Post by Deleted on Jul 25, 2013 16:58:25 GMT -8
After looking over the posts in 'Sensing Session' myself, I put my efforts into coming to a conclusion with how to fix those complaints and suggestions as best as possible. And I came to two.
Only one will be shared today (because you'll laugh at me for the second, but rest assured, it'll be presented to you when the time is right... it's still an incomplete idea as is, and we all know how I hate sharing my incomplete ideas), and hopefully it'll be READ SLOWLY AND CAREFULLY -- possibly even READ MULTIPLE TIMES before one responds to it -- so that it can be taken into full consideration by everyone.
On that note, I don't want this becoming another 'RP Factors' Thread -- if you have arguments or complaints, please PM me, and I'll discuss it privately with you. If a solution cannot be found, then we'll make the problem public.
At any rate, allow me to introduce my personal solution to certain things. (By the way, this is a long post. It would have exceeded the Character Limit on PBv4. No, I mean, this is a LONG post. Look at the dang scroll bar on the right. Yeah. That long.)
THE CONCLUSION
Things are complicated. Things are over-powered. The learning-curve is sharp for new members, but things get dull for older members. Meta is valued higher than RP, because losing doesn't feel as good as winning.
On the flip side, we love our System the way it is. Skills, Attacks, and Hyper Modes make our Navi unique. Kaizous, Programs, and Accessories boost their power even further and they give us something to spill our hard-earned Zenny into. Nixing any of these aspects is unthinkable, as they are part of the core of the system.
For the longest time, it's been requested for Sub-Types (Souls/Styles/Armors) and Battle Chips to be implemented into the System, among other things like Virus Battles and Net Vehicles. As for the former two, let's be honest: adding these, even in the weakest way possible, will topple the scale of power pathetically out of balance.
Guts Style would give too much offensive power, no matter which way you look at it. Armors would potentially create an invulnerable Navi, or another Turbine, with just the stacking of raw power onto what we already have. Souls stacked with Hyper Modes stacked with Hyper Fusion stacked with everything else would result in 3 Turns of Hell's fury and would only make our System even more unbalanced, more New-user unfriendly, and more bursty.
As for BattleChips, the rich would prosper and the poor would suffer. We either spam the fire out of Defensive Chips (since Cannons and Shotguns will seldom be even half as efficient as a regular attack, upon reaching certain versions), or simply make the best use of the strongest ones and add that strength to our already over-powered arsenals. At some point or another, the Folder System itself would just become moot in light of the System we already have. Making Custom Attacks based off of Battle Chips would even be more worthwhile than using the actual Battle Chips.
Not much can be added to our current System without requiring us to take something away for the sake of power. But then again, that's something some of us have requested (in one way or another), but it is by no means a unanimous decision, and thus probably isn't the best course to take.
"Then what is the best course to take?", you ask?
Simple.
THE SOLUTION
It's nothing new, honestly. The idea has been suggested multiple times before, but I've seldom seen it been shown any depth. What happens behind the curtains in the Staff-Areas not accounted for, of course.
We keep the Template we have, and give it a name: 'Custom Class Navi'.
We add an alternate Template featuring the New Systems, and name it: 'Chip Class Navi'.
Now, before you subconsciously reject this idea, as I'm sure many of you already have, just entertain me the chance of hearing it out. Completely.
I dont' want you skimming past this thread -- if you don't have time to read it slowly and carefully, then don't. Come back to it when you have the time.
And after you read it, read it again. You'll miss something the first time, most likely.
Read it carefully, and read it twice. Then respond.
THE CONCEPT
Everything we have in place right now -- The Navi Template, The Kaizou System, The Karma System, The Version-Up Chart -- they're all being kept. This alone fixes a problem, because the people who like what we already have don't have to re-adjust!
That's going to be called a 'Custom Class Template'.
Now, on the other hand, we need something simpler for everyone else, but at the same time, it needs to balance out with everything we have in place. This too, solves another problem: It enables us to add to the System, without actually adding to it.
This other templates will be called a 'Chip Class Template'.
Chip Class Navis focus less on building from scratch and more on combining less-convulated things to create easy-to-make and fun-to-use Navis. Essentially, Custom Class Navis are built with small blocks, while Chip Class Navis are built with bigger blocks.
WHERE DO WE START
We start with the ONE System that no New-User is able to use. The Kaizou System.
The problem with the Kaizou System is that it provides immense power to members that utilize it, but it puts everyone else at a huge disadvantage. This is often the reason that New Users get beat up by Vets -- they don't know how to use the Kaizou System to its fullest, so they're 100 MB less powerful than any existing Navi.
So rather than making them suffer for that lack of knowledge, we replace the Kaizou System with something simpler.
But with what?
The Armor System.
While Custom Class Navis will start with 100 MB and access to the Kaizou System, Chip Class Navis will start with 5 CS and access to the Armor Shop.
1 CS (Custom Slot) will have the same value of 10 MB.
So +10 Damage will cost 1 CS to have.
"Why do Custom Navis start with 100 MB, and Chip Navis with only 5 CS?"
Because Armor Parts will have no Drawbacks like Kaizou Cards will.
A fully-decked Custom Navi can have 100 MB worth of Positive effects and 100 MB worth of Negative Effects, whereas a fully-decked Chip Navi would have 5 CS (aka 50 MB) worth of Positive Effects. Half the potential power for no disadvantages is pretty fair, and almost too strong, even.
On that note, Chip Navis gain +1 CS on every even Version-Up, rather than +1 per Version as you were probably expecting. Intel Type will grant +1 more CS on every 3rd Version instead of +5 MB.
Additionally, the Armor System will be less versatile than the Kaizou System. Meaning there's no room for Custom-Effects -- it's all raw power. Things like Conditional Damage+ or Unique Effects (like some of Wacko's Cards, or some of Shast's Cards) would be inexistent in the Armor Shop, so it gives New User's an incentive to start learning the Kaizou System for future Navis, and also prevents the Armor System from outshining the Kaizou System.
The Armor Shop would look something like this: (Images will be added later to make it more prettiful)
ARMOR SHOP
{FREE UPGRADES: (Click to reveal)
Each Upgrade Listed here costs 0Z, but requires 5 CS to Equip}
< Starter Kit >
+10 Base Damage
+ 10 Armor
+ 100 Max HP
< Accessory Pack >
+3 Total Attacks
+2 Max CD/Charge
Can change the Type of One Skill
< Accelerator Pack >
+1 Initiative Effect
+1 Attack on First Turn
-1 Natural Dodge Cooldown
Each Upgrade Listed here costs 0
< Starter Kit >
+10 Base Damage
+ 10 Armor
+ 100 Max HP
< Accessory Pack >
+3 Total Attacks
+2 Max CD/Charge
Can change the Type of One Skill
< Accelerator Pack >
+1 Initiative Effect
+1 Attack on First Turn
-1 Natural Dodge Cooldown
{1 CS UPGRADES: (Click to reveal)
Each Upgrade Listed here costs 500Z and can stack with itself to a Max of 10 Times}
< Power Raiser >
+10 Base Damage
< Power Booster >
+20 Base Damage to a Single Attack
< Power Striker >
User can create a single attack with 1 Omni-Aimer (Attack gains 1 CD if it has none)
< Armor Raiser >
+10 Armor
< Bionis Parts >
+100 Max HP
< Nano-Machines >
+40 Regen
< Accelerator Chip >
-1 Nat. Dodge Cooldown
< Accelerator Circuit >
+1 Attack on User's Starting Turn
< Accelerator Unit >
+1 Initiative Effect
< Adaptor Plug >
Can change the Type of One Skill
< Element Chip >
+3 Elemental Strengths of Choice
< Element Circuit >
Immune to a certain Status Damage/Reduction (Chosen upon purchase)
< Memory Chip >
+2 Max CD/Charge
< Memory Circuit >
+3 Max Attacks
< Build Summon >
+25 HP to User's Summoned Objects
< Build Barrier >
+15 HP to all Barriers
< Build Aura >
+10 HP to all Auras
< Counter Striker >
+10 Counter Damage
< Dark Expansion >
+1 Dark Chip per Battle
Each Upgrade Listed here costs 500
< Power Raiser >
+10 Base Damage
< Power Booster >
+20 Base Damage to a Single Attack
< Power Striker >
User can create a single attack with 1 Omni-Aimer (Attack gains 1 CD if it has none)
< Armor Raiser >
+10 Armor
< Bionis Parts >
+100 Max HP
< Nano-Machines >
+40 Regen
< Accelerator Chip >
-1 Nat. Dodge Cooldown
< Accelerator Circuit >
+1 Attack on User's Starting Turn
< Accelerator Unit >
+1 Initiative Effect
< Adaptor Plug >
Can change the Type of One Skill
< Element Chip >
+3 Elemental Strengths of Choice
< Element Circuit >
Immune to a certain Status Damage/Reduction (Chosen upon purchase)
< Memory Chip >
+2 Max CD/Charge
< Memory Circuit >
+3 Max Attacks
< Build Summon >
+25 HP to User's Summoned Objects
< Build Barrier >
+15 HP to all Barriers
< Build Aura >
+10 HP to all Auras
< Counter Striker >
+10 Counter Damage
< Dark Expansion >
+1 Dark Chip per Battle
{2 CS UPGRADES: (Click to reveal)
Each Upgrade Listed here costs 1000Z and can stack with itself to a Max of 3 Times}
< Build Defense >
+1 Use to a Single Defense Skill
< Build Speed >
+1 Use to a Single Speed Skill
< Build Support >
+1 Use to a Single Support Skill
< Build Offense >
+1 Use to a Single Offense Skill
< Virus Expansion >
+1 Virus ownable in Stable
< Stage Expansion >
+1 Stage Chip ownable/usable per battle
< Stage Circuit >
User is immune to Negative and Positive Stage Effects for 1 Turn of their Choice
< Omni Striker >
User can create a single attack with 2 Omni-Aiers (Attack gains 1 CD if it has none)
Each Upgrade Listed here costs 1000
< Build Defense >
+1 Use to a Single Defense Skill
< Build Speed >
+1 Use to a Single Speed Skill
< Build Support >
+1 Use to a Single Support Skill
< Build Offense >
+1 Use to a Single Offense Skill
< Virus Expansion >
+1 Virus ownable in Stable
< Stage Expansion >
+1 Stage Chip ownable/usable per battle
< Stage Circuit >
User is immune to Negative and Positive Stage Effects for 1 Turn of their Choice
< Omni Striker >
User can create a single attack with 2 Omni-Aiers (Attack gains 1 CD if it has none)
{3 CS UPGRADES: (Click to reveal)
Each Upgrade Listed here costs 2000Z and can stack with itself to a Max of 2 Times}
< Expand Defense >
+1 Use to all Defense Skills
< Expand Speed >
+1 Use to all Speed Skills
< Expand Support >
+1 Use to all Support Skills
< Expand Offense >
+1 Use to all Offense Skills
< Refresh Unit >
-1 CD to a Single Attack
< Turbo Charge >
Auto-Charge Once per Turn
< Virus Unit >
+1 Virus Summonable per Battle
< Stage Unit >
User is Immune to Negative Stage Effects for 1 Turn of their Choice
< Rapid Striker >
+1 Attack Slot
< Element Unit >
+1 Element Level
< Adaptor Unit >
+1 Program Slot
< Accessory Unit >
+1 Accessory Slot
< Augment Expansion A >
User can create a single attack with "Cuts Undershirt"
< Augment Expansion B >
User can create a single attack with "Cuts Darksoul"
Each Upgrade Listed here costs 2000Z and can stack with itself to a Max of 2 Times}
< Expand Defense >
+1 Use to all Defense Skills
< Expand Speed >
+1 Use to all Speed Skills
< Expand Support >
+1 Use to all Support Skills
< Expand Offense >
+1 Use to all Offense Skills
< Refresh Unit >
-1 CD to a Single Attack
< Turbo Charge >
Auto-Charge Once per Turn
< Virus Unit >
+1 Virus Summonable per Battle
< Stage Unit >
User is Immune to Negative Stage Effects for 1 Turn of their Choice
< Rapid Striker >
+1 Attack Slot
< Element Unit >
+1 Element Level
< Adaptor Unit >
+1 Program Slot
< Accessory Unit >
+1 Accessory Slot
< Augment Expansion A >
User can create a single attack with "Cuts Undershirt"
< Augment Expansion B >
User can create a single attack with "Cuts Darksoul"
{4+ CS UPGRADES: (Click to reveal)
Each Upgrade Listed here costs 3000Z and cannot stack with itself}
< Utility Unit > - < 4 CS >
+1 Skill of Choice
< Crest Unit > - < 4 CS >
+1 Crest Slot
< Refresh Expansion > - < 6 CS >
-1 CD to All Attacks
< Immunity Chip > - < 7 CS >
Gain Immunity to All Status Damages (Does not Stack with any other 'Immunity' Part)
< Immunity Circuit > - < 7 CS >
Gain Immunity to All Status Reductions (Does not Stack with any other 'Immunity' Part)
< Immunity Unit > - < 7 CS >
Gain a Strength to All Non-Hidden Elements (Does not Stack with any other 'Immunity' Part)
Each Upgrade Listed here costs 3000
< Utility Unit > - < 4 CS >
+1 Skill of Choice
< Crest Unit > - < 4 CS >
+1 Crest Slot
< Refresh Expansion > - < 6 CS >
-1 CD to All Attacks
< Immunity Chip > - < 7 CS >
Gain Immunity to All Status Damages (Does not Stack with any other 'Immunity' Part)
< Immunity Circuit > - < 7 CS >
Gain Immunity to All Status Reductions (Does not Stack with any other 'Immunity' Part)
< Immunity Unit > - < 7 CS >
Gain a Strength to All Non-Hidden Elements (Does not Stack with any other 'Immunity' Part)
As you can tell, Armor Parts also cost some Zenny, which also buffers the balance between it and the Kaizou System. New Users won't be completely resource-less, though. There are 3 Starter Sets for them to use for their First Navi, so the lack of funding won't put them totally behind.
