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Post by B.o.B. on Sept 29, 2014 20:52:10 GMT -8
V1 Approved (Phenoix || 06/16/14)
V4 Approved (Warrior || 10/04/14)
V6 Approved (Phenoix || 12/10/14)
Navi & RP Information
[TITLE: DREAM DESCENDER]
Navi Name: B.o.B.exe
Operator: GUY
Appearance: B.o.B. stands at 182cm(or 6ft). Its head is simple and smooth. A round top and an angular point for a chin covered in a black face plate. The body seems to be that of a grey NormalNavi, but the arms are strangely asymmetrical. The right arm, a bulky black gauntlet with pulsing orange fingertips. The left arm is a slim white contraption with glowing blue rings at the shoulder and wrist. At the base of the left arm several deft mechanical fingers are attached.
Personality: Much like the personality of its operator B.o.B. is quite lazy and will only take action when it takes interest in a specific thing. At which point it becomes consumed in identifying, deconstructing, and analyzing that specific thing. Too bad it only seems to be interested in bizarre things, like how the grass is rendered, or how a virus acts a certain way, or how a specific lock works. When not obsessing over a specific topic B.o.B. will practice his hobby of making things. From simple rock blocks to complex statues, whether what it makes is garbage or a masterpiece is dependent on the materials and B.o.B’s mood. B.o.B. does not communicate much with others. When it does it usually only replies with simple Y/N displays from its face plate without making a sound. On the off chance it does talk it is usually short concise sentences. When B.o.B. is intently focused on something its eyes will flicker on, otherwise there is usually know expression on its face plate as it constantly observes its environment. B.o.B loves to take things apart to see how they tick on the inside and then try to recreate/put back together the original. Often times it is not so successful at the second part which can usually lead to it making others quite irate and anxious when dealing with it. However the more B.o.B. destroys the more it learns and sooner or later it begins to improve on the originals Maybe one day B.o.B. will meet someone who appreciates this talent.
Background: B.o.B stands for Build or Break. A program originally designed for compiling large amounts of code. B.o.B. was imprinted as the base for a Navi by its operator to help with his work by compiling code faster. Guy took the terms to build or break code literally and developed a function for B.o.B. to be able to learn by destroying and recreating data. With this function B.o.B was able to learn to create more ways for the both of them to do less work and do more of what they enjoyed together.
Story Inventory: Nightmare Trinket(Shard of Truth) x6(B.o.B., Mirror, Golem, x3 Pheonix) A mysterious object that glows with a dim red light. Unusable in its current state, but perhaps if more were gathered...? 1 Golden Pinion B.o.B. got this from a navi of justice named Phoenix, not sure what it does, or if it even does anything at all...
What B.o.B. does/happens to B.o.B. color=7ec7ff What B.o.B. Thinks/ attacks and skills referred to by name color= 0090ff B.o.B: ffbf00"What B.o.B. Says" color= ffdc73 What B.o.B. Displays on its face plate/B.o.B.'s own HUD color= ff4900
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Post by B.o.B. on Nov 12, 2014 13:16:48 GMT -8
Statistical Information Version / Experience:
Version: 7
Experience: 4382 Funds
Zenny: 1747
Bugfrags: 32
Type: Intel Type 4.25x exp/ 4.1x zenny +25% EXP Intel Type +10% Zenny Zenny Crest +150% EXP/Zenny Giga Resource +150% EXP/ Zenny Collector's Eye +1 Total Attack +1 Max CD every even Version (2, 4, 6, etc.) +2 Program Slots +1 Use to a single Hyper Attack or Dark Chip Variable Enhancement Passive Effect: Upon entering a battle, gain one special property depending on your Opponent(s) Vs Attack Types: +5 Armor per Version Vs Defense/Support Types: +5 Damage per Version Vs Recon Types: One Attack becomes Unomnidodgeable (Once per Battle) Vs Intel Types: Negate one Hyper Attack or Dark Chip (Once per Battle) Vs Normal Types: EXP Gain increased to 150% Vs Resource Types: +1 Chip usable per battle
Karma: 0 - Neutral
Elements: Lv.5 Normal (1 floating element) Lv5: +400 HP. +40 Damage. +1 Program Slot.
