming Defog works as normal to deal with this?)
Weatherman (Only thing I would think is that this would be Matthias domain, but this is a RDPA ability, so that's evens out)
Analyst
Fire At Will
Things that need more detail:
RDPA: Missing stats and Overdrive
Formation Shift: Details on how altered formation can be remedied. Would advise that it takes trainer/pokebrid actions or an action like attack or item use.
Massive Feedback: How long is the Disabled status for? Disable randomly lasts anywhere from one to 8 turns in the games. Otherwise ok since it mainly inconviences slayers and pokebrids, since pokemons can be switched out (although it prevents the pokemon from spamming a certain move)
Specific moves issues:
Ability Drain: I don't have an issue technically with its power level. Part of the inherent downside with Ability Drain is that when used on pokemons, the trainer can switch out pokemons, thus voiding it when it comes back out next turn. It's really more useful against pokebrids although it would work against long term combos which rely on the pokemon not being switched out or something. (Unless there are other abilities you're talking about?) What I'm thinking is how it would be used in PvP. I would assume that PvP would be done via PMs to AB and the person/pokemons who has the higher speed goes first, unless someone faster is intentionally waiting their turn for a partner with lower speed to do a move for the sake of a combo or so. However...
Let's say you intend to put Ability Drain on Metagross, but Drac had intended to switch Metagross in the first place, which is an instant free action. So basically the round would resolve with Pierce switching out Metagross for someone else (like Dialga) and you end up using your technique on someone you didn't mean to use. Is that going to be a problem for you? Since in the games, it's natural that if a pokemon gets switched out during combat, then the move that would have hit the pokemon being switched out would hit the new pokemon instead.
Deathly Calm: Let's say you're using this and you're in a battle against Pierce and he has some additional allies. You choose to target two of his allies. However, can I assume that if you target Pierce but not his pokemons for the third one, then he would gain rage when his pokemon attacks but loses rage when he attacks? Or are you intending that if you target Pierce that he loses rage however he gets it? Because my gut feeling at this momnet feel the former is acceptable but not the latter.
Ultimate Warlord: The biggest issue that bugs me most is the sniper defense. What if the enemy group has no sniper? That would make you practically invincible. I feel this is too much. However, defense is pretty cruical for your survival. So I propose the following.
1) Can take up an enforcer slot behind any active character able to defend themselves.
2) As a slayer action or item use action or attack, you can move from slot to slot. (So if the person who was protecting you gets knocked out, you can move to another slot, switching with anyone who was there in the first place.)
3) Unless caught in the middle of a pincer formation, only attacks that cannot miss have a chance of hitting you when you're in tactian mode, and even then at a lower chance. (not 100% accuracy moves. Only non-missable attacks such as Shock Wave or a move boosted by Lock On.) You can designate your protecting ally to take the blow for you at a certain percent chance of success ahead of time.
4) You can choose to start battle either in combative mode or tactian mode.
5) The cost to switch from one mode to another is something like 3 tactions.
6) Everything else such as gaining extra taction and harder to resist stays.
Signature Break: Drac's suggestion is acceptable although I would personally allow it to have 1 tactions, maximum 2 twice per turn but the same move cannot be disabled two turns in a row.
Haunting: I agree with what Drac proposed. (Although he made that typo in the end where it would take 1 taction and 5 rage every turn instead of the 2 he typed prior.)
Superanalysis: I feel it really has too much power as it is to sweep an entire team at the right time. However, Drac's nerf is a bit too much in my view. 3 targets and 3 tactions each.
Despecialize: Shutting down a specialist for 3 turns is an awful long time especially removing all healing from PvP. I would suggest making it cheaper but shorter and can't be spammed endlessly. This way you can screw over the group at a cruical junction if you plan things right, but you can't do a total lock-down completely. The cheaper cost also allows you to spend tactions on a few other things. 2 tactions, last 1 turn, can be used 3 times. Cannot be used 2 turns in a row on the same target.
Basically, I don't want to enable Impact to totally lockdown a character for all time. That would make the character feel more undesireable to play and not as fun. I'd want to be able to use Lola effectively SOME of the time, even if she ends up failing at a cruical junction because you mess her up for example. So basically, hopefully what I done is made things more flexible, but not dambably potent over several turns. You'll be able to lock down several characters at one point making that particular turn a total NIGHTMARE or cause several pains and headaches spread among turns. Some of the actions are cheaper but with restictions that you can't SPAM SPAM SPAM them all the time. That should take off a LOT of the PvP worries of making our characters feel useless and not fun at all while still giving you protection and lots of potential.
Anyhow, let me know what you think of these changes and the ones that Drac made. I don't have much more time at the moment. Got class to go to. But once again, try not to take my suggestions too hard. Trying to discuss things and see how it goes.
All of that said, if you can provide a viable roleplay situation of a turn by turn basis of how your way would play out would be helpful.
EDIT: About Tactions, what speed are they during PvP? Because I would object to them being all nigh instant speed. Like I said before, I would suggest they have the same speed as if Impact was actually attacking with them and that Tactions be blockable by Protect or redirectable by moves like Cover. Might be a good idea to boost Impact's defenses and speed if you want to ensure that he reacts fast enough or so, maybe at a cost of one of your abilities or making certain ones weaker.
Geminex
09-23-2010, 03:07 PM
I actually really think that PVP is only gonna be of minor relevance, this RP anyway. Once we've established what rules will govern the arena mission, we can nerf the stuff specifically for that arena mission if your guys want to. And we'll see about the sequel.
If you've been going into this with the mindset of 'It's too strong, he'll use it against me', then there you have the reason why this is taking so long. I'm an ally, people. These techiques aren't going to be targeting you. Balance them, please. But if self-preservation comes into it on your part, then I'm gonna be ending up with a pile of useless drivel while you get the warm glow of having fought off a menacing threat. The latter might be nice, the former not so much.
But anyway...
RDPA: Missing stats and Overdrive
In consideration. Probably some defense, some speed. As for the latter, I was thinking about something that halves the cost of all TA for a turn. But I dunno...
Formation Shift: Details on how altered formation can be remedied. Would advise that it takes trainer/pokebrid actions or an action like attack or item use.
Not an attack action. I'm thinking the affected target can pay rage to get back to its initial position.
Massive Feedback: How long is the Disabled status for? Disable randomly lasts anywhere from one to 8 turns in the games.
Eh. 3 turns? Probably won't need more. All this stuff will mean a lot for AB to keep track of, but I can take care of that.
Deathly Calm: Let's say you're using this and you're in a battle against Pierce and he has some additional allies. You choose to target two of his allies. However, can I assume that if you target Pierce but not his pokemons for the third one, then he would gain rage when his pokemon attacks but loses rage when he attacks? Or are you intending that if you target Pierce that he loses rage however he gets it? Because my gut feeling at this momnet feel the former is acceptable but not the latter.
This is a good question, actually. Lemme consider...
Ability Drain
I'd be fine with it if that happens, but like I wrote above, we can discuss PVP when we reach it, and nerf my shit accordingly once we know all the rules.
Ultimate Warlord: The biggest issue that bugs me most is the sniper defense. What if the enemy group has no sniper? That would make you practically invincible. I feel this is too much. However, defense is pretty cruical for your survival. So I propose the following.
Can take up an enforcer slot behind any active character able to defend themselves.
As a slayer action or item use action or attack, you can move from slot to slot. (So if the person who was protecting you gets knocked out, you can move to another slot, switching with anyone who was there in the first place.)
