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Post by Phen on Dec 9, 2014 9:35:44 GMT -8
I think I know what war was going for there (each time you use it it gets weaker vs navis for the turn) But its both a bit confusing and functionally negligible unless he intended for it to reduce ALL your damage to navis by that amount, in which case it'd be silly. Simply change those attacks to say "This attack deals X% damage to Objects and X% Damage to navis." Where X are the already stated values.
Sorry about bad math, headspace wasn't perfect yesterday.
Break: Punch Still needs to have a cooldown or have the AC generation effect moved to an attack that does have a cooldown.
Also 0 Turn cooldown means x1 use per turn.
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Post by B.o.B. on Dec 9, 2014 17:57:12 GMT -8
I think I know what war was going for there (each time you use it it gets weaker vs navis for the turn) But its both a bit confusing and functionally negligible unless he intended for it to reduce ALL your damage to navis by that amount, in which case it'd be silly. Simply change those attacks to say "This attack deals X% damage to Objects and X% Damage to navis." Where X are the already stated values. DoneSorry about bad math, headspace wasn't perfect yesterday. Will you math check my attack damages please? lolBreak: Punch Still needs to have a cooldown or have the AC generation effect moved to an attack that does have a cooldown. DoneAlso 0 Turn cooldown means x1 use per turn. I am aware
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Post by Phen on Dec 10, 2014 13:27:19 GMT -8
your damages look fine I think, tired again today so its hard to tell without going deeper than im currently willing. I suspect your math is correct however.
You're good to go as far as im concerned
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Post by B.o.B. on Dec 10, 2014 13:33:34 GMT -8
Cool beans, will you throw up your approved stamp in my first post and then clean out the thread? pretty please?
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Post by Genesis on Dec 18, 2014 12:22:56 GMT -8
Before that I'd also like to point out that if you have 1 Element Level floating around, you can actually just put it to use right away instead of just leaving it there.
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Post by B.o.B. on Dec 21, 2014 12:58:56 GMT -8
I don't know what to do with it yet so thats why it is floating around
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Post by Deleted on Jan 14, 2015 22:34:58 GMT -8
Exp / Zenny Ratios - They actually stack multiplicatively. No need to do a retroactive fix, but just keep that in mind from now on:
Exp = 1.25 x 1.5 x 1.5 Zenny = 1.1 x 1.5 x 1.5
So Total Exp Gain is 281% And Total Zenny Gain is 247%
Elements - Gotta apply that floater somewhere.
Command Order-Build Barrier - The Formula for Object HP is (200 + (20 per Version Up)), meaning v1 doesn't actually count. The simpler formula to use is 180 + (20 * v), so used that one instead.
- This object would have 300 HP
- Bob's almost reached "that version". If you want, you can take off the number of uses per battle (meaning it can be used any number of times in battle) and make it cost 2 Materials to summon the object instead.
- The Material usage cap on his first skill will prevent abuse, but this change will give BoB greater longevity than before. He'll be more susceptible to Bursty Navis if you go this route, though. Undershirt / Alpha Barrier help to defend against that somewhat at least. Again, this change is optional.
- In terms of creating a more powerful defensive ability: consider creating skills that can augment or buff the object summoned at some point. I'm sure you've noticed your objects being much less reliable against higher versioned opponents, and it only gets worse with "Base Power Objects". If you want a reliable defense to stay reliable, you'll have to dump a lot of resources into it, and that will almost always require you to dedicate multiple skills to strengthening the one defense.
- On that note, focus less on overcoming "Hits All" or "Cannot be Intercepted" or "Destroys Objects", but think of ways BoB can have more resistance to them. "Ignores (Hits All // Cannot be Intercepted // Destroys Objects)" is probably the first thing that comes to mind, and without a doubt far too strong (even if it costed an entire skill). So think of smaller steps to accomplish the goal. Maybe Bob and Objects can gain Armor while he has a lot of them on the field? (This would make Hits All less threatening to you without flat out ignoring it / closing out your "weakness", which is important for you to have). Or maybe you could punish enemies for using these types of attacks with a counter of some sort (or a powerful buff to BoB whenever an opponent blows up one of his objects). These are things to consider; there are more ways to protect your objects than flat out making them top tier (which is normally the first thought anyone would think of), so be creative.
