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Guide to MMM... II! « Thread Started on Aug 2, 2008, 5:26pm »
{GUIDE TO MMM 2.0}
The MMM's battle system is a turn based system revolving around damaging your opponent into submission: Reducing their HP to 0. The system utilizes the various attributes of Elements, Attacks, Skills, and Hyper Modes to outwit your opponent and win.
To navigate: Click to jump to the section you wish to read, and Ctrl+F the numbers at the beginning of the post (Colons and periods included) to jump to any subsection.
Your vitality in the MMM is determined by your Hit Points: When somebody reduces you to 0 HP, you lose the battle, and in story, this usually results in being knocked out, or heavily weakened: In other words, you're at the mercy of your opponent.
At Version 1, you start with 1000 Maximum HP. Elements, equipment, and Version can alter this. Whenever you gain HP in battle, if it exceeds your Maximum HP, you gain it as you normally would, but it doesn't affect your max HP. You may have up to 2x your Maximum HP in battle, 3x if you have no conventional avoidance, and there is no cap if you have an alternate method of deletion for you opponent to utilize.
If your Maximum HP IS altered during battle, at the end of the battle it returns to what it was at the beginning. No effects from battle other than Karma gain/loss are permanent unless otherwise noted so.
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Re: Guide to MMM... II! « Reply #1 on Aug 2, 2008, 5:32pm »
{ATTACKS}
:1.1: - Format :1.2: - Attack Ranges :1.3: - Element :1.4: - Aim Effects :1.5: - Aiding Effects :1.6: - Cooldown :1.7: - Charge :1.8: - Special Emulations
As in most any battling RPG, the basic way to deal damage to your opponent is to use attacks. However, attacks can do more than just inflict damage. Many attacks come with unavoidabilities and abilities that make them harder to avoid, and several can inflict devastating status damages and effects on your foe. At V1 you start with 5 Attacks in your stats, and can add as many as you like at each version up. You may have a maximum of 30 attacks.
At Version 1, you may use 2 attacks per turn. At Version 3, you may use 3 attacks per turn.
There are several factors which can modify your attacks per turn, though. Just keep a lookout, if you're interested, because properly used, they can be quite powerful.
:1.1: ~Format~
-Name: The name of the attack. Chip names from the series can not be used, and neither can attacks unique to a Navi of the EXE series (AKA you can't have Darkness Overload or Hells Rolling). If another navi already has an attack of the same name, it is up to them whether to let you use it. -Range: There are two ranges - S-Type (Long range) and C-Type (Short range). -Element: What element the attack is. Your attacks must share your elements - e.g. if you're Aqua only, you can't use Fire, Wood, etc. -Description: What the character does in the attack- descriptions are entirely left to your discretion. Keep in mind that you can't do anything more than your character can legally do in RP in the description. -Damage and Effects: Lists the damage of the attack as well as any effects it inflicts or any aiming qualities it has. -Cooldown: This is the amount of turns you must wait in between uses of the attack.
:1.2: ~Attack Ranges~
You have two ranges: C-Type (Combat) and S-Type (Shot). Range dictates your range of using the attack as well as the damage it may inflict. For V1 Non-Attack Type Navis base damages are as follows:
C-Type: 150 Damage S-Type: 140 Damage A Navi gains +10 Damage per version up.
Now you're asking "Well who bothers with S-Types then?" Some people have speed or defense moves that block one range of attack, others use the Armour Shop to raise their defenses against attacks of a different Range. See the ARMOR section of this guide for more information.
In addition, if you'd like more powerful attacks, you may permanently sacrifice HP for damage at a rate of -100 HP for +10 damage, up to -500/+50. This is done BEFORE your navi is approved, and must be noted in your navi stats.
:1.3: ~Element~
Each attack has a special element that may add effects, damage, or determine who is strong or weak to it. To see a list of Elements and their effects, visit the {ELEMENTS} section of this Guide.
:1.4: ~Aim effects~
Adding Aim Effects to an attack makes it harder for your target to avoid. By adding certain Aim Effects, you become more likely to hit your opponent. You may add up to 2 Aim Effects to any given attack. If at any time an attack exceeds this, the third must be removed.
*Undodgable: Simply put, you can't dodge this attack with a normal Dodge. Omni-dodges may still avoid regular 'Undodgable' attacks.
*Breaks Shields: This means the attack can't be blocked by Shield defenses. Unbreakable Shields may still block regular 'Breaks Shields' attacks.
*Cuts Auras: This effect means the attack will tear through both Auras AND Barriers! Uncuttable Auras/Barriers may still avoid regular 'Cuts Auras' attacks.
**Unomni-dodgable: No dodge may successfully avoid an attack with this effect. Unomni-dodgable may only be added to attacks in special circumstances, and NOT as a base effect (with exceptions).
**Breaks Unbreakable Shields: No Shield may successfully avoid an attack with this effect. Breaks Unbreakable Shields may only be added to attacks in special circumstances, and NOT as a base effect (with exceptions).
**Cuts Uncuttable Auras: No Aura/Barrier may successfully avoid an attack with this effect. Cuts Uncuttable Auras may only be added to attacks in special circumstances, and NOT as a base effect (with exceptions)
***Unavoidable: This attack may not be avoided by any means, it's damage may not be improved or reduced by any in-battle means (Including by the intendeds C/S defense), and is incredibly limited in it's capabilities. This is a special type of Aim that's available only to certain navi's (Attack Types, Giga Attack wielders, and as a limited Hyper Attack).
*: Basic effects apply -10 damage to your attack. **: If these effects are applied to an attack naturally (in the navi's stats, not applied by an effect), the attack has -30 damage. ***: See Attack Type in TYPES for the normal damage formula.
:1.5: ~Aiding effects~
Differing from Unavoidabilities in that they don't necessarily aid you in damaging your opponent (in their immediacy), Aiding effects generally open up a variety of strategy that basic unavoidabilities don't leave available.
-Status Reductions: Any negative effect that would affect an opponent and isn't listed here that is applied to an attack. These and other random effect damage reductions are purely under the approver's jurisdiction.
-Dodge/Block Separately: Attack has -20 damage. On a multi-hit attack, this makes it so that EACH HIT must be avoided instead of the attack as a whole.
-Hits All: Attack has -20 damage. Hit's all attacks hit ALL opposing navi's simultaneously, meaning they must ALL defend against it.
-Can't Be Countered: Attack has -20 damage. No counter damage may be applied in response to this attack (i.e., from an opponents skill that counters in any way in response to your attack). You may gain 1 attack with this effect per 2 versions (1 at V1-V2, 2 at V3-V4, etc).
-Ignores Armor: Attack has -20 damage. No armor may be applied against this attack (C/S Defenses). You may gain 1 attack with this effect per 2 versions (1 at V1-V2, 2 at V3-V4, etc).
-Ends Full Turn Avoids: Attacks has -30 damage and a MANDATORY Cooldown of 3. If the attack is reduced to 0 damage, it gets -1 turn CD. When an attack with this effect hits a full turn avoid (Full turn Dodge/Block, Full turn negate EFFECT (not the aura itself)), it is immediately ended (the attack does not do damage unless it would normally do so). You may have 1 attack with this effect.
-Ends Full Turn Avoids With Each Hit: As 'Ends Full Turn Avoids', but for Hyper Attacks ONLY. EACH hit of this attack acts like an attack with 'Ends Full Turn Avoids'. An attack with this effect can have a MAXIMUM of 4 hits.
-Destroys Auras/Barriers/Clones: Attack has -50 damage and MANDATORY CoolDown of 1. Upon contact with stated object, the object is immediately ended, regardless of HP. A navi may only have 3 attacks with this effect, and each of those 3 attacks may only have 1 of these 3 effects.
-'If avoided...': Attack has -20 damage, on top of whatever the other effect is, and the attack has a MANDATORY Cooldown of 2. If an attack with this effect is avoided, it may trigger an additional effect that automatically affects the opponent- HOWEVER: This additional effect may be avoided as if it were a [0] damage attack with the same Aimers as the attack itself. If the original attack was avoided with a full turn move, another method must be used to avoid the second effect. A navi may have 1 attack with this effect.
-'Regardless of Success...': Attack has -20 damage, on top of whatever the other effect is, and the attack has a MANDATORY Cooldown of 2. If an attack with this effect is avoided, the 'Regardless of Success' effect automatically triggers again in the same manner as 'If Avoided' attack. A navi may have 1 attack with this effect.
-Auto-Attacks: Attack has 1/2 damage. Damage+ effects are applied at 50% to these attacks. Normal Auto-Attacks are automatic attacks that occur once at anytime during your turn for no cost of an action slot. A navi may only have 1 attack with this effect that does not require previous activation.
(I.E. if a navi were to use the dark chip: "Dark Meteors"
Dark Meteors S-Attack Fire element Karma loss: 10 300 DMG, automaticly strikes for 100 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.
This allows for a second Auto-attack because it requires the activation of this Dark Chip)
Normally, though, Attacks that auto-attack after initial use only do so for a set period of time.