Unless caught in the middle of a pincer formation, only attacks that cannot miss have a chance of hitting you when you're in tactian mode, and even then at a lower chance. (not 100% accuracy moves. Only non-missable attacks such as Shock Wave or a move boosted by Lock On.) You can designate your protecting ally to take the blow for you at a certain percent chance of success ahead of time.
You can choose to start battle either in combative mode or tactian mode.
The cost to switch from one mode to another is something like 3 tactions.
Everything else such as gaining extra taction and harder to resist stays.
I see your point... seems overcomplicated though. I like the whole 'bodyguard' concept, but lemme think about it again, there's got to be a way to simplify this...
Signature Break: Drac's suggestion is acceptable although I would personally allow it to have 1 tactions, maximum 2 twice per turn but the same move cannot be disabled two turns in a row.
I like this. Let's do this.
Haunting: I agree with what Drac proposed. (Although he made that typo in the end where it would take 1 taction and 5 rage every turn instead of the 2 he typed prior.)
Like I said, I think 2 tactions per turn is too high a price. I mean, what does it actually do? Confuse a lot of opponents, and it doesn't even affect pokemon. Give Impact some rage. Not worth draining himself that much for.
Superanalysis: I feel it really has too much power as it is to sweep an entire team at the right time. However, Drac's nerf is a bit too much in my view. 3 targets and 3 tactions each.
More reasonable, but come on. It's not gonna aid a sweep any more than an engineer, building an amplifier. And it does cost quite a lot. I'm gonna have to maintain this one, minus the crit.
Despecialize: Shutting down a specialist for 3 turns is an awful long time especially removing all healing from PvP. I would suggest making it cheaper but shorter and can't be spammed endlessly. This way you can screw over the group at a cruical junction if you plan things right, but you can't do a total lock-down completely. The cheaper cost also allows you to spend tactions on a few other things. 2 tactions, last 1 turn, can be used 3 times. Cannot be used 2 turns in a row on the same target.
3 Tactions, lasts 2 turns, can be used once per turn at most. Can't be used twice on the same target in the space of 4 turns (That is to say, for ever 2 turns a specialist is blocked, they get to do shit for 2 turns). That or the suggestion I made to Drac.
Anyhow, let me know what you think of these changes and the ones that Drac made. I don't have much more time at the moment. Got class to go to. But once again, try not to take my suggestions too hard. Trying to discuss things and see how it goes.
Well, I see a lot of your points, and they are good ones. So yeah, I think we can come to an agreement.
In fact, I'd like to THANK YOU for showing reasonableness and working with me to balance my character, utterly unlike a DIFFERENT INDIVIDUAL NOT TWO POSTS AWAY.
All of that said, if you can provide a viable roleplay situation of a turn by turn basis of how your way would play out would be helpful.
Huh. Gimme a scenario, and a level. I'll tell you how I'd respond.
Bard The 5th LW
09-23-2010, 03:11 PM
Can Charlotte kill Burkmont instead? I saw Drac claim it a few post back, and I saw no one contest it. I am now contesting it.
Anyways, I'll get a bit up with Charlotte and Phantomere soon. Time has cleared up recently.
And would it be possible to have Spits or Pike get an evolution? Because if so, I'm thinking of one for Pike.
Geminex
09-23-2010, 03:14 PM
Yah. It's even a standard upgrade. X-th level upgrade, evolve a standard pokemon or power up a legendary one. Go for it.
Charlotte gets to kill him if Impact gets to tell her to.
Dracorion
09-23-2010, 03:27 PM
Signature Break:
Cost: 2 Tactions
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 1 time per turn at most
Cost of 1, twice per turn.
Menarker's suggestion.
Formation shift:
Cost: 3 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: None.
Cost of 2. Usable three times per turn. Again, not versatile or useful otherwise.
I'm reserving judgment.
Fire at will:
Cost: 2 Tactions to activate, 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 other turn
Eh. This was actually my greatest worry. So fine, 2 tactions to active.
Hey, it's a buff. The way you had it it would've cost 3 Tactions for a 100 Rage.
What I meant was, 2 Tactions buys you the first 100 Rage. No need to pay 1 Taction first.
Then again, I don't really know what I was thinking when I came up with that.
Ability drain
Cost: 2 Tactions
Effect: Select one enemy ability. This ability is nullified for one turn.
Conditions: 2 times per turn at most
If it were permanent? Yes. Fine. But it isn't. It's a 1-turn technique, it's not worth more than a single Taction. And make that 3 times per turn.
My worry about this is that foes like Pokemercs are, unlike trainer pokemon, actually worthwhile. This might be kicking them in the balls too much.
I mean, look back at the last time we fought Pokemercs. There were one or two with some troublesome abilities like Sturdy and Volt Absorb, and we used Worry Seed to eliminate those.
And that was fine.
Also, Pokegeddon. What with being Pokesapiens and all, despite all their other augmentations, they probably have abilities. Big badass abilities. And while Ability Drain would certainly be useful for them, I'm worried it's too much. Yeah, for Pokegeddon.
I'm so iffy about this TA that I'm worrying on Pokegeddon's behalf.
Despecialize:
Cost: 4 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
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.
Very well. I can live with this.
Menarker's suggestion.
"Haunting"
Cost: 4 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 confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter 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 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 2 tactions.
Ok, that's three in a row. I explained to you above, very reasonably and understandingly, that the practical effects of this technique could be much more easily achieved with the move Confuse Ray, and at a far lower cost. I really don't see your problem. The whole 'jumps from foe to foe' aspect is more than cancelled out by the fact that it's a constant drain on his tactions, and the fact that it generates rage makes up for the fact that it's a lot more expensive than it should be. So no, this thing is fine with an initial cost of 4, and an ongoing cost of 1 taction, screw the rage cost.
Confuse Ray doesn't do that shit.
First of all, Confuse Ray's effects run out, and they're not undispellable. When this thing's confusion effect runs out? The target gets Exhaustion instead.
And one Taction per? That's bullshit. At most you'd spend 3 Tactions on it. You'd still have seven left to keep fucking over the enemies on top of them already being afflicted with undispellable Exhaustion that jumps around.
Keep the goddamn Rage cost.
Massive feedback:
Cost: 25 rage to activate, 2 tactions 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 every two turns only.
Once again, how is this useful? Disable isn't that great! Not to mention the rage cost. This was also fine the way it was and I don't intend to budge. If it turns out to be OP, we can nerf it later. But until then, I think this is good the way it is.
Disable is pretty great, actually, when you can use it for a paltry cost. Couple it with Menarker's Scapegoat move, and Serene Blessing for Impact, at 1 Taction cost? Shit, you could wreck ten different enemies in one turn.
Superanalysis
Cost: 40 rage to activate, 4 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 gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 2 targets max, once every two turns only
This is fucking ridiculous. I mean seriously, are you even trying? Weaken the defense of two enemies, for one turn, at that cost? You flinch 6 enemies for less, and you can spread that between two characters!
No. And fuck you for suggesting it. It was fine the way it was. In return for a full turn's Taction and quite a lot of rage, comparatively, Impact can make the enemy team (or 6 members of it, anyway) way more vulnerable to allied attacks for one turn. I'll even drop the bit with the crits, if you're really desparate. But that is it.
2 Tactions per target, drop the bit with the crits. I get to reserve judgment for later.
Weatherman:
Cost: 4 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.
