Post by Deleted on Sept 25, 2016 23:58:07 GMT -8
Lots of fundamental changes are coming in this update -- this is going to require a bit of a rework on all of the present Navis. The good news is that Approvals should be much easier and quicker. Additionally, creating stats should also be a little bit less restrictive with the updated guidelines because you'll be able to do more things than you could in the past.
GUIDE UPDATES
Large changes here. Unfortunately, these changes will require everyone to redo their stats to be inline with the update, but you don't have to do it immediately. Finish any battles you're in first. Hopefully we can get everyone's stuff updated by next month at the latest. Other balance changes were implemented in the guide as well, including the departure of Hidden Elements other than Bug.
- {Attack Guidelines have been totally reworked (+)}
Damage Costs governing effects caused Base Damage to be the most efficient stat to build toward. Restricting effects based on Cooldown meant you were pretty limited in the number of each effect you could have, since owning 10 copies of a 1 CD Attack sort of negates the whole drawback of Cooldown. Sub-optimal Damage-to-Charge ratios meant that charging was only useful in very certain circumstances.
With all of these issues in mind, the new Attack Guidelines have been implemented to alleviate most of, if not all, of these issues. Be aware that trying to build your Attack Set like a "checklist" (like in the past) will be much weaker now. However, with new costs assigned to abilities that will more properly pay for their strength, there are a lot more Custom Effects that we can allow now. You can also have duplicates of effects in your Attack Set, but making multiple copies of the same Non-Basic Attack will not be allowed.
The gist of it is that Attacks deal a percentage of your Base Damage depending on how many effects it has (-10% per effect). Effects have additional costs depending on what "Tier" of abuse they are capable of.
B-Tier Effects are exploitable by spamming (using the same attack multiple times in a single turn), so Cooldown is added to these to keep them in check.
A-Tier Effects are exploitable by piling (having the same effect on multiple attacks in your attack set), so Charge is added to these to eliminate the weight of that benefit.
S-Tier Effects are exploitable when piled or stacked (putting the same effect on a single attack multiple times), so an even heavier cost is put on these: they can only be used once per battle, but this limit may be increased by 1 for every Total Attack you sacrifice (up to 4 Uses per battle).
All of this means that Cooldown and Charge are no longer interchangeable (and they no longer provide any bonus damage), but you can now have any number of instances of any effect throughout your attack set (instead of being limited to a certain amount per version).
For more details, see the full updates in the guide. - {Skill Guidelines have seen a minor update (+)}
These were mostly already in effect, but never made official. Skills follow a "Tier System" that determines how often they see growth. For instance, C-Tier Active Skills are the ones that start with 3 Uses at Version 1 and gain +1 Use at every Odd Version. C-Tier Passive Skills are the ones that get slightly stronger at every single version up.
The main changes here are to the following types of skills:
- Attack Slot Skills won't be able to give up to +3 Attack Slots per use. This is far too overwhelming, particularly at lower versions.
- Element Level Skills are getting adjusted yet again. At Version 1, you can have a passive skill that gives you +1 Element Level. This skill sees growth at Versions 5, 9, 14, and 17 (each of which give an additional Element Level). This is a nerf to how the skill worked before, and this is because Element Level skills give you access to Base Stats beyond what your kit is already capable of. Remember that, if you have a Passive Damage+ Skill, you cannot have another Passive Damage+ Skill in your kit. Element Levels give you a way around this (like in this case, you could take Fire Element for Base Damage and then Element Adapter it into whatever you wanted), and Base Stat stacking must be as limited as possible to remain fair.
- Summoning Skills, such as Barriers, Auras, Objects, and Clones all have better guidelines now. Previously, there wasn't really anything to determine the HP cost of their effects, but now there are numbers to help you out. Clones and Objects have better distinction -- if you make an Object that Attacks, it follows the guidelines of Clones (but will keep its classification as an Object). If you make a Clone that doesn't attack, it follows the guidelines of Objects (but will keep its classification as a Clone). So you can't pick and choose whichever benefits you most anymore.