Conditional Auto-attacks CAN be made (ones that activate based on certain battle conditions), but when they auto-attack, they must do so at half damage.
-Half Attack Slot: Attack has 1/2 damage. Half attack slots can be used TWICE per normal attack slot you have, and Damage+ effects are applied at 50% to these attacks. Otherwise, these act as any other attack. This is the ONLY fractional attack slot allowed. A navi may have 1 attack with this effect.
-Cuts Undershirt: KAIZOU CARD ADDITION ONLY. Attack has MANDATORY, IRREDUCIBLE CD: 1. If an attack with this hits when the enemy's HP is below or equal to the damage of the attack with this effect, the enemy's Undershirt program is negated.
-Status Damages: Attack has -20 damage. If you are of the appropriate element, you may add the Elemental status damages to it, as appropriate.
Paralyze: ELEC ELEMENT ONLY! Once paralyzed, a Navi cannot dodge/block/attack.. (Lasts 1 turn. Must wait 1 turn to Paralyze again.)
Freeze: ICE ELEMENT ONLY! Once frozen, a Navi cannot attack/dodge for one full turn, and cannot attack the turn after. An attack with Freeze may have a max of 2 of the following: Undodgable, Breaks Shields, Cuts Auras, Hits All. (Lasts 2 turns total. Must wait 2 turns to Freeze again.)
Burn: FIRE ELEMENT ONLY! Once burnt, a Navi losts 50 HP per turn, and next turn that Navi's attacks go down 50 damage. When burnt, a Navi cannot use Undershirt. (Lasts 3 turns. Must wait 2 turns to Burn again)
Soak: AQUA ELEMENT ONLY! Once a Navi is soaked, all of that Navis attacks deal 1/2 damage. That enemy takes +25% extra damage from Elec element attacks. (Lasts 2 turns. Must wait 4 turns to Soak again)
Poison: TOXIC ELEMENT ONLY! Once inflicted with poison, a Navi takes 30 DMG unavoidable damage per turn, and attacks deal -30 DMG x number of hits, undershirt is also negated. Damage/Attack loss doubles every turn. If Poison is inflicted again before the 3 turns end, the effect continues to double (To a max of -240 HP/-240 damage per turn) (Lasts 3 turns. No wait time. You CANNOT make an attack that "Poisons" untill V3, each Navi is allowed ONE attack that inflicts poison at V3, then gains the ability to make one more each version until V8, making for a max of 5 total, this cannot be added to in any way/shape/form.
Solar Burn: SOLAR ELEMENT ONLY! Solar-Burn effect deals 60 DMG/turn, but does not cut undershirt. no damage penalty when used on attack, Solar-Burn lasts 3 turns. Solar-burning attacks are allowed to have their burn status stack up to 3x. A Solar-Elemental Navi is allowed 3 attacks with "Solar-Burn".
Lunar Freeze: LUNAR ELEMENT ONLY! Lunar-Freeze effect leaves the enemy unable to attack on the turn inflicted, but does not leave them unable to avoid. no damage penalty when used on attack, Lunar-Freeze lasts 1 turns. A Lunar-Elemental Navi is allowed 3 attacks with "Lunar-Freeze". Lunar Freeze can only effect an enemy Navi every other turn in spite of how many times it connects.
Purify: PURE LIGHT ELEMENT ONLY! Purify Drops an enemy out of Dark Soul if it connects and drops the target's max dark chip use by 1 per successful hit. Cannot stop enemy from entering Dark Soul.
Darken: PURE DARK ELEMENT ONLY! Darken Instantly drops the enemy Navi out of Hyper Mode for one full turn (starting with the start of their attack phase on the turn taken), drains 1 turn from all existing hyper modes when inflicted.
Spatial Flux: SPATIAL ELEMENT ONLY! When inflicted on the enemy, Spatial Flux status damage drops the target's damage by 1/2 for 1 turn. Ignores immunity.
Temporal Flux: TEMPORAL ELEMENT ONLY! When inflicted on the enemy, Temporal Flux status damage drops the target's attack slots by 1/2 for 1 turn. Ignores immunity.
Blind: ALL ELEMENTS Once a Navi is blinded, that Navi cannot dodge normally (that navi may still Omni-dodge). (Lasts 2 turns. Must wait 4 turns to blind again)
Confuse: ALL ELEMENTS Every other attack hurts self. You must attack every turn during confusion, and you must use up all attack slots each turn. The effect itself has the cooldown, and not the attack. (Lasts 2 turns. Must wait 4 turns to Confuse again. User can make a max of 2 attacks with "Confuse".)
Berserk: ALL ELEMENTS Enemy becomes enraged and careless! 10% of the damage from all attacks while Berserk is dealt damage back to user (unavoidable). Berserk Navi's has +1 attack slot. (Lasts 2 turns. Must wait 3 turns to Berserk again. User can have a max of 2 attacks that inflicts "berserk")
:1.6: ~Cooldown~
A CoolDown is the length of time you must wait in between uses of attacks. Each turn beyond the one where the attack was used, the remaining CoolDown is reduced by one. One turn after the CoolDown reaches 0, you may use that attack again. CoolDown also adds damage to an attack, to compensate:
Your attacks can have a maximum of a five turn cooldown. While a cooldown makes your attack very powerful, if all your attacks have cooldowns you run the risk of having no attacks available for use as they'll all be cooling down.
Cooldown is reducible from outside effects. When you have an attack that requires cooldown and you lower it below CD: 1 (to CD: 0), the attack becomes 1x use/turn. Any lower than that and the attack has unlimited uses for however long the effect lasts.
There are exceptions to this. Some attacks, when reduced, only increase their uses by one. For example, an attack of this nature at CD: -1 would be 2x use/turn. CD: -2 would be x3 use/turn, and so on and so forth. Attacks limited in this way are as follows: -Attacks with 'Ends Full turn avoids' -...with 'If Avoided' -...with 'Regardless of Success' -...with 'Ends Auras/Barriers/Clones'
:1.7: ~Charge~
On the opposite end of the Cooldown is the Charge attack. An average Charge attack allows you to take up an Attack slot on each turn of charging in exchange for a much more powerful attack. Some attacks gain more abilities for their charges instead of damage: such abilities are immensely powerful and severely crippling if they hit.
1 turn: x1.5 damage, or more powerful effects. 2 turn: x1.5 damage and more powerful effects. 3 turn: x2.0 damage or more powerful effects. 4 turn: x2.0 damage and more powerful effects. 5 turn: x3.0 damage and more powerful effects.
These numbers are general, and in some cases may not be the exact effects that are applied.
:1.8: ~Special Emulations~
A Special Emulation (AKA 'SE') is a gift attack from a navi whom you've fought, met, or otherwise engaged in some way that allows you to use their attack once per battle. SE's do not gain damage as you Version up, but may be upgraded via the Attack Upgrades shop. You may own up to 10 SE's, and may use up to 5 per battle. Certain Chips also count toward your SE usage.
((Credit to stef for the base of the ATTACKS section))
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Re: Guide to MMM... II! « Reply #2 on Aug 2, 2008, 5:35pm »
{ARMOR}
The Armor Shop sells pieces of armor that you can customize to suit your character. The most important of the factors that these Armors add to your character, aside from the Weapon and Gloves' Damage+ effect, is the effect of C/S-DEFENSE.
C/S Defense reduces the damage you take from attacks.
The important difference between these is that C-DEFENSE reduces damage from C-Type Attacks and S-DEFENSE reduces damage from S-Type Attacks. So your character has two different Defenses - a defense against S-Type Attacks and a defense against C-Type Attacks.
Some Examples:
EXAMPLE A
You are struck by a C-Type Attack dealing 150 Damage. You have a C-DEFENSE of 50. You take 100 Damage from the attack (150-50).
You are struck by three C-Type Attacks in one turn, each dealing 150 Damage. You have a C-DEFENSE of 50. You take 300 Damage this turn ((150-50) + (150-50) + (150-50)).
Defense doesn't wear down during a turn, almost adding a permanent small Aura to your character. This also takes care of a huge threat in the MMM - high hit Multi-Hit attacks.
EXAMPLE B
You are struck by a 10-hit, 15 Damage S-Type attack. You have an S-DEFENSE of 10 and a C-Defense of 20. You take 50 Damage from this attack (15-10 x10 hits), because only your S-Defense applies to it.
Damage is taken per hit and not just for the whole attack. Take a high enough defense and multi-hit attacks are useless against you (Although, even if an attack has it's damage reduced to 0 or below by your Armor, you must still avoid the attack to avoid it's effects).
*NOTE: C/S Defense DOES NOT apply against Aura's and Barriers, only when the navi itself is taking direct damage.
Any basic effect that isn't an attack is a 'Skill'. Skills serve as Defenses in this RPG, as well as stat modifiers. Custom Skills under one of the following types (Speed, Defense, Support, Hack) ARE allowed, but will be monitored for power level. You are allowed ONLY one of any specific type of skill (I.e, you can have a single dodge and double dodge, but not two double dodges).