No. 3 at most, and that's really pushing it. It's just not effective otherwise! I won't be changing the weather if I can do dozens of other things. Especially if each change, each effect removed and added costs that much. Seriously, it'll take him a turn to just clear up hail, rain and sandstorm, and another to add the ones he wants. 3 at most, and if you accept that, then I'm going to expect quite a few concessions from you above.
Okay, this one was my bad. I meant for it to be 4 Tactions for you to change up the weather to anything you like, regardless of how many changes you're making.
But I guess that really does piss all over Matt's tech. Better do it your way.
____
All-in-all, I don't like it. I think your attempts to nerf Impact are unreasonable.
If you agree to the above, we forget any 'failure percentage'. Stuff works unless foes are immune to it.
Also, I yet have to create something for that final level. In your guide, you seem to have filled that, but yeah. Nope. I'll fill that one myself, thanks very much. Probably with another taction and a more powerful TA (cause y'know I haven't actually used my uber yet). Suggestions?
Y'know, some of us could consider your whole upgrade sheet to be one big uber.
In fact, I'd like to THANK YOU for showing reasonableness and working with me to balance my character, utterly unlike a DIFFERENT INDIVIDUAL NOT TWO POSTS AWAY.
Obligatory derogatory comment about your mother.
Hey, I tried man. No one ever said I was good at balancing. Shit.
Besides, I probably would've caved around this point if you hadn't gotten all pissy about it. But I said I'd come up with some suggestions.
Anyway, I'm sorry I got so bogged down by your bullshit that I couldn't do it properly.
Huh. Gimme a scenario, and a level. I'll tell you how I'd respond.
Well, I'd take a shot at this but I've completely lost faith in myself at this point.
No, that was sarcasm. Seriously, don't even think about saying what I know you would have said.
Also, fine, you wanna make separate versions of these for PVP? Sure.
Bard, I was joking when I called dibs on Burkmont and all of them.
In Faynoc's case, it's my sidequest and there's a character development reason for Pierce to get to kill him, so I asked for it.
In Burkmont's case, well, I don't think we should quite call dibs on these things yet. What if it fits Menarker's character better to kill the man that impregnated his Snorlax, causing Snorlax to give birth to Renny?
Bard The 5th LW
09-23-2010, 03:29 PM
Charlotte gets to kill him if Impact gets to tell her to.
That's probably the dumbest thing he could do.
Go for it.
Dracorion
09-23-2010, 03:38 PM
PS: dibs on Pokegeddon.
All of them.
Bard The 5th LW
09-23-2010, 03:42 PM
You know what, I grant you Pokegeddon. All of them if he can handle them.
Charlotte doesn't like them either, no one does, but Pierce is probably the best fit to remove them.
Although, you would probably need to place them on the execution block to take them all out consecutively.
Dracorion
09-23-2010, 03:51 PM
It was... another joke, man.
I mean, Pokegeddon isn't actually going to die.
Ever.
Pierce might get the last hit on them all in battle, though. Maybe a badass Infinity Crush? Would be hard to trigger.
Also, explain to me how Pierce is best fit to beat Pokegeddon. Please.
Bard The 5th LW
09-23-2010, 03:52 PM
It probably will never happen, but if it does, I give you the right.
Just saying.
Dracorion
09-23-2010, 04:01 PM
No seriously explain it to me.
Geminex
09-23-2010, 04:07 PM
Also, fine, you wanna make separate versions of these for PVP? Sure.
I don't wanna make separate versions as such, but if it turns out that the rules of PVP would alter the techs' effects, or cause other problems, then yeah. I'd be willing to change them for PvP only. That shouldn't be hard.
Obligatory derogatory comment about your mother.
Hey, I tried man. No one ever said I was good at balancing. Shit.
Besides, I probably would've caved around this point if you hadn't gotten all pissy about it. But I said I'd come up with some suggestions.
Anyway, I'm sorry I got so bogged down by your bullshit that I couldn't do it properly.
Fair enough. Though in my defense, my bullshit was only in response to your bullshit. Still perhaps we've learned our lesson this time.
...
HAHAHAHAHAHA yeah
Y'know, some of us could consider your whole upgrade sheet to be one big uber.
Touche. Well, I'm still taking suggestions. Fun, balanced ideas? Anyone?
But I guess that really does piss all over Matt's tech. Better do it your way.
Deal.
2 Tactions per target, drop the bit with the crits. I get to reserve judgment for later.
Naturally. Deal.
Disable is pretty great, actually, when you can use it for a paltry cost. Couple it with Menarker's Scapegoat move, and Serene Blessing for Impact, at 1 Taction cost? Shit, you could wreck ten different enemies in one turn.
Ok. You may have a point. But I think 2's too much, as it is. He couldn't 'really wreck' either. At most, they'd have to use a different attack for 3 turns. But hell, they have enough. The Slayers, definitely, and the trainers too. It's not that major, unless all of us start being vulnerable to a single element, all of a sudden. It won't be used that often, and when it will, it'll be allright...
Eh. Really don't know.
Confuse Ray doesn't do that shit.
First of all, Confuse Ray's effects run out, and they're not undispellable. When this thing's confusion effect runs out? The target gets Exhaustion instead.
And one Taction per? That's bullshit. At most you'd spend 3 Tactions on it. You'd still have seven left to keep fucking over the enemies on top of them already being afflicted with undispellable Exhaustion that jumps around.
Keep the goddamn Rage cost.
But moo-OM.
Well once again, this is more confusion than exhaustion. I don't think our foes will survive long enough for the exhaustion to take effect. And ok, it doesn't run out. True. But that's why it has a constant cost. And 3 tactions per turn is a lot! Seriously. For what it does, I think it'd be worth it.
But ok, how about this instead.
Cost: 6 tactions initially. 2 per turn afterwards.
Effect: Afflicts exhaustion on target. When target dies, Impact gets half the target's rage, and the Fragment jumps to a new opponent to do the same there.
Conditions: Use only once per battle.
Is that any better? Stronger, but higher cost.
Then again, I don't really know what I was thinking when I came up with that.
Fair enough. Let's leave my original suggestion.
I mean, look back at the last time we fought Pokemercs. There were one or two with some troublesome abilities like Sturdy and Volt Absorb, and we used Worry Seed to eliminate those.
True. 2 tactions, lasts 2 turns, twice per turn.
In regards to formation shift and signature break, deal.
That's probably the dumbest thing he could do.
How so?
PS: dibs on Pokegeddon.
All of them.
Called dibs on Gardenoir ages ago. Still maintaining that. Besides, sequel-Impact is probably gonna be the only one capable of bringing them down, and even that'd be hard.
Bard The 5th LW
09-23-2010, 04:22 PM
No seriously explain it to me.
Because Pierce is the only real hero next to Renny. The pokeggend on rank pretty high on the evil scale, and are also pretty hypocritical.
Impact hates pokemon, so him killing them wouldn't do much but just be a guy doing what he liked. Charlotte just likes to jill. She may have called them out on the hypocrisy, but that wouldn't be her motivation for killing them/
However, Pierce, and even Renny, sort of represent the opposite of what the Pokegeddon believes. They are friendly with their pokemon and work as a team with them. Pierce has the burning righteousness necessary to kill them though. At least thats the way I see it.
Nothing to say about Matt. Guess it's be funny to see him do it though.
How so?
Because, Charlotte wants the personal satisfaction of doing the deed. Being ordered to do it would take away from that. Thus leaving Charlotte very embittered towards Impact for the remainder of the Universe.
Dracorion
09-23-2010, 04:24 PM
Touche. Well, I'm still taking suggestions. Fun, balanced ideas? Anyone?
