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A funny thing that occurred to me.
In regards to the Morale System's effects on status condition, the effects are as following: High Morale 51%-100%: Status effects take less time to cure. Low Morale 1%-50%: Status effects take more time to cure. Overwhelming Tide 0%: Status effects can't be cured over time. There is no "standard ground" where status effects just operate under their normal condition. I would think that "default" should apply to either High or Low Morale. (The latter will make it easier while the former make it more difficult) Either that or Overwhelming Tide should make status conditions last longer while Low Morale operates as "normal" and we don't have a morale state where status can't be cured over time. (Most characters will have been knocked out before they would recover on their own from a status condition that lasts longer than normal anyways.) EDIT: BTW, I think Action Amps only apply to Trainer actions and Pokebrid actions since it was introduced around the same time when those abilities were introduced. Also, it would be broken if it applied to attacks as well since if it doubled the effects of attacks like it is supposed to do with other actions, then it would act like a Serene Grace. Add that with the OTHER serene grace like effect from Super Effective hits and things go out of control fast. Anyhow, I'll be away for several hours due to work. Will look at things again later, especially the RDPA. |
Copied to notepad and I'll look at that as well.
Taking a quick glance at the accessories, it'll probably be a case-by-case basis if an accessory activates during the Order Phase or when the Slayer's attack comes up. Most of these would only offer their full power if activated during the Order Phase and some of these work best if the Slayer doesn't have to pay for them when his turn comes 'round and he can't use 'em 'cause he died or was negstat'd. I'll get with Menarker tonight or something after the RP post or during it most likely. We can work on characters 'n' stuff if he feels like it. What I'd like to do is just take the accessories, edit them, post them here for judgment, and then when all this character stuff is done, I'll combine the Slayer weapons, armors, accessories, class ranks for all classes, and all character data into a separate document and then post that along with the UmbralGuide. |
Well, I'm almost always willing to work on data and tonight is no different as far as I can see. Shoot me a PM when you're good and ready to chat it out for a few hours.
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The UmbralGuide I just put in the first post should fix most of the addressed issues. Let's see...
Menarker, I'm available now and I'll go ahead and be at the NPC edupad. We'll need to discuss these techniques that are affected by the battle system and in creating these weaker versions of the SyncTechs for when the Pokebrid isn't Paradigm Shifted. Here's an update on Slayer accessories: - Stamina Boost: Slayer attacks twice. Activates during Action Phase. - Adrenaline Surge: AllStat +1. Activates during Order Phase. - Viper's Venom: Inflicts "AccPois", a BadPois variant that cannot be cured. Activates during Action Phase. - Decoy Device: Evade 100%. Activates during Order Phase. - Physical Barrier: PhysDam -50% for 3 turns. Activates during Order Phase. - Magical Barrier: SpecDam -50% for 3 turns. Activates during Order Phase. - Immunity Boost: Cures Status Effects and grants Immunity for 3 turns. Activates during Order Phase. - Berserker Source: Sets the user's maximum Rage at 200. Stores all Rage when the battle ends up to a maximum of 100. - Dire Power: Crit +1. Always active. - Stabilizer: Removes all stat debuffs. Activates during Order Phase. - Begrudger: 100% Counter. Activates during Order Phase. - Dust to Dust: 100% Vengeance. Activates during Order Phase. - Dampener: Self Destruct & Explosion cannot be used. Always active. - Environment Guard: Normal Weather Dam -100%. Always active. - Holy Ring: 5% MaxHP heal each turn. Always active. - Holy Guard: 50% Dam -100%. Activates during Order Phase. - Portal Ring: Allows two equipment switches each turn. Activates during Order Phase. Does not require recharging. - Divine Blessing: 1st Attack Evade 100%. Always active. - Melting Beam: Target Def -50% during user's attack only. Activates during Action Phase. - Corruption Beam: Target SDef -50% during user's attack only. Activates during Action Phase. "Activates during Action Phase" means that it doesn't cost Rage unless the Slayer's turn comes up. And Vengeance is just a single word that means "he kills the unit that kills him." EDIT: 2nd revision of the UmbralGuide has just been posted. This one was for Paradigm Shifts and SyncTechs. EDIT 2: 3rd revision posted. That's it for tonight. I've given up on these changes I made to RDPAs and went back to the dependable basics. Leave me your gripes and groans. |
I didn't particularly mind what you came up with before for RPDAs.
I'm curious, can you explain what was wrong with it that made you change your mind? Also, AB, are you going to do any NPC party shenanigans, like back in Renny's sidequest? Y'know, crap like strip Twister and drunken sillyness. I'm not saying you should. I'm just wondering if you've got any planned. |
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Well, like I said, I didn't really mind the Core system.
I sort of preferred it because it didn't lump the whole RPDA into one weight class, so it offered more freedom or something like that. I think what needed clarifying was exactly how a RPDA (or a piece of equipment, with the Core system) was classified as Light, Medium or Heavy weight. And another thing. The guide says: Quote:
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I'm pretty sure that's the base amount judging from the conversation. Heavy types are cumbersome and slow, but make up for it by the amount/power of equipment they have access to. Light types are more evasive and are better at aiming for vulnerable points but lack the more comprehensive tools that Heavys do. Medium blends the benefits.
If you want an idea, Heavy is basically brute force/stamina that attempts to make up for its poor speed by its diverse weapon array. Light types attempt to have the few weapons they do the highest damage via crit, so it's high risk, higher reward. Medium balances that out once again. That said, remember that RDPAs aren't automatically armors but can be other things too that just operate in a similar fashion. |
Well, you can call light RPDA critters but they're still only operating at 50%. I don't think 50 extra points in all stats makes up for that.
Even if you were to get equipment with improved crit, I'm still not sure that'd be enough unless it were at least +3. |
No no, it's not a multiplier. I said base rate.
Light has 50% chance of critting or dodging anything (aside from Almighty). Basically it's a coin flip power. :3 |
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