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Posted: Mon Oct 04, 2010 1:25 pm
idk if anyone saw my post in renovations or if everyone really is ignoring me.
anyways, a system i really liked was separate stats for spirits. when you did oversoul and stuff you would just combine stats instead of the bonus we have now. this gave different boosts from different spirits and madew them feel more like individuals.
there would be various ways to increase spirit stats.
your thoughts?
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Posted: Mon Oct 04, 2010 2:42 pm
I'm waiting for Black Dynamit3's reply on my weapon inquiry. Once I hear from him I'll get back here to voice my thoughts. ;D
However I was thinking of a completely new battle system. The huge amount of skills possible combined with the whole "you can't use the same attack for 3 turns" resorts to people rotating their favourite 3 over and over again. With the occasional buff.
So I thought that instead of a health stat, it would just be furyoku. When an oversoul is formed, your furyoku becomes like your hp.
You'd then apply whatever spirit stats we have planned to increase either your base stats (STR, DEF, SPD, INT) and then you'd roll a D20. You add your STR stat to the outcome and subtract the opponent's DEF, and that's your attack!
So assuming I have 400 furyoku, with 3 strength. I roll 17. that's 20 damage. My opponent's DEF is 4, so now it's 16 damage.
Now, depending on your spirit and their class and type, you get a special attack and a special ability. Let's take... Yoh for example! Yoh makes his first oversoul (the one where Amidamaru covers his arm). This oversoul's special skill would be Amidamaru's awareness. Yoh can roll A D6, and if its even, he dodges thanks to Amidamaru being conscious and watching our for him. His special attack is Buddha Slash, which you would add an extra D20 do your attack and this can be used once per fight.
All special skills must be approved by mods! Buffs are learned in classes and such.
---
This was just an idea. Eep. You don't have to use it at all - just my rambling. ^_^; (I tried to make it more Shaman King-like. If anyone wants to borrow ideas from it go right ahead!)
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Posted: Mon Oct 04, 2010 7:25 pm
StarHowl I'm waiting for Black Dynamit3's reply on my weapon inquiry. Once I hear from him I'll get back here to voice my thoughts. ;D
However I was thinking of a completely new battle system. The huge amount of skills possible combined with the whole "you can't use the same attack for 3 turns" resorts to people rotating their favourite 3 over and over again. With the occasional buff.
So I thought that instead of a health stat, it would just be furyoku. When an oversoul is formed, your furyoku becomes like your hp.
You'd then apply whatever spirit stats we have planned to increase either your base stats (STR, DEF, SPD, INT) and then you'd roll a D20. You add your STR stat to the outcome and subtract the opponent's DEF, and that's your attack!
So assuming I have 400 furyoku, with 3 strength. I roll 17. that's 20 damage. My opponent's DEF is 4, so now it's 16 damage.
Now, depending on your spirit and their class and type, you get a special attack and a special ability. Let's take... Yoh for example! Yoh makes his first oversoul (the one where Amidamaru covers his arm). This oversoul's special skill would be Amidamaru's awareness. Yoh can roll A D6, and if its even, he dodges thanks to Amidamaru being conscious and watching our for him. His special attack is Buddha Slash, which you would add an extra D20 do your attack and this can be used once per fight.
All special skills must be approved by mods! Buffs are learned in classes and such.
---
This was just an idea. Eep. You don't have to use it at all - just my rambling. ^_^; (I tried to make it more Shaman King-like. If anyone wants to borrow ideas from it go right ahead!) that sounds really cool, but complicated. i love the dice idea, cuz it randomizes the dmg. mabe we should throw together a demo fight to see if it works good
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Posted: Tue Oct 05, 2010 2:29 pm
StarHowl However I was thinking of a completely new battle system. The huge amount of skills possible combined with the whole "you can't use the same attack for 3 turns" resorts to people rotating their favourite 3 over and over again. With the occasional buff.