You could always get some straight up Domination.
That one really should have a percentage chance to fail, though. Or it should cost as much Rage and as many Tactions as you think Pierce has STDs.
Ok. You may have a point. But I think 2's too much, as it is. He couldn't 'really wreck' either. At most, they'd have to use a different attack for 3 turns. But hell, they have enough. The Slayers, definitely, and the trainers too. It's not that major, unless all of us start being vulnerable to a single element, all of a sudden. It won't be used that often, and when it will, it'll be allright...
Eh. Really don't know.
Well, it's either that or we up the Rage cost a bit.
Alternatively, something like two Tactions to active, then 1 Taction for every attack.
Or two Tactions for the first attack, and one 1 Taction for every subsequent attack.
But moo-OM.
Well once again, this is more confusion than exhaustion. I don't think our foes will survive long enough for the exhaustion to take effect. And ok, it doesn't run out. True. But that's why it has a constant cost. And 3 tactions per turn is a lot! Seriously. For what it does, I think it'd be worth it.
But ok, how about this instead.
Cost: 6 tactions initially. 2 per turn afterwards.
Effect: Afflicts exhaustion on target. When target dies, Impact gets half the target's rage, and the Fragment jumps to a new opponent to do the same there.
Conditions: Use only once per battle.
Is that any better? Stronger, but higher cost.
Hmm... Deal.
True. 2 tactions, lasts 2 turns, twice per turn.
Deal.
How so?
Because Charlotte is A REBEL!
You tell her to kill Burkmont and she's gonna be all like "You ain't the boss of me, boss man! Phantomere, sick 'im!"
Called dibs on Gardenoir ages ago. Still maintaining that. Besides, sequel-Impact is probably gonna be the only one capable of bringing them down, and even that'd be hard.
How?
With his paltry (by your own admission) Slayer level 5 attacks?
Besides, you only called dibs on Gardenoir because you were leader and you're constantly trying to prove your penis size.
Menarker
09-23-2010, 04:26 PM
>_> Renny might try to make the pokegeddon see the error of their ways.
Hehe, Impact/Renny Dual Tech! Righteous Brainwashing!
Anyhow, typing on my laptop, class starting soon, so I won't be responding much for quite a while.
Anyhow, I'm getting a little confused by the sudden agreements to abilities for Gem and I don't have time to look at them at this moment. Would be nice if Gem can resummarize the modified version of his upgrade list thus far and which ones we're still talking about and working on?
Dracorion
09-23-2010, 04:31 PM
Because Pierce is the only real hero next to Renny. The pokeggend on rank pretty high on the evil scale, and are also pretty hypocritical.
Impact hates pokemon, so him killing them wouldn't do much but just be a guy doing what he liked. Charlotte just likes to jill. She may have called them out on the hypocrisy, but that wouldn't be her motivation for killing them/
However, Pierce, and even Renny, sort of represent the opposite of what the Pokegeddon believes. They are friendly with their pokemon and work as a team with them. Pierce has the burning righteousness necessary to kill them though. At least thats the way I see it.
Nothing to say about Matt. Guess it's be funny to see him do it though.
Well, see.
Pokegeddon isn't really "evil" per se, are they?
I mean, they're trying to free pokemon from the evil yoke of humans. While they're pretty prejudiced against everyone (seriously, aside from assholes like the mafia and criminals and Faynoc and Burkmont, everyone treats their pokemon great), they're still trying to do what they think is right.
And they refrained from killing anybody back at Prime Square. AB explained that their SigTechs weren't actually real. Like, y'know, sort of like in RPGs where characters use ridiculous attacks like blowing a hole in the ozone layer or striking an enemy with enough force to crack the planet? Flooding a city? Except right after those attacks are done, the planet is still there.
AB sort of used the same logic. No one was actually hurt by Pokegeddon.
Of course, that's complete bullshit. It doesn't make sense and I would've preferred it the other way around.
Still, while Pierce's got the burning righteousness to kill fuckers like Burkmont and Faynoc, he probably wouldn't kill Pokegeddon.
Bard The 5th LW
09-23-2010, 04:31 PM
Because Charlotte is A REBEL!
You tell her to kill Burkmont and she's gonna be all like "You ain't the boss of me, boss man! Phantomere, sick 'im!"
This sums it up in addition to what I said above.
She's be like, "You can't tell me what to do! You aren't my real dad! I'll kill him because I want to!" And then she's send Arceus his way, because killing him as well is the way to justify it in her mind.
Also, she'd be leader sp N'YEH!
Edit: I am aware the Pokeggedon didn't actually kill anyone, but I like to think they did. It just seems right to me that they actually massacred people by the dozens before claiming higher ground and saving them.
Also, thaey all just sort of strike me as assholes who deserve some sort of punishment just 'cause.
Geminex
09-23-2010, 04:35 PM
That one really should have a percentage chance to fail, though. Or it should cost as much Rage and as many Tactions as you think Pierce has STDs.
That would be all the tactions.
All of them.
I'll consider it, though.
Or two Tactions for the first attack, and one 1 Taction for every subsequent attack.
This sounds acceptable. 1 taction, 25 rage startup cost, and 1 tactioin for every attack. Let's do it that way.
How?
With his paltry (by your own admission) Slayer level 5 attacks?
Well, i was thinking more along the lines of u(DATA EXPUNGED)hem, or just mi(DATE EXPUNGED) and then ha(DATA EXPUNGED), which'd be really fun, cause when it all plays out it'd basically be (DATA EXPUNGED), and come on, that'd be hilarious!
Besides, you only called dibs on Gardenoir because you were leader and you're constantly trying to prove your penis size.
Well, it was more because she let him live, and nobody shows Impact mercy without regretting it the moment they die.
Hehe, Impact/Renny Dual Tech! Righteous Brainwashing!
This intrigues me and I wish to hear more.
Dracorion
09-23-2010, 04:36 PM
Also, she'd be leader sp N'YEH!
Brb, in negotiation mode.
Edit: I am aware the Pokeggedon didn't actually kill anyone, but I like to think they did. It just seems right to me that they actually massacred people by the dozens before claiming higher ground and saving them.
Also, thaey all just sort of strike me as assholes who deserve some sort of punishment just 'cause.
Well, I know I won't be satisfied until they take a rotund beating when we finally beat them.
Well, i was thinking more along the lines of u(DATA EXPUNGED)hem, or just mi(DATE EXPUNGED) and then ha(DATA EXPUNGED), which'd be really fun, cause when it all plays out it'd basically be (DATA EXPUNGED), and come on, that'd be hilarious!
Oh! Oh!
Oh wow.
Hahaha oh man it would be hilarious.
But I'm afraid I must decline.
Well, it was more because she let him live, and nobody shows Impact mercy without regretting it the moment they die.
They let us all live. I'm pretty sure everyone is entitled to kill Gardenoir, by that logic.
This intrigues me and I wish to hear more.
Renny and Impact bombard the enemies with Hippie propaganda!
Basically just a constant barrage of loud noises and messages like "IMPACT LOVES YOU" and "LET RENNY GIVE YOU A HUG".
DanteFalcon
09-23-2010, 07:07 PM
As for Weatherman kinda butting into the main use of Castform thus far it doesn't really bother me. If anything it means that in groups where I'm not present you still have weather manipulation which helps.
Also the main reason I nabbed Castform isn't the weather changing crap. It's just way easier to pull out a suddenly huge blast on a quad weakness to water/ice/fire out of freaking nowhere. It wouldn't be as strong as other pokemon but it'd be a lot harder to prepare against.