- Advanced Skills have an entry.
- Skill Drawbacks are no longer allowed (except to pay for an Advanced Skill), or at least not for the time being due to ease of exploit. Note that "conditions" are not "drawbacks". Having a skill that "Dodges once, dodges an additional time if you spend an attack slot" is fine. Having a skill that gives "+200 HP, -10 Damage" is not fine.
Check the updated Skills section in the guide. - {Karma Guidelines have seen a major update (+)}
Large changes all around leading to a more focused role for Karma to play. Karma, in RP, represents where your character's moral compass points to. In Stats, it is your gateway to Advanced Forms and Advanced Abilities. This means it will focus solely on building your Hyper Repertoire rather than being side-tracked with auxiliary buffs (which affects Neutral Karma, largely). Neutral Karma is seeing the biggest changes, but Dark and Light are significantly different as well.
I'll go over each one individually in a moment, but other big changes are that:
- Karma is no longer represented by a Number, it is just a state
- You can choose your Alignment from the start
- You choose what you get at version benchmarks
- Positive and Negative Force are removed. Instead, all Navis have access to an Advanced Skill
Light
Light no longer specializes in both Hyper Attacks and Hyper Modes, but now clings heavily to the later.
- At Version 1, a Light Navi starts with 1 Hyper Mode
- At Versions 4, 6, and 8, they may choose from one of the following:
+1 Hyper Attack
+1 Hyper Mode
+1 Turn to all Hyper Modes
Access to Hyper Fusion
Neutral
Neutral Karma no longer gives +1 Skill at Version 1. It no longer gives stat boosts as the Navi versions up. Instead, it stands on a comfortable middle ground between Light and Dark, with potential to get both a Hyper Mode and a Dark Soul but cannot build further on those abilities. Neutral Karma can, however, build on its Hyper Attacks.
- At Version 1, a Neutral Navi starts with 1 Hyper Attack
- At Versions 4, 6, and 8, they may choose from one of the following:
+1 Hyper Attack
+1 Hyper Mode (Max: 1)
Access to Darksoul
-1 Cooldown to a Hyper Attack
Dark
Dark Karma Navis will now have access to Hyper Attacks. Their Darksoul can be made stronger as they version up and they still specialize in handling Dark Chips. Note that Advanced Dark Chips have been removed for the time being. Dark-related items no longer affect (or are affected by) Karma and may or may not be seeing updates in the nearer future.
- At Version 1, a Dark Navi starts with a Dark Soul
- At Versions 4, 6, and 8, they may choose from one of the following:
+1 Hyper Attack
+1 Turn to Dark Soul
+1 Effect to Dark Soul
Dark Chip Interaction
See the updated Karma section in the guide. - Starting Exp reduced to 0 from 500. Exp Required to reach each version is reduced by 500 across the board as well. All Navis will have to reduce their current Exp by 500 to compensate for this change.
- Honestly, it didn't just really make sense to start at 500. We're all modifying our stats, so now's as good a time as any to bump this down.
TYPE UPDATES
Leader is gone for the same reason as Hidden Elements: Free Buffs for No Costs is not healthy. Attack Type was changed just a bit and Normal Type was given buffs because it seemed rather lacking compared to the others.
- Leader Type has been removed until further notice
- {Normal Type was buffed a bit. (+)}
There's a difference between being a jack-of-all-trades and being a suck-at-all. Normal Type's seeing buffs that well let it deal more damage than other Types, but not as much as Attack Type. It'll have more durability than all but Defense, more speed than all but Recon, and a good amount of Customizability. It's losing out on its +1 Use to All Skills at Version 15 to compensate, but honestly, who's that hurting anyway. Now you won't have to spend 3/4ths of your Navi's lifespan with 5/6ths of a Type.Before
☉ +10% Zenny Gain from Normal Battles
☉ +25 HP Max HP at every Version-up
☉ +5 Base Damage every even Version (2, 4, 6, etc.)