Not only does this simplify things for the New User, but it ensures that they don't start out completely powerless and at a disadvantage to everyone. The Parts are cheap enough for them to slowly (but frequently) build up their Navi, piece by piece, without having to worry about drawbacks and risks.
So it solves two problems at once.
To keep everything in line, here's what we have so far, for our Two Templates:
Custom Class
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Chip Class
Armor System
------
------
------
------
Armor System
------
------
------
------
MOVING ON
To the next point.
They're called "Chip-Class" Navis for a reason -- so it should be plainly obvious by now that they'll incorporate Battle Chips into the System.
But how? And in exchange for what?
Currently, Custom-Class Navis can carry the following in their 'Chip Folder':
10 Special Emulations (5 per Battle)
3 Stage Chips (3 per Battle)
72 Dark Chips (3 per Battle)
Only Neutral Karma was taken into consideration for now. And you can own a Max of 4 Dark Chips (of the same kind). Since there are only 18 Dark Chips available in the Shop, and 4 * 18 = 72, you have an invisible limit of 72 Dark Chips to your Chip Folder.
Obviously, that's not something we're keeping for the sake of a Chip-Class Navi's Folder.
Their limits will looks something more like this:
10 Standard Chips (+1 per Version Up)
1 Non-Attack Chip (+1 per Skill Owned)
5 Mega Chips
1 Giga Chip
"This already sounds complicated!"
Maybe, but it's not like we really have to tell them all of these Limits when they're starting out. Nobody's gunna have any Mega or Giga Chips, so New Members literally just need to know that they start the game with 10 Standard Chips and 2 Non-Attack Chips. Now how complicated is that?
"It's still complicated, because this means we'll need a Library of Chips."
This is true. But then again, why should a Library be a complicated thing to implement? Imagine opening a thread and seeing something like this:
{ Cannon}[.]
{
}
|Cannon| - |Normal Element| - |S-Range|
|A large, green cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
BATTLE CHIP
Cannon
S-Range
Normal Bonus
Take Aim
Normal Bonus
Take Aim
| | | | | | | | | | | | | | | |
}
|Cannon| - |Normal Element| - |S-Range|
|A large, green cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
{ Hi-Cannon}[.]
{
}
|Hi-Cannon| - |Normal Element| - |S-Range|
|A large, blue cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|This Chip deals +10 Damager per Version when used by an Attack Type Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
BATTLE CHIP
Hi-Cannon
S-Range
Normal Bonus
Attack Bonus
Take Aim
Normal Bonus
Attack Bonus
Take Aim
| | | | | | | | | | | | | | | |
}
|Hi-Cannon| - |Normal Element| - |S-Range|
|A large, blue cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|This Chip deals +10 Damager per Version when used by an Attack Type Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
{ M-Cannon}[.]
{
}
|M-Cannon| - |Normal Element| - |S-Range|
|A large, red cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|This Chip can hit a second target when used by a Sniper Element Navi|
|This Chip deals +10 Damager per Version when used by an Attack Type Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
BATTLE CHIP
M-Cannon
S-Range
Normal Bonus
Sniper Bonus
Attack Bonus
Take Aim
Normal Bonus
Sniper Bonus
Attack Bonus
Take Aim
| | | | | | | | | | | | | | | |
}
|M-Cannon| - |Normal Element| - |S-Range|
|A large, red cannon mounted on the user's arm. Fires a powerful white beam of energy|
|This Chip inherits 'Undodgeable' when used by a Normal Element Navi|
|This Chip can hit a second target when used by a Sniper Element Navi|
|This Chip deals +10 Damager per Version when used by an Attack Type Navi|
|Sacrificing an additional Attack Slot upon use grants +60 Damage|
{ Recover 10}[.]
{
}
|Recover 10| - |Supportive Chip|
|A soothing mist envelopes the user for a second, repairing minor wounds|
|This Chip's Recovery Strength is equal to 10% of the User's Base Damage|
|This Chip can heal the User and an Ally when used by a Support Type Navi|
BATTLE CHIP
Recover 10
Supportive Chip
HP Restore
Support Bonus
HP Restore
Support Bonus
| | | | | | | | | | | | | | | |
}
|Recover 10| - |Supportive Chip|
|A soothing mist envelopes the user for a second, repairing minor wounds|
|This Chip's Recovery Strength is equal to 10% of the User's Base Damage|
|This Chip can heal the User and an Ally when used by a Support Type Navi|
{ Recover 30}[.]
{
}
|Recover 30| - |Supportive Chip|
|A soothing mist envelopes the user for a second, repairing minor wounds|
|This Chip's Recovery Strength is equal to 30% of the User's Base Damage|
|This Chip can heal the User and an Ally when used by a Support Type Navi|
BATTLE CHIP
Recover 30
Supportive Chip
HP Restore
Support Bonus
HP Restore
Support Bonus
| | | | | | | | | | | | | | | |
}
|Recover 30| - |Supportive Chip|
|A soothing mist envelopes the user for a second, repairing minor wounds|
|This Chip's Recovery Strength is equal to 30% of the User's Base Damage|
|This Chip can heal the User and an Ally when used by a Support Type Navi|
Now is that so hard to look at?
Some of you should be familiar with this format by now. Click a Chip's name to expand it's full size.
Looks attractive, no? I don't make Custom Stories and experiment with things for no reason.
"But it makes no sense! What do these Chip Effects mean? What is 'Normal Boost' and 'Take Aim'?!"
Hover your mouse over them for a second and find out. Additionally, hover over the chip's name to get the description of the chip.
Things feeling too complicated yet? If I'm doing this correctly, it should actually be mind-blowingly simple to look at.
"Okay, cool layout Warrior. We've seen it before, though... And by the way, where the heck are the Damage Values for these Chips?"
A Chip deals Damage equal to your Navi's Base Damage. Otherwise it'd end up being useless. That being said, higher level Chips simply gain stronger effects, or they gain extra Damage through their Effects, rather that just raw Damage (IE: Hi-Cannon would deal more damage than Cannon because of its "Attack Bonus" Effect).
"So Battle Chips upgrade in Utility rather than Raw Damage. It fits into our System, but the format doesn't. It looks nice and all, but how am I supposed to Copy and Paste that?"
Click the Large Chip to reveal a second Spoiler. Copy and paste that.
"Okay, show off. Now what about the little Element Icons you have there? MMM has some Elements that don't originate from the series, so how do we get those icons?"
We make them, obviously. Don't sweat yourself, though -- I've already taken care of that:
Normal | Fire | Aqua | Elec | Wood |
Shadow | Laser | Ice | Sand | Sniper |
Metal | Sonic | Wind | Blade | Toxic |
Stone | Break | Plasma | Light | Dark |
Bug | Solar | Lunar | Pure Light | Ultimate Dark |
Spatial | Temporal |
And because I'm an over-achiever, I went ahead and made Icons for each Type, too.... incase we'd need that later down the line for whatever reason:
Leader | Normal | Resource | Intelligence |
Attack | Defense | Recon | Support |
"Okay, nice. Now what about Custom Chips?"
Go make me a custom image and then we'll talk about it.
"Well, good luck with the Library, Warrior. I'm not building it."
That's cool. I got it covered.
"Oh! A Library?! Can I help?!"
I got it covered.
"How many Chips will be in our Library, then?"
There has to be at least 3 for each Element, maybe even 6. Then a small stack of Non-Attack Chips (roughly 10-20), then 1 Mega-Chip per Element, and about 3-5 Giga Chips.
Add it up, and that's anywhere between 93 Chips and 165 Chips.
"What about Program Advances?"
Still experimenting with them. I've got 2-3 ways of making those work, but I'm going to find the best one before I share that with you. They most likely won't be "Hidden", of course (like they were in the game), but they're still very possible. If you wanna make suggestions, PM me, but like I said, I pretty much got it covered.
"So, when constructing a Folder, what do I put on my Stats Page? The whole image of the Battle Chip? Just the Copy/Paste Portion? Just the Chip's Name?
Whichever you feel like doing. You could just put the Chip's Names in your Folder, if you want to. None of them have passive effects, and it's not like you can't calculate the extra math mid-post. The Chip Folder in your Stats page can very well look like this:
Cannon (x3)
Hi-Cannon (x1)
Vulcan (x2)
HeatShot (x3)
Spreader (x1)
Recover 10 (x2)
Roll SP (x1)
Gutsman SP (x1)
Holy Dream (x1)
If you decide the add in the extra information, that's great. If not, then there's no problem with that either. In-battle, though, you do have to use the Copy/Paste portion of a Chip.
"Roll SP? Gutsman SP? We're gunna have Navi Chips?!"
Nah, those were just used as examples for generic Mega-Chips. The closest equivalent, ofcourse, would be Special Emulations.
For Chip-Class Navis, SE's retain their Original Damage instead of being based off of the recipient's Base Damage. They count as Mega-Chips, though, and suffer the same limitations. This is sort of a perk and drawback of Chip-Class Navis. You can potentially get more Damage out of your SE's, but you could also potentially get less. To prevent abuse, SE's can't exceed Double your Base Damage. SE's from Bosses, should such a thing exist, cannot exceed x3 your Base Damage and count as Giga Chips.
"Speaking of Mega and Giga Class Chips, are they limited to the User's Base Damage as well?"
Yes and no. They're affected by it. Mega-Chips are on par with Hyper Attacks, so they'd always deals 100 more Damage than your Base. Giga-Chips are on par with Forces, so they'd always deals 300 more Damage than your Base. Mega Chips have a 5 Turn CD period, just like Hyper Cooldown, and Giga's hav--... well, you can only own 1 per Folder, so never mind.
"Special Emulations count as Mega Chips you said... So do they share the Cooldown with Mega Chips?"
Yes. They also count against Mega-Chips when placed in your Folder. Power has a price.
Not much more needs to be said about Chips. The only remaining things to determine is how strong each effect on a Chip will be and where all of the images will come from. The images will be taken care of. As for the Effects -- those are determined by the price of the Chip. Let's just say that every 10 MB an effect is worth costs about 1000z.
{If you want to learn more behind the reasoning of that, click this text of string to reveal the spoiler. }
The Cost is derived from two places. Firstly, the 'Expansion' Program gives +10 MB and costs 1000z. Pretty clear connection there.
Secondly, the 'Rock Cube' Kaizou Card gives +30 MB, but has -20 MB worth of Negative Effects. The net value is +10 MB, and it, too, costs 1000z.
With that being said, we can use the algebraic expression: If A = B, and A = C, then B = C.
Since 10 Base Damage is worth 10 MB, anything that adds +10 Base Damage is worth 1000z.
Once again, if 10 MB = 1000z, and 10 MB = 10 Base Damage, then 10 Base Damage = 1000z.
But what is Base Damage? It's the Damage dealt by all of your Attacks for the whole battle. So +10 Base Damage = +10 Damage to All Attacks for the whole battle.
How much is the value of +10 Damage to just ONE attack?
Well, "+20 Damage to All Attacks on the First Turn" is considered a Lv1 Effect. So +20 Damage to All Attacks for 1 Turn is worth 10 MB.
Branch it out a little further -- you can get +1 Damage to All Attacks for 1 Turn by expending -4 Damage from a Single Attack (see: "Attack Effects" Thread). Using the same ratio, +20 Damage to All Attacks for 1 Turn is equivalent to +80 Damage to a Single Attack per Battle.
Since 80 Damage on a Single Attack is worth 10 MB, and 10 MB is worth 1000z, that means for every 1000z that a Chip costs, you can apply 80 Damage worth of Effects to it.
Every Chip has a Base cost of 250z. (Why? Because the first 80 Damage is free. But all Navis start with 100 Base Damage, meaning each Chip will generally start out dealing 100 Damage as well. So you pay for the extra 20 Damage, and that's worth -- you guessed it -- 250z)
Using that expression, 'Cannon' would cost 125z from its Undodgeable Effect (10 is 1/8th of 80. 125z is 1/8 of 1000z), and -200z from its 'Take Aim' Effect. (This is because 'Take Aim' costs the User -1 Attack Slot for 1 Turn. An Attack Slot for 1 Turn is worth 80 Damage in the 'Attack Effects' Thread, and, incidentally, worth 10 MB in the Kaizou System [10 MB = 80 Damage to a Single Attack, so they're worth the same in both places]. This deducts 1000z from the cost of the Chip, since it's a drawback. The benefit of 'Take Aim' is '+60 Damage', which is 3/4 of 80 Damage, meaning it's worth 3/4 of 1000z. Since 'Take Aim' deducts 1000z from the cost, then adds 800z to the cost, the net result is -200z from the effect.)
Added together, the effects of Cannon are worth [125 + (-200) = -75] Zenny.
Apply that to the 250z default value of a Chip, and Cannon is worth 175z.