Dracorion
09-23-2010, 07:10 PM
ImpactxRenny.
OTP.
...
Hey Bard, wanna switch places with Renny for the sequel? You get to be a REBEL!!!
Sure, the pay's not great, but you get to watch Renny and Impact overcome the barriers of ideology, gender and age, admit their feelings to each other and build an utopia grounded in Hugs and Mind Control.
EDIT: It'll be great. Seriously.
Bard The 5th LW
09-23-2010, 07:16 PM
Really, it depends on what happens.
If Impact makes a wrong action, then sure, Charlotte may just go rebel.
Dracorion
09-23-2010, 07:24 PM
But, but...
ImpactxRenny!
OTP!
Menarker
09-23-2010, 08:38 PM
>_> What I meant was brainwashing with Renny's innocent looks and expressions and his very intelligently and charismatic choice of words combined with Impact's brainwashing ability.
Dracorion
09-23-2010, 08:43 PM
Yeah, and that's not going to be easy.
You can't just talk out of your ass. Impact and Renny would have to work on speeches.
They'd stay up late together... crack some jokes... maybe have some Mollesk wine... Their hands brush "accidentally"... there's eye contact, chemistry...
And then one thing leads to another and they're having hot gay sex in one of the dilapidated bedrooms of Mystery Mansion.
Unfortunately, I think I erased the old excerpt of my ImpactxRenny slashfic. Hey Gem, do you have it?
Anyway, Bard, what upgrade are you taking for this mission? I'm guessing Trainer, but it couldn't hurt to check. And Dante, I guess you're taking Pokebrid?
Bard The 5th LW
09-23-2010, 08:54 PM
Actually, I might take Slayer. Diversify things a bit. However, it would probably be only one level in slayer.
I'll start customizing shit when I get to Breeder.
Menarker
09-24-2010, 12:13 AM
Well, I was tired of trying to find the tenative upgrades that was made for my character, so I put them in my bio for the time being.
That said, I realized there was one or two things I might want to change, about the RDPA or the build overall. Slight things, but still things worth noting. We can go into detail about it later on during the mission though.
Geminex
09-24-2010, 03:34 AM
Unfortunately, I think I erased the old excerpt of my ImpactxRenny slashfic. Hey Gem, do you have it?
I feel dirty just thinking about the fact that it was in my inbox once. So no. Also, fuck you for reminding me.
Mind you, and ImpactxPierce fic, on the other hand....
>; ]
> ; ]
>; ]
> ; ]
his very intelligently and charismatic choice of words combined with Impact's brainwashing ability.
Huh. So, when's Renny going to learn to speak like this?
Menarker
09-24-2010, 09:33 AM
Renny has almost always spoken like that! Your mileage may vary, but it mostly all the same when combined with the lovable and seemingly cherubic persona. =P
Gem, did you check my PM from a few days ago? Would be nice to get a response from that.
Geminex
09-24-2010, 09:57 AM
Oh come on. How is his manner of speech either intelligent or charismatic? And how on earth is Renny lovable?
In regards to the PM, it didn't really require a response. You should be PMing me.
Dracorion
09-24-2010, 10:25 AM
Your pathetic attempts at flattery will not get me to give up my rebellion against you, Geminex!
I think Menarker is confused. The fact that Renny is the most likeable guy on the team doesn't actually make him likeable. It just means he's the least dislikeable guy on the team.
Geminex
09-24-2010, 12:59 PM
Dammit. My evil plan is foiled.
Also, my laptop just died, so time for another hiatus, I guess. Bluh Bluh and all that. Still, at least my shit's balanced now and I've started arranging all the other stuff. So that should be fine, I guess. Not sure how long, I'll try to log on when I can.
Bard and Dante, post your upgrade sheets. Drac and Menarker can do the preliminary stuff and when I come back we can finalize it. And then we can get this show on the motherfucking road.
Menarker
09-24-2010, 01:00 PM
We won't quite be able to until AB posts the data on PATCA's new employees. But working on their upgrades sheets sounds like a pretty worthwhile thing to do.
Gem, can you at least post what your new upgrades are like? I don't think any of us saw what the new results are after the changes.
Dracorion
09-24-2010, 01:02 PM
AHAHAHAHAHAHAHAHEHEHEHEHAHAHAhehehehehehaha.
Oh, you guys.
Bard The 5th LW
09-24-2010, 04:07 PM
I GUESS I'll get the upgrade list up...
How do I go about this? Can I get a list of basic upgrades? Do I just write all the basic stuff and then write the conditional upgrades?
Dracorion
09-24-2010, 04:10 PM
Here you are. The standard upgrades. And yes, just copy-paste the standards (or just name them if that's easier for you) and write up the customized ones.
Copy-pasting them makes it easier for us, though.
Menarker
09-24-2010, 04:15 PM
I guess the best way to you to go about this is to:
1) Have an idea what your character is going to be thematically. How will they contribute to the party and to your character's fighting style?
2) Work out what existing mechanic is there that you can use or modify to fit that theme.
3) Use the template that AB made previously as a sort of guideline for power level.
4) Start assigning such abilities that support your theme by levels and what class it counts as. (Abilities that deal with pokemon will probably be trainer levels while abilities that self improve is probably a level in slayer.)
Our conditional upgrades are just a way to ensure that you get a certain ability at a degree of flexibility. Like I don't know what level exactly I'm going to take my levels in breeder, so I just put the conditional that when I have the right number of levels in both corresponding classes, I get the ability regardless of when I actually reach that point. It makes the most amount of sense if you try to customize an ability that seems to combine the features of 2 or more classes.
Anyhow, you don't have to keep all the basic upgrades. You can scrap a few to better suit your needs.
There are some examples in Renny's bio and Pierce's bio (and the bios of his NPC characters)
Bard The 5th LW
09-24-2010, 09:43 PM
Here are a few things, just based off what the upgrade sheet says. I glossed over some of these earlier so I'm going to go into them now. For now, Trainer action.
Assume Charlotte is going to take her next levels in trainer until I hit Breeder. After that, I may put one into Slayer and then throw the rest into Breeder with a small amount of custom upgrades.
Trainer Action: Kick the Dog
Exactly what the name implies. Charlotte physically attacks her own pokemon to encourage them to do better or else. Attack, Special Attack, and speed stats go up by 2 stages until the Pokemon faints, but 1/4 of that pokemon's HP is lost.
I'll get the evolution for Manetric later.
Dracorion
09-24-2010, 09:44 PM
So is Charlotte's level for this mission going to be Trainer or Slayer?
Trainer Actions sounds... ermmm...
Maybe limit the boost to Attack and Special Attack, maybe Speed?
Bard The 5th LW
09-24-2010, 09:46 PM
Sure. Thats pretty much the extent to what is used by her pokemon anyways.
Dracorion
09-24-2010, 10:23 PM
BARD CLEAN OUT YOUR INBOX.
Bard The 5th LW
09-24-2010, 10:32 PM
YOU AREN'T MY REAL DAD! YOU CAN'T TELL ME WHAT TO DO!
Dracorion
09-24-2010, 11:02 PM
HEY! YOU COULD DO A LOT WORSE WHEN IT COMES TO DADS!
Wait, no. No you couldn't.
Menarker
09-24-2010, 11:31 PM
Anyhow, Bard, don't forget that since you're Trainer level 4, you get 2 Trainer Actions.
Bard The 5th LW
09-24-2010, 11:38 PM
Yeah I'll work out a second in conjunction with the evolved Manetric.
