Post by Phen on Apr 5, 2017 22:56:00 GMT -8
UPDATE 7.1
We have an update for everyone, encompassing changes we've been making for some time, as well as some we've recently pushed forward. For ease of use, any currently approved navis affected by these changes will be re-approved at their next version.
Guide Changes
Omni Aimers
Raised to A-Tier (previously: B-Tier)
B-Tier Costs
Adding a B-tier effect adds 1 turn of CD, then every 2 additional B-tier effects adds an additional turn of cooldown (previously: Only applied highest Cooldown)
Advanced Skills
Added to Advanced Skill Guidelines: Only Staff Members may classify a skill as an Advanced Skill.
Element Adjustments
Blade's counter now Cannot be Intercepted by default.
{
Blade
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
Lv1: User's Counters still proc for 50% Damage against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
** Counter Attack properties: C-Range || Blade Element || Cannot be Intercepted
Lv2: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
Lv3: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +5 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv4: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv5: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
- User can assign an Aiming Effect of choice to their counters (Chosen upon trigger)
Skill Types || Skill ProgramsElements (+)
}
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
Lv1: User's Counters still proc for 50% Damage against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
** Counter Attack properties: C-Range || Blade Element || Cannot be Intercepted
Lv2: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters can be avoided as though they were unaimed attacks
Lv3: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +5 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv4: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
Lv5: User's Counters still proc against attacks that "Cannot be Countered"
- User's Counters gain +10 * V Damage per proc
- User's Counters can be avoided as though they were unaimed attacks
- User can assign an Aiming Effect of choice to their counters (Chosen upon trigger)
Since "Skill Types" (Offense / Defense / etc) aren't really a thing anymore, the "+1 Use to [Type] Skills" Programs have been consolidated to just "+1 Use to One Skill".
If you have:
Brute Force
Defender
Supporter
Swift Movement
or any Upgraded variant, change it to the equivalent variant of Skill Addition:
{
Variants (+)
}Skill Addition
Activated Program
+1 use to One Activated Skill when activated
⦗Uses per battle: 1/1⦘
Skill Addition ⇪ Zeta
Activated Program
+1 use to One Activated Skill when activated
⦗Uses per battle: 2/2⦘
Skill Addition ⇪ Delta
Activated Program
+1 use to One Activated Skill when activated
Can bypass the hardcap of specific skills
⦗Uses per battle: 1/1⦘
Note: The Omega Upgrade has been removed due to its nature. If you owned it before, you may claim any variant (including SP). That said, Skill Addition SP still remains available as the Mega-Upgrade of Skill Addition.
Activated Program
+1 use to One Activated Skill when activated
⦗Uses per battle: 1/1⦘
Skill Addition ⇪ Zeta
Activated Program
+1 use to One Activated Skill when activated
⦗Uses per battle: 2/2⦘
Skill Addition ⇪ Delta
Activated Program
+1 use to One Activated Skill when activated
Can bypass the hardcap of specific skills
⦗Uses per battle: 1/1⦘
Note: The Omega Upgrade has been removed due to its nature. If you owned it before, you may claim any variant (including SP). That said, Skill Addition SP still remains available as the Mega-Upgrade of Skill Addition.
Damage Programs
Power Up Kappa and Power Up SP were given buffs to compensate for the new Attack Guidelines. If you have either of these, update their effects to the ones shown in the spoiler below.
{
Power Up (+)
}Power Up ⇪ Kappa
Passive Program
User's Attacks have an additional 10% Base Damage Calculation
Power Up ⇪ SP
Passive Program
Mega Program. User's Attacks have an additional 20% Base Damage Calculation
Passive Program
User's Attacks have an additional 10% Base Damage Calculation
Power Up ⇪ SP
Passive Program
Mega Program. User's Attacks have an additional 20% Base Damage Calculation
Accessory Adjustments
Larger scale changes were planned that intertwined Crosses with "Achievement Crests", but whether or not they get put into effect is at the discretion of the remaining staff. For now, Aqua Star requires modifications to be inline with the new stuff and Peridot Accessories is temporarily unavailable. If you had a Peridot Accessory before, you can swap it for a HMD.
Dark Accessories are also given new conditions to remove their glitch -- this time it occurs mid-battle, so it's something you'll have to deal with in every fight. You are also allowed to unequip these now.
{

Aqua Star of Peace
A shining star forged of aquamarine, sparkles with an otherworldly power
° User has +3 Total Attacks

Crown of the Fallen Monarch
A powerful crown that darkens the mind....