Getting complicated? That's why I like to handle this stuff myself xD
Hi-Cannon is worth (125) + (-200) + (1,200) = 1,125z
Hi-Cannon's "Attack Bonus" was calculated by taking the minimum value (+0) and the maximum value (+200) and averaging them out (+100). It was then compared to the 80 Damage we used to calculate with (80 * 1.2 = 100), then multiplied by the cost of 80 Damage (1.2 * 1,000 = 1,200z).
And the rest is nothing you need to worry about. If you skimmed over this part, I understand. It was simply put here to ensure to the reader that Battle Chips will be balanced in Power and Price.
The Cost is derived from two places. Firstly, the 'Expansion' Program gives +10 MB and costs 1000z. Pretty clear connection there.
Secondly, the 'Rock Cube' Kaizou Card gives +30 MB, but has -20 MB worth of Negative Effects. The net value is +10 MB, and it, too, costs 1000z.
With that being said, we can use the algebraic expression: If A = B, and A = C, then B = C.
Since 10 Base Damage is worth 10 MB, anything that adds +10 Base Damage is worth 1000z.
Once again, if 10 MB = 1000z, and 10 MB = 10 Base Damage, then 10 Base Damage = 1000z.
But what is Base Damage? It's the Damage dealt by all of your Attacks for the whole battle. So +10 Base Damage = +10 Damage to All Attacks for the whole battle.
How much is the value of +10 Damage to just ONE attack?
Well, "+20 Damage to All Attacks on the First Turn" is considered a Lv1 Effect. So +20 Damage to All Attacks for 1 Turn is worth 10 MB.
Branch it out a little further -- you can get +1 Damage to All Attacks for 1 Turn by expending -4 Damage from a Single Attack (see: "Attack Effects" Thread). Using the same ratio, +20 Damage to All Attacks for 1 Turn is equivalent to +80 Damage to a Single Attack per Battle.
Since 80 Damage on a Single Attack is worth 10 MB, and 10 MB is worth 1000z, that means for every 1000z that a Chip costs, you can apply 80 Damage worth of Effects to it.
Every Chip has a Base cost of 250z. (Why? Because the first 80 Damage is free. But all Navis start with 100 Base Damage, meaning each Chip will generally start out dealing 100 Damage as well. So you pay for the extra 20 Damage, and that's worth -- you guessed it -- 250z)
Using that expression, 'Cannon' would cost 125z from its Undodgeable Effect (10 is 1/8th of 80. 125z is 1/8 of 1000z), and -200z from its 'Take Aim' Effect. (This is because 'Take Aim' costs the User -1 Attack Slot for 1 Turn. An Attack Slot for 1 Turn is worth 80 Damage in the 'Attack Effects' Thread, and, incidentally, worth 10 MB in the Kaizou System [10 MB = 80 Damage to a Single Attack, so they're worth the same in both places]. This deducts 1000z from the cost of the Chip, since it's a drawback. The benefit of 'Take Aim' is '+60 Damage', which is 3/4 of 80 Damage, meaning it's worth 3/4 of 1000z. Since 'Take Aim' deducts 1000z from the cost, then adds 800z to the cost, the net result is -200z from the effect.)
Added together, the effects of Cannon are worth [125 + (-200) = -75] Zenny.
Apply that to the 250z default value of a Chip, and Cannon is worth 175z.
Getting complicated? That's why I like to handle this stuff myself xD
Hi-Cannon is worth (125) + (-200) + (1,200) = 1,125z
Hi-Cannon's "Attack Bonus" was calculated by taking the minimum value (+0) and the maximum value (+200) and averaging them out (+100). It was then compared to the 80 Damage we used to calculate with (80 * 1.2 = 100), then multiplied by the cost of 80 Damage (1.2 * 1,000 = 1,200z).
And the rest is nothing you need to worry about. If you skimmed over this part, I understand. It was simply put here to ensure to the reader that Battle Chips will be balanced in Power and Price.
Lastly, Custom-Class Navis can only use Standard Class Chips. They'll cost 1 SE Slot, and face the same limitations as Special Emulations. Note that these are Custom Navis we're talking about, not Chip Navis. Also note that Custom Navis cannot use any form of Non-Attacking Chip. There'd be no perk otherwise.
If your brain isn't fried yet, good job. You'll do great in your future Math courses. This might even help you play LoL a little better. But at any rate, onward to the next feature, shall we?
Let's take a look at where we're at, first:
Custom Class
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Chip Class
Armor System
Battle Chip System
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Armor System
Battle Chip System
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WHAT'S NEXT?
Well, giving all of this extra available power to a Chip Class Navi has to come at some form of a cost. And that cost is limited customizability.
That being said, Chip-Navis Start with 1 Skill and 2 Max Attacks. Their Starting Max CD/Charge is only 1.
Hurts, doesn't it? Good.
Consider them APC's, for all you LoL fanatics out there. Their power is derived from Chips, not themselves. So Custom-Navis should have a hard time fighting them until they run out of Chips. If they make it that far, though, then the rest is easy sailing.
Remember that Chip-Class Navis have 1 Non-Attack Chip to their Folder, +1 per Skill that they have. Since they start with 1 Skill, that means they can have up to 2 Defensive Chips in their Folder -- so they're not totally screwed out of survivability options.
And on that note, Stage Chips are 'Non-Attack' Chips, for that matter.
A Chip-Class Navi's Base Damage and Skill-Strength is unchanged. 100 Base Damage, and 1 Skill of choice between Defensive, Speed, and Supportive. You still don't get your Offensive until V3 (unless you switch the Type of your Starting Skill).
Since it also kind of fits in this section, Chip-Class Navis also start with 1 Type and 3 Elements, just like they normally would.
They can still equip Programs, still equip Accessories, and still own Viruses.
Nothing should interfere with their System except for MB additions from Intel Type or the Expansion Programs, and the Karma alterations from Light/Dark Element.
Karma will be discussed in a moment, but as for MB Additions -- MB gained from any source is translated to CS on a 10:1 ratio. If a source provides +5 MB, then you don't get +1 CS until the other +5 is somehow compensated for.
Additionally, Intel Type's "+1 Use to a Single Hyper Attack or Dark Chip" translates to "+1 Mega Chip or Dark Chip per Folder" for Chip Class Navis.
With that out of the way, we move on to the more interesting aspects of Chip Class Navis. But first, another review:
Custom Class
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Chip Class
Armor System
Battle Chip System
Battle Chip Compensation
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Armor System
Battle Chip System
Battle Chip Compensation
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WHAT REPLACES THE KARMA SYSTEM?
The only thing that can. Sub-Types.
DARK KARMA
This one actually stays exactly the same for Chip-Class Navis. You gain access to a Dark Soul and get a few extra Dark Chip Uses per battle. Switching classes may even be a better option for current Darkloids to take, since Battle Chips scale with their Base Damage and could eventually deal more Damage than Dark Chips would at the Higher Versions. And they don't lose any perks of their Dark Karma from taking the switch, either.
On the downside, ofcourse, they lose a lot of customizability with their Skills and Regular Attacks, as previously discussed.
NEUTRAL KARMA
Rather than getting minor Stat Boosts at every Version up (and not-so-minor ones later on), Neutral Karma Chip-Class Navis have access to Style Changes. From the get-go.
You start out much weaker, but you can get your first Style upon completing the 'Style Change' Quest. Once you reach v6 (which is when a Custom-Class Navi would receive their first Hyper Mode), you're allowed to carry up to 2 Styles at a time (but only 1 can be active per battle), in addition to Normal Style.
"How does the Style Quest work now?"
We've been through many options in the past, but overlooked something so simple.
Simply battle an opponent whose weak to the fighting style your trying to obtain. For instance, to obtain Guts Style, you fight against a Navi (or a bracket of Navis) who are susceptible to Regular Attacks but resistant toward Chip Attacks. For Custom Style, it'd be the other way around (they're weak to Battle Chips, but resistant toward Regular Attacks).
For Shield Style, you'd fight a Navi who's Attacks are unavoidable except by the use of a Shield, or occasionally a Barrier. And for Shadow Style, you'd fight one who's Attacks can only be avoided with a Dodge.
See the concept here? The Navi can even be totally unbeatable unless you manage to fight with a specific Style -- so, similar to the games, you actually earn your Style by... well... using it.
"Will the Style-Navi be Staff-Operated or Automated, like a Gym Navi?"
We have to remember to keep this New User Friendly, but we also need to rule out the options of the whole System being shutdown by Staff Inactivity. That being said, for the time being, we'll just make automated navis for this Quest.
"... 'for the time being'?"
Yes. For the time being.
"How strong will a Style Change be?"
Since they're replacements to a Neutral Karma Navi's raw-power, they can actually be pretty strong.
They need to always be on-par with a Custom-Class Navi, so to determine the strength of a Style, you need to determine the Strength of Neutral Karma. We're going to determine the Kaizou Level of each Buff it gives you, and use that to scale our Styles.
Neutral Karma grants, per Version:
+1 Attack (equivalent to 0.3 Kaizou Lvs, or 3 MB)
+1 CD/Charge (equivalent to 0.5 Kaizou Lvs, or 5 MB)
A Choice of +5 Dmg/Arm/MB/HP (equivalent to 0.5 Kaizou Lvs, or 5 MB)
Stopping there: Neutral Karma is worth 1.3 Kaizou Lv (or 13 MB) Per Version of the Navi
Neutral Karma gains, at v6:
+1 Hyper Mode (equivalent to Lv4 Kaizou, or 40 MB)
+1 Hyper Attack (equivalent to Lv4 Kaizou, or 40 MB)
Stopping again: "Why is 1 Hyper Attack worth 40 MB?" -- The answer is because it is just as valuable as a New Skill (since it can very well become one). Since a New Skill is worth 40 MB, then a Hyper Attack is worth roughly the same.
Other Neutral Karma bonuses:
+1 Program Slot at V8 (equivalent to Lv3 Kaizou, or 30 MB)
+1 Attack Slot at V10 (equivalent to Lv3 Kaizou, or 30 MB)
-1 Turn CD to All Attacks at V15 (equivalent to Lv6 Kaizou, or 60 MB)
+1 Program Slot, +500 HP and +50 DMG at V20 (equivalent to Lv13 Kaizou, or 130 MB)
Using that math, we're able to determine how much a Neutral Karma Navi is worth at each Version (from their Karma Boosts alone).
V1: Neutral Karma is worth (13 * 1 ) = 13 MB
V6: Neutral Karma is worth (13 * 6) + (40 + 40) = 158 MB
V8: Neutral Karma is worth (13 * 8) + (80) + 30 = 214 MB
V10: Neutral Karma is worth (13 * 10) + (110) + 30 = 270 MB
V15: Neutral Karma is worth (13 * 15) + (140) + 60 = 395 MB
V20: Neutral Karma is worth (13 * 20) + (200) + 130 = 590 MB
So, needless to say, Styles have quite a bit of potential here.
They'll start with roughly 13 MB worth of Effects, and gain 13 MB more for every Version of the User.
At V6, instead of gaining an extra 80 MB worth of effects, the User will be capable of carrying a second Style (Incidentally, by this time, each Style will be worth 78 MB, so the second Style is worth just the right amount)
From this point on, every Version-Up results in +26 MB worth of effects (since both Styles are Leveling Up with the User, making the bonus equivalent to 13 MB * 2)
By V8, each Style will be worth 104 MB, meaning they have a combined value of 208 MB (which puts them at only 6 MB lower than a Custom-Class Neutral Karma Bonus)
By V10, each Style will be worth 130 MB, meaning they have a combined value of 260 MB (which puts them 10 MB lower than a Custom-Class Neutral Karma Bonus)
By V15, each Style will be worth 195 MB. They're combined value will be 390, which is only 5 MB less than Custom-Class.
And at V20, each Style will be worth 260 MB. Combined value will be 520, which is 70 MB less than Custom Class. To compensate for this, we can just say that Styles cap at V15 (when their value is 195 MB). At V20, you get a Third Style (so 195 * 3 = 585 MB as the combined value of your Styles, putting you just 5 MB under a Custom-Class Navi).
Now that the numbers line up, we need to determine how much 13 MB is worth (since that's the amount of growth your Style will see per Version Up).
13 MB can be any of the following:
+13 Damage to All Attacks
+26 Damage to a Single Attack per turn
+13 Armor against All Attacks
+26 Armor against a Single Attack per turn
+130 Max HP (or a One-use 130 HP Restore)
Add an Omni Aimer to 1 Attack (3 MB Unused)
+52 Regen
-1 Nat. Dodge Cooldown (3 MB Unused)
+1 Attack Slot for 1 Turn (3 MB Unused)
+4 Elemental Strengths
Immune to a single Status Damage/Reduction (3 MB Unused)
+32 HP to User's Summoned Objects
+19 HP to all Barriers
+13 HP to all Auras
+13 Counter Damage
+1 Dark Chip Use (3 MB Unused)
That gives us a pretty good list of things to choose from when putting Styles together.
Guts Style can start out with +10 Damage to All Attacks, then at v2, it inherits the ability to add +30 Damage to One Attack per Turn as well.
The catch is, ofcourse, that these never add to a Navi's Actual Stats page. You can't do that unless you owned multiple Stats pages, because you'll always have access to multiple Styles.
Instead, bonuses triggered from Styles will happen at the Start of Battle.
Meaning +10 Damage is added to all of your Attacks mid-battle, rather than In-Stats -- which also potentially takes away from the amount of Customization available to Chip-Class Navi, which only fits their theme even more.