Geminex
09-25-2010, 10:03 AM
I actually think that 6 stages of stats boost might be too much as well, in return for that cost.
BUT
Charlotte is probably the most underpowered PC we have, so I'll wait until your full upgrade sheet is up, then start complaining.
Though what Menarker said is pretty much correct.
And yeah, your inbox. It is always full. ALWAYS.
Well, not at the moment. But seriously, if you don't clean it up YOU WILL BE GROUNDED.
AND DON'T TALK BACK TO OTHER DAD LIKE THAT.
Also, when Renny finally dies, Pierce HAS to jump up and go 'Oh my god, they killed Renny!' with Lola probably adding 'You bastards!'
...
Or better yet, that has to happen every mission. Near the end. It would be hilarious.
Or at least feature it in a comic.
Dracorion
09-25-2010, 11:30 AM
Actually I'd say Dante is the most underpowered PC we have.
And I do agree that they both should get some leniency with their custom stuff, seeing as how they're not getting nearly as much of it as the rest of us.
Menarker
09-26-2010, 06:31 PM
Wow, an entire day without a post.
Anyhow, I saw AB on NPF yesturday, so he's fine doing whatever.
Gem, I got a balance issue with one of your tactions.
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. Techniques or abilities that cost rage have their cost increased by 10.
Conditions: Use once per turn at most.
This is the same one which I asked the question about whether it only affects rage gaining actions of the specific target effected.
Anyhow, my concern, which is partly PvP centric, but also outside of it is that you could constantly pick the same set of targets over and over, and since all actions that don't spend rage effectively gains the user rage, it's effectively not only doubles as a rage destroyer but also 3 additional super cost effective Signature Breaks. This being because anyone who doesn't have rage naturally can't use any of their special abilities. With this ability, Impact could lock out 3 targets from using ANY of their moves indefinately. Not cool. And if you were to say that targetting a trainer with this move affects the pokemons under his/her control, the move becomes utterly broken and unbalanced for its cost.
Hence, one of the steps to make this balanced would be that typical restriction of only being able to use this ability once every two turns. Another would be that rage loss only applies to the specific target it's on, like I asked about before. Naturally though, I want Drac and you to comment on your thoughts before I consider any addition factors.
Geminex
09-26-2010, 06:38 PM
Eh, every two turns is fine. I'm not sure how it'll affect pokemon, whether they'd be separate, or whether they'd just be extensions of the trainer...
I'd have to see.
And I have been on a few times today (fixed my laptop ^^), but I'm still working on all the stuff that Impact's gonna be doing between missions. Still waiting on Renny's replies, btw.
Dracorion
09-26-2010, 06:41 PM
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.
Menarker
09-26-2010, 06:42 PM
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.
Geminex
09-26-2010, 06:54 PM
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.
Dracorion
09-26-2010, 09:01 PM
Also, or else what? This does interest me.
No.
I want you to be surprised.
Seriously, bitch, I dare you.
Astral Harmony
09-27-2010, 12:28 AM
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.
Geminex
09-27-2010, 04:01 AM
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.
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!
DanteFalcon
09-27-2010, 04:10 AM
I have ideas for my upgrade tree. Probably be posting them tomorrow or the day after. Whenever I find the time to do it.
Dracorion
09-27-2010, 06:37 AM
Heh.
Twilock stole Menarker's Tentacle Rape.
Geminex
09-27-2010, 06:43 AM
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.
Dracorion
09-27-2010, 10:43 AM
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.
Menarker
09-27-2010, 11:04 AM
Interesting stuff. Some people (Laurith and Mio) missing their callsigns, but that's nothing urgent at all.
An interesting one for Laurith would be "Mermaid". :3 If you recall, in the Little Mermaid, she sold her voice to the sea-witch in a semi-Faustian deal to switch her fish half to human legs so she would have a chance of living up above the sea and being with the prince. Since Laurith is mute and has 2 water type forms, it seems fitting.
In regard to Twilock... considering his ability would be super powerful on Mollesk, you might say they are best buddies. Shadow Reinforcement for +4 to all stats instead of just +2? Double Attack used with Power Trick? Fun Stuff!
Gem, can I assume that in regards to your Ultimate Warlord ability, if someone tries to attack your bodyguard and knock them out in one turn and still have actions left over, they could proceed to attack you because you don't have time to switch enforcers?
Also, any thoughts on who you want as your enforcer and whom you would want for the group's second speciality slot?
I'd personally suggest Mika for our Shock Trooper. She's powerful, her pokemon is almost indestructible except for Bug, Ghost, Dark and a few choice attacks, and she'll gain a boost if/when we encounter Pierce's group and Shizuka uses her aura to give every Kimono in formation a +2 boost to all stats.
Hehe, and I was thinking that if Charlotte becomes a slayer this mission, she might consider bringing Lucian along. Just because she's the only PC who'll directly benefit from his "Protector of all Women" thing. Expect some crazy antics to ensue. =P
Speaking of Lucian, his pokemons certainly do not match his earlier impression of vicious power with that 3 headed axe and the entire Cerberus theme... in fact, with their cuteness and his overall personality and protection, he's really similar to Renny. (Although Renny doesn't discriminate with gender)
Dracorion
09-27-2010, 11:17 AM
I... don't think Twiloch's buff should combine with Mollesk's Simple ability.
Because fuck you that's why. Or would you like me to elaborate?
Also, what do you need Double Attack for? Mollesk already has an item for that!
More importantly, those moves might be better suited for, y'know, other people. I know Mollesk would be the last combatant to get Double Attack.
Anyway, Menarker, remind me which characters you've already decided on for your team?
Menarker
09-27-2010, 11:27 AM
Lola as Medic and Whitney as my enforcer. Still waiting for Gem's imput on his enforcer and whom the other person would be, although I figured Mika would be a suitable choice.
And Twiloch's ability is a straight out Stat buff. Thus Mollesk benefits it from it. Period. That's the exact nature of Simple. All stat gains and loss that would be applied to him is doubled. I swear, enough with the Mollesk hating. You especially said you would never trash talk him again after how I tried to help buff up your custom demon-pokemon.
Also, that item only works on the third turn and it must be a non-attacking move. Power Trick with real double attack would be awesome, especially if it's Rock Slide for AOE damage. ^^
Dracorion
09-27-2010, 11:32 AM
Eh, I was probably lying, or not serious at all.
And did you help? I mean, I guess you might have given me some pointers on the ability.
Oh, okay. So basically on the third turn you want to be able to use Power Trick and then Double Attack?
Yyyyyeaaaaaahhhhh...
Menarker
09-27-2010, 11:35 AM
No, I advocated that Tsumji should have stats similar to a psuedo legendary because it doesn't have any manner of doing consistantly high damage with STAB or Super Effective Attacks. Thus in order to keep its attack power on par with the rest of the high end attackers, it should have higher base power.
And you seemed pretty sincerely grateful for that until Gem shot that idea down at the time... which is totally not my fault.
Dracorion
09-27-2010, 11:38 AM
Oh, right.
Now I remember.
Yeah, I wasn't serious. I mean come on! I was grateful, just not that much.
Geminex
09-27-2010, 11:39 AM
Because fuck you that's why. Or would you like me to elaborate?
Allow me.
Yyyyeah, Menarker. Stuff is modelled on strength, here. You've got Mollesk. That makes you pretty strong already. When we balanced you, that assumed that you'd be very careful in regards to using combos and min-maxing. If you start trying to overpower Mollesk again, your character will get rebalanced, and not in a good way. So take what you have. Utterly retarded stats (I mean seriously), an interesting move pool, pretty strong custom item. I'll leave you that much. Be happy with that! And use it... conservatively.