:3.1: ~Speed Moves~ You start with 1 Speed move at Version 1. Speed Moves may be any of the following:
---Dodges: 'Dodge' Skills allow you to dodge the damage and effects of an attack which does not have an 'Undodable' or 'Unomni-dodgable' Aim effect. An 'Omni-dodge' (obtainable at V5 or if Recon Type) will avoid an attack with the 'Undodgable' Aim Effect, but not 'Unomni-dodgable'.
--Dodges 1 attack: 3 use base. +1 use every few Versions. Dodges one hit of one attack. --Dodges 2 attacks: 2 use base. +1 use every few Versions. Dodges 2 hits of one attack or 2 non-'Dodge/Block Separately' attacks. --Full turn Dodge: 1 use base, ALWAYS. May gain an additional effect every 5 versions. Dodges all dodgable attacks in a single turn.
---Attack Slot +: 'Attack Slot +' Skills temporarily improve the number of attacks you can make in a turn. --+1 attack slot: 3 use base. -1 use per turn the effect lasts beyond the first. +1 use every few Versions. +1 attack slot on the turn used. --+2 attack slots: 2 use base, once per turn. +1 use every few Versions OR removal of the 'Once per turn' clause. +2 attack slots on the turn used. --+3 attack slots: 1 use base. +1 use every several Versions. +3 attack slots on turn turn used.
---Clones: 'Clone' Skills create other entities to do your bidding. If used correctly, they may be an important asset to a strategy. Clone Skills are 1 use base, ALWAYS. Clones share your moveset, with the exception of Hyper Attacks and Auto-attacks. Clones act like mini-navi's, in that they may be attacked separately or with a 'Hits All' attack, and die when their HP reaches 0. Clones count as you for the purpose of Attacks in Cooldown. A maximum of 3 Clones may be created by a single Clone Skill.
--1 Clone: Clone has # HP equal to 50% of your HP and 1 attack slot. --2 Clones: Clones have # HP equal to 40% of your HP and 1 attack slot. --3 Clones: Clones have # HP equal to 30% of your HP and 1 attack slot. --Effects: -Be creative. For most basic effects, your clones suffer -50 HP.
---Aimers: 'Aimer' skills allow you to increase the accuracy of attacks. At higher versions, both can allow for additional effects, but without Attack Type, you may not have "Breaks Unbreakable Shields" or "Cuts Uncuttable Auras" effects.
--Single Attack Aimer: This can add the Unomnidodgeable [or 100% Undodgeable] aim attribute to a single attack. 3 uses base at V1. --Full Turn Aimer: This adds Unomnidodgeable to all attacks in a given turn. 1 use base. ALWAYS. May gain an additional effect every five versions.
:3.2: ~Defense Moves~ You start with 1 Defense Move at Version 1. Defense Moves may be any of the following:
---Shields: 'Shield' Skills allow you to block the damage and effects of an attack which does not have a 'Breaks Shields' or 'Breaks Unbreakable Shields' Aim effect. An 'Unbreakable Shield' (obtainable if Defense Type or by Card) will avoid an attack with the 'Breaks Shields' Aim Effect, but not 'Breaks Unbreakable Shields'.
--Blocks 1 attack: 3 use base. +1 use every few Versions. Blocks one hit of one attack. --Blocks 2 attacks: 2 use base. +1 use every few Versions. Blocks 2 hits of one attack or 2 non-'Dodge/Block Separately' attacks. --Full turn Block: 1 use base, ALWAYS. May gain an additional effect every 5 versions. Blocks all blockable attacks in a single turn.
---Auras: Auras automatically stop hits with less damage than their HP value unless such an attack has a 'Cuts Auras' or 'Cuts Uncuttable Auras' Aim effect. An 'Uncuttable Aura' (obtainable by Defense Type or by Card) will stop even attacks with the 'Cuts Auras' Aim effect, but not 'Cuts Uncuttable Auras'. An attack with damage that exceeds the Aura's HP or that has the 'Destroys Auras' effect will automatically end the Aura, but will not damage you unless it normally would without those qualities.
--<150 HP Aura: 1 use. +10 HP per Version up. Stops all attacks with damage less than it's HP. --<100 HP Aura: 2 use. +10 HP per Version up. Stops all attacks with damage less than it's HP.
---Barriers: A Barrier is like an Aura in the respect that it has it's own HP, but it's HP is reduced per attack it takes, like a navi. An 'Uncuttable Barrier' (obtainable by Defense Type or by Card) will stop even attacks with the 'Cuts Auras' Aim effect, but not 'Cuts Uncuttable Auras'. A Barrier is destroyed when it's HP reaches 0 or when hit with an attack that has the 'Destroys Barriers' effect, but you will not be damaged unless the attack would normally without fulfilling those requirements.
--300 HP Barrier: 1 use. +20 HP per Version up. Takes 300 damage worth of attacks. --100 HP Barrier: 2 use. +20 HP per Version up. Takes 100 damage worth of attacks.
:3.3: ~Dodge/Defense Effects~
---Effects: In order for Skills with an extra effect to work, they usually must successfully avoid an attack. These effects affect your skill usage and skill HP. [-1 use to non-full turn Dodges and Blocks, -30 HP to Auras, -40 HP to Barriers, unless otherwise noted.]
-Counter damage: Deals unavoidable (read: Cannot be negated by C/S Defense or normal Skills) damage in response to attacks that it avoids. Base counter damage is 50. Damage and situations in which the counter occurs may be changed.
-+ Damage: Like a counter, but instead of damage, your attacks gain a certain amount of damage for a period of time. Counts as a counter for the purposes of 'Cannot be countered'. Base Damage+ is 10.
-Attack Slot +: User has +1 attack slot on the turn the aura is broken, to a set maximum number of +slots. Damage and situations in which the Attack Slot + occurs may be changed.
-Negative Slots: V5+ only Like a counter, but instead of damage, the opponent suffers -1 attack slot on the next turn instead of damage. Counts as a counter for the purposes of 'Cannot be countered'.
-Can't Be Ended Prematurely: Full Turn Dodge/Block has 1 use MAX per battle. V15+ and Defense Type only. If the avoid would be ended prematurely, instead, it is not.
-Attack negate: Aura or Barrier is reduced to 1 HP. Auras/Barriers only, V7+ with negative, V10+ without. 1 use base, ALWAYS. When broken, all remaining attacks in the turn are fully negated in both damage and effects.
-Regenerate: -40 Aura HP per turn, -80 Barrier HP per turn. Auras/Barriers only. Aura/Barrier reforms at the END of the defense phase (after being broken) for a set number of turns.
-Affects all: 1/2 Aura HP, 1/2 Barrier HP. Auras/Barriers only, Defense Type only. Aura/Barrier forms around ALL allies.
-Other: Other effects may be judged on their penalties by the approvers discretion.
:3.4: ~Support Moves~ Support Type navi's start with 1 Support skill at Version 1.
---Healing: A basic HP restoration move that allows you to endure a few more hits. These can affect yourself, an ally, or you can customize them to affect multiple navi's.
--+200 HP: 1 use base, +20 HP per version. -50 HP for an additional use. Fully divided by two for 'Heals all allies'. --Regenerate: 1 use base, ALWAYS. +50 HP per turn for the rest of the battle, +10 HP every other Version. Does not stack with other innate Regenation abilities (element, Card).
---Damage +: This increases the damage for all attacks by a given amount for the rest of the turn.
--+50 Damage: 1 use base. +10 damage every 3 Versions. Cannot increase damage to more than x2 damage. For every 100 HP an attack damage support move removes, it gains +10 damage to how much it adds. Cannot sac more than 500 HP. You must be able to sacrifice the HP in order for the effect to work. --Full Synch: 2 use base. V10+. A single attack is allowed to deal x2 damage. V20+, an entire turn deals x2 damage.
:3.5: ~Hacking Moves~ Intel Type navi's gain a Hacking Skill at V3. Hacking skills are the only skill that can totally affect the opponent instead of you.
---Guidelines: --Lasts 3 turns base --2 uses base --1 effect at V3, 2 at V6, 3 at V9 --Turns and uses go down based on strength --Hacks may not inflict status damages
:3.6: ~Aura/Barrier Merging
When you have 2 Auras/Barriers active, you may merge them to create a better one! When merging, all effects on the Auras/Barriers transfer to the new one, with all numerical factors merged with the same formula. -When 2 Auras merge, the lower is reduced to 50% and then added to the other. (i.e., one at 200, one at 100, they merge to 250 HP) -When an Aura and a Barrier merge, the Aura is reduced to 50% HP and then added to the other, but this makes a new BARRIER, NOT an Aura. -When 2 Barriers merge, each is merged at 150% HP.
Chip granted Auras/Barriers, Program granted Auras/Barriers, and Card granted Auras/Barriers, and Auras/Barriers that have been created by a mergeCAN NOT be merged by any means, and will remain outside any merged Auras/Barriers.
When you make a navi, you may select one type for it- this type affects how your navi grows and what capabilities it has.
:4.1: ~~Normal~~ Normal Type Navis, while they excel at nothing in particular, grow in experience MUCH faster then others. On top of that, they obtain Zenny at as accelerated a rate as they do Experience.