--Net Strengths: - --Net Weaknesses: -
HP: 2850 +400 from normal element +400 from Life force program +300 from Omni-Unit +150 from Bronze Cross Emblem +600 from version
Armor: 0
Regeneration: 150 +50 Regenerator Program +100 Omni-Unit
Natural Avoid: Dodge 4 Turn CD -1 CD Deft Movement Program
Base Damage: 345 B.o.B.'s Emblem +20 Damage +40 Power up program x2(Rose Quartz) +30 from Omni-Unit +40 Normal Element +15 from Bronze Cross Emblem +60 from version
Attack Slots: 3(+1 First Turn) +1 from Version
Skills 7/8
Waste not, Want not – Support Type B.o.B. loves to take things apart to see how they tick, but he is also very organized and hates wastefulness. Skill Effect: -B.o.B starts the battle with 3 Mtrls -B.o.B gains 1 Material whenever it or it’s enemy destroy any of the following: -An Object -A Clone -B.o.B can expend these Mtrls as an alternate resource for his active skills -B.o.B. can carry a max of 5 Mtrls at once, and use a max of 4 per turn Passive
Command Order-Build Barrier -- Defensive Using acquired material B.o.B. makes an object on the field while holding out his left arm. While they vary in shape and size they usually end up the same. Skill Effect: -B.o.B. Creates an intercepting Object on the field -The Object has 200 HP+(Version x 20) -Build Barrier gives B.o.B. and its objects 10 armor while on the field -When the Object is destroyed, it does not grant B.o.B any Mtrls -This skill cost 1 Material to use. Active (3 uses x Battle)
Command Order-Construct Cannon -- Offensive B.o.B. has learned the secret to making mildly complex machinery, B.o.B. creates an object on the field that fights back. Skill Effect: -Creates a 200 HP+(Version x 20)HP object that can't be used for avoidance. -The object will perform each turn it lives an un-aimed, auto-attack, for (Version x 30) damage at a target of its owners' choosing. -Construct Cannon gives B.o.B. and its objects +10 attack while on the field. -When the Object is destroyed, it does not grant B.o.B any Mtrls -This skill cost 1 Material to use. Active (3 uses x Battle)
This could use an upgrade -- Support After taking things apart B.o.B. likes to make a better version of it. Skill Effect: -By expending 2 Mtrls, B.o.B. can destroy a single object/clone (does not generate Material) and recreate it at x(1+(0.1 x V))HP (Can not effect enemy objects/clones) -Objects/Clones created this way are under B.o.B.’s command and do not create Mtrls when destroyed. -An object can be upgraded a maximum of 2 times
Learn to recycle – Support B.o.B.’s creations usually can be salvaged and recycled. Skill Effect: - Every 4th object made by B.o.B. can be recycled for 2 Mtrls when destroyed. Passive
Built to Last – Support B.o.B.’s creations are made to last as long as possible Skill Effect: -B.o.B.'s objects are each immune to one destroy effect per battle. Passive
Always watching, always learning-Offensive B.o.B is constantly and patiently observing its surroundings at all times to analyze the data around it. The longer a battle goes on the more B.o.B. begins to discern an opponents composition and code to better dismantle it. Skill Effect: -On the first successful hit made by an opponent on B.o.B. the opponent gains one stack of AnlyzdCmpstn(this does not effect Navi's with an affinity for the Bug element because of their chaotic data structure). -AnlyzdCmpstn causes no damage and does not cause any status effects. -Every 2 turns after that the opponent gains 1 more stack of AnlyzdCmpstn. -The maximum number of AnlyzdCmpstn is 5. -When an opponent reaches 3 or more stacks of AnlyzdCmpstn the way B.o.B's break attacks effects them changes. -The opponent may at any time remove 1 stack of AnlyzdCmpstn per turn . If they do, they suffer -1 attack slot for 2 turns. Passive
Attacks 26/25 Max CD +6 Version +3 Intel Type +3 Upgrade Pack +3 Omni-Unit
12/18 Total Attacks
Regular Punch! Attack Range:C, Element:Normal B.o.B. just punches! Attack Damage: (BaseDmg-(40aimers)CurrentTotal= 305 Dmg Attack Effects: -Undodgeable -Breaks Shield
Regular Kick! Attack Range:S, Element:Normal B.o.B. just kicks! Attack Damage: (BaseDmg-40aimers)CurrentTotal= 305 Dmg Attack Effects: -Undodgeable -Cuts Aura