So what we have for Styles is:
They have a starting worth of about 13 MB
At each Version-Up, the User's Styles are all increased by a value of about 13 MB
Styles Cap when the User reaches v15, at which point they would be worth 195 MB
And with this as reference, we can create our Styles. They'd look something close to, if not exactly like, this: (The MB Worth displays the current value of the Style in comparison with it's potential value for that Version)
{
V1
☉ User has +10 Non-Chip Damage while in Guts Style
MB Worth: 10/13
V2
☉ User has +10 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
MB Worth: 20/26
V3
☉ User has +20 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
MB Worth: 30/39
V4
☉ User has +30 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 50/52
V5
☉ User has +30 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 65/65
V6
☉ User has +40 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 75/78
V7
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 85/91
V8
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 95/104
V9
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
MB Worth: 105/117
V10
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 135/130
V11
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +80 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 140/143
V12
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 150/156
V13
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 160/169
V14
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Twice per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 170/182
V15
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Twice per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Twice per Turn, User can reduce the CD of any Non-Chip Attack by 1
MB Worth: 200/195
GUTS STYLE (Click to reveal)
}V1
☉ User has +10 Non-Chip Damage while in Guts Style
MB Worth: 10/13
V2
☉ User has +10 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
MB Worth: 20/26
V3
☉ User has +20 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
MB Worth: 30/39
V4
☉ User has +30 Non-Chip Damage while in Guts Style
☉ User can add +20 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 50/52
V5
☉ User has +30 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 65/65
V6
☉ User has +40 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 75/78
V7
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +50 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 85/91
V8
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
MB Worth: 95/104
V9
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
MB Worth: 105/117
V10
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +70 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 135/130
V11
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +80 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 140/143
V12
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Once per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 150/156
V13
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Once per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 160/169
V14
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Twice per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Once per Turn, User can reduce the CD of a Single Non-Chip Attack by 1
MB Worth: 170/182
V15
☉ User has +50 Non-Chip Damage while in Guts Style
☉ User can add +100 Damage to One Non-Chip Attack per Turn
☉ Twice per Turn, User can add an Omni-Aimer of choice to 1 Non-Chip Attack
☉ Twice per Turn, User can add 'Ignores Armor' to 1 Non-Chip Attack
☉ Twice per Turn, User can reduce the CD of any Non-Chip Attack by 1
MB Worth: 200/195
{
V1
☉ Mega Chips deal +10 Damage while in Team Style
MB Worth: 5/13
V2
☉ Mega Chips deal +10 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 25/26
V3
☉ Mega Chips deal +20 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 30/39
V4
☉ Mega Chips deal +30 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 35/52
V5
☉ Mega Chips deal +40 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 40/65
V6
☉ Mega Chips deal +40 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 80/78
V7
☉ Mega Chips deal +50 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 85/91
V8
☉ Mega Chips deal +50 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -1 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 105/104
V9
☉ Mega Chips deal +60 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -1 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 110/117
V10
☉ Mega Chips deal +60 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -2 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 130/130
V11
☉ Mega Chips deal +70 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -2 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 135/143
V12
☉ Mega Chips deal +70 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 155/156
V13
☉ Mega Chips deal +80 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 160/169
V14
☉ Mega Chips deal +90 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 165/182
V15
☉ Mega Chips deal +90 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +2 Mega-Chips to the User's Folder (only when using Team Style)
MB Worth: 205/195
TEAM STYLE (Click to reveal)
}V1
☉ Mega Chips deal +10 Damage while in Team Style
MB Worth: 5/13
V2
☉ Mega Chips deal +10 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 25/26
V3
☉ Mega Chips deal +20 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 30/39
V4
☉ Mega Chips deal +30 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 35/52
V5
☉ Mega Chips deal +40 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
MB Worth: 40/65
V6
☉ Mega Chips deal +40 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 80/78
V7
☉ Mega Chips deal +50 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 85/91
V8
☉ Mega Chips deal +50 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -1 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 105/104
V9
☉ Mega Chips deal +60 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -1 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 110/117
V10
☉ Mega Chips deal +60 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -2 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 130/130
V11
☉ Mega Chips deal +70 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -2 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 135/143
V12
☉ Mega Chips deal +70 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 155/156
V13
☉ Mega Chips deal +80 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 160/169
V14
☉ Mega Chips deal +90 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +1 Mega-Chip to the User's Folder (only when using Team Style)
MB Worth: 165/182
V15
☉ Mega Chips deal +90 Damage while in Team Style
☉ Once per Battle, User can activate a Mega-Chip regardless of CD
☉ Mega-Chips have -3 CD while in Team Style
☉ +2 Mega-Chips to the User's Folder (only when using Team Style)
MB Worth: 205/195
{
V1
☉ User starts the battle with a 10 HP Barrier
MB Worth: 7/13
V2
☉ User starts the battle with a 30 HP Barrier
MB Worth: 20/26
V3
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +20 Armor against One Attack per turn
MB Worth: 30/39
V4
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +20 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
MB Worth: 50/52
V5
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +30 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 65/65
V6
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +40 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 70/78
V7
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +40 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 90/91
V8
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +40 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +30 HP (includes Shield Style's Barrier)
MB Worth: 100/104
V9
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +30 HP (includes Shield Style's Barrier)
MB Worth: 110/117
V10
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +45 HP (includes Shield Style's Barrier)
MB Worth: 120/130
V11
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +45 HP (includes Shield Style's Barrier)
MB Worth: 140/143
V12
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +60 HP (includes Shield Style's Barrier)
MB Worth: 150/156
V13
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +90 HP (includes Shield Style's Barrier)
MB Worth: 170/169
V14
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +105 HP (includes Shield Style's Barrier)
MB Worth: 180/182
V15
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +120 HP (includes Shield Style's Barrier)
MB Worth: 190/195
SHIELD STYLE (Click to reveal)
}V1
☉ User starts the battle with a 10 HP Barrier
MB Worth: 7/13
V2
☉ User starts the battle with a 30 HP Barrier
MB Worth: 20/26
V3
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +20 Armor against One Attack per turn
MB Worth: 30/39
V4
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +20 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
MB Worth: 50/52
V5
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +30 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 65/65
V6
☉ User starts the battle with a 30 HP Barrier
☉ User can apply +40 Armor against One Attack per turn
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 70/78
V7
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +40 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +15 HP (includes Shield Style's Barrier)
MB Worth: 90/91
V8
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +40 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +30 HP (includes Shield Style's Barrier)
MB Worth: 100/104
V9
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +30 HP (includes Shield Style's Barrier)
MB Worth: 110/117
V10
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +1 Use to One Shield Skill
☉ User's Barriers have +45 HP (includes Shield Style's Barrier)
MB Worth: 120/130
V11
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +45 HP (includes Shield Style's Barrier)
MB Worth: 140/143
V12
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +60 HP (includes Shield Style's Barrier)
MB Worth: 150/156
V13
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +90 HP (includes Shield Style's Barrier)
MB Worth: 170/169
V14
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +105 HP (includes Shield Style's Barrier)
MB Worth: 180/182
V15
☉ User starts the battle with a 30 HP Barrier
☉ Twice per turn, User can apply +50 Armor against any Attack
☉ User gains +2 Uses divided among their Defense Skills as they see fit
☉ User's Barriers have +120 HP (includes Shield Style's Barrier)
MB Worth: 190/195
{
V1
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
MB Worth: 10/13
V2
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
☉ Once per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 20/26
V3
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
☉ Twice per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 30/39
V4
☉ Standard Chips deal +20 Damage (Final Total) while in Custom Style
☉ Twice per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 40/52
V5
☉ Standard Chips deal +20 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 50/65
V6
☉ Standard Chips deal +30 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 60/78
V7
☉ Standard Chips deal +30 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 80/91
V8
☉ Standard Chips deal +40 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 90/104
V9
☉ Standard Chips deal +40 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 120/117
V10
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 130/130
V11
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Once per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 140/143
V12
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 150/156
V13
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 170/169
V14
☉ Standard Chips deal +60 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 180/182
V15
☉ Standard Chips deal +75 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 195/195
CUSTOM STYLE (Click to reveal)
}V1
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
MB Worth: 10/13
V2
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
☉ Once per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 20/26
V3
☉ Standard Chips deal +10 Damage (Final Total) while in Custom Style
☉ Twice per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 30/39
V4
☉ Standard Chips deal +20 Damage (Final Total) while in Custom Style
☉ Twice per Battle, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 40/52
V5
☉ Standard Chips deal +20 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 50/65
V6
☉ Standard Chips deal +30 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
MB Worth: 60/78
V7
☉ Standard Chips deal +30 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 80/91
V8
☉ Standard Chips deal +40 Damage (Final Total) while in Custom Style
☉ Once per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 90/104
V9
☉ Standard Chips deal +40 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 120/117
V10
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
MB Worth: 130/130
V11
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Once per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 140/143
V12
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Once per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 150/156
V13
☉ Standard Chips deal +50 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 170/169
V14
☉ Standard Chips deal +60 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 180/182
V15
☉ Standard Chips deal +75 Damage (Final Total) while in Custom Style
☉ Twice per Turn, a Battle Chip can be activated without consuming an Attack Slot
☉ Twice per Turn, a Multi-Hitting Standard Chip can deal +5 Damage per Hit
☉ Twice per Turn, an Aimer of choice can be added to a Standard Chip
MB Worth: 195/195
{
V1
☉ +10 Counter Damage while in Shadow Style
MB Worth: 10/13
V2
☉ +10 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
MB Worth: 20/26
V3
☉ +10 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack
☉ User gains +1 Use to One Dodge Skill
MB Worth: 40/39
V4
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
MB Worth: 50/52
V5
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ Once per Battle the User may grant themselves +1 Attack Slot for 1 Turn
MB Worth: 60/65
V6
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ Once per Battle the User may grant themselves +1 Attack Slot for 2 Turns
MB Worth: 70/78
V7
☉ +30 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 90/91
V8
☉ +30 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 100/104
V9
☉ +40 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 110/117
V10
☉ +40 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 130/130
V11
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 140/143
V12
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ Once per Battle, User may Auto-Charge an attack once
MB Worth: 150/156
V13
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 170/169
V14
☉ +50 Counter Damage while in Shadow Style
☉ Three times per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 180/182
V15
☉ +50 Counter Damage while in Shadow Style
☉ Every other turn, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 190/195
SHADOW STYLE (Click to reveal)
}V1
☉ +10 Counter Damage while in Shadow Style
MB Worth: 10/13
V2
☉ +10 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
MB Worth: 20/26
V3
☉ +10 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack
☉ User gains +1 Use to One Dodge Skill
MB Worth: 40/39
V4
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
MB Worth: 50/52
V5
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ Once per Battle the User may grant themselves +1 Attack Slot for 1 Turn
MB Worth: 60/65
V6
☉ +20 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ Once per Battle the User may grant themselves +1 Attack Slot for 2 Turns
MB Worth: 70/78
V7
☉ +30 Counter Damage while in Shadow Style
☉ Once per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 90/91
V8
☉ +30 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 100/104
V9
☉ +40 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +1 Use to One Dodge Skill
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 110/117
V10
☉ +40 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 130/130
V11
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
MB Worth: 140/143
V12
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ Once per Battle, User may Auto-Charge an attack once
MB Worth: 150/156
V13
☉ +50 Counter Damage while in Shadow Style
☉ Twice per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 170/169
V14
☉ +50 Counter Damage while in Shadow Style
☉ Three times per Battle, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 180/182
V15
☉ +50 Counter Damage while in Shadow Style
☉ Every other turn, User may Dodge an Attack at no expense
☉ User gains +2 Uses divided among their Speed Skills as they see fit
☉ User gains +1 Attack Slot while in Shadow Style
☉ User can Auto-Charge One Attack per Turn while in Shadow Style
MB Worth: 190/195
{
V1
☉ User's Summoned Objects have +20 HP while in Ground Style
MB Worth: 8/13
V2
☉ User's Summoned Objects have +40 HP while in Ground Style
MB Worth: 16/26
V3
☉ User's Summoned Objects have +40 HP while in Ground Style
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
MB Worth: 36/39
V4
☉ User's Summoned Objects have +40 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 46/52
V5
☉ User's Summoned Objects have +60 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 54/65
V6
☉ User's Summoned Objects have +80 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 62/78
V7
