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Post by MMM Guide on Nov 26, 2011 13:01:13 GMT -8
Normal Type
° Reduces the penalty for converting HP to damage and vice versa by 50%.
° Choose one element you do not possess. You gain a strength to that element and attacks of that element are treated as though you possessed it.
° -1 cooldown to 1 attack. -1 more every new type bonus acquired by version.
° Version 4: Choose any base(Non version unlocked) effect from any other type.
° Version 7: Choose the v7 bonus from attack, defense, support, or recon.
° Version 13: +5% damage, maximum hp, and armor.
° Version 19: Choose any effect from any type v13 or below. (May not be the same effect chosen by the v4 perk)
Attack Type
° +10 damage per version.
° Aiming skills add an omni-aimer in addition to other effects.
° +1 auto charge per turn, +1 more every new type bonus acquired by version.
° Version 4: {° +1 Unavoidable Attack (+)} Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
° Version 7: +1 use to Offense skills(Damage, Counter, Special property, aiming, charge)
° Version 13: +20% damage.
° Version 19: Unavoidable attack may be customized with a single, unscaling, non-custom, effect up to A-tier.
Defense Type
° +5 armor per version.
° Natural avoidance may become a shield at will.
° Become immune to 1 status reductions/damage. +1 more every new type bonus acquired by version.
° Version 4: You may expend an additional skill use when using a Shield skill to make that use Unbreakable.
° Version 7: +1 use to Defense skills(Shields, objects, armor, Strength/Weaknesses, Status heal)
° Version 13: +20% armor.
° Version 19: -100 damage from all sources. (Attacks, Unavoidables including counters, stage, accessories, etc. Excludes: Toxic element, and damage from status damages.)
Recon Type
{° Initiative (+)} Special Property: User has +1 Initiative Lv, increasing their chance to go first in battle ° Natural avoidance may become a dodge at will.
° -1 CD to a Natural Avoid or Activated Special Property(Excluding types and Hidden elements), -1 more every new type bonus acquired by version.
° Version 4: You may expend an additional skill use when using a Dodge skill to make that use an omni-dodge.
° Version 7: +1 use to Speed skills(Dodge, Attack Slot, air shoes, cooldown reduction, clone)
° Version 13: +1 attack slot.
° Version 19: One natural avoidance may apply to all attacks this turn. (5 turn cooldown)
Support Type
° +100 HP per version.
° Natural avoidance may become a barrier at will.
° Regenerate 2% of maximum health each turn, +2% more every new type bonus acquired by version.
° Version 4: You may expend an additional skill use when using a Barrier/Aura skill to make that use Uncuttable, if Barrier/Aura possesses health it lasts only 2 turns.
° Version 7: +1 use to Support skills(Barrier/Aura, Maximum Health, healing, regeneration, Stage)
° Version 13: +20% aura/barrier health.
° Version 19: You may expend an additional skill use when using a support skill to make that use apply to all allies(self included, objects, clones, viruses, other navis).
Intel Type
° Chips may be upgraded 1 additional time beyond maximum.
° +5 total attacks.
° +1 special property of another element regardless of element level requirement, +1 more every new type bonus acquired by version. (May not select properties that require hidden elements)
° Version 4: Access to a single custom status damage of B-tier strength. Does not take up a skill.
° Version 7: +1 use hardcap to all skills, +1 use to Standard, Mega, Dark, and Giga chip uses per battle.
° Version 13: All status damage/reductions with a duration last 1 turn longer.
° Version 19: Custom status damage is allowed to be of A-tier strength. If status remains at B-tier strength, it cannot be cleansed on the turn of infliction.
Resource Type
° +1 element level.
° +1 accessory, Crest, and Program slots.
° +10% zenny from all sources, +10% more every new type bonus acquired by version.
° Version 4: +1 Virus summon, +1 Virus from the breeder free of charge.
° Version 7: +1 use to all non-undershirt programs.