Type bonuses: 1) x2 EXP gain 2) x2 zenny gain
:4.2: ~~Attack~~ This type is obviously the choice for a navi that wants raw power. They benefit from improved attack power and accuracy, so much so that it is not uncommon for Attack Types to beat higher version navis when properly made.
Type bonuses: 1)+10 Base damage. 2)+15 damage per version instead of +10. 3)Is able to make one of their attacks have "Unavoidable" Status (but must have a 1 turn cooldown that is not negatable. DMG is limited to 100 and gains only 10 DMG per version up, and the attack can ONLY gain Hits All for -10 damage) *NOTE* DMG additions do NOT apply to this attack *END NOTE* 4)At V5 can make a Full-turn aiming Speed move that Allows it to add Unomni-dodgable, Breaks Unbreakable Shields, or Cuts Uncuttable auras.
:4.3: ~~Defense~~ This Type is for the more Defensive minded Navis, and offers better protection compared to others, boasting a free block and extra HP. Later on, their defenses become nigh unbeatable: a scary thing for navi's they are combating.
Type bonuses: 1)1100 base HP instead of 1000. 2)+150 HP per version instead of 100. 3)Gains an Extra Defensive move at V10 4)Defense Navis at V5 gain the ability to make one of their Defense moves Gain the Omni status (unbreakable shield OR uncuttable Aura) 5)Can Natural block one attack per battle 6)Aura HP +30, Barrier HP +50, and gain +15 HP/+30 HP respectively at each Version-up.
:4.4: ~~Reconnaissance~~ The Speedsters of the Navi types, these navis were meant to do one thing...go fast. Although slightly weaker at the beginning, Reconnaissance navis benefit from a multitude of speed advances, including extra dodges, better dodges, and even get an additional attack, faster than any other type.
Type bonuses: 1)Gain their 3rd Attack per turn at V2 instead of V3 2)Gain an extra Speed move at V5 AND V8 3)Gain a 4th attack slot at V10 4)Can Natural dodge every 3 turns instead of the normal 5 5)Recon Navis Gain the Ability to make one of their Dodging Speed moves gain the Omni-Dodge at V1 without usage penalty.
:4.5: ~~Intelligence~~ The Brains of the Navi Types, these navi's can be a fearsome foe in battle due to their ability to hack other navis. On top of that, they gain additional Hyper Modes- coveted temporary advances in already awesome abilities.
Type bonuses: 1)X1.25 EXP gain 2)Gains access to a Hacking skill at V3 3)Intel Navis gain their first Hyper Attack and Hyper Mode at V2 instead of V3 4)Intel Navis gain an additional Hyper Mode at V5
:4.6: ~~Support~~ The Support Type is one that backs up the navis with them, by healing or other effects.
Type bonuses: 1)Gains a Support move at V1 2)Gains a second Support move at V5 3)Has 7 Program slots instead of 5
:4.7: ~~Leader~~ Leaders are the Elite of the Net as they have earned the ability to adopt a second type to go along with their first type. Leader type can only be earned and you can not start with it.
LEADER TYPE MUST BE EARNED! DO NOT REQUEST TO START AS A LEADER NAVI!!!
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Re: Guide to MMM... II! « Reply #5 on Aug 2, 2008, 6:04pm »
[bgcolor=113311]{ELEMENTS}
:5.1: - Element Effects :5.2: - Weaknesses/Strengths :5.3: - Hidden/Special Elements
Each navi is allowed up to three elements- similar to Types, these have such an affect on your navi that they can entirely determine the course the navi takes, or depending on how you build the navi, vice-versa.
:5.1: ~Element effects~
Each Navi will have up to three elements, each element has strengths, and weaknesses.
If you choose only one or even two elements, you're allowed to power-up your elemental properties. For every element you do not choose, one of the elements you DID choose will gain additional "Levels", and thereby more power.
If you have one element, said element will be LV3
If you have two elements, one of your elements will be LV2 (User's choice)
If you have three elements, all three will be LV1.
Each level's effects DO NOT stack. For example: HP+100/DMG+10 LV1 and HP+200/DMG+20 LV2 does not make HP+300/DMG+30
Any Damage bonuses given by an element only apply to THAT element unless specified that it applies to all (like Fire's Damage bonus).
Below is a list of all elements generally available and a few hidden, as well as their properties, strengths and weaknesses.
An element's effects can be risen to a max of LV3 via natural element numbers and card effects. Element levels CANNOT be raised mid-battle.
LV4/LV5 elements are only obtainable via neutral karma bonuses. LV4 is obtainable if you only have 2 elements, while LV5 is only obtainable if you only have 1 element.
Normal
Special Properties: No weakness. Negates one weakness from each other element the Navi has (Must be chosen when the elements are chosen, cannot be switched with each battle)
LV4: HP+500, DMG+50 LV5: HP+600, DMG+60, user takes 75% DMG from all attacks
Elec
Special properties: Paralyzing.
Level effects: LV1:- LV2:Elec-elemental DMG+30 LV3:Elec-elemental DMG+40, +1 attack on starting turn, Paralyze can be blocked 2x/battle.
LV4: Elec-elemental DMG+40, HP+200 +1 attack on starting turn, Paralyze can be blocked 2x/battle. LV5: Elec-elemental DMG+50, HP+300, +2 attacks on starting turn, +1 attack/turn after, total imunity to Paralyze,
Aqua
Special Properties: Soaking *
Level effects: LV1:- LV2: HP+100, Aqua-element DMG+20 LV3: HP+200, Aqua-element DMG+40, Soak can be blocked 2x/battle
LV4: HP+300, Aqua-element DMG+50, Soak can be blocked 2x/battle, user may natural dodge twice as often. LV5: HP+600, Aqua-element DMG+80, user is immune to soak, user may natural dodge once/turn.
*: Enemy attacks deal 1/2 damage for 2 turns
Wood
Special properties: -
Level effects: LV1: HP+100, auto-recover 50 HP per turn. LV2: HP+150, auto-recover 100 HP per turn. LV3: HP+200, auto-recover 150 HP per turn.
Level effects: LV1: All DMG+10 LV2: All DMG+25 LV3: All DMG+50, user can block Burn status 2x/battle.
LV4: All DMG+70, user can block Burn status 2x/battle. LV5: All DMG+100, user is immune to Burn status, +1 attack/turn.
Ice
Special Properties: Freezing
Level effects: LV1: - LV2: HP+200 LV3: HP+200, enemies have -1 attack on their starting turn, user can block Freeze status 2x/battle.
LV4: HP+300, enemies have -1 attacks on their first two turns, user can block Freeze status 2x/battle. LV5: HP+400, enemies have -2 attacks on their first three turns, user is fully immune to Freeze status.
LV4: Blade-elemental attacks +45 DMG, counter DMG+25, HP+250, +1 attack on starting turn. LV5: Blade-elemental attacks +50 DMG, counter DMG+30, HP+300, +2 attacks on starting turn, natural dodges counter for 20 DMG each. (Counter+ effects do not apply)
Laser
Special properties: 1x per battle, one attack of this element becomes fully undodgable.
Level effects: LV1: - LV2: Apply DMG+50 to all attacks on one single turn, +1 on one turn of the user's choosing. LV3: Apply DMG+75 to all attacks on one single turn, +1 attack on two seperate turns of the user's choosing.
LV4: Apply +75 DMG to one attack every turn, +1 attack on two seperate turns of choosing.[/b] LV5: Apply +100 DMG to one attack every turn, +1 attack/turn, user is allowed to raise existing breaking stats on all attacks to the omni level for one turn once per battle.
Metal
Special properties: -
Level effects: LV1: HP+300 LV2: HP+350, user takes -5% DMG per attack LV3: HP+400, user takes -10% DMG per attack
LV4: HP+500, user takes -20% DMG LV5: HP+500, user takes -30% DMG
Plasma
Special properties: 1x per battle, one attack of this element is allowed to cut uncuttable auras.
Level effects: LV1: HP+100 LV2: HP+100, Plasma-elemental DMG+40 LV3: HP+100, Plasma-elemental DMG+40, +1 use to one dodging speed move.
LV4: HP+100, Plasma-elemental DMG+40, +1 use to one dodging speed move, Counter DMG+50. LV5:HP+200, Plasma-elemental DMG+70, +1 use to all skills, counter DMG+50.
Stone
Special Properties: -
Level effects: LV1: HP+200, Stone-elemental DMG+10. LV2: HP+200, Stone-elemental DMG+10, user takes -30 DMG from attacks (min of 0 DMG) LV3: HP+250, Stone-elemental DMG+15, user takes -60 DMG from attacks (Min of 0 DMG)
LV4: HP+300, Stone-elemental DMG+20, user takes -80 DMG from attacks (Min of 0 DMG) LV5: HP+350, Stone-elemental DMG+30, user takes -100 DMG from all attacks, user takes -5% DMG.
Dark
Special properties: Karma-50% (Optional)
Level effects: LV1: LV2: +1 Dark Chip OR Hyper Attack use. LV3: +1 Dark Chip OR Hyper Attack use, +1 turn on Dark Soul OR one Hyper Mode.