☉ User's Summoned Objects have +80 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 92/91
V8
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 100/104
V9
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 120/117
V10
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 130/130
V11
☉ User's Summoned Objects have +120 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 138/143
V12
☉ User's Summoned Objects have +140 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 146/156
V13
☉ User's Summoned Objects have +160 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 172/169
V14
☉ User's Summoned Objects have +160 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 3 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 182/182
V15
☉ User's Summoned Objects have +190 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 3 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 194/195
GROUND STYLE (Click to reveal)
}V1
☉ User's Summoned Objects have +20 HP while in Ground Style
MB Worth: 8/13
V2
☉ User's Summoned Objects have +40 HP while in Ground Style
MB Worth: 16/26
V3
☉ User's Summoned Objects have +40 HP while in Ground Style
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
MB Worth: 36/39
V4
☉ User's Summoned Objects have +40 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 46/52
V5
☉ User's Summoned Objects have +60 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 54/65
V6
☉ User's Summoned Objects have +80 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
MB Worth: 62/78
V7
☉ User's Summoned Objects have +80 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 92/91
V8
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 100/104
V9
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for 1 Turn of their Choice
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 120/117
V10
☉ User's Summoned Objects have +100 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 130/130
V11
☉ User's Summoned Objects have +120 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 138/143
V12
☉ User's Summoned Objects have +140 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 146/156
V13
☉ User's Summoned Objects have +160 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 2 Turns of their Choice
☉ User can ignore Negative and Positive Stage Effects for 1 Turn of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 172/169
V14
☉ User's Summoned Objects have +160 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 3 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 182/182
V15
☉ User's Summoned Objects have +190 HP while in Ground Style
☉ User can ignore Negative Stage Effects for any 3 Turns of their Choice
☉ User can use +1 Stage Chip per Battle (only in Ground Style)
MB Worth: 194/195
{
V1
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
If the User didn't go first:
☉ User has +10 Damage to All Attacks/Chips but they lose 40 HP per Turn
MB Worth: 10/13
V2
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
☉ User has +1 Attack Slot on the Starting Turn but deals -20 Damage that Turn
If the User didn't go first:
☉ User has +10 Damage to All Attacks/Chips but they lose 40 HP per Turn
☉ User has +10 Armor but they have -1 Attack Slot on their Starting Turn
MB Worth: 20/26
V3
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +20 Damage to All Attacks/Chips but they lose 80 HP per Turn
☉ User has +20 Armor but they have -1 Attack Slot on Odd Turns
MB Worth: 40/39
V4
If the User went first:
☉ User starts the Battle with a 30 HP Barrier but has -20 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +20 Armor but they have -1 Attack Slot on Odd Turns
MB Worth: 50/52
V5
If the User went first:
☉ User starts the Battle with a 45 HP Barrier but has -30 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
MB Worth: 60/65
V6
If the User went first:
☉ User starts the Battle with a 45 HP Barrier but has -30 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to a Skill of Choice but +2 CD to their first Regular Attack per turn
MB Worth: 80/78
V7
If the User went first:
☉ User starts the Battle with a 60 HP Barrier but has -40 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 90/92
V8
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 100/104
V9
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +40 Armor but they have -1 Attack Slot and -1 more on their First Turn
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 110/117
V10
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to One Attack per turn but that Attack costs 25 HP to use
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +40 Armor but they have -1 Attack Slot and -1 more on their First Turn
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 120/130
V11
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to Two Separate Attacks per turn but those Attacks costs 50 HP to use
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 130/143
V12
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 140/156
V13
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attack but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 170/169
V14
If the User went first:
☉ User starts the Battle with a 90 HP Barrier but has -60 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 50 HP per Attack that hits its target but they take +20 Damage from Counters
MB Worth: 180/182
V15
If the User went first:
☉ User starts the Battle with a 110 HP Barrier but has -75 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +60 Armor but they have -2 Attack Slots
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 50 HP per Attack that hits its target but they take +20 Damage from Counters
MB Worth: 195/195
BUG STYLE (Click to reveal)
}V1
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
If the User didn't go first:
☉ User has +10 Damage to All Attacks/Chips but they lose 40 HP per Turn
MB Worth: 10/13
V2
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
☉ User has +1 Attack Slot on the Starting Turn but deals -20 Damage that Turn
If the User didn't go first:
☉ User has +10 Damage to All Attacks/Chips but they lose 40 HP per Turn
☉ User has +10 Armor but they have -1 Attack Slot on their Starting Turn
MB Worth: 20/26
V3
If the User went first:
☉ User starts the Battle with a 15 HP Barrier but has -10 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +20 Damage to All Attacks/Chips but they lose 80 HP per Turn
☉ User has +20 Armor but they have -1 Attack Slot on Odd Turns
MB Worth: 40/39
V4
If the User went first:
☉ User starts the Battle with a 30 HP Barrier but has -20 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +20 Armor but they have -1 Attack Slot on Odd Turns
MB Worth: 50/52
V5
If the User went first:
☉ User starts the Battle with a 45 HP Barrier but has -30 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
MB Worth: 60/65
V6
If the User went first:
☉ User starts the Battle with a 45 HP Barrier but has -30 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to a Skill of Choice but +2 CD to their first Regular Attack per turn
MB Worth: 80/78
V7
If the User went first:
☉ User starts the Battle with a 60 HP Barrier but has -40 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +30 Damage to All Attacks/Chips but they lose 120 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 90/92
V8
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 80 HP per turn but they lose 1 Use to a Skill of Choice
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +30 Armor but they have -1 Attack Slot
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 100/104
V9
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +40 Armor but they have -1 Attack Slot and -1 more on their First Turn
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
MB Worth: 110/117
V10
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to One Attack per turn but that Attack costs 25 HP to use
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +40 Armor but they have -1 Attack Slot and -1 more on their First Turn
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 120/130
V11
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to Two Separate Attacks per turn but those Attacks costs 50 HP to use
If the User didn't go first:
☉ User has +40 Damage to All Attacks/Chips but they lose 160 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 130/143
V12
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +1 Attack Slot but deals -30 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +1 Use to all Skills of a chosen Type but +1 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 140/156
V13
If the User went first:
☉ User starts the Battle with a 75 HP Barrier but has -50 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attack but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 25 HP per Attack that hits its target but they take +10 Damage from Counters
MB Worth: 170/169
V14
If the User went first:
☉ User starts the Battle with a 90 HP Barrier but has -60 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +50 Armor but they have -1 Attack Slot and -1 more on Odd Turns
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 50 HP per Attack that hits its target but they take +20 Damage from Counters
MB Worth: 180/182
V15
If the User went first:
☉ User starts the Battle with a 110 HP Barrier but has -75 Armor
☉ User has +2 Attack Slots but deals -60 Damage with all of their Attacks and Chips
☉ User regenerates 120 HP per turn but they lose 1 Use to all Skills of a chosen Type
☉ User has -1 CD to All Attacks but they lose 75 HP when using an Attack
If the User didn't go first:
☉ User has +50 Damage to All Attacks/Chips but they lose 200 HP per Turn
☉ User has +60 Armor but they have -2 Attack Slots
☉ User has +2 Uses to all Skills of a chosen Type but +2 CD to all of their Attacks
☉ User restores 50 HP per Attack that hits its target but they take +20 Damage from Counters
MB Worth: 195/195
WHAT ABOUT THE OTHER STYLES?
What about them? For now, we'll just focus on the 7 Styles of the game. Hub Style and Muramasa Style were sort of unique to their owners -- and before you ask: No, you cannot make unique Styles for your own Navi.
As for Viral Style, and Element/Nightmare/Life/Active Styles, those MIGHT be added later, but are more likely to get replaced since they were mostly fillers to compensate for the other fighting Styles we see on this site. For a little more detail on each:
Viral -- Might return, because having Viruses with you in battle is still popular
Element -- Status Damages are kind common too, so this is another potential returner
Nightmare -- Since Style Changes are Neutral-exclusive now, and this was DarkChip based, it'll have to go
Life -- Regen and Recovery are common, but adding more power to those is not likely
Active -- Free Attack Slots and Skill uses is also a no go
"So how do Styles work again?"
1: You have to be Neutral Karma, and you have to be a Chip-Class Navi
2: You take a Quest for whichever Style you want (Guts Style Quest, Shield Style Quest, etc)
3: In that Quest, you fight some sort of enemy that cannot be beaten unless you fight in a manner that compliments the Style you're trying to achieve
4: Upon earning the Style, its strength is determined by your Navi's current Version
5: As you Version-Up, all of your Styles are upgraded to match your Navi's new version (in accordance with the charts above)
6: At V6 you get the ability to carry 2 Styles at once, and at V15 you get the ability to carry 3
7: At the start of battle, you must announce which Style you will be using (even if you only own 1). That Style's bonuses are then added to your Stats until the end of battle.
"Will you get a bonus for fighting in Normal Style?"
I've thought about it, but probably not. Not for now, at least.
"So your Style doesn't get stronger the more you use it? It only gets stronger as you Version Up?"
Yes. This is for several reasons:
1 -- It keeps itself balanced with a Custom-Class Navi's Neutral Karma Bonuses (since those are per-verrsion as well), and also keeps each Style in balance with the other Styles more effectively
2 -- Why the heck would you want to grind anyway? And plus, that'd just be another thing to keep track of
3 -- Similarly, this makes it way easier to keep track of the strength and progress of each Style. Also, it prevents Gym or Stats Battle spamming
"Why don't I inherit an Element with my Style Change?"
I'm guessing you want a New Attack and some new programs to go with it, too. Am I right?
Regardless, if you want a New Element, go buy an Elemental Expansion. Besides, giving you "+1 Element Level of Choice while in this Style" makes things that much more complicated (you have to get the Statistical Boost, then Strengths/Weaknesses have to be recalculated, and what if some idiot chooses Light or Dark and screws up their Karma?), and this is supposed to be the simpler of two systems.
Consider Chip-Class Navis to be more Beginner Friendly, whereas Custom-Class Navis are more Vet-Friendly.
We're keeping it simple, end of story.
"Can I enter two Styles at once?"
Not naturally, not with a Skill, and not with anything short of a Giga Program that probably won't even exist.
Styles have less raw power than Neutral Karma on their own -- but their versatility makes up for it. At v6, you have the power to choose either a Offense-Focused game or Defense-Focused at the start of battle, whereas you would regularly have to either commit to one entirely or build for a balance between the two.
The only disadvantage you'd have against a Custom Class Navi is their Hyper Mode and Hyper Attack, but having access to Mega and Giga Chips will more than make up for that if you're lucky enough to get your grimy little hands on some.
LIGHT KARMA
If you haven't guessed this by now, you're either easy to fool or you've never played a MegaMan Battle Network game.
Replacing Light Karma (for Chip-Class Navis) is the Double Soul.
"We tried implementing this before. It didn't work."
No. No it didn't. That Theory-Mode was -- for some reason -- a not-very-successful attempt. But it did help us balance these out a little more.
Also, we have a Battle Chip System now... so we don't have to go collecting SE's to create Double Souls.
"Will Souls work the same as before?"
Not entirely.
If you remember before, we let the Soul-reciever pick 1 Type-Based Effect and 1 Element-Based Effect for their Soul, and then (as the Soul-reciever versioned up), you could gain another Element-Based Effect and up to 5 Kaizou Levels worth of Custom Effects.
Well, the problem with that was the Custom Effects.
We started picking '+Skill Uses', so that had to get nerfed. Then I thought about it, and having 5 Free Kaizou Levels with no drawback -- that is, 50 MB worth of Effects that I get to pick -- is sort of asking for trouble. Begging for it, even.
And to add to that, you were able to enter 2 Souls per battle. So that's 100 MB worth of Effects that I get to add, just because.
On top of that, no new-user is gunna really know what 1 Kaizou Level is worth (because we've replaced that with the Armor System), so Double Soul will be confusing to them.
That being the case, Double Souls will only grant Type-Based Effects and Element-Based Effects.
And once again, these Effects are chosen from a preset List that's going to be as balanced as possible. The List has been remade, ofcourse, giving you more options to choose from.
Chip-Class Navis sacrifice Customizability for Adaptability -- they'll have more Souls available to them than a Custom-Navi would have Hyper Modes, but the Souls have less potential power and customizability. This satisfies their theme, and enables New Users to get a good grasp on the System so that, hopefully by the time they reach v5 or v6, they're familiar enough with it to make their own Custom Navi.
"How strong will a Soul Unison be?"
Similar to the way we've balanced the Style Changes, we're going to take the MB Value of a Custom-Class Navi's Positive Karma Bonuses and start from there.
Light Karma grants, at each Karma Benchmark:
50 Karma: +1 Hyper Mode and +1 Hyper Attack (40 + 40 = 80 MB)
100 Karma: -2 Turn cooldown on Hyper Attacks, Advanced Hyper Fusion obtained (40 + 80 = 120 MB)
Stopping there: -1 Turn CD on a Hyper Attack is worth roughly 20 MB. Why? -1 CD to a Regular Attack is worth 30 MB, so why is -1 Hyper CD less expensive?
{ Click this Text string to reveal the spoiler explaining why.}
The answer is because my "20 MB" wasn't derived from that. It was derived from Zane's 60 MB Zerix Card. That's the closest thing we've got to -1 HA Cooldown in the System, so it's what I'm forced to go by.
What about Advanced Hyper Fusion? Why is that worth 80 MB? Well, let's look at it's potential. One effect states it can 'Activate a Second Hyper Mode alongside another' and gives '+1 Turn to those Hyper Modes'. We know the second effect is worth 40 MB, but what about the first?
Algebra, people.
Since Advanced Hyper Fusion has two different applications, let's assume they're both just as valuable as the next -- or in other words, let's assume both of the following are worth the same amount of MB:
"Navi can enter 3 Hyper Modes Simultaneously"
"Navi can enter 2 Hyper Modes Simultaneously and has +1 Turn to those Hyper Modes"
So what are we looking at? First off, let's separate these Effects into more numeric terms:
"Navi can enter +2 HMs at once"
"Navi can enter +1 HM at once and has +1 HM Duration"
Okay, so we know that '+1 HM Duration' = 40 MB. Let's plug that in:
"Navi can enter +2 HMs at once"
"Navi can enter +1 HM at once and (40 MB Effect)"
Now let's look at those two remaining effects. Remember, both of these have to be worth the same amount of MB, so in order for that to balance out, '+2 Hyper Mode' has to be worth as much as '+1 Hyper Mode and +40 MB'. Algebra:
[X * 2] = [X + 40]
And it shouldn't take you long to see that [40 * 2] = [40 + 40], so X = 40.