° Version 13: +1 equippable Mega-Program.
° Version 19: All current and future viruses get +1 hidden virus skill.
* The Bonus Zenny only applies in a Stat Battle, RP Battle, or Storymode role-play. Does not apply to Boss Battles, Virus Hordes, or Events.
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Post by MMM Guide on Feb 8, 2012 11:51:52 GMT -8
Karmic Alignments
{ Dark} A navi of Dark Alignment is a force of evil and power. Some have pure malevolent intent, but others are simply willing to do evil acts in order to bring about what they believe is good. Many are driven by powerful emotions like anger and hatred. Whatever form they come in, they tend to cause more harm to their opposition where a lighter-aligned navi would show restraint, and their sometimes-unnecessary-ferocity is frowned upon by most people, causing them to be viewed by most as a force of evil rather than a force of good, regardless of what their intentions might be. Dark Navis start with a Darksoul at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses: Gain a Hyper Attack Darksoul gains +1 Turn Darksoul gains +1 Effect (Up to A-Tier HM Effect; Does not reduce duration) Gain a Chaos/Soul Unison Special Property: Dark Chip Expansion{ Hyper Attack Guidelines ::(+)::} Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage ° C-Tier and B-Tier Attack Effects retain their regular costs ° A-Tier Attack Effects cost Cooldown instead of Charge ° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle ° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible ** You may own multiple Hyper Attacks, but their Cooldown is shared ** Hyper Attacks can be used multiple times in a single battle
{ Chaos/Soul Unison Guidelines ::(+)::} Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{ Dark Soul Guidelines ::(+)::} Advanced Form
Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP ° Navi endures a fatal turn of attacks with 1 HP ° Navi is invincible except against Aimed Attacks ° Navi has +1 Attack Slot for the duration ° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul ** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving. If an Aimed or Dark Soul piercing attack is targeting you during the turn of your revival, after you've revived, it will still be able to kill you.
** You may only occupy 1 Advanced Form at a time
{ Dark Chip Expansion Guidelines ::(+)::} Once per turn, activate a Dark Chip without spending a Standard Chip Use or suffering the Glitch. (The Dark Chip is still consumed. This Special Property can be taken at multiple levels to be accessible multiple times per turn.)
{ Neutral} A navi of Neutral Alignment is a source of balance and impartiality. They neither sway fully to the light nor to the dark ends of the spectrum. Some tend to fluctuate back and forth, while others appear to almost belong to one side of the spectrum but are just shy of reaching it. Others are just anomalies that don't really fit anywhere on the spectrum at all. Most Navis fall under this category. Neutral Navis start with a Hyper Attack at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses: Gain a Hyper Attack Gain a Darksoul Gain a Hyper Mode Gain a Chaos/Soul Unison Special Property: Hyper Attack Expansion{ Hyper Mode Guidelines ::(+)::} Advanced FormHyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are: ° Activated during any desired Supportive Phase ° Deactivated during the Supportive Phase at the end of the duration ° By default, lasts 5 Turns but has no effects ° Duration is reduced to add effects** Hyper Mode Effects are divided into Tiers, which determine their cost ** You may own multiple Hyper Modes ** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time{C-TIER HM EFFECTS (+)}
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are: ° +50 Damage during Hyper Mode ° +50 Armor during Hyper Mode ° +1 Use to One Skill ° +1 Omni Aimer added to One Attack for one use per turn ° 1 Avoidance Skill is raised to Omni for one use per turn ° etc
{B-TIER HM EFFECTS (+)}
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are: ° +(10 * V) Damage during Hyper Mode (Minimum: +50) ° +(10 * V) Armor during Hyper Mode (Minimum: +50) ° Gain Regen equal to 5% of Max HP during Hyper Mode ° One Attack per turn gains damage equal to 10% of the target's Max HP for one use ° etc
{A-TIER HM EFFECTS (+)}
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are: ° +1 Use to All Skills ° +1 Omni Aimer added to All Attacks ° 1 Type of avoidance is raised to Omni ° Changes panels to (insert panel type) for the duration of the Hyper Mode ° etc
{S-TIER HM EFFECTS (+)}
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
{WHAT HMS CANNOT DO (+)}
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Two separate Hyper Modes cannot have the same effects (with the intent of stacking via Hyper Fusion)
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
{ Dark Soul Guidelines (+)} Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP ° Navi endures a fatal turn of attacks with 1 HP ° Navi is invincible except against Aimed Attacks ° Navi has +1 Attack Slot for the duration ° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul ** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving.