Build: Crash Shot Attack Range:S, Element:Normal B.o.B. shoots material out of his left arm that builds itself into a large bulky stone cube. The cube continues to hurl itself towards the target. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: If avoided creates a 100HP stone cube on the field. Also has breaks shield and cuts aura. 2 Turn Cooldown
Build: Giant's Uppercut Attack Range: C Element: Normal B.o.B. throws a left uppercut, but its is a feint! As a gigantic fist rockets out of the ground to punch the opponent. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: If avoided creates a 100HP stone fist on the field. Also has breaks shield and cuts aura. 2 Turn Cooldown
Build: Shackle Shot Attack Range: S Element: Normal B.o.B throws out a string of data, just before hitting the opponent the data builds itself into a shackle that tries to bind the opponent. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: If hits, creates a 100HP Shackle on the field. With the following effects: As long as the Shackle stays on the field the opponent has -1 AS. 2 Turn Cooldown
Build: Dead Weight Attack Range: C Element: Normal B.o.B. strikes the opponent, while also shifting the ground to wrap around and weigh down the opponent. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: If hits, creates a 100HP Weight the field. With the following effects: As long as the Weight stays on the field B.o.B.'s attacks can gain undodgeable(if the attack has two aimers one must be switched out to gain undodgeable) 2 Turn Cooldown
Build: Remote Scanner Attack Range: S Element: Normal B.o.B. sends two shots, one bright and flashy, the other more discreet. Sending out a scanner onto the battle field. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: Regardless of success creates a 100 HP Scanner on the field. With the following effects: So long as the scanner remains on the field B.o.B. gains 1 AnlyzdCmpstn every turn. 2 Turn Cooldown
Build: Back Up Blaster Attack Range: S Element: Normal B.o.B. shoots into the air a sting of data. A downpour of tiny BackUp blasters rain down and attach themselves to B.o.B. and its tools. Attack Damage: (BaseDmg-(50effect+40aimers))+30CD)CurrentTotal= 285 Dmg Attack Effects: Regardless of success creates a 100 HP BackUP Blaster on the field. With the following effects: As long as it is on the field B.o.B. and its objects gain +10 damage(if the object does not attack then instead it gains a 10 Damage counter when hit max 1 time per turn) 2 Turn Cooldown
Break: Hammer Attack Range: C, Element:Normal B.o.B. smashes a target with its right arm aiming to dismantle and destroy it. Attack Damage: (BaseDMG-70), CurrentTotal= 275 Dmg Attack Effects: Deals 200% damage to Objects/Clones, but 50% damage to navi’s. If an Object/Clone is successfully destroyed this way it generates 2 Material instead of 1. Order-Break also has breaks shield and cuts aura With AnlyzdCmpstn B.o.B. has begun to understand the very data composition of its opponent and begins to be able to deleting away parts of the navi with the touch of its right hand. Attack Effects: -At 3 AnlyzdCmpstn Order-Break no longer does 50% damage to the navi with AnlyzdCmpstn. Additionally every successful hit on the navi will generate 1 Material. -At 5 AnlyzdCmpstn Order-Break begins to do double damage to the navi with AnlyzdCmpstn. Additionally Order-Break gains "Ignores Armor"
Break: Shot Attack Range: S, Element:Normal The palm of B.o.B.’s black gauntlet opens up and propels an orb with an orange aura at the target. Attack Damage: (BaseDmg-40), CurrentTotal= 305 Dmg Attack Effects: Deals 300 %damage to Objects/Clones and 25% damage to navis . Break Shot also has breaks shields and cuts aura. With AnlyzdCmpstn B.o.B. after analyzing its opponent is now able to actively predict its opponents actions and skills. Attack Effects: -At 3 AnlyzdCmpstn the negative portion of this attack is changed to 50% and may remove one aimer to add undodgeable when targeting a navi with AnylzedCmpstn. -At 5 AnlyzdCmpstn Break Shot removes break shots negative portion and give 2 mtrls when hitting a navi with AnylzedCmpstn.