So I thought that instead of a health stat, it would just be furyoku. When an oversoul is formed, your furyoku becomes like your hp.
You'd then apply whatever spirit stats we have planned to increase either your base stats (STR, DEF, SPD, INT) and then you'd roll a D20. You add your STR stat to the outcome and subtract the opponent's DEF, and that's your attack!
So assuming I have 400 furyoku, with 3 strength. I roll 17. that's 20 damage. My opponent's DEF is 4, so now it's 16 damage.
Now, depending on your spirit and their class and type, you get a special attack and a special ability. Let's take... Yoh for example! Yoh makes his first oversoul (the one where Amidamaru covers his arm). This oversoul's special skill would be Amidamaru's awareness. Yoh can roll A D6, and if its even, he dodges thanks to Amidamaru being conscious and watching our for him. His special attack is Buddha Slash, which you would add an extra D20 do your attack and this can be used once per fight.
All special skills must be approved by mods! Buffs are learned in classes and such. All of this, I like. It also ties in with the new suggestion I made in the Renovations page. I would love to see this implemented.
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Posted: Tue Oct 05, 2010 3:14 pm
Thanks guys! Yeah, A B Up Start, we could make a random fight with two cannon characters and see how it works. :3 I think it will fit in better with the new medium attuning/upgrades we were discussing. ^-^
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Posted: Tue Oct 05, 2010 5:25 pm
so i assume we need to redo the attacks?
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Posted: Tue Oct 05, 2010 6:49 pm
I think Star was referring to the actual battle system and some special skills in the later. It would indeed help the battle attacks. Star is indeed correct with the 3 favoured attacks. Take Allura for example. Her attacks are: -Final Blow; 125 dmg, costs 0 furyoku -Death`s Calling; 100 dmg -X Slash; 75 dmg, costs 15 furyoku -Rest; regain 50 furyoku -Heal; recover 200 dmg, costs 25 furyoku -Darkness Wave; 80 dmg, costs 20 furyoku -Spin Kick; 60 dmg, costs 5 furyoku -Clinging Shadows; 65 dmg, opponent can't dodge for a turn, costs 10 furyoku -Pummel; 70 dmg, costs 10 furyoku -Vertical Slash; 70 dmg, costs 10 furyoku -Aerial Kick; 75 dmg, costs 20 furyoku -Tornado Slash; 80 dmg, costs 20 furyoku If I were in battle with this character, I would keep attacking with Tornado Slash, Darkness Wave, and Pummel/Vertical Slash. (Notice how Aerial Kick is almost never used?) I wasn't fully aware until she pointed this out here. Perhaps if we implemented more techniques or balance in the trees, then perhaps we could even this out in a new battle system. But since you brought that up (new attacks), I don't think we need to start from scratch. But, I do think that revamping them would be great. The Metal tree is short on attacks, and there could be some parts from the Physical branches that could be edited out or changed slightly (seeing that there's so many Physical ones). Also, some are overpowering with little furyoku needed. StarHowl mentioned this from this thread, and I'm unsure if anyone saw my post with the altered attack branches.