** If your Navi has a HyperMode and a Darksoul, they cannot occupy both simultaneously
{ Hyper Attack Guidelines ::(+)::} Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage ° C-Tier and B-Tier Attack Effects retain their regular costs ° A-Tier Attack Effects cost Cooldown instead of Charge ° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle ° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible ** You may own multiple Hyper Attacks, but their Cooldown is shared ** Hyper Attacks can be used multiple times in a single battle
{ Chaos/Soul Unison Guidelines ::(+)::} Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{ Hyper Attack Expansion Guidelines ::(+)::} Reduce the Required Cooldown or Charge of all Hyper Attacks by 1 Turn (to a minimum of 1 Turn. This Special Property can be taken multiple times to stack with itself).
{ Light} A navi of Light Alignment is the pinnacle of righteousness and good. They are the defenders and protectors of their peers. Most Light Navis pursue peace at all costs and believe in working for the benefit of the greater good. They are selfless and helpful; eager to help others whenever a need may arise. Light Navis start with a Hyper Mode at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses: Gain a Hyper Attack Gain a Hyper Mode All Hyper Modes gain +1 Turn Gain a Chaos/Soul Unison Special Property: Hyper Fusion{ Chaos/Soul Unison Guidelines ::(+)::} Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{ Hyper Attack Guidelines ::(+)::} Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage ° C-Tier and B-Tier Attack Effects retain their regular costs ° A-Tier Attack Effects cost Cooldown instead of Charge ° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle ° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible ** You may own multiple Hyper Attacks, but their Cooldown is shared ** Hyper Attacks can be used multiple times in a single battle
{ Hyper Mode Guidelines ::(+)::} Advanced FormHyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are: ° Activated during any desired Supportive Phase ° Deactivated during the Supportive Phase at the end of the duration ° By default, lasts 5 Turns but has no effects ° Duration is reduced to add effects** Hyper Mode Effects are divided into Tiers, which determine their cost ** You may own multiple Hyper Modes ** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time{C-TIER HM EFFECTS (+)}
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are: ° +50 Damage during Hyper Mode ° +50 Armor during Hyper Mode ° +1 Use to One Skill ° +1 Omni Aimer added to One Attack for one use per turn ° 1 Avoidance Skill is raised to Omni for one use per turn ° etc
{B-TIER HM EFFECTS (+)}
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are: ° +(10 * V) Damage during Hyper Mode (Minimum: +50) ° +(10 * V) Armor during Hyper Mode (Minimum: +50) ° Gain Regen equal to 5% of Max HP during Hyper Mode ° One Attack per turn gains damage equal to 10% of the target's Max HP for one use ° etc
{A-TIER HM EFFECTS (+)}
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are: ° +1 Use to All Skills ° +1 Omni Aimer added to All Attacks ° 1 Type of avoidance is raised to Omni ° Changes panels to (insert panel type) for the duration of the Hyper Mode ° etc
{S-TIER HM EFFECTS (+)}
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
{WHAT HMS CANNOT DO (+)}
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Two separate Hyper Modes cannot have the same effects (with the intent of stacking via Hyper Fusion)
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
{ Hyper Fusion Guidelines ::(+)::} User may enter/occupy multiple Hyper Modes simultaneously, -1 turn to each Hyper Mode for each Hyper Mode fused beyond 1. (eg: Need 2 to fuse, so -1 to each)
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