Command Order-Construct Cannon - The HP should be 270 + (30 * V)
- Damage iiiis... We'll need specifications: "The Object automatically uses 'Cannon Blast' once per turn: (Cannon Blast || S-Range, Neutral Element || (30 * V) Damage)"
- It'd be helpful to format that like an actual attack right below this skill.
- Like before, you can remove the Limited Uses per Battle by making it cost an additional Material if you wanted to.
Built to Last - I inadvertently addressed this earlier in the Defensive Object above.
- Not sure if it was approved like this or not before, but it will need a slight powering down: "Bob's objects can each ignore one 'Destroys' effect per battle"
- Weaknesses are an important part of what makes this a game. While you're allowed to hinder opponents from capitalizing on that weakness, we rarely allow you to shut them out completely. At a higher version we can allow what you had before, but for now change it to this.
Always watching, always learning - Could probably use better wording, but it's fine.
Max CD - You're at 27 / 21 if I counted right, so gonna need to make some adjustments.
Damages - Your base damage is 335, but a lot of your attacks are calculated as if it were 345. So check that.
Crash Shot - Wording adjustment: "Breaks Shields, Cuts Auras. If Avoided, created a 100 HP, non-intercepting Stone Cube on the field."
- Similar wording for Giant's Uppercut.
Attack Object HPs - Crash Shot, Giant's UpperCut, Shackle Shot, Dead Weight, Remote Scanner, and Backup Blaster all need to have their HPs adjusted: "90 HP + (10 * V)"
Remote Scanner - ... I thought Analyzed Composition stacked on the enemy, not on BoB? What benefit does he get if he's inflicted with his own Analyzed Composition effect? Shouldn't it add to the victim's AnlyzdCmpstn stacks?
Back Up Blaster - The Non-Attacking Objects get a 10 Damage Counter, but what procs the counter? When they're hit? Destroyed? etc
If Avoided / Regardless of Success - You're allowed one of each of these, per 12 Max CD
- You currently have two of each, but your Max CD is only 21. When you reach 24 Max CD, then you can have a second of each.
Punch || Pinpoint Punch || Critical Strike - Again, need to know how BoB is spending Analyzed Composition if none of the stacks are on him before moving forward with these.
Hammer - Needs some form of Cooldown or Usage restriction Same for Shot
De-res and delete - Prolly needs to spend a minimum of 2 Materials as well (since the drawback is kind of moot if he just uses it when his hands are empty, lol)
Hyper Attack - Base Damage (after full calculation): 485
- That second effect. Jinkies. Clarify that it -doesn't- count upgraded objects, and maybe add a stipulation like... "if hits at least one target" or something. also clarify: "All objects up to this point in battle"?
- Final Damage: It's just easier to pay 25% for each effect, lol. So -20 -25% -25% = 465 -50% = 230 Damage.
BosDrone - Pretty sure this is a Mega Chip? I'll need to check.
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Post by B.o.B. on Jan 14, 2015 22:42:19 GMT -8
Talk to Raven thats how he told me they stacked for exp/zenny in the process of reading the rest
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Post by B.o.B. on Jan 14, 2015 22:58:34 GMT -8
Exp / Zenny Ratios Talk to Raven thats how he told me they stacked for exp/zenny
Elements -I know I just don't know what to apply them to yet
Command Order-Build Barrier I don't think I will get rid of the usage just yet but can I sack usages to make them more powerful?
Command Order-Construct Cannon Same as barrier
Built to Last Was approved by Phen like that
Max CD - well thats all messed up because of the absolute balance nerf -plus I think the actual max CD I am at is 24 Damages Again AB nerf
Remote Scanner I changed it to stack on B.o.B. awhile ago because I didn't want to have to make my opponents keep track of how many there were.