☉ +1 Attack Slot every even turn at Version 8
☉ +1 Program Slot
☉ +1 Use to All Skills at Version 15After
° +1 Battle Chip usable per battle
° +50 Max HP at every Version-Up
° +5 Base Damage at every Version-Up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot - {Attack Type's passive boost to Damage Skills has been removed, replacing it is "+1 Auto Charge at V3" (+)}
The damage this gave was way too high; it's a powerful effect that's been abused for far too long. Damage still needs to keep up with defenses (and it's going to see a slight drop after this update), but doubling/tripling your Base Damage gained per Version is too much. Hopefully Base Damages in the 700 era won't be quite as easy to obtain as they once were, but still possible under heftier costs. In exchange, the now less-common "+1 Auto Charge" will still make Attack Type super-highly valuable. - {Recon Type's extra Attack Slot is now available at V3 (+)}
Delaying this effect until a later version was done so that Non-Recon Navis wouldn't be overwhelmed by the damage output of the extra attack slot (particularly when combined with high Base Damage, such as Fire Element). Because of the Attack Effect changes (causing a reduction in upfront damage output), and because Navis now start with 4 Skills (as opposed to only starting with 2 all those years ago), it's safe to give Recon its main type bonus earlier than before. - {Intel Type's Hyper Attack Use was replaced with "-1 Required Charge to One Attack" (+)}
The old effect was "+1 Use to One Hyper Attack" -- due to the changes made to the way Hyper Attacks function, this effect wouldn't really function properly. While I'd normally try to keep the replacement effect thematic, any major adjustments to a Hyper Attack is kind of Neutral Karma's shtick. So instead, Intel Type will provide the highly sought "-1 Required Charge" effect (to a minimum of 1 Turn Required Charge).
Due to this, Intel Type's "Variable Enhancement" will give them a different effect when fighting other Intel Types: The ability to add "Interrupt" to One Attack per battle. - {Resource Type's extra Element Level is now available at V3 (+)}
Honestly this was originally just a placeholder effect. For the same reasons as Recon's version threshold being reduced, Resource Type will give its second Element Level much sooner than before.
ELEMENT UPDATES
Some elements were affected by the changes to Attacks or Karma, so their effects we reworked to be compatible with those updates. A few other utility elements have effects that are a bit too situational to be really worth building toward, or they're just impractical unless you max out your Element Levels on them (looking at you, Plasma). That was given some attention, so now, you don't have to sell your soul to an element in order to get something good out of it.
- {Aqua updated (+)}
Natural Avoidance effect was buffed so that you can be swift as the coursing river.Before
Lv1: +1 Natural Dodge (5 Turn CD).
Lv2: +1 Natural Dodge (4 Turn CD).
Lv3: +1 Natural Dodge (3 Turn CD).
Lv4: +2 Natural Dodges (Separate 5 Turn CDs).
Panels start as Ocean (Lasts 3 Turns).
Lv5: +2 Natural Dodges (Separate 5 Turn CDs).
Panels start as Ocean (Locked. Lasts 3 Turns).
Immune to Soak and Bubble.After
Lv1:
+1 Natural Dodge (5 Turn CD)
Lv2:
+2 Natural Dodges (Separate 5 Turn CDs)
Lv3:
+2 Natural Dodges (Separate 4 Turn CDs)
Lv4:
+2 Natural Dodges (Separate 3 Turn CDs)
- Panels start as Ocean (Lasts 3 Turns)
Lv5:
+2 Natural Dodges (Separate 2 Turn CDs)
- Panels start as Ocean (Locked. Lasts 3 Turns)
- Immune to Soak and Bubble - {Shadow updated (+)}
Buffed the avoidance-switching mechanic to make you mysterious as the dark side of the... I'll stop.Before
Lv1: Change the effects of a Shield to a Dodge for one use (5 Turn CD).
Lv2: Change the effects of a Shield to a Dodge for one use (3 Turn CD).