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Posted: Tue Oct 05, 2010 7:04 pm
Valentorv I think Star was referring to the actual battle system and some special skills in the later. It would indeed help the battle attacks. Star is indeed correct with the 3 favoured attacks. Take Allura for example. Her attacks are: -Final Blow; 125 dmg, costs 0 furyoku -Death`s Calling; 100 dmg -X Slash; 75 dmg, costs 15 furyoku -Rest; regain 50 furyoku -Heal; recover 200 dmg, costs 25 furyoku -Darkness Wave; 80 dmg, costs 20 furyoku -Spin Kick; 60 dmg, costs 5 furyoku -Clinging Shadows; 65 dmg, opponent can't dodge for a turn, costs 10 furyoku -Pummel; 70 dmg, costs 10 furyoku -Vertical Slash; 70 dmg, costs 10 furyoku -Aerial Kick; 75 dmg, costs 20 furyoku -Tornado Slash; 80 dmg, costs 20 furyoku If I were in battle with this character, I would keep attacking with Tornado Slash, Darkness Wave, and Pummel/Vertical Slash. (Notice how Aerial Kick is almost never used?) I wasn't fully aware until she pointed this out here. Perhaps if we implemented more techniques or balance in the trees, then perhaps we could even this out in a new battle system. But since you brought that up (new attacks), I don't think we need to start from scratch. But, I do think that revamping them would be great. The Metal tree is short on attacks, and there could be some parts from the Physical branches that could be edited out or changed slightly (seeing that there's so many Physical ones). Also, some are overpowering with little furyoku needed. StarHowl mentioned this from this thread, and I'm unsure if anyone saw my post with the altered attack branches. arnt we rolling dice now to determine attack damage? thats what i meant by changing the attacks. i was kinda confused on what star meant exactly.
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Posted: Wed Oct 06, 2010 1:42 pm
What StarHowl meant was when you get 12 attacks, no one uses all the attacks. People will use their best attacks the most. If you were allowed to use any attack you wanted without any limits, everyone would be using one attack - the most powerful attack - all the time. The current battle system has the rule "You must use an attack every third time". Now, people are going to resort to using only their best three attacks. Maybe they will stop and use a Heal/Buff from time to time, but the main abilities they shall use are the best three. (This all was Star's ideas. Hopefully you shall understand what she was saying in the beginning of her post?) She was thinking of a new battle system that we could make. Not from scratch, but with new ideas and turns. Now that I think about it, we could have separate cooldowns for all of the attacks. The small-damaged ones have a shorter cooldown, while the high-damaged ones have the larger cooldown. It could also vary from Attack Tree to Attack Tree, but that's just an idea. I can imagine it to be difficult to implement that unless someone else can think of something better? -- It won't be hard to use, but just time-taking to set up. (Then again, we're revamping a whole guild; what else would one expect?) I love the fact of combining health and furyoku. (Read my post on the new suggestion for the Profile Set-Up thread for more detail.) It'll be a spiffy clean-up in the roleplay. I do like Star's example on how the attacks will work too. StarHowl You'd then apply whatever spirit stats we have planned to increase either your base stats (STR, DEF, SPD, INT) and then you'd roll a D20. You add your STR stat to the outcome and subtract the opponent's DEF, and that's your attack! So assuming I have 400 furyoku, with 3 strength. I roll 17. that's 20 damage. My opponent's DEF is 4, so now it's 16 damage. However, I do have a question for StarHowl and the rest of the Crew: Shall we be keeping the Class Type Bonuses for the attacks? I'm neutral for it, unless we have a new idea for it. The idea is interesting and does push for the other characters to have abilities suiting their abilities and types (not to mention it makes sense), however it does limit the attacks if the cooldowns were implemented.
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Posted: Wed Oct 06, 2010 3:44 pm
Erm... that's not what I meant. I meant get rid of the attacks and simplify it to just the dice-rolling, ATK/DEF modified things. The spirit bonuses would be erased and we'd have your spirit's special skill (needs to be approved). Special attack just adds another D20 and is used once per opponent.
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Posted: Wed Oct 06, 2010 5:04 pm
StarHowl Erm... that's not what I meant. I meant get rid of the attacks and simplify it to just the dice-rolling, ATK/DEF modified things. The spirit bonuses would be erased and we'd have your spirit's special skill (needs to be approved). Special attack just adds another D20 and is used once per opponent. thats what i thought you meant, i just wanted to be clear.
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Posted: Fri Oct 08, 2010 3:32 pm
I get the idea now.
With that being on the topic, shall we use that last subforum for combat listings if the demo works out?
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Posted: Mon Oct 11, 2010 8:23 am
I made one now to catalog all the battles. :3
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