And upon that discovery were able to derive that 1 Hyper Mode is worth 40 MB.
The answer is because my "20 MB" wasn't derived from that. It was derived from Zane's 60 MB Zerix Card. That's the closest thing we've got to -1 HA Cooldown in the System, so it's what I'm forced to go by.
What about Advanced Hyper Fusion? Why is that worth 80 MB? Well, let's look at it's potential. One effect states it can 'Activate a Second Hyper Mode alongside another' and gives '+1 Turn to those Hyper Modes'. We know the second effect is worth 40 MB, but what about the first?
Algebra, people.
Since Advanced Hyper Fusion has two different applications, let's assume they're both just as valuable as the next -- or in other words, let's assume both of the following are worth the same amount of MB:
"Navi can enter 3 Hyper Modes Simultaneously"
"Navi can enter 2 Hyper Modes Simultaneously and has +1 Turn to those Hyper Modes"
So what are we looking at? First off, let's separate these Effects into more numeric terms:
"Navi can enter +2 HMs at once"
"Navi can enter +1 HM at once and has +1 HM Duration"
Okay, so we know that '+1 HM Duration' = 40 MB. Let's plug that in:
"Navi can enter +2 HMs at once"
"Navi can enter +1 HM at once and (40 MB Effect)"
Now let's look at those two remaining effects. Remember, both of these have to be worth the same amount of MB, so in order for that to balance out, '+2 Hyper Mode' has to be worth as much as '+1 Hyper Mode and +40 MB'. Algebra:
[X * 2] = [X + 40]
And it shouldn't take you long to see that [40 * 2] = [40 + 40], so X = 40.
And upon that discovery were able to derive that 1 Hyper Mode is worth 40 MB.
Continuing, let's look at what Light Karma gets at each Version Benchmark:
V6: +1 Hyper Mode Duration and +100 HA Damage (40 + 50 = 90 MB)
Stopping again. We know that +1 HM Duration is worth 40 MB, but how is +100 HA Damage worth 50 MB?
{ Once again, click this Spoiler to get into the details of things.}
Let's take into consideration how long it would take you to get +100 HA Damage from just Versioning Up.
Hyper Attacks get twice the Damage Increase of a Regular Attack per version up, so the '+10 Base Damage' on V-Up is worth the same as '+20 Hyper Damage'.
+10 Base Damage is worth 10 MB on the Kaizou Scale, meaning '+20 Hyper Damage' is also worth 10 MB on the Kaizou Scale.
Using the derived cost, [100 HA Damage] ÷ [20 HA Damage] = 5 Applications of a 10 MB Effect. And from that, we get 5 * 10 MB = 50 MB
Let's take into consideration how long it would take you to get +100 HA Damage from just Versioning Up.
Hyper Attacks get twice the Damage Increase of a Regular Attack per version up, so the '+10 Base Damage' on V-Up is worth the same as '+20 Hyper Damage'.
+10 Base Damage is worth 10 MB on the Kaizou Scale, meaning '+20 Hyper Damage' is also worth 10 MB on the Kaizou Scale.
Using the derived cost, [100 HA Damage] ÷ [20 HA Damage] = 5 Applications of a 10 MB Effect. And from that, we get 5 * 10 MB = 50 MB
Continuing again:
V8: +1 Hyper Mode and +1 Hyper Attack (40 + 40 = 80 MB)
V10: Positive Force Obtained (80 MB)
Yup, we're stopping again. Positive Force is worth 80 MB? Why's that?
{Click the Spoiler.}
Because Positive Force has twice the value of a Hyper Attack. It has double the starting damage and allowance for more powerful effects. And if we remember that the value of 1 HA = the value of a New Skill, we're able to double that value (40) and get the value of a Positive Force (80).
Because Positive Force has twice the value of a Hyper Attack. It has double the starting damage and allowance for more powerful effects. And if we remember that the value of 1 HA = the value of a New Skill, we're able to double that value (40) and get the value of a Positive Force (80).
Continuing:
V15: Hyper Fusion Obtain (40 MB)
V20: +1 Hyper Mode and +1 Hyper Attack (40 + 40 = 80 MB)
Since there were a lot of tangents, let me re-iterate the full value of Light Karma's Bonuses:
50 Karma -- +80 MB
100 Karma -- +120 MB
V6 -- +90 MB
V8 -- +80 MB
V10 -- +80 MB
V15 -- +40 MB
V20 -- +80 MB
That being said, a fully decked, v20 Light Karma Navi is worth 570 MB from their Karma Bonuses alone.
"How does this line up with Neutral Karma?"
If you remember back to it, Neutral Karma was worth 590 MB. So the Karma States are pretty well balanced since they're only a slim distance apart.
"How will this affect Souls?"
Remember that, at Max, you can own up to 6 Souls. They're combined value will have to be as close to Light Karma's 570 MB as possible. The best possible is solution, then, is to give a fully-maxed Chip-Class Navi 6 Souls that each have a value of 100 MB.
The downside, of course, is that these aren't very Customizable Souls, as we've stated earlier. You'll get to choose some Effects from a List (based on the Soul's Type and Elements), but you don't get to make Custom Effects for that Soul. So even though their MB Value is higher than a Custom-Class Navi's, they still don't outshine HyperModes or Hyper Attacks in that regard.
In the following block is a list of all of the available Effects you can add to a Soul, based on Type and Element. Click a specific Type/Element to reveal its lists of Effects.
{ Attack Type}
☉ +15 Chip Damage
☉ +10 Attack Damage
☉ Add +1 Attack Slot for 1 Turn
☉ Add 'Omni' to 1 Attack per Turn
⚀ +1 Use to Offense Skill
☉ +15 Chip Damage
☉ +10 Attack Damage
☉ Add +1 Attack Slot for 1 Turn
☉ Add 'Omni' to 1 Attack per Turn
⚀ +1 Use to Offense Skill
{ Defense Type}
☉ +10 Armor
☉ +25 Clone HP
☉ +25 Object HP
☉ Gain Immunity to a Chosen Status
⚀ +1 Use to a Defense Skill
☉ +10 Armor
☉ +25 Clone HP
☉ +25 Object HP
☉ Gain Immunity to a Chosen Status
⚀ +1 Use to a Defense Skill
{ Reconnaissance Type}
☉ Nat. Dodge CD -1
☉ Add +1 Attack Slot for 1 Turn
☉ Add 'Omni' to 1 Attack per Turn
☉ Can Ignore Negative Panel Effects for 1 Turn
⚀ +1 Use to a Speed Skill
☉ Nat. Dodge CD -1
☉ Add +1 Attack Slot for 1 Turn
☉ Add 'Omni' to 1 Attack per Turn
☉ Can Ignore Negative Panel Effects for 1 Turn
⚀ +1 Use to a Speed Skill
{ Support Type}
☉ +10 Aura HP
☉ +15 Barrier HP
☉ Regen +20 HP per Turn
☉ Restore 100 HP upon Activation
☉ +1 Use to a Support Skill
☉ +10 Aura HP
☉ +15 Barrier HP
☉ Regen +20 HP per Turn
☉ Restore 100 HP upon Activation
☉ +1 Use to a Support Skill
{ Normal | Resource | Intel}
☉ +40 Giga Chip Damage
☉ +20 Mega Chip Damage
☉ +15 Standard Chip Damage
☉ Gain Immunity to a Chosen Status
⚀ +1 Use to a Single Skill
☉ +40 Giga Chip Damage
☉ +20 Mega Chip Damage
☉ +15 Standard Chip Damage
☉ Gain Immunity to a Chosen Status
⚀ +1 Use to a Single Skill
{ Normal | Bug}
☉ +10 Attack Damage
☉ Add +1 Attack Slot for 1 Turn
☉ Restore 100 HP upon Activation
☉ Can change panels to ˹Normal˺ once
☉ +20 Damage to ˹Normal˺ Element Chips
⚀ Elemental Strengths and Weaknesses are negated
☉ +10 Attack Damage
☉ Add +1 Attack Slot for 1 Turn
☉ Restore 100 HP upon Activation
☉ Can change panels to ˹Normal˺ once
☉ +20 Damage to ˹Normal˺ Element Chips
⚀ Elemental Strengths and Weaknesses are negated
{ Fire | Solar}
☉ +10 Attack Damage
☉ +20 Damage to ˹Fire˺ Element Chips
☉ Can change panels to ˹Lava˺ for 1 Turn
☉ Can change panels to ˹Grass˺ for 1 Turn
☉ Can add ˹Fire˺ and ˹Burn˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Fire˺, ˹Wood˺, and ˹Ice˺ Damage
☉ +10 Attack Damage
☉ +20 Damage to ˹Fire˺ Element Chips
☉ Can change panels to ˹Lava˺ for 1 Turn
☉ Can change panels to ˹Grass˺ for 1 Turn
☉ Can add ˹Fire˺ and ˹Burn˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Fire˺, ˹Wood˺, and ˹Ice˺ Damage
{ Aqua}
☉ Natural Dodge CD -1
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ +20 Damage to ˹Aqua˺ Element Chips
☉ Can change panels to ˹Ocean˺ for 1 Turn
☉ Can add ˹Aqua˺ and ˹Soak˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Aqua˺, ˹Fire˺, and ˹Sand˺ Damage
☉ Natural Dodge CD -1
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ +20 Damage to ˹Aqua˺ Element Chips
☉ Can change panels to ˹Ocean˺ for 1 Turn
☉ Can add ˹Aqua˺ and ˹Soak˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Aqua˺, ˹Fire˺, and ˹Sand˺ Damage
{ Elec}
☉ Add +1 Attack Slot for 1 Turn
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ +20 Damage to ˹Elec˺ Element Chips
☉ Can change panels to ˹Magnet˺ for 1 Turn
☉ Can add ˹Elec˺ and ˹Shock˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Elec˺, ˹Aqua˺, and ˹Plasma˺ Damage
☉ Add +1 Attack Slot for 1 Turn
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ +20 Damage to ˹Elec˺ Element Chips
☉ Can change panels to ˹Magnet˺ for 1 Turn
☉ Can add ˹Elec˺ and ˹Shock˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Elec˺, ˹Aqua˺, and ˹Plasma˺ Damage
{ Wood}
☉ Regen +20 HP per Turn
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Wood˺ Element Chips
☉ Can change panels to ˹Grass˺ for 1 Turn
☉ Restore 25HP per Attack that hits its Target
⚀ Navi takes 50% ˹Wood˺, ˹Elec˺, and ˹Aqua˺ Damage
☉ Regen +20 HP per Turn
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Wood˺ Element Chips
☉ Can change panels to ˹Grass˺ for 1 Turn
☉ Restore 25HP per Attack that hits its Target
⚀ Navi takes 50% ˹Wood˺, ˹Elec˺, and ˹Aqua˺ Damage
{ Wind}
☉ Add +1 Attack Slot for 1 Turn
☉ +20 Damage to ˹Wind˺ Element Chips
☉ Can Ignore Negative Panel Effects for 1 Turn
⚀ Navi takes 50% ˹Wind˺, ˹Sniper˺, and ˹Sand˺ Damage
☉ Can add ˹Wind˺ and ˹Multi-Element˺ to 1 Attack per turn
☉ Can add ˹Wind˺ and ˹Destroys Auras/Barriers˺ to 1 Attack (once per Unison)
☉ Add +1 Attack Slot for 1 Turn
☉ +20 Damage to ˹Wind˺ Element Chips
☉ Can Ignore Negative Panel Effects for 1 Turn
⚀ Navi takes 50% ˹Wind˺, ˹Sniper˺, and ˹Sand˺ Damage
☉ Can add ˹Wind˺ and ˹Multi-Element˺ to 1 Attack per turn
☉ Can add ˹Wind˺ and ˹Destroys Auras/Barriers˺ to 1 Attack (once per Unison)
{ Break}
☉ +10 Attack Damage
☉ +20 Damage to ˹Break˺ Element Chips
☉ Can change panels to ˹Broken˺ for 1 Turn
⚀ Navi takes 50% ˹Break˺, ˹Blade˺, and ˹Stone˺ Damage
☉ Can add ˹Break˺ and ˹Ignores Armor˺ to 1 Attack per turn
☉ Can add ˹Break˺ and ˹Breaks Unbreakable Shields˺ to 1 Attack per turn
☉ +10 Attack Damage
☉ +20 Damage to ˹Break˺ Element Chips
☉ Can change panels to ˹Broken˺ for 1 Turn
⚀ Navi takes 50% ˹Break˺, ˹Blade˺, and ˹Stone˺ Damage
☉ Can add ˹Break˺ and ˹Ignores Armor˺ to 1 Attack per turn
☉ Can add ˹Break˺ and ˹Breaks Unbreakable Shields˺ to 1 Attack per turn
{ Blade}
☉ +10 Counter Damage
☉ +20 C-Attack Damage
☉ +20 Armor against C-Attacks
☉ Add +1 Attack Slot for 1 Turn
☉ +20 Damage to ˹Blade˺ Element Chips