Lv3: Change the effects of a Shield to a Dodge for one use (3 Turn CD).
+1 Use to One Avoid Skill.
Lv4: Change the effects of a Shield to a Dodge for one use (1 Turn CD).
+1 Use to One Avoid Skill.
Lv5: Change the effects of a Shield to a Dodge for one use (1 Turn CD).
+2 Uses to One Avoid Skill or +1 use to Two Avoid Skills.After
Lv1:
- Change the effects of any avoidance to a Dodge for one use (1 Turn CD)
Lv2:
- Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Lv3:
- Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+1 Use to One Avoid Skill
Lv4:
- Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills)
Lv5:
- At any time, User may change the effects of any avoidance to a Dodge
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills) - {Dark updated (+)}
The antithesis to Light. Dark Element is changed to "play dirty" with its status inflictions and to give its navi the strength to blot out those of Lighter Alignments. It is no longer a "Support" Element for your Karma Alignment, but now a "Counter" Element to your opponent's.Before
Special Property: Dark Denizen (-50 Karma)
Lv1: +1 Dark Chip Use.
Lv2: +1 Dark Chip Use. +10 Dark Damage.
Lv3: +1 Dark Chip Use. +20 Dark Damage.
+1 Turn to Darksoul.
Lv4: +1 Dark Chip Use. +30 Dark Damage.
+1 Turn to Darksoul.
Lv5: +2 Dark Chip Use. +30 Dark Damage.
+1 Turn to Darksoul.
-1 CD to One Dark Attack.After
Special Property: Darken (Lv2 Dark required. Status Effect removes victim from Hyper Mode if they are in it, or prevents them from entering it from 1 Turn.)
Lv1:
- Negate the first Hyper Attack from each opponent that would otherwise hit you
Lv2:
- Negate the first Hyper Attack from each opponent that would otherwise hit you
- One Status Infliction gains "Cannot be removed on turn of infliction" (2 Turn Cooldown)
Lv3:
- Negate the first Hyper Attack from each opponent that would otherwise hit you
- One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn Cooldown)
Lv4:
- Negate the first Hyper Attack from each opponent that would otherwise hit you
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn Cooldown)
Lv5:
- Negate the first Hyper Attack from each opponent that would otherwise hit you
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn Cooldown)
- User's Charged Attacks automatically gain "Darken" - {Laser updated (+)}
Laser's old effects don't really work as well with the Attack Updates. So it was reworked to match its description a little better -- your Basic Attacks (that is: Attacks with only Aimers or just No Effects) get super-buffed so you really are able to seemlessly wipe out opponents of lower caliber than you by the masses.Before
Lv1: -1 Required Cooldown to the following effect:
Hits All
Lv2: -1 Required Cooldown to the following effects:
Hits All | Ignores Armor
Lv3: -1 Required Cooldown to the following effects:
Hits All | Ignores Armor | Cannot be Intercepted
Lv4: -1 Required Cooldown to the following effects:
Hits All | Ignores Armor | Cannot be Intercepted | Cannot be Countered
Lv5: -1 Required Cooldown to the following effects:
Hits All | Ignores Armor | Cannot be Intercepted | Cannot be Countered | Cannot be Naturally AvoidedAfter
Lv1:
- User's Basic Attacks gain "Cannot be Countered"
Lv2:
- User's Basic Attacks gain "Cannot be Countered"
- User's Basic Attacks gain "Cannot be Naturally Avoided"
Lv3:
- User's Basic Attacks gain "Cannot be Countered"
- User's Basic Attacks gain "Cannot be Naturally Avoided"
- User's Basic Attacks can be aimed 1 additional target
Lv4:
- User's Basic Attacks gain "Cannot be Countered"
- User's Basic Attacks gain "Cannot be Naturally Avoided"
- User's Basic Attacks can be aimed 1 additional target
- User's Basic Attacks gain 1 Turn of Optional Charge
Lv5:
- User's Basic Attacks gain "Cannot be Countered"
- User's Basic Attacks gain "Cannot be Naturally Avoided"
- User's Basic Attacks can be aimed 1 additional target
- User's Basic Attacks gain 1 Turn of Optional Charge
- User may Auto Charge one Basic Attack per turn - {Sonic updated (+)}
Damage was removed, meaning you'll no longer be making peoples' ears bleed, but your mastery of "Hits All" makes you God-Tier in the Virus Horde or in Team Battles at all.Before
Lv1: Add Hits All or Cannot be Countered to One Attack (5 Turn CD).