° User is allowed one free dark-chip attack per turn
° Does not cost an Attack Slot or expend the Dark Chip's use
° Cannot be used if no uses remain of the desired dark chips
° Can only be applied to Standard Darkchips
° Glitch: User loses 5% of their Max HP per turn
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Crimson Flame of the Shadow Knight
A powerful pendant that drastically increases the user's defensive powers....
° User has +2000 Max HP
° Glitch: user deals -50 Damage with all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Ring of the Dark Adviser
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: User cannot recover HP by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Dagger of the Grim Heir
A dagger infused with the desires of a black heart that enables a greater extent of dark power....
° User's Dark Soul lasts +2 Turns
° Glitch: User cannot avoid incoming attacks and cannot be protected by allies
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Scepter of the Mad Harlequin
A sceptor comprised of the darkest desires of evil; drives the mind to greater reactivity.
° User gains +1 Use to All Avoidance Skills
° Glitch: User cannot reduce incoming damage by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Accessories (+)
}
Aqua Star of Peace
A shining star forged of aquamarine, sparkles with an otherworldly power
° User has +3 Total Attacks

Crown of the Fallen Monarch
A powerful crown that darkens the mind....
° User is allowed one free dark-chip attack per turn
° Does not cost an Attack Slot or expend the Dark Chip's use
° Cannot be used if no uses remain of the desired dark chips
° Can only be applied to Standard Darkchips
° Glitch: User loses 5% of their Max HP per turn
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Crimson Flame of the Shadow Knight
A powerful pendant that drastically increases the user's defensive powers....
° User has +2000 Max HP
° Glitch: user deals -50 Damage with all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Ring of the Dark Adviser
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: User cannot recover HP by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Dagger of the Grim Heir
A dagger infused with the desires of a black heart that enables a greater extent of dark power....
° User's Dark Soul lasts +2 Turns
° Glitch: User cannot avoid incoming attacks and cannot be protected by allies
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle

Scepter of the Mad Harlequin
A sceptor comprised of the darkest desires of evil; drives the mind to greater reactivity.
° User gains +1 Use to All Avoidance Skills
° Glitch: User cannot reduce incoming damage by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Damage Types
Navis are able to convert their attacks from dealing "Flat Damage" to three other types: Damage Over Time, Percentile Damage, and Augmented Damage.
Each of these Damage Types uses the formulas below:
{
Percentile Health Damage
- B Tier (1 Required CD || Costs no Damage to convert)
- Deals 1% of Target's Max HP per 10% of Base Damage it would have dealt before the switch from Flat to Percentile
- If based on Target's Current or Missing Health: 2% per 10%
((Ex: Say an attack, after all efects have been calculated for it, deals 70% of the User's Base Damage. If this were converted to Percentile Damage, it would instead deal 7% of the Target's Max HP. If it were instead based on the target's Current or Missing HP (instead of their Max HP), it would become 14% of that amount.))
Percentile Health Damage (+)
}Percentile Health Damage
- B Tier (1 Required CD || Costs no Damage to convert)
- Deals 1% of Target's Max HP per 10% of Base Damage it would have dealt before the switch from Flat to Percentile
- If based on Target's Current or Missing Health: 2% per 10%
((Ex: Say an attack, after all efects have been calculated for it, deals 70% of the User's Base Damage. If this were converted to Percentile Damage, it would instead deal 7% of the Target's Max HP. If it were instead based on the target's Current or Missing HP (instead of their Max HP), it would become 14% of that amount.))
{
Damage over Time
- No Tier (Costs no Damage to convert)
- Damage Type becomes Unavoidable if the inflicting attack is successful
- Damage Type can be removed via Status heal
- Since it's Unavoidable, it also ignores Armor and all forms of Damage Mitigation unless other specified
- Damage scales off of Version
- Deals 4 + (1 * V) per Turn for every 10% of Base Damage converted
- Lasts for 2 Turns, increased by 1 Turn for every CD Added (Max Duration: 5 Turns)
((Ex: Say a Version 1 Navi's attack, after all efects have been calculated for it, deals 70% of the User's Base Damage. If this were converted to Damage Over Time, it would instead deal 35 Unavoidable Damage for 2 Turns if it hits the target. If the navi in question were V5, it would become 63 (rounded up to 65) Damage for 2 Turns.))
