Post by MMM Guide on Jan 31, 2012 9:29:03 GMT -8
Skill Template
Skill Name - Skill Tier
(Skill Description)
Skill Effects
Skill Resource (Active: Provide number of Uses. Passive: Put 'Passive'. Other: Explain.)
{ Skill Information (+)}
You learn additional Skills as your Navi continues to Version Up.
Skills are the tools with which you persevere and dominate in the Melee. Each skillset is, then, a toolbox crafted by the player and is in their complete control. You may never have 2 or more of the same skill. If you have a skill that dodges 2 attacks, then no matter what the additions to it you may never have another skill that dodges two attacks.
Skill Classification
- Activated Skills: Some skills are activated and have a limited number of times they can be used based on your Version and the power of the skill - these numbers may be augmented in or out of battle by other effects. Some skills even have hard caps, where regardless of effects they can only be used a certain number of times per battle.
- Passive Skills: Passive skills are weaker than activated skills, but they are always in effect and must be denoted as such.
- Advanced Skills: Advanced Skills allow you to slightly bend rules in ways to make your Navi more unique, so they sometimes give a surge of power than certain navis are flat out unable to contend with. Advanced Skills must always have a strict condition so that opponents are able to disable it with proper interaction. The more powerful the condition is, the more powerful its effect can be. These abilities are volatile and not recommended for new users, as they will always result in a loss of potential power if not properly utilized.
- For A more Detailed guideline as to what your skills can do, consult the following page: Skills and Abilities
You learn additional Skills as your Navi continues to Version Up.
Skills are the tools with which you persevere and dominate in the Melee. Each skillset is, then, a toolbox crafted by the player and is in their complete control. You may never have 2 or more of the same skill. If you have a skill that dodges 2 attacks, then no matter what the additions to it you may never have another skill that dodges two attacks.
Skill Classification
- Activated Skills: Some skills are activated and have a limited number of times they can be used based on your Version and the power of the skill - these numbers may be augmented in or out of battle by other effects. Some skills even have hard caps, where regardless of effects they can only be used a certain number of times per battle.
- Passive Skills: Passive skills are weaker than activated skills, but they are always in effect and must be denoted as such.
- Advanced Skills: Advanced Skills allow you to slightly bend rules in ways to make your Navi more unique, so they sometimes give a surge of power than certain navis are flat out unable to contend with. Advanced Skills must always have a strict condition so that opponents are able to disable it with proper interaction. The more powerful the condition is, the more powerful its effect can be. These abilities are volatile and not recommended for new users, as they will always result in a loss of potential power if not properly utilized.
- For A more Detailed guideline as to what your skills can do, consult the following page: Skills and Abilities
Attack Template
Attack Name
Attack Element, Attack Range
(Attack Description)
Attack Damage
Attack Effects
Attack Cooldown / Charge (If Applicable)
{ Attack Information (+)}
You learn one new attack at every Version-Up.
Your Attacks are often the core feature of your navi. They are a primary and dependable source of damage and allow for a level of customization second only to your Skills.
There are two possible Ranges for attacks: These are "C" (Combat), and "S" (Shot). Each attack must have a range chosen on creation. The range is both a role-play descriptor that tells you generally how close or far you are when you unleash the attack, and it's an interactive attribute for you to work with in your stats.
The Element of an attack determines several interactions that the attack has throughout the MMM battle system, such as the Strengths and Weaknesses of other Navis. When you create an attack, you must choose which element your attack is.
By default, all of your attacks (that match one of your Navi's Elements) will deal damage equal 110% of your Navi's Base Damage.
Attacks that do not match any of your Navi's Elements will deal damage equal to 100% of your Navi's Base Damage.
Adding Effects to an attack will lower its damage by 10%.
Adding Drawbacks to an attack will raise raise its damage by 10%, but the drawback must be very strict.
You cannot add effects on an attack such that the attack's damage (as calculated) is below 0.
When calculating the final total of an Attack's Damage, you may round to the nearest 5.
See the full rulings on Attacks and their Effects here.
You learn one new attack at every Version-Up.
Your Attacks are often the core feature of your navi. They are a primary and dependable source of damage and allow for a level of customization second only to your Skills.
There are two possible Ranges for attacks: These are "C" (Combat), and "S" (Shot). Each attack must have a range chosen on creation. The range is both a role-play descriptor that tells you generally how close or far you are when you unleash the attack, and it's an interactive attribute for you to work with in your stats.