Break: Wave Attack Range S, Element: Normal B.o.B. Smashes the ground with its right fist sending out a massive pulse wave of orange destructive energy. Attack Damage: (BaseDmg-50-50-20-80+30)CurrentTotal= 175 Dmg Attack Effects: Hits all, destroys Objects and clones 2 Turn Cooldown With AnlyzdCmpstn B.o.B's understanding of its opponent now lets it tear away its opponents defenses. Attack Effects: -At 3 AnlyzdCmpstn Break Wave gains when hit gives -25 armor for 2 turns. -At 5 AnlyzdCmpstn Break Wave gains double its armor shred at 3 AnlyzdCMpstn
De-res and delete Attack Range:S, Element:Normal Only used as the final measure when fighting an opponent. B.o.B. charges a destructive aura in its right arm. When ready a massive beam of orange energy shoots out from the palm of B.o.B’s gauntlet. Burning up all Mtrls B.o.B. has and deleting everything in its path. After B.o.B.’s right arm shuts down to recharge. B.o.B. dislikes this attack and finds it extremely wasteful. Attack Damage: ((BaseDmg-40+150)x6.25),CurrentTotal= 2844 Dmg Attack Effects: All material in B.o.B’s possession is lost. All objects under B.o.B.’s control are deleted. Deals 200% to navi’s, breaks shield and cuts barrier/aura. After use all attacks with “Break” in their name are locked for 2 turns. 5 Turn Mandatory Charge, 5 Turn Cooldown With AnlyzdCmpstn At this point B.o.B. completely understands the inner workings of its opponents data composition inside and out. At this level of understand the feeling that B.o.B. has towards its opponent is now that of total affection and love. By using this attack now B.o.B. is extremely distressed, but sometimes it is the only way and it isn't an option to be deleted. Attack Effects: -At 3 AnlyzdCmpstn DnD no longer deletes all objects under B.o.B.'s control -At 5 AnlyzdCmpstn gains cannot be naturally dodged, if opposing navi is below 50% maximum HP when hit, only half of B.o.B's Mtrls are lost.
Hyper Attack
The artist strikes the stone, rise of the statuary garden... B.o.B. strikes the ground and artifacts of the past rise again... Base Damage: 200+(20 x Version) High Tier Effects: -Hits all -If hits, All objects that have been destroyed are recreated at the end of the turn under B.o.B.'s control. -All objects on B.o.B.'s field are immune to destroy effects for 1 turn. Usable 2x per Battle 5 Turn CD (Shared with other Hyper Attacks)
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Post by B.o.B. on Nov 12, 2014 13:18:53 GMT -8
|Navi Customizer|
Program Slots: 10/12
Defensive Programs Installed:Alpha BarrierPassive programNegates the first attack the user would take each battleDeft MovementPassive ProgramUser has -1 CD to one Natural Avoids Offensive Programs Installed: Power UpPassive Program+40 DMG Supportive Programs Installed:Life ForcePassive Program+400 HPElemental ExpansionPassive Program+1 Element Level.Folder ExpansionPassive ProgramUser has +2 battle chips usable per battleUpgrade PackPassive Program.+3 Max CD.Omni Unit SPPassive Program.Mega Program. HP+300 DMG+30 +1 Attack Slot on first turn +3 Max CD +100 Regen +1 Element Level.Regenerative Programs Installed: RegeneratorPassive ProgramUser regenerates 50 HP per turn
Hidden Programs Installed: 1/2Collector's EyePassive ProgramThe holder of this program gains 150% EXP/Zenny from all battles.
Giga Programs Installed: 1/1 Giga ResourceThe heart of the resource Navi, synthesized.Navi gains EXP/Zenny at a rate of 150%, has +1 program slot, +1 accessory slot, +1 crest slot, +1 hidden program slot. Navi can equip a third Mega Program.