I know that he's like your sports car, first-born son, whatever you want to call it. He's your way to prove that FUCK YOU I CAN MIN-MAX.
And yes. Yes you can min-max. But if you do, your character has to be weakened to compensate. And outlining all the ways you can combo and min-max really doesn't help your cause.
I mean sure, I can't stop you from doing what you want. But the stronger Mollesk turns out to be, the weaker Renny will become. So... maybe best to limit yourself.
M'kay?
Gem, can I assume that in regards to your Ultimate Warlord ability, if someone tries to attack your bodyguard and knock them out in one turn and still have actions left over, they could proceed to attack you because you don't have time to switch enforcers?
Yeah, that's it. If his Bodyguard falls, he starts taking full damage until the beginning of next turn.
I'll consider whom to pick. But Mika might be intersting, that's some good thinking.
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.
Yeah, that's the way it's supposed to be. But with Fire At Will, it could be every second turn. Or even more often, 5 times every 8 turns. Which is rather a lot. Like I said, I'll see what happens.
And Drac, Ima call your bluff. There's no threat from you.
Dracorion
09-27-2010, 11:42 AM
'Kay, Gem.
Boy, I hope we do have to nerf your shit.
Menarker
09-27-2010, 11:44 AM
Allow me.
Yyyyeah, Menarker. Stuff is modelled on strength, here. You've got Mollesk. That makes you pretty strong already. When we balanced you, that assumed that you'd be very careful in regards to using combos and min-maxing. If you start trying to overpower Mollesk again, your character will get rebalanced, and not in a good way. So take what you have. Utterly retarded stats (I mean seriously), an interesting move pool, pretty strong custom item. I'll leave you that much. Be happy with that! And use it... conservatively.
I know that he's like your sports car, first-born son, whatever you want to call it. He's your way to prove that FUCK YOU I CAN MIN-MAX.
And yes. Yes you can min-max. But if you do, your character has to be weakened to compensate. And outlining all the ways you can combo and min-max really doesn't help your cause.
I mean sure, I can't stop you from doing what you want. But the stronger Mollesk turns out to be, the weaker Renny will become. So... maybe best to limit yourself.
M'kay?
But I didn't ADD anything to Mollesk! He's the same as he was last mission. The recent backlash that you two are warning me about are results of TWILOCH whom AB THE GM made. That's like you saying that Mollesk and Renny should be nerfed every time a new character who has the ability to buff an ally with stat boost or an extra abiilty comes along. That's not my fault at all. That's just the nature of the Ability or the allies. I didn't try to add to his power. That was just a side effect of more characters coming in and thus with more options, that I can't control.
And he never actually DONE anything aside from tanking (His highest praise being against Pokegeddon) or a few uses of Rock Slide. He never lasted long enough to use his custom item or use Power Trick in the first place.
Dracorion
09-27-2010, 11:47 AM
If AB were infallible we wouldn't need to do balancing.
Geminex
09-27-2010, 12:19 PM
But I didn't ADD anything to Mollesk! He's the same as he was last mission. The recent backlash that you two are warning me about are results of TWILOCH whom AB THE GM made. That's like you saying that Mollesk and Renny should be nerfed every time a new character who has the ability to buff an ally with stat boost or an extra abiilty comes along. That's not my fault at all. That's just the nature of the Ability or the allies. I didn't try to add to his power. That was just a side effect of more characters coming in and thus with more options, that I can't control.
I'm not saying he should be nerfed every time it turns out to be possible for him to use some sort of combo.
But I am saying that every time we balance, we don't just consider the current power of the ability/character, we also consider what it might be in the future. And then we make an educated guess. If our guess turns out to be wrong, it may be necessary to rebalance.
When I didn't say anything against Mollesk when we had agreed on the BR, it was assuming that, for the time being, Mollesk wasn't too overpowered. But I didn't expect that skills allowing you to buff another target would pop up. Now that they are popping up, Simple gives even more advantages, and honestly, seemingly pretty few disadvantages. It's simply more powerful that we thought it would be.
Mind you, rebalancing isn't necessary, yet. There's potential for you to go the Way Of The Superbuffed Mollesk, sure. But as long as you don't use this potential, there's no need to balance you. If you do use this potential, there will be, I think. Because it'd be too powreful.
So like I said. You can start comboing with Mollesk. But in that case I will go 'He is comboing with Mollesk, that is too powerful, we must weaken him' and I guarantee that you will be the only individual to disagree with me.
Or we can retain the status quo. I won't jump up as soon as Mollesk benefits from Simple, that'd be a dickhead thing to do. I'll just trust you not to exploit Mollesk to its fullest potential. Much less effort, that way.
We're going to end up balanced either way. Which would you prefer?
Menarker
09-27-2010, 12:36 PM
Also, there are some additional things to consider.
1) Mollesk's stats were originally meant to be 600. Psuedo-legendary. Then Pierce, who already had two pseudo-legendaries at the time, declared his pokemon would be a 680 stat legendary. Now look at his pokemon team compared to mine. (Assuming both parties hit trainer 5)
Enmakki 680
Dialga 680
Adamantitar 640
Metagross 600
Arai 600
Blaziken 530
= 3730 base points total.
Compared to...
Mollesk 680
Swampert 605
Shaymin 600
Togekiss 545
Magnezone 535
Umbreon 525
= 3490
Pierce's team win by a pretty large 240 points difference. While still having a pokemon that can attack by putting foes to sleep and just letting them faint that way. No step-up. Just attack at once, put them to sleep and they start losing automatically.
Mollesk needs step-up in order to do anything other than tank, otherwise, he's just an average attacker that takes a lot more punishment.
His stats are not any bit more absurd than the other person with equally high stats and his attacks are basically straight forward damage as opposed to Enmakki who can put 2 foes to sleep per turn with Dark Void, those foes can't act due to being sleepy, and they lose 25% of their health every turn.
So you say that by having Mollesk, Renny runs the risk of being shafted in terms of development. But Pierce already has a huge lead in terms of base stats compared to Renny and Pierce's own custom legendary pokemon has combinations of abilities which could be seen as overpowered. I can't help but feel the heavy hand of double-standard.
2) We already added a nerf to Mollesk recently. It's the new crit rules. Every attacker automatically count as at least Stage 4 when considering how often they crit on Mollesk for double damage due to how fuggin slow he is. Make the attacking move an improved crit move for Massive Crit, and his defensive buffs don't mean anything.
3) Don't forget that every slayer that we have been encountering now has weapons that either cause a status effect or a debuff. Mollesk's ability doubles all debuffs that he gets and status effects have been proven already to be a reliable way to stop Mollesk in his tracks.
So I know we keep coming back to the same points, but with new recent additions, I should point out that Mollesk is not even remotely near as overpowered as you make him seem.
So seriously, don't jump up at all every time Mollesk is mentioned, no matter what he would do. Just watch and wait to see what the effects are. Seriously, Mollesk's accomplishments so far had not been very impressive.
Dracorion
09-27-2010, 12:40 PM
Even if Enmakki has access to Dark Void, I'm not going to use it.
Also, Pierce's replacement for Aria is going to have lower stats.
The only status effects I remember being placed on Mollesk were... uhh... well, he was oiled up and then set on fire. While Plasmaburn will appear again, I doubt anyone will be getting set on fire again anytime soon.