The Element of an attack determines several interactions that the attack has throughout the MMM battle system, such as the Strengths and Weaknesses of other Navis. When you create an attack, you must choose which element your attack is.
By default, all of your attacks (that match one of your Navi's Elements) will deal damage equal 110% of your Navi's Base Damage.
Attacks that do not match any of your Navi's Elements will deal damage equal to 100% of your Navi's Base Damage.
Adding Effects to an attack will lower its damage by 10%.
Adding Drawbacks to an attack will raise raise its damage by 10%, but the drawback must be very strict.
You cannot add effects on an attack such that the attack's damage (as calculated) is below 0.
When calculating the final total of an Attack's Damage, you may round to the nearest 5.
See the full rulings on Attacks and their Effects here.
Cooldown and Charge
Beyond Damage Reduction, Attack Effects have additional costs in the forms of Cooldown, Charge, and Use Limit.
Cooldown is attached to an attack or ability to represent the number of turns you must wait before you using that ability again.
Cooldown is applied to attacks with moderate effects to prevent stacking and spamming.
Charge is more strict than Cooldown. For each turn of Charge on an attack, you must spend an attack slot for that many turns before you can use it.
Each Attack can only be charged once per turn. You may not have multiple instances of the same charge at once. Charges are not held indefinitely: you must state which attack you're charging every turn (and spend the Attack Slot to do so), otherwise the Charge is dropped. Likewise, you must release the Attack at the end of its Charge, otherwise the Charge is dropped. Charged Attacks are released 1 Turn after their last charge. You cannot begin charging attacks during its Cooldown period (if any), but you can begin recharging an attack on a turn it is dropped.
Charge is applied to attacks with powerful effects to prevent spamming and piling. Unless otherwise noted, Charged Attacks do not deal any additional damage than normal.
{ Preemptive Charges (+)}
Preemptive Charges allow you to start the battle with a Charge on an Attack intact (as if it had been charged for 1 Turn before the battle began). Only 1 Preemptive Charge can be assigned to a single attack (so, for instance, you're not allowed to have an attack that begins the battle with 2 Charges intact).
Preemptive Charges are assigned during your first Supportive Phase. If a Preemptive Charge would be applied at any time other than during the first supportive phase, it is instead treated as an Auto Charge (For that turn).
Preemptive Charges allow you to start the battle with a Charge on an Attack intact (as if it had been charged for 1 Turn before the battle began). Only 1 Preemptive Charge can be assigned to a single attack (so, for instance, you're not allowed to have an attack that begins the battle with 2 Charges intact).
Preemptive Charges are assigned during your first Supportive Phase. If a Preemptive Charge would be applied at any time other than during the first supportive phase, it is instead treated as an Auto Charge (For that turn).
Use Limit is attached to an attack or ability to represent the number of times it can be used per battle. This is applied to attacks with very powerful effects to prevent stacking and piling. You can increase an attack's Use Limit by 1 by sacrificing 1 Total Attack. This can be done any number of times.
A Basic Attack is one that is does not innately have any required Cooldown, required Charge, or limited uses per battle. Various effects are able to power up these attacks.
Cooldown and Charge Reduction
When reducing an Attack's Cooldown below 0, it gains a second instance of its original cooldown. To better understand this, let's take an example of an attack that has 2 Cooldown:
With 1 CDR Applied: The Attack is left at 1 CD
With 2 CDR Applied: The Attack is left at 0 CD (Once per turn)
With 3 CDR Applied: The Attack is split between two instances:
One Instance is at 0 CD (Once per turn) and One Instance is at 1 CD
With 4 CDR Applied: The Attack is split between two instances:
Both Instances are at 0 CD (Once per turn)
With 5 CDR Applied: The Attack is split among three instances:
Two Instances are at 0 CD (Once per turn) and One Instance is at 1 CD
Etc.
Natural Dodge Cooldown cannot be reduced below 1 Turn.
Special Property Cooldown cannot be reduced below 0 Turns (Once per turn).
Charge Time cannot be reduced below 1 Turn.
Upgrades
When unlocking new upgrades for your Navi, include a new section at the bottom of your stats page for them.
Advanced Forms, Advanced Abilities, Chip Folders, Programs, Accessories, Crests, and other upgrades should not be listed under any of the sections in the default template. Hyper Attacks do not belong with Regular Attacks, and Programs do not belong with Skills.
Once again, make a new section for each type of upgrade and add it to the bottom of your stats page upon acquisition.