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Post by Phen on Jan 9, 2016 20:20:14 GMT -8
For any with additional questions regarding Reborn Remnants. Please post them here, one of your hosts will get to it as soon as they are able.
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Post by Wackoguy on Jan 16, 2016 5:51:39 GMT -8
Hmm...the +10 armor that begins at the start of your offensive phase looks a little odd, word-wise.
But that's the same as it rolling through to defense,no?
Just an inquiry.
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Post by Deleted on Jan 16, 2016 9:51:26 GMT -8
It was supposed to be worded as "next Defensive". Just got done fixing that -- nice catch
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Post by Deleted on Jan 16, 2016 10:50:03 GMT -8
Also I'm gonna lay out the details of Status Effects in here, just in case it's ever brought up.
1 - Status Effects of all kinds occur in the afflicted navi's Supportive Phase (unless a Force Action or Disable states otherwise)
2 - Status Effects of all kinds stack with themselves and others (unless specified otherwise)
3 - Status Heals remove all instances of a Status Effect. This means they can effectively cure them before they begin (since Status Heals can be used in the Defensive and Status Effects don't take effect until the Supportive) and that you only need to spend one status heal to remove all statuses of the same name rather than per affliction
4 - In the case of Forced Actions or Disables that occur in the Defensive (ie: "must use a Dodge" or "can't use dodges"), after removing the first instance of the effect, you become immune to it for the rest of your defensive phase (this is to prevent too much pressure from spamming those types of attacks)
5 - Status Effects of different names (even if similar or congruent in nature) are considered "different" for the purposes of Rule 3. Unnamed status effects take on the name of the attack that inflicted them.
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Post by ~Divine|<3|Heart~ on Jan 16, 2016 18:33:14 GMT -8
I am very interested in this program, so I have a lot of questions since something like this was something I was working on in the forums non-custom stats.
What are the limitations when you say "split stats?" Does that mean distribution of attack, armor,other capabilities?
Also, does this include elements that can possibly be given individually among characters and possibility of individual Type builds?
I guess the general question would be would points be split between the Navis in question?
Also, would those Navis be able to intercept for one another or even interact with each other in other ways?
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Post by Deleted on Jan 16, 2016 20:46:17 GMT -8
They can intercept for and interact with each other.
The rest is: "do what fits them", but their combined stats (everything) can't be more than what a singular Navi would have had.
One can have 900 hp and the other have 100. Or it can just be 500 and 500.
One can have the skills and Skill uses and be Support5 with the (functional) "revive ally" ability, the other can have the attacks and AP bUT no types. Or they can split it evenly.
Split it up as desired, the only rules are 1: only between two navis, 2: can't surpass singular navi stats, 3: staff can deny anything that they feel is a potential exploit.
It costs the Equipment Slot, but you benefit because they can intercept, the battle doesn't end until they both die (unless you'd prefer it otherwise), and you get flavor.
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Post by ~Divine|<3|Heart~ on Jan 19, 2016 6:30:58 GMT -8
Thanks, Remmy. That narrowed down the templates I made.
Asking about this now:
[Build Hyper] [Fills 2 Equipment Slots] [Gain an Advanced Form (Rules in next section)] Cost: 2,000z
I've noticed that this can be equipped multiple times. About that...
Does that mean you can have multiple Hyper Form types (Ex: Style Change & Alternate Form) or that you can build up on one form using one program?
Also, for Hyper Forms, what is the base duration before adding effects?
For Alternate forms, when you mention change in statistical benefits, does this mean your stats change (Armor > Attack) or something such as special properties when changing elements? If properties change upon change of type, does this also means that the effects of that type change? (Example: Warrior Spirit > Paladin Spirit)
Also, upon using a Power Up to engage these special forms, does it cost a Power Up to disengage these forms as well?
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Post by Deleted on Jan 19, 2016 8:00:11 GMT -8
It can in fact be equipped multiple times to have multiple Hypers. Equipping two will not enable you to make "one super powerful Hyper", though.
Hypers themselves can be anything you want and ate totally free form. Kman made a Hyper Attack, but Hyper Forms and Custom Systems work as well. This essentially allows you to create your own Power Up mechanic for your Navi.
No base duration, no specifics on anything. It's just approved on case by case, so basically, you do you and will make sure it's balanced.
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Post by xoDeathy on Jan 20, 2016 8:01:52 GMT -8
Some quick questions before I request approval:
1) Attack Points Is there a pool of them that you hold onto or do they reset every turn?
2) Puppet Master Program a)When it says "at will" does that mean that at the beginning of my turn, I can summon it, have it attack, and then at the end of my turn, dismiss it? b) Does dismissing and then resummoning cost a Skill use?
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Post by Phen on Jan 20, 2016 10:38:50 GMT -8
You hold on to them, theres no max. If you don't spend some in a turn, they carry over to the next.
At Will Means At Will, being whenever we want.
No
(We Know)
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Post by ~Divine|<3|Heart~ on Jan 21, 2016 21:45:59 GMT -8
Just a question about this program:
Not sure I understand this program. Since you can get almost any elements for a NetNavi, then how does this work? Do you get to keep more than one Special Property in the case of using this program? Also, doesn't this still mean you get the Elemental Strengths and Weaknesses as well?
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Post by Deleted on Jan 22, 2016 18:54:19 GMT -8
Pretty much exactly how you assumed. You keep another Special Property and strengths/weaknesses.
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Post by ~Divine|<3|Heart~ on Jan 23, 2016 1:50:41 GMT -8
Attacking Summon - Costs 2 Skill Uses. Otherwise the same as a Basic Summon except that it can attack and does not have an innate passive effect. (Objects have 5 Attack Points and can either A: use the owner's attacks that it can afford or B: use its own attack, created upon making this skill). (* Generic Upgrades: +5 AP, Can create another unique attack for the object, same as Basic Summon)
Although this is just like Basic Summon, I am not sure about one or two things. One thing is will the Unique Attack count against the user's attack total? Also, will it be based off the user's stats entirely such as their AP Maximum that is allowed to them in order to determine the amount of damage and effects?
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Post by Deleted on Jan 23, 2016 1:59:33 GMT -8
Doesn't cost against attack total. Assumes the object has 10 Power and does not share any special effects with the user (like Intel's utilities).
There's really no such thing as "Max AP".
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Post by ~Divine|<3|Heart~ on Jan 23, 2016 5:48:38 GMT -8
If an Object-based skill Levels up using a "Power Up" when a Summoned Object of that skills is out on the field, does that Object gain the Lv. Up effects immediately or when it is used another time?
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