⚀ Navi takes 50% ˹Blade˺, ˹Shadow˺, and ˹Wood˺ Damage
☉ +10 Counter Damage
☉ +20 C-Attack Damage
☉ +20 Armor against C-Attacks
☉ Add +1 Attack Slot for 1 Turn
☉ +20 Damage to ˹Blade˺ Element Chips
⚀ Navi takes 50% ˹Blade˺, ˹Shadow˺, and ˹Wood˺ Damage
{ Sniper}
☉ +20 S-Attack Damage
☉ +20 Armor against S-Attacks
☉ +25 Damage to One Attack per Turn
☉ +20 Damage to ˹Sniper˺ Element Chips
⚀ Navi takes 50% ˹Sniper˺, ˹Break˺, and ˹Metal˺ Damage
☉ Can add ˹Sniper˺ and ˹Fully Undodgeable˺ to 1 Attack per turn
☉ +20 S-Attack Damage
☉ +20 Armor against S-Attacks
☉ +25 Damage to One Attack per Turn
☉ +20 Damage to ˹Sniper˺ Element Chips
⚀ Navi takes 50% ˹Sniper˺, ˹Break˺, and ˹Metal˺ Damage
☉ Can add ˹Sniper˺ and ˹Fully Undodgeable˺ to 1 Attack per turn
{ Shadow}
☉ Natural Dodge CD -1
☉ +10 Counter Damage
☉ +20 Damage to ˹Shadow˺ Element Chips
☉ Receive -10 Damage from Enemy Counters
⚀ Navi takes 50% ˹Shadow˺, ˹Toxic˺, and ˹Break˺ Damage
☉ Can add ˹Shadow˺ and ˹Cannot be Countered˺ to 1 Attack per turn
☉ Natural Dodge CD -1
☉ +10 Counter Damage
☉ +20 Damage to ˹Shadow˺ Element Chips
☉ Receive -10 Damage from Enemy Counters
⚀ Navi takes 50% ˹Shadow˺, ˹Toxic˺, and ˹Break˺ Damage
☉ Can add ˹Shadow˺ and ˹Cannot be Countered˺ to 1 Attack per turn
{ Dark | Ultimate Dark}
☉ +20 Damage to ˹Dark˺ Element Chips
☉ Can Chaos Unison with any Dark Chip
☉ Can change panels to ˹Dark˺ for 1 Turn
☉ Can add ˹Dark˺ and ˹Berserk˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Dark˺, ˹Shadow˺, and ˹Light˺ Damage
☉ Can use 1 Dark Chip without Glitch or Karma Loss (Once per Unison)
☉ +20 Damage to ˹Dark˺ Element Chips
☉ Can Chaos Unison with any Dark Chip
☉ Can change panels to ˹Dark˺ for 1 Turn
☉ Can add ˹Dark˺ and ˹Berserk˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Dark˺, ˹Shadow˺, and ˹Light˺ Damage
☉ Can use 1 Dark Chip without Glitch or Karma Loss (Once per Unison)
{ Ice | Lunar}
☉ +10 Armor
☉ +20 Damage to ˹Ice˺ Element Chips
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ Can add ˹Ice˺ and ˹Freeze˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Ice˺, ˹Aqua˺, and ˹Wind˺ Damage
☉ Can add ˹Ice˺ and ˹Hit Enemy has -1 Attack Slot for 1 Turn˺ to 1 Attack per turn
☉ +10 Armor
☉ +20 Damage to ˹Ice˺ Element Chips
☉ Can change panels to ˹Ice˺ for 1 Turn
☉ Can add ˹Ice˺ and ˹Freeze˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Ice˺, ˹Aqua˺, and ˹Wind˺ Damage
☉ Can add ˹Ice˺ and ˹Hit Enemy has -1 Attack Slot for 1 Turn˺ to 1 Attack per turn
{ Laser}
☉ +25 Damage to One Attack per Turn
☉ +20 Damage to ˹Laser˺ Element Chips
⚀ Navi takes 50% ˹Laser˺, ˹Light˺, and ˹Dark˺ Damage
☉ Can add ˹Laser˺ and ˹Ignores Armor˺ to 1 Attack per turn
☉ Can add ˹Laser˺ and ˹Cannot be Countered˺ to 1 Attack per turn
☉ Can add ˹Laser˺ and ˹Cuts UnCuttable Auras˺ to 1 Attack per turn
☉ +25 Damage to One Attack per Turn
☉ +20 Damage to ˹Laser˺ Element Chips
⚀ Navi takes 50% ˹Laser˺, ˹Light˺, and ˹Dark˺ Damage
☉ Can add ˹Laser˺ and ˹Ignores Armor˺ to 1 Attack per turn
☉ Can add ˹Laser˺ and ˹Cannot be Countered˺ to 1 Attack per turn
☉ Can add ˹Laser˺ and ˹Cuts UnCuttable Auras˺ to 1 Attack per turn
{ Light | Pure Light}
☉ +40 Damage to Giga Chips
☉ +20 Damage to Mega Chips
☉ +20 Damage to ˹Light˺ Element Chips
☉ Can change panels to ˹Holy˺ for 1 Turn
☉ Can add ˹Light˺ and ˹Blind˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Light˺, ˹Shadow˺, and ˹Dark˺ Damage
☉ +40 Damage to Giga Chips
☉ +20 Damage to Mega Chips
☉ +20 Damage to ˹Light˺ Element Chips
☉ Can change panels to ˹Holy˺ for 1 Turn
☉ Can add ˹Light˺ and ˹Blind˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Light˺, ˹Shadow˺, and ˹Dark˺ Damage
{ Metal}
☉ +10 Armor
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Metal˺ Element Chips
☉ Can change panels to ˹Metal˺ for 1 Turn
⚀ Navi takes 50% ˹Metal˺, ˹Break˺, and ˹Stone˺ Damage
☉ Can add ˹Metal˺ and ˹Breaks Unbreakable Shields˺ to 1 Attack per turn
☉ +10 Armor
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Metal˺ Element Chips
☉ Can change panels to ˹Metal˺ for 1 Turn
⚀ Navi takes 50% ˹Metal˺, ˹Break˺, and ˹Stone˺ Damage
☉ Can add ˹Metal˺ and ˹Breaks Unbreakable Shields˺ to 1 Attack per turn
{ Plasma}
☉ +10 Attack Damage
☉ +20 Damage to ˹Plasma˺ Element Chips
⚀ Can Charge Plasma Chips to deal x1.5 Damage
☉ Can Auto-Charge a Single Attack (Once per Unison)
⚀ Navi takes 50% ˹Plasma˺, ˹Shadow˺, and ˹Sand˺ Damage
☉ Can add ˹Plasma˺ and ˹Cannot be Naturally Avoided˺ to 1 Attack per turn
☉ +10 Attack Damage
☉ +20 Damage to ˹Plasma˺ Element Chips
⚀ Can Charge Plasma Chips to deal x1.5 Damage
☉ Can Auto-Charge a Single Attack (Once per Unison)
⚀ Navi takes 50% ˹Plasma˺, ˹Shadow˺, and ˹Sand˺ Damage
☉ Can add ˹Plasma˺ and ˹Cannot be Naturally Avoided˺ to 1 Attack per turn
{ Sand}
☉ +10 Armor
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Sand˺ Element Chips
☉ Can change panels to ˹Sand˺ for 1 Turn
⚀ Navi takes 50% ˹Sand˺, ˹Sonic˺, and ˹Wood˺ Damage
☉ Can add ˹Sand˺ and ˹Hit Enemy has -1 Attack Slot for 1 Turn˺ to 1 Attack per turn
☉ +10 Armor
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Sand˺ Element Chips
☉ Can change panels to ˹Sand˺ for 1 Turn
⚀ Navi takes 50% ˹Sand˺, ˹Sonic˺, and ˹Wood˺ Damage
☉ Can add ˹Sand˺ and ˹Hit Enemy has -1 Attack Slot for 1 Turn˺ to 1 Attack per turn
{ Sonic}
☉ +10 Attack Damage
☉ Gain Immunity to ˹Confuse˺
☉ +20 Damage to ˹Sonic˺ Element Chips
☉ Can add ˹Sonic˺ and ˹Hits All˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Sonic˺, ˹Blade˺, and ˹Sniper˺ Damage
☉ Can add ˹Sonic˺ and ˹Confuse˺ to 1 Attack (Once per Unison)
☉ +10 Attack Damage
☉ Gain Immunity to ˹Confuse˺
☉ +20 Damage to ˹Sonic˺ Element Chips
☉ Can add ˹Sonic˺ and ˹Hits All˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Sonic˺, ˹Blade˺, and ˹Sniper˺ Damage
☉ Can add ˹Sonic˺ and ˹Confuse˺ to 1 Attack (Once per Unison)
{ Stone}
☉ +10 Armor
☉ +25 Object HP
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Stone˺ Element Chips
☉ Remove a Single Status upon Activation
⚀ Navi takes 50% ˹Stone˺, ˹Wind˺, and ˹Elec˺ Damage
☉ +10 Armor
☉ +25 Object HP
☉ Restore 100 HP upon Activation
☉ +20 Damage to ˹Stone˺ Element Chips
☉ Remove a Single Status upon Activation
⚀ Navi takes 50% ˹Stone˺, ˹Wind˺, and ˹Elec˺ Damage
{ Toxic}
☉ +10 Attack Damage
☉ +10 Counter Damage
☉ +20 Damage to ˹Toxic˺ Element Chips
☉ Can change panels to ˹Poison˺ for 1 Turn
☉ Can add ˹Toxic˺ and ˹Poison˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Toxic˺, ˹Dark˺, and ˹Wood˺ Damage
☉ +10 Attack Damage
☉ +10 Counter Damage
☉ +20 Damage to ˹Toxic˺ Element Chips
☉ Can change panels to ˹Poison˺ for 1 Turn
☉ Can add ˹Toxic˺ and ˹Poison˺ to 1 Attack per turn
⚀ Navi takes 50% ˹Toxic˺, ˹Dark˺, and ˹Wood˺ Damage
"Alright, so how do these work again?"
Souls are the counterpart to HyperModes -- they're a Chip-Class Navi's equivalent. Upon earning +50 Karma, a Chip-Class Navi instantly has access to 2 Souls.
"How do they earn Souls and how strong are they?"
Souls are earned by taking a special Quest in which they must provide proof of at least 4-Posts of In-Story interaction with another Net Navi. This can be their own Navi, somebody else's Navi entirely, or even a Virus.
Upon fulfilling this Condition, they can create a Soul based on the qualities of the Navi/Virus they are fusing with. Up to 10 Effects can be chosen with only the following restrictions:
All Effects must match the criteria of the Second Navi's Type and Element
In the case of a Virus Fusion, only Effects matching the Virus' Elements can be chosen
Effects marked with a ☉ can stack with themselves and similar effects indefinitely
Effects marked with a ⚀ cannot stack with themselves or any other ⚀ Effects
On that note, you can only have a single ⚀ Effect per Soul
"Suls start out with 10 Effects? So what happens when they Level-Up?"
Souls don't Level-Up anymore. They never did in the games (that was Styles), and the only reason we did that before was to promote balance.
Doing it this way kind of does give us balance, though.
Like Dark Soul, regular Souls have immense starting power, but over time they are undermined by Styles and standard Hyper Modes.
They can't be perfectly balanced with Hyper Modes anyway, since the effects of those scale off of the Owner's Version (IE: a V10 could have '+100 Damage' as a Hyper Mode Effect, but that wouldn't fly too well for a V3).
Giving these extra starting power also encourages lower-level Navi is to use them -- which is good, because the Double Soul System itself promotes Site Activity! You have to interact with somebody else (or even yourself, which involves posting some where) In-Story to earn a Soul, so it just makes sense to reward Members for keeping the site alive!
Also, this keeps Souls relatively simple-to-understand for New Members. "I make a friend, I show proof of it. Then I ask them what their Type and Elements are, then choose up to 10 Effects that match any of those Types or Elements. And I'm done!"
It's a simpler alternative to Hyper Modes. Admit it. And the Power-Cap is actually set in stone rather than on a "well this feels like it should be this strong" basis.
"How often do you gain New Souls?"
At every Karma benchmark you earn another Soul. So to draw it out for you:
V6 -- +1 Soul
V8 -- +1 Soul
V10 -- +1 Soul
V15 -- +1 Soul
V20 -- +1 Soul
"That adds up to... seven Souls?!
Yes. And? You can still only enter 2 per Battle. This isn't MySpace. You're allowed to have more than 6 Top Friends.
"Well what happens at +100 Karma?"
Custom-Class Karma lets you enter two, or sometimes even three Hyper Modes at once. And at this point, Hyper Modes have become stronger than Souls -- and much more versatile.
"You're kidding! So you're going to let us enter two Souls at once?!"
No. I didn't say that. But you're not technically wrong.
+100 Karma -- One Soul is Upgraded to a Cross
"What's a Cross?"
It's from BN6. Err, BN5, technically.
Anyway, it's pretty much a Soul that lasts for the entire Battle and doesn't cost a Battle Chip to activate.
So at +100 Karma, if you have 'Warrior Soul', you can turn it into 'Warrior Cross'. This basically means that, once you enter 'Warrior Cross', you stay in it until the end of battle.
The downside is that, since it doesn't cost you a Battle Chip to enter, you don't get to keep re-using that Battle Chip for the duration of the Soul. More info on that later.
"Can I still enter my other Souls, while in a Cross?"
Yup, they're adaptable. Incidentally, the 'Cross' doesn't count against your Maximum number of Souls per battle.