LV4: +1 Dark Chip OR Hyper Attack use, +1 turn on Dark Soul OR Hyper Mode, -1 turn cooldown on all Dark-Elemental attacks. LV5: +2 Dark Chip OR Hyper Attack use, +1 turn on Dark Soul OR Hyper Mode, -1 turn cooldown on all Dark-Elemental attacks, Dark-Elemental DMG+30
Light
Special properties: Karma+50% (Optional)
Level effects: LV1: LV2: +1 Hyper Attack OR Dark Chip use. LV3: +1 Hyper Attack OR Dark Chip use, +1 turn on one Hyper Mode OR Dark Soul.
LV4: +1 Dark Chip OR Hyper Attack use, +1 turn on Dark Soul OR Hyper Mode, -1 turn cooldown on all Light-Elemental attacks. LV5: +2 Dark Chip OR Hyper Attack use, +1 turn on Dark Soul OR Hyper Mode, -1 turn cooldown on all Light-Elemental attacks, Light-Elemental DMG+30
Wind
Special properties: Multi-Element *
Level effects: LV1: +1 attack on starting turn. LV2: +1 attack every other turn, +10 DMG. LV3: +1 attack every other turn, +20 DMG, user may ignore negative panel effects twice per battle.
LV4: +1 attack/turn, +40 DMG, user may ignore negative panel effects twice per battle LV5: +1 attack/turn, +60 DMG, total immunity to negative panel effects. *:When used with a corresponding panel-change chip.
Speed
Special properties: Teleport*
Level effects: LV1: - LV2: +1 attack every other turn. LV3: +1 attack/turn
LV4: +1 attack/turn, +1 attack every other turn.[/b] LV5: +2 attacks/turn.
*:+1 use to all dodging speed moves (does not include full-turn)
Sniper
Special properties: Sure-Aim*
Level effects: LV1: LV2: +60 DMG to one attack every turn (Final total) LV3: +100 DMG to one attack every turn (Final total)
LV4: +150 DMG to one attack every turn (Final total) LV5: +250 DMG to one attack every turn (Final total)
*: Aiming speed moves +1 use
Sand
Special properties: Slow*
Level effects: LV1:- LV2: User takes -20 DMG/attack (Min. of 0 DMG taken) LV3: User takes -50 DMG/attack (Min. of 0 DMG taken)
LV4: User takes -80 DMG/attack (Min. of 0 DMG taken) LV5: User takes -120 DMG/attack (Min. of 0 DMG taken)
*:Once per battle, inflict an unavoidable -1 attack on the enemy.
Sonic
Special properties: Once per battle, make a single attack fully undodgable/cuts uncuttable auras.
Level effects: LV1: - LV2: +1 attack on starting turn, DMG+10. LV3: +1 attack every other turn, DMG+20.
LV4: +1 attack per turn, DMG+30 LV5: +1 attack/turn, +1 attack every other turn, DMG+40
*: Cannot be used on full-turn avoids. **: CAN be used on full-turn avoids.
Toxic
Special properties: Poison
Level effects: LV1:- LV2: Deal 50 unavoidable damage to every enemy on the field per turn. LV3: Deal 100 unavoidable damage to every enemy on the field per turn, user can block Poison status twice per battle.
LV4: Deal 150 unavoidable damage to every enemy on the field per turn, user can block Poison status twice per battle. LV5: Deal 200 unavoidable damage to every enemy on the field per turn, User is immune to Poison status
Crystal
Special properties: Shine*Pshh I dont care how much you shine, you'll never be a jewelman
:5.2: ~Weaknesses/Strengths~ Each element has a list of strengths and weaknesses associated with it- these affect the amount of damage you take from certain elements.
Strength: You take x0.7 damage from attacks of these elements Weakness: You take x1.3 damage from attacks of these elements
If it occurs that you have a strength and weakness to the same element, one instance of that element is removed from each your strengths and weaknesses. If you have multiple instances of one element in either your strengths or weaknesses after canceling them, they do not stack: You still take x0.7 or x1.3 damage from those elements.
One of the navi's Elec strengths would cancel with Aqua's Elec Weakness (but NOT both), as would Ice, Wood, and Sand elements, leaving you with these as your strengths/weaknesses:
The two instances of strength to Wind Element would reduce to one, and the 3 instances of Weakness to Bug would reduce to one as well, leaving your final Strengths/Weaknesses as :
The following elements are set apart from the ones listed above, and MUST be earned! At the moment the only way to earn a special element is if an admin allows you to, or if you're a member of the upper staff (Global moderator rank+)
Note that you cannot make advantages or special properties based on these elements (for instance; absorb bug elemental attacks)
-----3rd Tier----- 3rd tier hidden elements are pretty much introductory elements. They have higher powers than normal elements, and tend to have more unique effects. A Navi is allowed a max of three 3rd tier elements.
Solar
Strength: Dark, Ice. Weakness: Lunar, Bug
Effects: Burn, Solar-Burn*, Power-Burn**
Level effects: LV1: DMG+50 LV2: DMG+60 LV3: DMG+70, +1 attack every other turn, Power Burn effect may be used once every 2 turns.
LV4: DMG+80, +1 attack every other turn, Power Burn effect may be used once every 2 turns. LV5: DMG+90, +1 attack/turn, Power Burn effect may be used twice every 2 turns.
*Solar-Burn effect deals 60 DMG/turn, but does not cut undershirt. no damage penalty when used on attack, Solar-Burn lasts 3 turns. Solar-burning attacks are allowed to have their burn status stack up to 3x. A Solar-Elemental Navi is allowed 3 attacks with "Solar-Burn".
**: User is alowed to inflict unavoidable Solar-Burn status damage on all enemies once every 3 turns. Costs one attack slot on turn used.
Lunar
Strength: Fire, Light Weakness: Solar, Bug.
Special properties: Freeze, Lunar Freeze*, Power Freeze**
Level effects: LV1: DMG+50 LV2: DMG+60 LV3: DMG+70, +1 attack every other turn, Power Freeze effect may be used once every 4 turns.
LV4: DMG+80, +1 attack every other turn, Power Freeze effect may be used once every 4 turns. LV5: DMG+90, +1 attack/turn, Power Freeze effect may be used once every 4 turns, and one additional time on a turn of the user's choice.
*: Lunar-Freeze effect leaves the enemy unable to attack on the turn inflicted, but does not leave them unable to avoid. no damage penalty when used on attack, Lunar-Freeze lasts 1 turns. A Lunar-Elemental Navi is allowed 3 attacks with "Lunar-Freeze". Lunar Freeze can only effect an enemy Navi every other turn in spite of how many times it connects.
**: User is alowed to inflict unavoidable Lunar-Freeze status damage on all enemies once every 5 turns. Costs 1 attack slot on turn used.
-----2nd Tier----- 2nd Tier elements tend to have greater effects than 3rd tier and grant more bonuses as a rule. A Navi is allowed a max of two 2nd tier elements.
Bug.
Strengths: Bug. Weakness: All, excluding Normal.
Special properties: Glitch*, Multi-Element**
Level effects: LV1: All enemy Navis take 100 unavoidable DMG/turn. LV2: All enemy Navis take 150 unavoidable DMG/turn, user takes +5% DMG/enemy attack. LV3: All enemy Navis take 150 unavoidable DMG/turn, Bug-elemental DMG+10% (Final total, added to stats), user takes +10% DMG/enemy attack.
LV4: All enemy Navis take 150 unavoidable DMG/turn, Bug-elemental DMG+15% (Final total, added to stats), user takes +15% DMG/enemy attack. LV5: All enemy Navis take 200 unavoidable DMG/turn, Bug-elemental DMG+15% (Final total, added to stats) user takes +20% DMG/enemy attack.
*:Glitch: Every glitching attack that connects with the enemy causes one small effect. Bug effect is permenent and never expires in-battle. Effects are stacked in this order;
1: Enemy loses 50 HP per turn 2: Enemy loses 50 HP per attack dodged/blocked 3: Enemy takes 50 DMG per attack they use. 4: Enemy takes +50 DMG per attack that sucessfuly lands 5: Permenent loss of one attack slot (Overwrites all effects that could negate this, to a min. of 1 attack slot per turn. Negates attack+ skills if effected after the enemy has hit 1 attack slot/turn)
After reaching lv5 glitch, the effects start over and stack. Navis can have a max of 2 ways of inflicting Glitch.
*Multi Element: Bug-elemental Navis are allowed to make attacks of every element, and use any status damage they choose within the proper elements. (Fire burns, aqua soaks and so on)
Special Properties: Cleanse *, Light Karma Advantage**
Level effects: LV1: - LV2: HP+300. LV3: HP+400, User is immune to the effects of a single dark chip once per battle (Initial damage, dark chips with prolonged effects take effect on the user 1 turn after use)
LV4: HP+500, User is immune to the effects of a single dark chip once per battle (Initial damage, dark chips with prolonged effects take effect on the user 1 turn after use), ability to make one attack with the effect Purify*** LV5: HP+600, User is immune to the effects of two dark chips and one advanced dark chip per battle (Initial damage, dark chips with prolonged effects take effect on the user 1 turn after use), ability to make two attacks with the effect Purify*** as well as the ability to inflict purify once per battle (unavoidable) User gains all of the effects of LV5 Light element.