Chips Folder Total Chips usable per battle 7 Total Mega Chips usable per battle 3 Total Giga Chips usable per battle 1
Chips: [N/A]
Mega Chips :
Mega Chip Command Order: Mirror Charge Range: ?, Elemetn: ?MirrorMan's signature attack, as B.o.B. understands it! He uses the power of one of the opponent's attacks against them!Attack Damage: 150 Dmg Attack Effect: -Any attack that has previously hit B.o.B, or been blocked by a barrier/aura/shield, but NOT any attack that has been avoided, can be selected as the template for Command Order: Mirror Charge -Element and Range are taken from this attack -Any TWO Aimers are taken from this attack
Giga Chips: Giga Chip Command Order-Emulation Build: BosDrone-B.o.B. encountered a vile arachnid once, after defeating it B.o.B. learned to make an effigy in its form.Special Emulation Skill: -Creates a (Version*100) object that can't be used for avoidance. -The drone will perform each turn it lives an un-aimed, auto-attack, for (Version*20) damage at a target of its owners' choosing. -Upon deletion the drone explodes. Causing a breaks unbreakble shields, hits all, attack for (Version*100) damage. [x1 use]
Accessories and Crests
Accessories: 3/3
Rose Quartz Star of AbilityA shining star forged of rose quartz, sparkles with an otherworldly power ☉ One Program has double its stated effects, if applicable ☉ Clarity: This causes to program to act as if you had two of them equipped ☉ This is incompatible with Hidden, Mega, or Giga Programs. Note that Uses are not Effects
Power Up Passive Program +40 DMG NPC Value: 10,000z Rose Quartz Cross of Ability A shining cross of rose quartz, emanates a powerful force. ☉ +2 Program Slots NPC Value: 10,000z
Emerald Star of VirtueA shining star forged of emerald, sparkles with an otherworldly power. ☉ One Attack strikes an additional time at no cost, regardless of Cooldown or Charge (2 Turn CD) NPC Value: 10,000z
Ruby Star of the Flame (Not equipped) A shining star forged of ruby, sparkles with an otherworldly power
☉ +15% Base Damage
NPC Value: 10,000z The bronze cross of the all-around fighter; enhances offensive and defensive capability. DMG+15, HP+150.
Fortune Badge A special award for the greatly fortunate. Grants additional funds to the holder. Raises Zenny earned from battles by 10%.
Halo of Glory A halo-like mark endowed with the glory of the Gates of Fortune. While equipped, the user gains the following skill:
Halo Barrier Support A barrier of empowering and protective light derived from the Halo of Glory. Creates a barrier with 300 HP. Does not "deflect" damage, but rather reduces damage taken by the barrier's current HP. The Halo Barrier regenerates at the start of every odd-numbered turn and cannot be summoned otherwise. While active, the user gains the following: ☉ Recover 200 HP/turn ☉ Deal +20 DMG to the final total of all attacks ☉ +1 attack slot/turn The Halo Barrier cannot be augmented/chained into directly by outside effects. If broken on the same turn that it is summoned, the previously mentioned effects do not take place. The Halo barrier can be protected along with its user via avoidance skills, but the Halo Barrier takes damage before all forms of damage reduction take place. Unavoidable damage is not effected by the Halo Barrier, and does not effect the Halo Barrier.
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Post by B.o.B. on Nov 12, 2014 13:19:43 GMT -8
Achievements Magnet Gold Lv.6 Gate Bronze Lv.2 Number Gold Lv.4 Yamamoto Silver Lv.5 King Gold Lv.4 Pharoh Bronze Lv.4 Snake Gold Lv.3 Judge Gold Lv.5
Total Lv.33
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Post by B.o.B. on Dec 6, 2014 22:49:42 GMT -8
B.o.B. has been growing fast!!!! and it needs some re-approval!!! changes made are noted with * Phen@theremnantsoul ShastWackoguyI forget who else does stats.
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Post by Phen on Dec 8, 2014 10:06:06 GMT -8
its becoming too easy for you to analyze people's composition. I think we're due for some tweaks on the skill itself. Namely, In addition to the opponent taking -1 attack slot for 2 turns, they also stop you from gaining additional analysis on them for one turn. This will allow you to keep your attacks that generate it but provide more meaninful counterplay on the opponent's part (as is, they can remove one and then just have it reapplied instantly. Also when they hit 5, BoB doesn't start his count for gaining them until after they go below 5.
More notes to come, thats the big one im noticing and i have noticed from watching battles.
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Post by B.o.B. on Dec 8, 2014 10:46:57 GMT -8
Also when they hit 5, BoB doesn't start his count for gaining them until after they go below 5. Not sure what that means.
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Post by Phen on Dec 8, 2014 10:52:12 GMT -8
basically when they hit 5, then you don't start counting down for gaining another until they go below 5. Since it triggers a gain every 2 turns, when they hit 5, you stop gaining it. this stops things like "you removed it at the wrong time and now you have 5 again right after you took one away."