+10 Damage.
Lv2: Add Hits All or Cannot be Countered to One Attack (4 Turn CD).
+20 Damage.
Lv3: Add Hits All or Cannot be Countered to One Attack (3 Turn CD).
+30 Damage.
Lv4: Add Hits All or Cannot be Countered to One Attack (2 Turn CD).
+40 Damage.
Lv5: Add Hits All or Cannot be Countered to One Attack (1 Turn CD).
+50 Damage.After
Lv1:
- Add "Hits All" to One Attack (3 Turn CD)
Lv2:
- Add "Hits All" to One Attack (2 Turn CD)
Lv3:
- Add "Hits All" to One Attack (1 Turn CD)
Lv4:
- Add "Hits All" to One Attack (1 Turn CD)
- User's first charged attack per turn gains "Hits All"
Lv5:
- Add "Hits All" to One Attack (1 Turn CD)
- User's Charged Attacks automatically gain "Hits All" - {Break updated (+)}
Damage taken away, piercing effect scaling was doubled. Your minimum damage dealt will always be higher than it was before, but your damage to unarmored opponents won't be as much.Before
Lv1: Damage cannot be reduced below 5%. +10 Break Damage.
Lv2: Damage cannot be reduced below 10%. +20 Break Damage.
Lv3: Damage cannot be reduced below 15%. +30 Break Damage.
Lv4: Damage cannot be reduced below 20%. +40 Break Damage.
Lv5: Damage cannot be reduced below 25%. +50 Break Damage.After
Lv1:
- Attack Damage cannot be reduced below 10%
Lv2:
- Attack Damage cannot be reduced below 20%
Lv3:
- Attack Damage cannot be reduced below 30%
Lv4:
- Attack Damage cannot be reduced below 40%
Lv5:
- Attack Damage cannot be reduced below 50% - {Sand updated (+)}
Conflicts with the old effects and the Attack Updates required a rework here. Sand Navis are still the masters of offensive debilitation and now they don't have to worry about having a "dead" level at Sand Lv1.Before
Lv1: -
Lv2: -1 Required Cooldown to Damage Reduction Effects.
Lv3: -1 Required Cooldown to Damage Reduction Effects.
-1 Required Cooldown to Attack Slot Reduction Effects.
Lv4: Change the Panels to Sand for 3 Turns (Once per Battle).
-1 Required Cooldown to Damage Reduction Effects.
-1 Required Cooldown to Attack Slot Reduction Effects.
Lv5: Change and Lock the Panels as Sand for 3 Turns (Once per Battle).
-1 Required Cooldown to Damage Reduction Effects.
-1 Required Cooldown to Attack Slot Reduction Effects.After
Lv1:
- Change the Panels to Sand for 3 Turns (Once per Battle)
Lv2:
- Change and Lock the Panels as Sand for 3 Turns (Once per Battle)
Lv3:
- Change and Lock the Panels as Sand for 3 Turns (Once per Battle)
- Basic Attacks gain "If hits, victim deals -5 Damage with All Attacks for 1 Turn"
Lv4:
- Change and Lock the Panels as Sand for 3 Turns (Once per Battle)
- Basic Attacks gain "If hits, victim deals -10 Damage with All Attacks for 1 Turn"
Lv5:
- Change and Lock the Panels as Sand for 3 Turns (Once per Battle)
- Basic Attacks gain "If hits, victim deals -10 Damage with All Attacks for 1 Turn"
- Attack Slot Reduction requires Cooldown instead of Charge to be added to attacks - {Blade updated (+)}
Additional triggers per turn doesn't really work too well because it relies on the enemy having a lot of attack slots. Increasing the Counter Damage makes this more useful on all grounds, but really oppressive if you decided to focus fully on counter damage. Enabling counters to bypass "Cannot be Countered" causes them to beat their only method of counterplay, which is a huge power creep waiting to happen. With all of this in mind, Blade decides to do something better with Counters: It gives these buffs to them, but trades away their perk of being Unavoidable. They'll still disregard all forms of Damage Reduction, but they'll be treated as Unaimed, C-Range, Blade-Element Attacks.Before
Lv1: Counters can ignore "Cannot be Countered" (Once per Turn).