So when you activate a Soul, while in a Cross, their effects stack, essentially giving you a +200 MB Boost in Power for those 3 Turns.
"That sounds kind of strong, doesn't it?"
Does it? Scroll back up and see how much MB a Maxed-out Style is worth. About 200 MB, no?
If you asked me, I'd say it sounds perfectly balanced.
"Alright, so what's the thing you said about the Battle Chips a minute ago?"
Just like in the games, to enter a Soul, you have to sacrifice a Chip of a corresponding Element.
Corresponding Elements include any of the Soul-Navi's Elements (So since Warrior is Normal, Elec, Wind, and Metal, you can sacrifice a Chip of any of those Elements to activate his Soul).
While in Soul, that Chip becomes one of your Navi's Regular Attacks. What this means:
☉ You can use it once per turn, while in Soul
☉ Effects that add 'Chip Damage' do NOT affect this Attack
☉ Anything that affects your Attack Damage in any way does affect this Attack as well
"Can SE's be used as Unison Chips?"
SE's and Mega-Chips can be used at Unison-Chips, but they'll only be usable Once throughout the entire span of the Soul, and they'll suffer the same drawbacks/benefits of a Regular Attack without gaining any of the benefits of Battle Chips.
Dark Chips can also be used as Unison Chips, also usable once per Unison, but they do not incur Glitches or Karma Loss when used this way.
Giga Chips cannot be used as Unison Chips.
"How does this affect Crosses?"
You enter a Cross simply by stating "I'm entering <This Cross>".
Since it doesn't require a Battle Chip, you don't inherit a New Attack by being in a Cross like you would in a Soul.
"So One Cross and Six Souls is the Max for a Chip-Class Navi?"
Yup. When you gain the Cross, it overwrites one of your currently existing Souls. That's why it seemed like you could get 7 Souls from Light Karma (and you technically still can), but when you're maxed-out, the limit is, infact, 6 Souls and 1 Cross.
"If I own Warrior Cross, can I go back and get Warrior Soul, too?"
No. You can't own 2 of the same Souls, nor can you own a Cross and a Soul that originate from the same Navi.
"Okay, so why the Virus Unisons?"
Some people bond really well with their Viruses (and some could argue it's the only being they'd be capable of communing with), and a lot of them have very Navi-like characteristics, so it makes sense to enable that option.
Not only that, but free-roaming Viruses like Remnant have friends too. Sometimes, being a 'Virus' is just an expression of Stats -- not necessarily and expression of Character. Why punish them for that?
"Will Viral Unisons still require me to remove my Virus from the field?"
No, Virus Unisons will work just like regular Soul Unisons now. So Warrior could enter Remnant Soul and still have Remnant on the field. And in the same battle, Finale could enter Remnant Soul too.
On that note, multiple Navis can be in the same Soul at the same time. And the Effects of that Soul might vary from Navi to Navi. We've got no proof that it wouldn't work that way in the canon, anyway.
"Okay, now what about Light Element's Effectts? And Intel Type's?"
The only effects that hinder this entire System are Light's:
"+1 Hyper Attack use"
"Hyper Modes gain +1 Turn"
And Intel's:
"+1 use to a single Hyper Attack"
"May negate all damage and effects from one Hyper Attack per battle when fighting Intel Types"
Easy fixes, though. Nothing worth shutting down a whole System over.
'+1 Hyper Attack Use' translates to '+1 Mega Chip per Folder'
'+1 Hyper Mode Duration' translates to '+1 Turn Duration to 1 Soul'
'Negate All Damage/Effects from 1 HA' simply gains 'or Mega Chip'
Problem Solved.
"So... Now what?"
Now it's time for another recap:
Custom Class
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Chip Class
Armor System
Battle Chip System
Battle Chip Compensation
Sub-Type System
------
Armor System
Battle Chip System
Battle Chip Compensation
Sub-Type System
------
"Chip-Class Navis will Version-Up differently than Custom-Class Navis?"
Well, a little bit.
You need to remember that every time a Chip-Class Navi gets a New Skill, it enables them to equip another Non-Attack Chip to their Folder. This can potentially allow for Two extra defensive Options each time a New Skill is learned, and we wouldn't want that to get out of hand, now would we?
There are only minor differences, as you will soon see for yourself. First off, here's the regular V-Up Chart (for Custom-Class Navis) :
At each V-up: +100 HP, +10 MB, +10 Damage, +2 Total Attacks, +1 Total CD/Charge
-V1: 1000 HP, 100 MB, 3 Element Levels, 1000 Zenny (ON FIRST NAVI ONLY)
One of each Defense, Speed, and Support Skills
100 Base Damage, 10 Total Attacks, 8 Total CD/Charge
2 Attack Slots, 5 Program slots
-V2: +1 Attack Slot
-V3: +1 Offense Skill
-V4: Can make Kaizou Card at Lvl1
-V5: +1 Skill
-V6: Karma bonus
-V7: +1 Skill, can't be same type as V5
-V8: Karma bonus
-V9: +1 Skill, can't be same type as V5 or 7
-V10: Karma bonus
-V15: +1 Skill (any), Karma Bonus
-V20: +1 Skill (any), Karma Bonus
And now, the Chip Navi's V-Up Chart (changes are highlighted) :
At each V-up: +100 HP, +10 Base Damage, +1 Standard Chip to Folder
At every Even V-Up: +1 CS, +1 Total Attack, +1 Max CD/Charge
-V1: 1000 HP, 5 CS, 3 Element Levels, 1000 Zenny (ON FIRST NAVI ONLY)
One Skill of either Defense, Speed, or Support Types
100 Base Damage, 2 Total Attacks, 1 Total CD/Charge
10 Standard Chips, 2 Non-Attack Chips
2 Attack Slots, 5 Program slots
-V2: +1 Attack Slot,
-V3: +1 Skill of Choice, +1 Non-Attack Chip to Folder
-V4: (Chip Navis can still make a Kaizou Card, but cannot equip them)
-V5: +1 Skill, +1 Non-Attack Chip to Folder
-V6: Karma Bonus (+1 Style or +1 Soul)
-V7: +1 Total Attack, +1 CD/Charge
-V8: Karma Bonus (+1 Soul for Light Karma)
-V9: +1 Total Attack, +1 CD/Charge
-V10: Karma Bonus (+1 Soul for Light Karma)
-V15: +1 Skill , +1 Non-Attack Chip to Folder, Karma Bonus (+1 Soul for Light Karma)
-V20: +1 Total Attack, +1 CD/Charge, Karma Bonus (+1 Style or +1 Soul)
So Chip-Class Navis Cap at:
25 CS
12 Total Attacks (+30 Standard Chips)
11 Max CD/Charge
4 Skills (+5 Non-Attack Chips)
And Custom-Class Navis Cap at:
390 MB
30 Total Attacks (+10 SE Slots)
27 Max CD/Charge
9 Skills
Their Max HP and Base Damages are exactly the same, as are their Attack Slots and Program Slots.
Chip-Class Navis have half the customizability of regular Navis because their Battle Chips will most likely have effects worth 1 or 2 CD, making up for the lack of Max CD/Charge on them (and the size of their Folder makes up for the lack of Total Attacks).
And that's it! That's the end of the Chip-Class System!
Here's one last recap before you go:
Custom Class
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Kaizou System
Folder System
Skills & Attacks
Karma System
Version-Up System
Chip Class
Armor System
Battle Chip System
Battle Chip Compensation
Sub-Type System
Alt. Version-Up System
Armor System
Battle Chip System
Battle Chip Compensation
Sub-Type System
Alt. Version-Up System
"So how is this any simpler than what we already have? Reading all of this seemed pretty complex to me!"
Keep in mind that I spent 90% of the time explaining to you the purposes behind each element of the System and demonstrating the balances of each aspect. Obviously, those details will be nixed in the Guide-Version of this.
We'll have a Starting Folder for New Members (maybe even One of Three to choose from), so the only things they'll have to do are:
1: Choose a Type and 3 Elements
2: Make ONE Skill
3: Make TWO Attacks (One Strong, One Weak)
4: Choose a Starter Kit for their Armor
5: Start developing whichever Karma State they inherit
And then they're done.
On a similar Note, advanced Folders (containing an extra Non-Attack or Mega Chips, possibly) may be available as Rewards or something (IE: Mr.Famous' Folder, Blue Moon Folder, N1 Folder, Hikari Folder, etc)
"That sounds just as simple as making a Regular Navi."
It almost is, but maybe 10% simpler. On the other hand, since New Comers don't have to worry about making 'Good' Attacks or Skills (thanks to the Chip Folder), this also ensures that they won't get stomped on so easily by Meta-Followers. Heck, it might even introduce a new Meta, or add more variety to the current, at the very least.
This gives them more creativity room for their Attacks and Skills, so they won't have to suffer for making Stats that are more centered on RP than on winning. Isn't that our goal? To "have fun"?
"Isn't the whole System about to change? Wasn't that what 'Sensing Session' was all about?"
Maybe, but if anything, this could either replace that or even support it.
If anything, it wouldn't be hard to cut some power here-and-there from everything listed on this page to reflect the nerfs to our Main System. Let's be honest, re-balancing all of this wouldn't take more than MAYBE an hour.
"Is anything left unfinished?"
The Chip Library, obviously. But then again, I have a complete prototype in my Inbox, so we could technically just start with that and work our way down to 100-ish Chips.
"But if you make the Library single-handedly, wouldn't that make it unbalanced?"
Thanks for having faith in me. Didn't I just make this entire sub-system balanced, though? Not only with itself, but also with the system we currently have in place? A Chip Library is nothing compared to the thought process put into this. It'd prolly take me less than a week.
Plus, I'm the one with the access to all of the Chip Images, Chip Format, and Element/Type Images.... And I also seem to have the most free time on my hands, for doing all of these things.
"How long would it take you to rewrite all of this stuff in Guide-Format?"
A day. Maybe two.
With a full week at my disposal, I could implement this entire System. I just need permission to implement... and permission to post in Staff-Only areas (IE: Missions Boards, Rules Boards, etc).
"So are you asking to be upgraded to Staff?"
Heck no. I'm here to make staff's lives miserable, not join in on their misery =D
"I have feedback about this and that and blah blah blah!"
Then PM me. Staff, you PM me too.
Remember the RP Factors Thread? Yeah. Never again.
PM me. We'll fix it privately. If we can't, then we'll announce the issue to everyone else and fix it publicly.
Having all of that "PERSON A like this but PERSON B thinks it could be like this. PERSON C's okay with everything, but PERSON D wants Net Racing to be implemented, even though we weren't even talking about that. Now PERSON A is side-tracked and starts going off on some tangent, and then the entire thread becomes about something totally different. The concept gets forgotten, then the loop repeats itself -- as is the fate of Sub-Types, up to this point."
No. Absolutely not.
You're PMing me, I don't care who you are. PM each other for all I care. But don't ruin my thread or I'll ruin your... something. I'll ruin your something. Don't test me >=/
And I swear if Staff makes an Edit to this post, blood will be spilled.
"But I like this whole idea, and I want everyone to know that I support it! Won't that help get it passed sooner, if you get Member Support?"
That's what got Rp Factors in, so it could very well get this concept it as well.
We have a 'Like' feature, though, so you don't have to post to show your support.
If you want any of this implemented in anyway, 'Like' this post, then PM your feedback on it.
I restrained on going too indepth on everything (hard to believe, trust me, I know), but I'll be glad to go into deeper explanations for anything you have a question for in a PM or sumthin.
Now like I said in the beginning, read this entire post again before you give me your feedback. I won't know whether you did or not, but I trust some of us have enough integrity to honor that request.
Go ahead and skip over the in-depth explanations and spoilers this time (unless you're still having difficulty grasping them), just familiarize your mind with the concept before you go commenting on it.
"Warrior. When will you stop trying to implement these?!"
When I'm dead. Staff should've never presented the option of them, all those years ago.... then you wouldn't have to deal with this today =]
"What about the 'Class Master' Giga Program?"
Easy thing to adjust. It'd have these new effects, to replace the old ones:
"User is able to own +1 Style and +1 Soul, regardless of restrictions (Navi-Class/Karma), even if the User was incapable of owning either of these."
"Is that strong for a Giga Program?"
When comparing it to something like Karma Manipulator or any of the Giga Types.... no. Not really.
Class Master would be worth, at most, +295 MB (+100 MB from the Soul and +195 from the Style)
Karma Manipulator is worth, at most, +590 MB (If the User chooses to inherit Neutral Karma as their second)
Giga Attack is worth +280 MB in just Effects, plus an Unavoidable Attack
Giga Defense is worth +420 MB, plus brief invulnerability
And I could go on, but you get my point.
Yes, Class Master belongs to one of my Navi's (Feint). Yet I still made it significantly weaker than most Giga-Progs (and about on par with others). I know you people, trying to accuse me of attempting to break the system I just made >=|
"Doesn't this whole system make Karma Manipulator insanely powerful?"
It's already insanely powerful.
If a KM Navi decides to go Chip-Based, then it'd be a little uncomfortable to watch, yes, but it's really not as bad as a Neutral+Light on the Custom-Based Template. In fact, only a fraction of Neutral/Light Karma's MB Worth is ever available to it's User at one time, with the Chip-Based System, whereas the full value of it is passively available to a Custom-Based Navi.
That being said, a Chip-Based KM Navi is actually less scary than a Custom-Based KM Navi.