*: Any Navi weak to Light, Plasma or Laser is weak to Pure Light attacks. The User's karma can raise to a max of +150, user is allowed to make one new hyper mode.
**: Navis with +150 karma are allowed to raise their Pure Light element by 2 levels (i.e, if it's level 1, it raises to 3, if it's 3, it raises to 5)
**Purify: Drops an enemy out of Dark Soul if it connects and drops the target's max dark chip use by 1 per successful hit. Cannot stop enemy from entering Dark Soul.
Special Properties: Corrupt*, Dark Karma Advantage**
Level Effects: LV1: - LV2: DMG+30. LV3: DMG+40, User takes 80% DMG from all Hyper Attacks.
LV4: DMG+50, User takes 70% DMG from all Hyper Attacks, ability to make one attack with the effect Darken*** LV5: DMG+60, User takes 50% DMG from all Hyper Attacks, ability to make two attacks with the effect Darken*** and inflict Darken on a single enemy once per battle (unavoidable), user is allowed to own/use one extra Advance Dark Chip per battle, including a copy of a current dark chip. User gains all the effects of LV5 Dark element.
*:Any Navi weak to Dark, Shadow or Toxic is weak to Pure Dark attacks. The User's karma can drop to a max of -150, Dark Soul can be customized with one additional effect (stacks with custom/advanced darksoul effect), user's allowed to use one extra dark chip per battle.
**: Navis with -150 karma are allowed to raise their Pure Dark element by 2 levels (i.e, if it's level 1, it raises to 3, if it's 3, it raises to 5)
***: Darken: Instantly drops the enemy Navi out of Hyper Mode for one full turn (starting with the start of their attack phase on the turn taken), drains 1 turn from all existing hyper modes.
-----1st Tier----- 1st Tier hidden elements are the strongest of the lot. They have the greatest effects and power of all. Only one 1st tier element may be used per Navi unless allowed by outside effects.
*: When inflicted on the enemy, Temporal Flux status damage drops the target's attack slots by 1/2 for 1 turn. Ignores immunity.
**: Temporal Control allows the user to double his/her attack slots for one turn. Usable once per battle.
***: Allows the user to inflict unavoidable "Temporal Flux" once per battle.
****: Grants the user the ability to stop time, locking reality itself and freezing all action on the physical field. Leaves all opponents unable to attack next turn (ignores all forms of immunity), raises all of the user's attacks breakers to the omni level for the turn, allowing them to even pierce DS, and negates all enemy auto-strikes and counters for the turn. 1x use per battle, drops the user's damage by 10 times the user's version on turn used.
*****: User is fully immune to Spatial Flux and Zenith of Space.
*: When inflicted on the enemy, Spatial Flux status damage drops the target's damage by 1/2 for 1 turn. Ignores immunity.
**: Spatial Control allows the user to double his/her damage for one turn. Usable once per battle.
***: Allows the user to inflict unavoidable "Spatial Flux" once per battle.
****: Grants the user the ability to crush the very fabric of reality around his/her enemy, delivering a powerful and devastating blow. Deals 50 DMG times the user's version to all opponents once per battle. Unavoidable. Cannot be increased in any way, shape, or form other than through version increases. This ability does not take up an attack slot when used.
*****: User is fully immune to Temporal Flux and Zenith of Time.
Equinox
Strength: None. Weakness: Bug.
Special properties: Omni-Element* Neutral Advantage** Equinox***
*: User is allowed to use any non-hidden element and apply any element-specific status damage to any elemental attacks.
**: If the user has neutral karma (-49~+49) he/she gains +1 use to all skills, +1 turn to hyper modes and -1 turn cooldown on all attacks.
***: Equinox element is unique, in that it is not an actual attack element. Attacks marked "Equinox element" change their elements at will. For instance: an attack marked Equinox can be Elec one turn, then be Fire the next. Equinox-elemental attacks are allowed to have any status damage not limited to another hidden element in spite of the element chosen durring battle, but can only have one status damage per attack. Equinox-element can only be used BY an Equinox-elemental Navi, and each Equinox-elemental navi is allowed to make 3 equinox elemental attacks, then 3 more at V10. All hyper attacks, Positive Force and/or Negative Force are allowed to be Equinox element, two of the affforementioned attacks are allowed to be Equinox element without taking from the final total.
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Re: Guide to MMM... II! « Reply #6 on Aug 2, 2008, 6:18pm »
{PANELS}
Panels are simply the ground you fight on. All normal battles start in Normal-type panels. Certain story battles begin on different panels (Grass Panels in Emerald Network or Forest Network, etc.), so check the story topic you're in to see if you start on different panels.
Panels can be changed in a fight by using Stage Chips, which are available once you've proven yourself... You may only own 3 Stage Chips per navi. At V8, you may own an additional 2: Up to 5 per navi.
Stage Chips act like an SE and take up an SE slot when you use them (One of your five per battle); however, Stage Chips act as Support Moves in the sense that they don't take up attack slots, but they may NOT be used during the Defense Phase.
These are the possible stages and effects that they provide in a battle:
Normal panels Element: Normal (Cannot be used to turn wind attacks into normal element) Attrabutes: None Chip: "Repair"
Grass Panels Element: Wood Attrabutes: Fire damage +50%, wood-elementals heal 100 HP per turn. Chip: "Grass Stage"
Ocean Panels Element: Aqua Attrabutes: S-Attacks deal -100 DMG to aqua Navis, elec attacks +25% damage, non-aqua Navis have all dodging speed moves cost 2 uses per single use while Ocean Panels are in play, Fire-based Navis take 100 unavoidable damage per turn while Ocean Panels are in play. Chip: "Ocean Stage"
Lava Panels Element: Fire Attrabutes: All non-fire Navis take 100 DMG per turn (200 DMG per turn to wood-elementals), fire-elemental attacks deal an extra 10% damage, Fire-element Navis heal 50 HP per turn. Chip: "Lava Stage"
Magnet Panels Element: Elec Attrabutes: Non-elec Navis can only dodge 1/2 as often, non-elec Navis have to wait one turn between speed move uses, elec-element attacks automaticly become undodgable. Chip: "Magnet Stage"
Ice Panels Element: Ice Attrabutes: -Ice Navis gain the ability to dodge once every other turn. -Ice-element attacks deal an extra 30 DMG (Damage added to final total) -Elec element attacks deal an extra 50% damage Chip: "Ice Stage"
Sand Panels Element: Sand Attrabutes: -All non-sand Navis lose the ability to naturaly dodge alltogether -If an aqua-element attack is used, all Navis lose the power to use speed moves for 2 turns (Does not effect the Navi who used the aqua-attack). -Wind-element attacks deal +100 DMG (Damage added to final total) Chip: "Sand Stage"
Metal Panels Element: Metal Attrabutes: Metal-elemental Navis attacks deal an extra 50 DMG (Added to final total) All metal-element attacks gain the power to break shields. Chip: "Metal Stage"
Poison Panels Element: Dark Attrabutes: All Navis on the field take 100 DMG per turn, all Navis on the field -1 attack per turn. Chip: "Geddon"
Holy Panels Element: Light Attrabutes: User of this chip takes 1/2 DMG for the rest of the battle (Or until another panel-changing chip is used) Light attacks can ignore this. Chip: "Sanctuary"
Spike Panels Elemet: None Attrabutes: All Navis on the field lose 20% of their max HP or 300 HP total (whichever is more) every single turn. Damage is unavoidable, Spike Panels remain active for 3 turns, then panels return to normal. Spike Stage may only be used once per Navi per battle. Chip: "Spike Stage"
Dark Stage Dark element Karma loss: 10 All Dark/Shadow elements gain +50 DMG. All your C-Attacks turn dark. Enemy is poision for 100 DMG per turn. (Fully unavoidable) Glitch: User takes 30 DMG per attack used for the rest of the battle.
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Re: Guide to MMM... II! « Reply #7 on Aug 2, 2008, 6:22pm »
[bgcolor=113311]{KARMA/HYPERS}
:7.1: - How to Gain/Lose Karma :7.2: - Effects :7.3: - Hyper Modes :7.4: - Hyper Attacks :7.5: - Dark Souls :7.6: - Dark Chips :7.7: - Chaos Unisons
The Karma System represents your navi's alignment with a number. 'Karma' is a number normally between -100 and +100 (only special Elements and Giga Programs allow you to go outside this range) that determines and is determined by your alignment, actions, or even your faction.
:7.1: ~How to Gain/Lose Karma~
-To start with the bonuses from Karma, you must be either Dark or Light Element. Dark Element starts you with an optional -50 Karma, while Light Element starts you with an optional +50 Karma. -To gain more Karma, consistently do good aligned actions in story or purchase Karma at the Karma Shop. -Getting Navi of the Month earns you the ability to adjust that navi's Karma by either +50 or -50. -To lose Karma, use Dark Chips or do evil actions in story. There is also certain rare equipment which drains your Karma...