Lv2: Counters can ignore "Cannot be Countered" (Once per Turn).
Counters can be triggered +1 Time per turn.
Lv3: Counters can ignore "Cannot be Countered" (Once per Turn).
Counters can be triggered +2 Times per turn.
Lv4: Counters can ignore "Cannot be Countered" (Twice per Turn).
Counters can be triggered +2 Times per turn.
Lv5: Counters can ignore "Cannot be Countered" (Twice per Turn).
Counters can be triggered +2 Times per turn.
+1 Use to One Counter Skill.After
Lv1:
- User's Counters still proc for 50% Damage against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
** Counter Attacks have the following properties: C-Range || Blade Element
Lv2:
- User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
Lv3:
- User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +5 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv4:
- User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv5:
- User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
- User can assign an Aiming Effect of choice to their counters (Chosen upon trigger) - {Light updated (+)}
Similar to Dark, this element is no longer a supporter to a specific Karma Alignment, but now a counterpick to one. Light Element Navis help others in need and work together to achieve victory while still being a formidable force on their own. Some effects of Pure Light were passed down in addition to new abilities that will allow a Light Navi to take a stand against Darkness.Before
Lv1: +1 Hyper Attack Use.
Lv2: +1 Hyper Attack Use. +10 Light Damage.
Lv3: +1 Hyper Attack Use. +20 Light Damage.
+1 Turn to One Hypermode.
Lv4: +1 Hyper Attack Use. +30 Light Damage.
+1 Turn to One Hypermode.
Lv5: +2 Hyper Attack Use. +30 Light Damage.
+1 Turn to One Hypermode.
-1 CD to One Light Attack.After
Lv1:
- Negate the first Dark Chip that would otherwise hit you or an ally
Lv2:
- Negate the first Dark Chip that would otherwise hit you or an ally
- Remove one Negative Status from yourself or an ally (2 Turn CD)
Lv3:
- Negate the first Dark Chip that would otherwise hit you or an ally
- Remove one Negative Status from yourself or an ally (1 Turn CD)
Lv4:
- Negate the first Dark Chip that would otherwise hit you or an ally
- Remove one Negative Status from yourself or an ally (0 Turn CD)
Lv5:
- Negate the first Dark Chip that would otherwise hit you or an ally
- Remove one Negative Status from yourself or an ally (0 Turn CD)
- User's Charged Attacks automatically gain "Cuts Darksoul" - {Wind updated (+)}
Signature effects come at lower levels. Barrier-erasing and Object-erasing were signature abilities of Wind Attacks in the BN Series, but Wind Navis were more identified by their speed and mobility. Because of this, the Barrier/Aura removal effects of Wind were replaced with Natural Avoidance and Special Property Cooldown Reduction. Blowing up Objects and Barriers and everything with your Wind Attacks is still totally possible, just not built into the Element anymore.Before
Lv1: Attacks with multiple elements deal +5% Damage.
Lv2: Attacks with multiple elements deal +5% Damage.
Ignore Negative Panel Effects for 1 Turn (5 Turn CD).
Lv3: Attacks with multiple elements deal +10% Damage.
Ignore Negative Panel Effects for 1 Turn (Two Separate Instances; 5 CD each).
Lv4: Attacks with multiple elements deal +10% Damage.