After they hit 5, you stop getting more, you don't start the count to get more until they drop below 5.
Bob: Count 1 Bob: Count 2. gain. Total: 3 Bob: Count 1 Bob: Count 2. gain. total: 4 Bob: Count 1 Bob: Count 2. gain. Total: 5 Bob: Count 0 Bob: Count 0. Opponent goes to 4 from attack slot sac. Bob: Count 1 Bob: Count 2. Gain. Total: 5
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Post by B.o.B. on Dec 8, 2014 10:54:09 GMT -8
That still looks to me how it is now because the -1 Ac happens as soon as they decide to sac the as not after the 2 turns is up.
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Post by Phen on Dec 8, 2014 11:06:20 GMT -8
Allow me to re-clarify with more detail.
Analyzed Composition hereby abbreviated with AC.
Battle start.
T1 Opponent hits bob. AC: 1
T1 Bob's turn.
T2 Opponent's turn. AC 1
T2 Bob's Turn.
T3 Opponent hits bob. AC: 2
T3 Bob's turn.
T4 Opponent's turn. AC 2
T4 Bob's Turn.
T5 Opponent hits bob. AC: 2
T5 Bob's turn.
T6 Opponent's turn. AC 2
T6 Bob's Turn.
T7 Opponent's turn. AC 3
T7 Bob's turn
T8 Opponent's turn. AC 3
T8 Bob's turn.
.......
T11 Opponents turn. AC 5
T11 Bob's turn
T12 Opponent's turn. AC 5
T12 Bob's turn
T13 Opponent's turn. AC 5
T13 Bob's turn
T14 Opponent removes 1 AC, Has -1 attack slot for 2 turns. AC 4
T14 Bob's turn
T15 Opponent's turn. AC 4
T15 Bob's turn
T16 Opponent's turn. AC 5
T16 Bob's turn.
T17 Oppoennt's turn. Opponent removes 1 AC. Has -1 attack slot for 2 turns. AC 4
T17 Bob's turn
T18 Opponent's turn. AC 4
T18 Bob's turn
T19 Opponent's turn. AC 5
....etc.
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Post by B.o.B. on Dec 8, 2014 11:19:08 GMT -8
I still don't really see the difference, also they stack on my turns not the opponents. Too confusing to make the opponent have to keep track of it themselves
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Post by Phen on Dec 8, 2014 11:54:09 GMT -8
the difference is that if it starts on an odd turn, and they remove it on an even turn, then their next gain for AC would normally be the following turn, where in the case I gave it instead happens on the next even turn.
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Post by B.o.B. on Dec 8, 2014 11:57:39 GMT -8
Got it, so how do you want me to word it so that it has that stipulation?
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Post by Phen on Dec 8, 2014 12:30:16 GMT -8
Wording: BoB stops gaining AC once he hits maximum. If his AC falls below maximum, he begins gaining AC at the normal rate again. (This wording stops the turn count for gaining AC as soon as you hit 5. and then restarts it when you go below that)
Notes on attacks:
General: You only get one instance of each augmenting effect per 8 max cooldown you have. you currently have far more than that (all of your attacks which require AC to use have CBC/CBI)
Break: Punch needs a cooldown, or you can move that effect that gives +1 AC elsewhere, to an attack that does have a cooldown.
A few of your attacks mention "The negative portion of this attack". what exactly does this mean? Also, the attacks with a duration on their damage modification can just do so passively, which makes it less confusing.
Break: Wave needs to reduce its AC bonus to -25 Armor.
All of your Build Commands should be changed so that objects created through them have the listed abilities instead of the attack granting them, this helps with memory issues when you use your Hyper attack. Ex: Shackles would say "Create a 100 HP object with 'As long as this object is on the field, the opponent has -1 attack slot'"
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Post by B.o.B. on Dec 8, 2014 12:50:24 GMT -8
General: You only get one instance of each augmenting effect per 8 max cooldown you have. you currently have far more than that (all of your attacks which require AC to use have CBC/CBI) I have 26 cd so 3 instances of cbc and cbi matches upA few of your attacks mention "The negative portion of this attack". what exactly does this mean? Also, the attacks with a duration on their damage modification can just do so passively, which makes it less confusing. I don't know ask Rem he made me word it like thatChanges made
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