:7.2: ~Effects~
+100 to +50 Karma (and higher):
Pros: +1 Hyper Mode and Hyper Attack +100 damage to Hyper Attacks +1 turn to Natural Hyper Modes (Hyper Modes gained by Karma or Version)
Cons: -DarkChips count towards the Navi's SE usage in battle. -When the navi uses a DarkChip, they IMMEDIATELY lose all Karma advantages, including the ability to use Hyper Modes/Hyper Attacks!
Positive Force The ultimate attack of the positive-karma Navi. Positive Force is an upgraded Hyper Attack with ultimate power. Positive Force is gained by Light-Karma Navis at V10 and STARTS at 1,000 base dmg, gaining damage like a hyper attack via versions/DMG+ powers. Positive Force is allowed all effects that a hyper attack is allowed, but cannot be made unavoidable and can be used ONLY once per battle as an iron-clad rule!
At V15, a navi with +50 or more Karma gains: Hyper Fusion Hyper Fusion allows a Navi to enter THREE HYPER MODES AT ONCE. Effects of the same nature don't stack while Hyper Fusion is active, so be careful. Hyper Fusion lasts a set 3 turns, and cannot be used with any hyper mode that lasts less than 3 turns BASIC. After Hyper Fusion ends, all three hyper modes are fully drained, and the Navi who used the effect cannot enter any other hyper mode or use hyper attacks/Positive Force for 2 turns.
+49 to -49 Karma:
Pros: +Navi gains 10% more EXP/Zenny per battle! +Navi grows into more and more powerful latent abilities (check the Version-up chart!) +Navi may use up to 2 DarkChips per battle without losing any benefits of Karma, but they may not use Hyper Attacks or Hyper Modes afterwards. +Navi is generally unprejudiced against in Story.
Cons: -DarkChips count towards the Navi's SE usage in battle. -Hyper Modes and Hyper Attacks are weaker than those of positive Karma navi's. -When the navi uses a DarkChip, they IMMEDIATELY lose the ability to use Hyper Modes/Hyper Attacks.
-50 to -100 Karma (and lower):
Pros: +Navi has access to the 'DarkSoul' Hyper Mode (more on this below). +Navi can fully utilize the power of Darkness held within DarkChips!
Cons: -Navi can't use Light or Pure Light Element SE's. -ALL non-Dark Soul Hyper Modes and Hyper Attacks are locked.
Negative Force is gained at V10 if a Navi is -50 karma or lower. Negative Force The Dark Karma Navi's custom attack. Negative Force is a hyper attack with 400 base damage that's usable by darkloids. Negative Force can use any/all effects that a hyper attack can use.
:7.3: ~Hyper Modes~
A Hyper Mode is an advanced level of power in a navi, unlocked at V3 normally, V2 for Intel Types, or any time if you have +50 Karma. A Hyper Mode grants you (potentially) several turns of boosted power in battle, and +1 Story-Version when activated in story (they only last for a short amount of time in story, though).
A Hyper Mode may be activated any time OTHER than the Defensive Phase, and once activated, lasts for it's duration unless you activate another Hyper Mode or it is ended by some other ability. All Hyper Modes are 1x use per battle, even if ended prematurely. A Hyper Mode starts out as 7 turns with no abilities- adding abilities reduces turns, and adding prerequisites and costs adds turns. For example, a basic '+1 attack per turn' would mean your Hyper Mode lasted 6 turns, but for those six turns, you'd have +1 attack. When making your own effects, just be original!
:7.4: ~Hyper Attacks~
A Hyper Attack is an advanced attack of high power and high potential, allowing a normal navi to have access to a close to triple damage attack, and is unlocked at V3 normally, V2 for Intel Types, or any time if you have +50 Karma. Hyper Attacks follow the normal attack template, with the exception that their damage is not based on your base damage, per se.
Hyper Attack: 300 damage +50 Karma or more: 400 damage
Hyper Attacks also gain damage as any other attack in your arsenal. Beyond a normal attack, however, Hyper Attacks have 3 special things: You can have any number of your Elements on it, they may exceed 10 hits, and they may get an advanced Aimer Effects (-30 damage, see Aim Effects in the Attacks Section). However, once you use a Hyper, you may not use another for 5 turns.
:7.5: ~DarkSoul~
DarkSoul... the compensation for forsaking your Hyper Attacks/Modes, is one of 2 ways currently to become Invincible (although, there is a way around it).
DarkSoul Hyper Mode -Activates automatically/only activates when Navi reaches 0 HP. +Navi returns with 1 HP. + +1 Attack + Navi is fully invincible for the duration.(Aimed attacks ignore this) Lasts 2 turns x1 use
Aimed attacks (attacks affected by an Aiming speed move) ignore DarkSoul invincibility completely and will deal damage as normal. Beyond that, only attack effects do anything to you whilst in DarkSoul- you take no damage, even from unavoidable attacks, unless they're aimed. At V5 and V12 and -100 Karma, a navi may add a Custom effect to their DarkSoul. V10, DS can take 5 aimed attacks per turn without falling.
:7.6: ~DarkChips~
Dark Chips, available here, are a potent but costly alternative to Hyper Attacks for those of Dark persuasions. DarkChips count as an SE usage. A navi with above -50 Karma and/or that is under V3 may only use 2 DarkChips per battle. At V3 and -50 or less Karma, a navi may use 5 DarkChips per battle. At -100 Karma, using DarkChips no longer counts as an SE usage. At -100 Karma and V5+, navi's are unaffected by DarkChip glitches.
:7.7: ~Chaos Unisons~
Chaos Unisons are the middle ground between Dark Soul and Hyper Modes: While they are Hyper Modes in how they operate, one must sacrifice an appropriate Dark Chip to use one, and ANY navi may use a Chaos Unison, regardless of Karma. They allow you to harness both the power of DarkChips and the might of Hyper Modes all at once.
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Re: Guide to MMM... II! « Reply #8 on Aug 2, 2008, 6:29pm »
{EXPERIENCE}
:8.1: - EXP Chart :8.2: - EXP Formula
In the MMM, after you do battle, you earn Experience and Zenny... when your Experience reaches a certain point, you 'Version Up', and become more powerful. Once you hit the required EXP to 'Version Up', you are considered that version and are expected to modify your stats accordingly. Version 1 navi's start with 500 EXP. Each navi you create beyond the first can come in at a maximum of 1 full Version less than your Highest Version navi, or V1, whichever is higher.
EDIT 4/22/09: You can modify your stats as you version up with no penalty; however, if you modify your stats when you have not reached the next version, it carries a -50 EXP penalty. This is enforced to stop people from custom-tailoring stats to opponents and making many unnecessary changes. This has been in effect since Day One, but seems to never have been posted officially, hence its inclusion here.
At each Version up you get: +100 HP +10 DMG to all attacks (Attack type navi's get +15 per attack) +10 MB -You can make more attacks. (max of 30) -Speed move and Defense moves might gain a use (check with an approver near you)
At V2: -Recon Navis can attack a 3rd time each turn -Intel navis gain a Hyper attack and Hyper mode
At V3: -All Navis Can attack a 3rd time (Does not apply to Recon Types) -All navis that are not Intel gain a Hyper mode and Hyper attack -Navis with -49 to +49 Karma gain +300 HP and +30 damage and may attack 1 more time on the first turn. -Navis with -50 or less karma can use up to 5 Dark Chips per battle.
At V4: -All Navis are allowed to create their first level Kaizou card.
At V5: -All navis gain another Defense skill -Attack Navis gain an Aiming Speed skill -Recon Navis gain another Speed skill -Support Navis gain an additional Support skill -Intel Navis gain a new Hyper Mode -Navis with -49 to +49 Karma gain +2 Program Slots -Navis with -100 Karma can use Dark chips w/o glitches and they can SLIGHTLY customize their Dark Soul (Ask an admin what you can add)
At V8: -Navis with -49 to +49 Karma may attack an additional time per turn, and have +200 HP and +20 damage. -All Navis are allowed to make one new speed move.
At V10: -All Navis are allowed to create one new skill within Type limitations. -Defense Type Navi's gain an additional Defense move (on top of the normal V10 skill). -Navi's with +50 Karma or more are allowed to make a Positive Force attack. -Navi's with -49 to +49 Karma gain +1 use to all Skills and EITHER +1 Element Level or +1 Element (may not make them exceed 3 elements) -All non-dark Navis are allowed to make a new hyper attack/mode. -Navi's with -50 Karma or lower are allowed to make a Negative Force attack, and their DarkSoul gains the ability to take up to 5 aimed attacks before falling.
At V12: -Navi's with -50 Karma or lower are allowed to make an additional effect on their DarkSoul.
At V15: -All Navis are also allowed to make one new skill within Type limitations. -Navis with +50 Karma or more are allowed to use Hyper Fusion -Navis with -49 to +49 Karma gain +500 HP, +50 damage, and EITHER +1 Element Level or +1 Element (may not make them exceed 3 elements) -All non-dark Navis are allowed to make a single Hyper Attack that reduces enemy HP by a specific % or to a specific number and a new Hyper Mode. These HAs cannot have any natural breaking stats and require specific conditions for use.