Ignore Negative Panel Effects for 1 Turn (Two Separate Instances; 3 CD each).
Add "Destroys Auras/Barriers" to One Attack (Once per Battle).
Lv5: Attacks with multiple elements deal +10% Damage.
Ignore Negative Panel Effects.
Remove all active Barriers/Auras from the field at will (Once per Battle).After
Lv1:
- Wind Element Attacks acquire the Panel Element in addition to their own
Lv2:
- Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
Lv3:
- Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
Lv4:
- Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to One Natural Avoidance or Special Property (Minimum: 1 Turn CD)
Lv5:
- Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to All Natural Avoidances and Special Properties (Minimum: 1 Turn CD) - {Plasma updated (+)}
They fit their description better now that they are the only element to naturally deal increased Charge Damage. Their stored energy gives them a head start in battle as well with Preemptive Charges: charges that begin the battle intact. With the changes to Attack Effects, the ability to Interrupt an enemy's charge is likely going to be a very powerful impact because it will throw a wrench in whatever offensive strategy they have planned. Plasma Element has got you covered in that department, so no need to worry about flying wrenches.Before
Lv1: 5 Turn Charge Attacks deal +25% Total Damage.
Lv2: 4+ Turn Charge Attacks deal +25% Total Damage.
Lv3: 3+ Turn Charge Attacks deal +25% Total Damage.
Lv4: 2+ Turn Charge Attacks deal +25% Total Damage.
Lv5: All Charged Attacks deal +25% Total Damage.After
Lv1:
+1 Preemptive Charge
Lv2:
+1 Preemptive Charge
- Charged Attacks deal +30% Total Damage
Lv3:
+1 Preemptive Charge
- Charged Attacks deal +50% Total Damage
Lv4:
+2 Preemptive Charges
- Charged Attacks deal +50% Total Damage
Lv5:
+2 Preemptive Charges
- Charged Attacks deal +50% Total Damage
- Immune to Charge Interruption - {Pure Light, Ultimate Dark, Spatial, and Temporal have been removed until further notice (+)}
Good in theory, bad in practice. At one point, Hidden Elements turned into "Staff Only" goodies that were waved in front of players like dollar bills on a fishing line. Even when access to them became available, their superiority to normal elements leads to people taking them just for the stronger effects, whether it fits their character or not. This puts characters who don't fit any of the Hidden Elements at a disadvantage if they don't meta-game. Spatial and Temporal were never really available to begin with; Pure Light and Ult Dark were upgraded versions of Regular Elements. Bug is being kept because it's not flat out "better" than regular elements, but still a more strategic choice than anything else. You still have to earn it via Disassembly.
PROGRAM UPDATES
Elemental Adapter Beta is good in theory, but bad in practice. It gives you a free benefit since it costs no Program Slot, and a free Special Property can go a long way (for instance, I can take Shadow's Initiative Property instead of wasting a Program Slot on Initiative). Because of this, the Beta version of this Program is getting scrapped (but you can still acquire Special Properties via Zircon Shard). The regular Element Adapter will no longer play favorites with Normal Element, too. If you adapt in or out of Normal, you keep the Strengths and Weaknesses of the other element. Other than these changes, a few new programs were added.
- Element Adapter updated
- Element Adapter Beta removed (You may claim a 1000z Refund if you owned this program)
- {Weapon Charge Program Family Added (+)}
Base - Attacks with Required Charge deal +20% Total Damage per turn they were charged
Alpha - Charged Attacks deal +30% Total Damage
Omega - Attacks with Required Charge inherit the Damage Multiplier of the equivalent Optional Charge - {Power Up Omega buffed (+)}
You'll lose a Skill to get a Skill's worth of effects. Compared to their other Upgrades, this one was a pretty crappy choice (even if it does stack with existing Damage+ Skills). At the same time, Base Stats is dangerous territory and this could just get silly at higher versions. Note that using Rose Quartz Star on this program will also double its drawbacks. When I thought about it, though, spending 2 Skills, 1 Program Slot, and 1 Accessory Slot just to get +20 Base Damage per Level didn't seem that terrible. So stacking your Base Stats into the sky is still possible, but at a hefty cost. By the time these really become a problem, opponents at your version should have reliable ways of dealing with them.