Astral Harmony
09-27-2010, 12:40 PM
Wow...no questions for me?
Maybe you guys just need more time to scan it over.
Thinking on it, I'll scan it a few more times myself. Some characters didn't get upgraded at all, and I should add Professor Ricewood since she's going to join soon.
Dracorion
09-27-2010, 12:48 PM
Ummm...
Well, this one isn't strictly related to the new characters. What are you going to do with Double Attack for the NPCs? Keeping it as is, replacing it, adding a Rage cost?
Also FYI: you no doubt forgot but I had kind of already given Elizabeth Steel-type Evoliths. But you're busy so I'll just give her a different kind. Maybe Bug or Ghost.
Menarker
09-27-2010, 12:51 PM
In regards to you saying you were thinking of upgrading some characters, I was going to ask about characters like Lola and Dormond who have been around for ages but they only are pokebrids compared to the large numbers of pokebrid/slayers (Pokesoldiers) popping up. But then I remembered that Muon and Aster also joined recently and they are in the same boat. So I figured that those characters are probably high level Devas as opposed to being dual-class.
But upgrading some characters sounds good.
Mio and Laurith don't have Call-signs.
I suggested Mermaid for Laurith because if you recall, in the Little Mermaid, Ariel sold her voice to the sea-witch in a semi-Faustian deal to switch her fish half to human legs so she would have a chance of living up above the sea and being with the prince. Since Laurith is mute and has 2 water type forms, it seems fitting.
Dunno about Mio though. Probably something to tease about her age or something.
Dracorion
09-27-2010, 01:00 PM
Oh and can you explain the upgrades Mio, Silk, Sakuya and Irene have access to?
I mean, I know Irene was able to use Double Attack, but I don't remember if she gained 1.5x or 2x Rage. Also, would her and Sakuya's RPDAs last five turns and what immunities do they have?
And Mio and Silk don't seem to have five Pokebrid forms.
Or are their classes just, like honorary titles? Like they actually level up at the same rate we do, but they're already War Goddesses and Grudge Meisters for being bad motherfuckers?
Menarker
09-27-2010, 02:09 PM
AB? I'm just wondering why Mio, who was built to be a ruin type pokebrid has her former weaknesses all turn into resistances. I thought Ruin types were weak to dragon, psychic and dark types. Now they are her resistances aside from her fighting type immunity which at least make sense. Doesn't seem right to me somehow, since I thought Pokebrids are supposed to keep the weaknesses of their respective types unless they are wearing Slayer armors that would protect against that (which would only reduce the damage by 50% making it neutral in her case).
* Mio Kazetsubaki (Grudge Meister/Enforcer) [MIKA*]
- Slayer Defenses...
1. -50% Damage ~ Dragon, Dark, Psychic
2. -100% Damage ~ Fighting
All the same, would be neat if Mio was in either Charlotte's party or is Impact's enforcer.
Gem, I suppose you checked out my PM? Just making sure you know I sent it.
Dracorion
09-27-2010, 02:25 PM
Well, she is a Grudge Meister. Y'know, Overblade/Deva.
Geminex
09-27-2010, 02:30 PM
Yar, thinkin' bout it.
And in regards to Mollesk...
Look, I won't be too strict. But go easy on it, kay?
Menarker
09-27-2010, 06:54 PM
Well, she is a Grudge Meister. Y'know, Overblade/Deva.
Yes, Mio is a Grudge Meister, but a weakness means a character has a 50% penalty to that element. Slayer armor only adds 50% resistance. Which would only neutralize it in Mio's case. And I can only assume there aren't upgraded versions of the armor. So how can someone who has a weakness to those types suddenly gain the 100% they need to go from 50% penalty to 50% bonus?
Think of it like this.
-4 >>> -2 >>> 0 >>> 2 >>> 4
The ones on the left side of 0 is weakness. The ones on the right side is resistance. To go from one number to another requires a 50% change one way or another. -4 is Quad weakness (like a bug/grass type being hit by a fire type or a ruin type hitting a fighting type.) and 4 is quad resistance (like a poison/flying being hit by a grass type.) -2 is plain resistance or weakness.
Mio went from type weakness to type resistance, when standard slayer armor would only take her 1 step along the line to 0 which is neutral.
Bard The 5th LW
09-27-2010, 06:55 PM
Trainer Action: Kick the Dog
Exactly what the name implies. Charlotte physically attacks her own pokemon to encourage them to do better or else. Attack, Special Attack, and speed stats go up by 2 stages until the Pokemon faints, but 1/4 of that pokemon's HP is lost.
Trainer Action: CAUGHT ON TAPE!
Little known fact: Evidence helps give you a worse sentence, not that we even arrest people anymore. Using her camera, Charlotte can get all of your crimes committed in just one match on tape. Maybe major enemies won't care, but it would be disconcerting for your face to be caught on tape for future reference if your just aa henchman. For 5 turns, any drop in enemy morale is increased by 20%.
There are the two trainer actions for now. I like th effect of the second one, but no the execution. Any suggestions as to alternatives?
MANETRIC'S EVOLUTION!
Name: Teslahound (Pike)
Appearance: To come later
Stats:
HP: 95
Attack: 85
Defense:80
Sp. Attack: 130
Sp. Defense: 100
Speed: 110
TOTAL: 600
Not as great as most pseudo legendaries, but I was going more for a little balance.
It says in the upgrade list that I can make a custom move. If I am reading that correctly, this means I can make a pokemon attack of my own design?
Dracorion
09-27-2010, 07:03 PM
Same reason Sakuya and Irene and Silk have immunities?
Basically, she's an Overblade so she gets quad resistances. Or something.
Yes Bard.
Also, for your Trainer 4 upgrade you got 2 custom items, yet I only remember you getting one (Sol-Leks' eyepatch). So you should still be able to make another.
My suggestion would be like a special Plate for Arceus. Or if you don't want to buff the Pokegod more, make something else.
For your second Trainer Action, maybe have Charlotte be an overbearing bitch? Or something.
Though, if by "any drop in morale" you're including regular morale drops from the enemy taking damage during our turn, your Trainer Action might need to be nerfed a bit.
Menarker
09-27-2010, 07:10 PM
Only problem is that I recall AB saying the custom items were only meant for leader pokemon. So Bard might have to make an item for Buck instead of Pike.
Bard The 5th LW
09-27-2010, 07:12 PM
For your second Trainer Action, maybe have Charlotte be an overbearing bitch? Or something.
To general.
I'll wait to see what the others say, but the second trainer action will probably need some nerfing.
edit: I had an item in mind for Buck rather than Pike anyways.
For the next mission, I'll probably arm Arceus with a Psychic Plate.
Dracorion
09-27-2010, 07:16 PM
She could threaten the enemies with her shotgun?
You should probably pick your whole team now, before Menarker and Gem get all the good ones.
Bard The 5th LW
09-27-2010, 07:19 PM
Is Mio a possibility? Because if so, then I pick her. Don't know why.
Also, Rachel is on the list for my medic.
Menarker
09-27-2010, 07:26 PM
Well, Gem and I were discussing whether to choose Mio as his enforcer, but we never actually agreed on her yet. Still waiting for details from good ol' AB.
The ones that has been taken or unable to be chosen are:
Rayleen, Irene, Silk, Laurith, Sakuya, Alice, Lola, Whitney, Mika, Chizuru, Shizuka, Lexhur, Marionetta and Twiloch.
The rest are good.
Thus you can choose Rachel no problem.
I'm curious about who Dante would choose. >_>
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