At V20: -All Navis are allowed to make yet another skill within their Type limitations. -Navis with -49 to +49 Karma may gain an additional Type. -All non-dark Navis are allowed to make another Hyper Attack/Mode.
At V25: -All Navis gain a FINAL Skill within Type limitations.
At V30: -All Navis are allowed to adopt three effects of choice from the following list (One of each at most):
All DMG+80 HP+800 C/S Defense +50 +1 program slot +1 turn to all hyper modes +1 turn to Dark Soul +1 attack/turn +1 use to all skills +1 accessory slot
Effects chosen must be listed at the bottom of your stats.
:8.2: ~EXP Formula~
After a normal battle, you are allotted an amount of EXP based on your accomplishment that battle. After a Mini-boss, Boss, or special battle, you may be given more or less, not to mention rewards.
WINNER:
50/500 Before modifiers -10/-100 For each version the navi is above their opponent (to a minimum of 10/100 gained). +10/+100 For the being one Version below their opponent +20/+200 For each Version over the first they are below their opponent. (Example: a Version 1 navi beats a Version 3 navi. The navi gains 80/800 (not counting in type bonuses). That is 50/500 + 10/100 (for the losing navi being one Version above) + 20/200 (For the navi being another Version above). +10/+100 For a perfect win (a win without taking ANY damage) +5 EXP x your Version when VS an enemy no less than 3 versions below you
WINNING TEAM: Gets 10 EXP x # of Navis they are fighting Gets 50z x # of Navis they are fighting +200 (if only 2-3 navis per team, 100z x # of Navis) If you're alive at the end of the battle; Bonus 10 EXP and 100z If you dealt the finishing blow to a Navi you gain +5 EXP and +100z If your Navi took NO DMG at all in the battle; Bonus 10 EXP and 200z
LOSER: 20/200 against same Version 30/300 against higher Version 10/100 against lower Version
LOSING TEAM: Gets 15 EXP Gets 300z If your navi Dealt a Finishing Blow then Bonus 5 EXP and 100z
1 Vs. X:
As normal, BUT: The winner receives x1.5 EXP, and the opponents total Version is counted for purposes of EXP on both sides (i.e: Even if the team only equals the version of the single, they receive 20/200 and the winner is treated as winning vs. same Version EXCEPT for the Version based EXP bonus.)
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Re: Guide to MMM... II! « Reply #9 on Aug 2, 2008, 6:33pm »
{FACTIONS}
:9.1: - Current Factions :9.2: - To Join a Faction :9.3: - New Factions
A faction is a group of Navis that band together to achieve a common goal. Common examples are the ONB (Official Net Battlers) and the WWW (World 3). Each faction may have different prerequisites to join - for instance, to join the Knights of Radiance, you may not have a Dark Karma navi, to join the Black Guard you may not be below V3, for Neo Arcadia you have to be personally handpicked, et cetera. The Faction Board may be found here.
:9.1: ~Current Factions~
These are the current factions in story and their leadership:
Black Guard (BG) - Recruitment Notes: Applying Navi must be V3 or higher, of type Attack, Recon, or Intel, must not have Karma of +75 or higher, must not have a Dark Soul, must not use Dark Chips by themselves. - Bounty Hunting faction. Leader: Reikoku.EXE Second: Scarface.EXE Second: Edge.EXE
Black Waters (BW) - Recruitment Notes: Talk with PirateMan.EXE in story Leader: PirateMan.EXE
Crusading Shield (CS) -Recruitment Notes: - Must not be currently in any other faction. - Must be willing to keep the peace by any means necescary - Must be willing to protect those unable to protect themselves. - Applying navi must be V3+, unless specifically invited by Mirror(Mirror) Merrill(Diamond) or Halo(Havoc) Leader: Mirrorman.EXE Second: Merrill.EXE Second: Halo.EXE
Knights Of Radiance (KoR) - Recruitment Notes: You may not be a Dark Chip user. Applying Navi must not be dark/evil in actions or use Dark Chips for anything other than Chaos Unions. Leader: Denadite.EXE Second: TBA.EXE
Maverick Hunters (MH) - Recruitment Notes: Talk with X.EXE in story. Leader: X.EXE
Nanashi Syndicate (NS) Leaders: Soth.EXE, Rain.EXE Seconds: N/A -Recruitment notes: Must talk with either Soth or Rain in story, be offered a place, and receive the Nullus Orbis from them.
Official Net Battlers (ONB) - Electopia Branch Leader: Suki.EXE
Official Net Battlers (ONB) - Netopian Branch Leader: Colonel.EXE
Official Net Battlers (ONB) - Yumland Branch Leader: Sonatia.EXE
Official Net Battlers (ONB) - Gigamerican Branch Leader: Challenger.EXE
Official Net Battlers (ONB) - Netfrican Branch Leader: Zero.EXE
- ONB Recruitment Notes: To join, talk with the leader of the nation's ONB you wish you join.
The Chaotic - Recruitment Notes: Talk with Toxin.EXE in story or post in the recruitment topic. Leader: Toxin.EXE
Twilight Vanuard -Recruitment Notes: Talk with Twilight or Zane in story. Leader: Twilight.EXE Second: Zane.EXE
World 3 (WWW) Leader: Gate.EXE Seconds: ? -Recruitment notes: ?
Retired Factions
Ragnarok - Recruitment Notes: Talk with Rondo.EXE in story. Leader: Rondo.EXE
Neo Arcadia (NA) Leader: Inertia.EXE - Note: This is a draft-only faction. You must be selected by Inertia.EXE (Niall) to join this faction. No applications will be answered by this faction.
:9.2: ~To Join A Faction~
In most cases, it is acceptable to meet a leader of a faction in story and ask for acceptance into the faction. Other factions have requirements that must be met, and still others will only send invites to those they wish to join their ranks.
:9.3: ~New Factions~
Anyone can make their own faction, but there are a few main requirements:
1: You have to have AT LEAST 5 Navis follow you, Navis you own DO NOT COUNT.
2: You must be an active story line member
3: You MUST have a name for your faction (Administration reserves the right to deny any name they see fit)
4: The starting Navi MUST be at least V5
5: It costs 20,000z to start a faction.
Once that's done, send Raven8 a PM stating all of the required info. He will be able to assist you in putting your faction in the story.
Further information on all factions, as well as all the above information, can be found in The Factions Board.
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Re: Guide to MMM... II! « Reply #10 on Aug 2, 2008, 6:46pm »
Y HALO THAR! This is the new guide to MMM, updated with the most current (as of, like, 2 hours ago) rules. ^_^ This is thanking all the staff that helped, stef especially, Kasey for creating the original Guide, and Raven for being him!
Point any and all questions to the Help Topic, as per usual, kthnx.
Just gonna say here, there ARE plans to add everything else, including OP stats, Kaizou, Stef's card battle arena, Programs, and Viruses. ^_^
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Changes Post « Reply #12 on Aug 2, 2008, 7:26pm »
Big changes: Just check out skills to make sure you're up to date Recon gets an EXTRA Speed move at V5, instead of replacing the one at V8 Check out DS, bottom of the post Normal Element gets an additional bonus. 'Ends Full turn Avoids' in effects
... Just read the entire thing. Especially before you submit your V20. ;p
EDIT BY Lifeline: Removed the words "Non-Recon" from the v8 bonus.
EDIT2 BY Lifeline: Fixed the wording on Merging Auras/Barriers. When Merging an Aura and a Barrier, the AURA is reduced to 50% HP and added to the BARRIER. Creating a new barrier only.
EDIT BY Silare: Ragnarok is now a retired faction.
EDIT By Salem: Pancakes.
EDIT BY Me: Maple Syrup for dem dere panacakas. Nao.
Edit by Me again: Recon V10 4th attack slot, tis wonderful stuff. Also, note the Cooldown rules (not sure if there was... yeah, nevermind, there was an official amendment on that one. But wait- there's some more specifics in this here guide about it)
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Re: Guide to MMM... II! « Reply #13 on Aug 27, 2008, 9:18pm »
DARKCHIP RULES HAVE BEEN MODIFIED:
DarkChips count as an SE usage. A navi with above -50 Karma and/or that is under V3 may only use 2 DarkChips per battle. At V3 and -50 or less Karma, a navi may use 5 DarkChips per battle. At -100 Karma, using DarkChips no longer counts as an SE usage. At -100 Karma and V5+, navi's are unaffected by DarkChip glitches.
The potential sixth DC (and if there was a potential seventh) have been removed. Yes, the SE and DC rules coincide: 5 total for both parties combined from -50 to -100 Karma.
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Re: Guide to MMM... II! « Reply #14 on Sept 14, 2008, 12:02pm »
UPDATE: Factions updated. Mirror, IM me with your info. There was something else I wanted to fix, but totally forgot in the days events, will update this post with it when I remember.
EDIT/REPOST: Ah, remembered what it was, looks like somebody already modded it: BLIND and POISON have been changed (Blind's the one I was trying to remember, just pointing out the Poison change).