Note that even though Defense Up Omega is in a similar boat, it is the only Program that gives you Bonus Armor (where as Power Up was competing with other Damage-Adding Programs). Additionally, stacking up Armor is a problem, and granting access to a potential +20 per Version is almost meta-pick. But for now, an additional (potential) +10 per Version is still pretty good if you're looking to optimize that stat.
Power Up Omega:
Old Effect: User gains (5 * V) Base Damage, but has -1 Skill
New Effect: User gains (10 * V) Base Damage, but has -1 Skill
MISC UPDATES
Some of these have already been implemented, but not recorded. Others are being implemented along with the rest of the changes listed above.
- The following items have also been affected by the changes mentioned above:
- Dark Chip Uses (just merged with Regular Chip Uses)
- Karma Tokens (removed)
- Dark Chips (no longer reduce Karma)
- Advanced Dark Chips (removed)
- Pure Mind (karma requirement)
- Clear Mind (karma requirement)
- Dark Mind (karma requirement)
- Aqua Cross (-1 CD to 3 Attacks)
- Peridot Cross (-1 CD or Charge to One HA)
- Peridot Star (+1 HA)
- Dark Accessories (no longer reduce Karma or have glitch removed)
- Mark of Duo (no longer increases Karma or gives Pure Light)
- Crest of Nebula (no longer drops Karma or gives Ult Dark)
- Seal of the Generational (CDR reduced to 3 Attacks, no longer gives Temporal/Spatial)
- Dark Panels (karma requirement)
- Holy Panels (karma requirement) - Natural Avoidance Cooldown cannot be reduced below 1 Turn. However, you may still own multiple instances of Natural Avoidances.
- Special Property Cooldown cannot be reduced below 0 Turns. You may still own multiple instances of Special Properties.
- Hyper Attacks cannot be converted into Skills. This may or may not return at some point in the future. The new Advanced Skill acquired at v10 can be converted into a Regular Skill, though.
- Gold Mystery Data contents were modified earlier this month so that they -- the least valuable of the MD's -- don't potentially give you a full version up when accessed
- Circusman was nerfed earlier this month so that he's a bit more tolerable to fight against. Lesson learned on unreasonable numbers
- Zeus Hammer had its wording of effect modified slightly. It now says that it "cannot be augmented by any means" rather than only saying that its "damage cannot be augmented"
- Desertman has been hitting the gym, so now he's a little beefier than before. Low Version Navis were having their way a bit too easily and he got fed up with it. Should still be relatively simple to beat.
ON THE HORIZON
- Guide Cleanup -- Needles to say, the Guide is pretty crammed with information now. Most of this update was spent trying to alleviate that problem, but not to much avail. So instead, I just went ahead and released everything as is with the intent of cleaning it all up over the next few updates. Likewise, balance changes will be implemented to keep the new meta in check.
- RPG Customization Systems -- Achievements, Giga Programs, and other High-End things are going to get rebalance to match up with everything else. Fortunately not very many people own these at the moment, so it wasn't crucial to include in this update, but hopefully there'll be a more solid way of earning Gigas when all is said and done. Achievements should be a bit cleaner overall as well.
- Factions -- These, along with a potential change to the working of Story Mode, should be the last major-major update to the site. There'll still be room for expansions like Kaizou and Crosses and stuff, but Story Mode's update will be the capstone of the game's improved "Quality of Life", along with the next topic.
- Member Approvals -- I'm working on a system that will enable regular members to not only approve stats, but also give them privileges to do other Staff-things. Sharing the burden of keeping the site healthy will make it much stronger, in my eyes, so I'm going to implement ways to make that happen. Now everyone who wants to lend a hand will be able to do so.