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Unread 08-07-2011, 12:48 PM   #9
Menarker
OMG! WHAT SHOULD I DO NOW?
 
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Join Date: May 2006
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Menarker is a splendid one to behold, except in the mornings. Menarker is a splendid one to behold, except in the mornings. Menarker is a splendid one to behold, except in the mornings.
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We should probably clarify what each allows that the other doesn't.


In regards to old accessories AB removed a few, but he didn't remove them all. I compiled the ones that didn't get voted out by AB.

Now might be a good time to list all the accessories up to this point that haven't been removed and see which ones need modifying/removing.



- Stamina Boost: Allows the Slayer to attack twice in a round. Use it for you absolutely, positively have to fuck something up.
- Scentsation Coil: Can be used to heal from negative status. Otherwise, it's kind of pungent. (WORTHLESS due to Overpower)
- 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. (Pretty worthless. Might be more viable if it started the toxic a few turns, like it started on turn 3 or 4 of Toxic. Unlikely though)
- 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.
- Maximum Output: Like Explosion for Slayers. The Slayer injects this purple and black prototype drug directly into his neck and then goes fuckin' ballistic. Two adjacent enemy targets take huge damage, the Slayer is defeated by the crippling exhaustion after he burns himself out. The Slayer DOES NOT gain 50/100 Rage Points (in other words, no Vengeful Rage 'cause you killed yo'self) from being revived after using this! I won't have Impact kersploding himself every other fucking turn. God knows that happened enough with Pierce's Metagross.
- Immunity Boost: Prevents all negative status effects for three turns. Does not cure them if they're already there. A little late in the application process if you're already coughing up your liver.
- Berserker Source: - A "Rage Bank" of sorts. Here's how it works. The accessory already comes with 100/100 Rage Points. When you "use" it, it fills your Rage to maximum and keeps the excess to itself (if you have 70/100 and use it, it gives you 30 and keeps the remaining 70 it has leftover). You can transfer Rage to it for use later. In other words, you'd be very lethal if you saved up 100/100 Rage Points in it and then had 100/100 Rage Points yourself. (This one I might be interested in, with some modification. I'd suggest it doesn't come with extra rage but it increases your maximum rage gauge by 100 and you keep the unused rage from the finished battle on top of the 50 you start with each battle. It drains out if it gets switched out for another accessory though.)
- Dire Power: Always Active type. 10% crit chance. (I think this item is supposed to increase Crit by 1 stage not by a certain percent.)
- Stabilizer: Activation type. Removes all stat debuffs by one level.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.
- Dust to Dust: Activation type. Defeats the unit that defeats the user. Doesn't work on certain enemies like bosses and mechanical foes.
- Dampener: Always Active type. Prevents all Pokemon from using Self Destruct and Explosion
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.

Last edited by Menarker; 08-07-2011 at 12:57 PM.
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