Back Up Blaster It would happen on hit
If Avoided / Regardless of Success Pretty sure I am at 24 max cd
Hammer - Needs some form of Cooldown or Usage restriction Same for Shot
Hyper Attack That was part of its point was that I could bring back previously upgraded versions of objects
BosDrone Nope GIga, it said so when the chip system was released
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Post by Deleted on Jan 14, 2015 23:19:34 GMT -8
Zenny/Exp -- I've been cheaped out for years! xD k no problem then
Element -- None truly compliment Objects (we almost made one that did though, but it was Hidden). Looking for Utility? Try Seeking. Raw Power? Fire, Metal, and even Wood are all great options. You can Element Adapter from/into whatever you need to keep the Element in character.
Command Order-Build Barrier -- You can sac base Uses, yeah. No suggestions this time; give it a shot and we'll see if the result works.
Built to Last -- Phen was obviously drunk xD - When you reach v10, you can change it back to how it was. For now, just keep it how i wrote up there
Max CD -- Gotcha gotcha.
Remote Scanner -- Mmmkay
REPEAT STRIKE -- Absolute Balance no longer reduces that CD there.
Back Up Blaster It would happen on hit
If Avoided / Regardless of Success- Good to go in that case
Hammer - Uh.... same thing as I said before
Hyper Attack - Gee willickers. Uuummm... hmm. - Make it "If Hits something" for sure then. And make it lock Bob's Material generation for like, the rest of battle or something. This is like a Full Synchro Skill on steroids (from a specific perspective), with a few heavy drawbacks attached xD
- At least make it greatly hinder his Material income. Could locks his Max Usable per turn / max "Holdable" to 1 for the battle, could lock his income altogether for a few turns, could make the revived objects only last for a turn or two, etc etc.
BosDrone - I see then.
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Post by B.o.B. on Jan 14, 2015 23:28:38 GMT -8
Element -- I want so badly for it to be spatial...
Command Order-Build Barrier -- I was thinking more HP and gaining armor
Built to Last -- Okey
REPEAT STRIKE -- I am aware, TBH I hate that sequence of attacks. I want to replace them but I don't know what with.
Hammer Those were my v1 attacks, they havent changed since the begging...
Hyper Attack - okey
I will make all the edits later, too tired and too afraid of messing up all the formating
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Post by B.o.B. on Jan 15, 2015 13:51:49 GMT -8
Element -- Still don't know, maybe break, but can I act as if its normal element?
Command Order-Build Barrier -- Added effects, wanted help scaling and possibly adding more health
Built to Last -- edited
REPEAT STRIKE -- Got rid of the hole set because I hate them
Hyper Attack - edited, except the material part, didn't know what to add
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Post by B.o.B. on Jan 15, 2015 13:58:11 GMT -8
Nevermind forgot about omni unit +CD Max CD is 24
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Post by Deleted on Jan 15, 2015 20:17:14 GMT -8
Element - Nah, Normal Element is already maxed. Would be smarter just to unequip one of your Element Adapters (or sell it back) and replace it with something else, hmm? =p
Build Barrier -- 30 Armor (V * 5) and it should be good to go. Same for Cannon.
Hyper -- Just add that they cannot be upgraded and do not provide materials when destroyed and it should be alright. "All" is a powerful word.
Hammer Attacks -- Mistakes during approval aren't uncommon (especially mine); I just get them out the door so you don't have to sit on them forever, then fix whatever issues may arise later. Typically, I try to avoid as many issues beforehand as I can, but that may have been one I neglected. The issue is merely it's spammability. Make it "once per turn" and it should be alright; wouldn't need to cost against Max CD that way.
Also it calls itself "Order Break" in the effects section xD
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Post by Deleted on Mar 28, 2015 18:13:59 GMT -8
Floating Element needs to be put somewhere. Or just unequip an Elemental Expansion, whichever.
For Construct Cannon, just verify that it's a Normal Element, S-Attack that's fired off.
Break: Hammer and Break: Shot -- Just add "Once per Battle" to each of these so it doesn't throw your Max CD over the top. Later on when your Max CD increases, we can put an actual number on these like 1 or 2 CD, but we'll see when the time comes.
Should be good to go after that then.
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