Note: Do not add any items that enhance DoTs or Percentile Damage (however, Passive Skills may do so to a small degree)
Damage Over Time (+)
}Damage over Time
- No Tier (Costs no Damage to convert)
- Damage Type becomes Unavoidable if the inflicting attack is successful
- Damage Type can be removed via Status heal
- Since it's Unavoidable, it also ignores Armor and all forms of Damage Mitigation unless other specified
- Damage scales off of Version
- Deals 4 + (1 * V) per Turn for every 10% of Base Damage converted
- Lasts for 2 Turns, increased by 1 Turn for every CD Added (Max Duration: 5 Turns)
((Ex: Say a Version 1 Navi's attack, after all efects have been calculated for it, deals 70% of the User's Base Damage. If this were converted to Damage Over Time, it would instead deal 35 Unavoidable Damage for 2 Turns if it hits the target. If the navi in question were V5, it would become 63 (rounded up to 65) Damage for 2 Turns.))
Note: Do not add any items that enhance DoTs or Percentile Damage (however, Passive Skills may do so to a small degree)
{
This one is complicated, but a necessary formula so that all navis who use alternative damage sources are graded fairly. This is rather advanced, so pay attention to the examples provided.
Augmented Damage
- A Tier (1 Required Charge || Damage converted in 10% increments)
- Always resets upon use
- If based on Passive Defensive Action: +1% of Base per 10% Spent
((Ex: Attack deals 70% of the User's Base Damage before conversion. If all of it were spent on an effect such as: "Gains X Damage per Attack Taken up until this point in battle", X would be equal to 7% of Base Damage.))
- If based on Active Defensive Action: +5% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Avoided up until this point in battle", X would be equal to 35% of Base Damage.))
- If based on Standard Offensive Action: +1% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Used up until this point in battle", X would be equal to 7% of Base Damage.))
- If based on Sacrified Offensive Action: 10% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Slot Passed up until this point in battle", X would be equal to 70% of Base Damage.))
- For Custom Resource Damage, you must first determine the Navi's "Expected Average Income".
- When converting Damage for Custom Resources, the formula should equate to +75% Base Damage per Full Turn of resources spent (and consumed) or +37% of Base Damage per Full Turn of resources spent (and not consumed).
The Formula:
(0.75 * Base Damage) / Income = #% of Resource Spent per 1% Damage Spent
- Round the final value up to the nearest 1%
- Formula becomes C-Tier and is halved if the Resource is not expended
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains Damage equal to X% of Custom Resources spent upon use of this attack", you would need more variables. In this case, let's assume:
The Navi's Base Damage is 200
The Expected Average Income of Custom Resources is 500 per turn
Plugging the numbers into the equation makes:
(0.75 * 200) / 5 = X% of Resources Spent per 1% Damage Converted
In this case, X would equal "30% of Base Damage per Resource Spent" per 1% of Damage Spent on the effect. Sounds confusing, but assuming the Navi converted all 70% of the Attack's original Damage into this effect, the result would be:
"Gains Damage equal to 2100% of Custom Resources spent upon use of this attack". So if the Navi were to spend 5 Custom Resources in a turn (their expected income), the attack would gain 105 Damage))
((If the Resource is not expended, the Formula is halved. An example using the same Navi would be: "Gains Damage equal to 1050% of Custom Resources accumulated up to this point in battle". For every 5 Custom Resources accumulated, the attack would gain 55 Damage per use.))
Augmented Damage (+)
}This one is complicated, but a necessary formula so that all navis who use alternative damage sources are graded fairly. This is rather advanced, so pay attention to the examples provided.
Augmented Damage
- A Tier (1 Required Charge || Damage converted in 10% increments)
- Always resets upon use
- If based on Passive Defensive Action: +1% of Base per 10% Spent
((Ex: Attack deals 70% of the User's Base Damage before conversion. If all of it were spent on an effect such as: "Gains X Damage per Attack Taken up until this point in battle", X would be equal to 7% of Base Damage.))
- If based on Active Defensive Action: +5% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Avoided up until this point in battle", X would be equal to 35% of Base Damage.))
- If based on Standard Offensive Action: +1% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Used up until this point in battle", X would be equal to 7% of Base Damage.))
- If based on Sacrified Offensive Action: 10% of Base per 10% Spent
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains X Damage per Attack Slot Passed up until this point in battle", X would be equal to 70% of Base Damage.))
- For Custom Resource Damage, you must first determine the Navi's "Expected Average Income".
- When converting Damage for Custom Resources, the formula should equate to +75% Base Damage per Full Turn of resources spent (and consumed) or +37% of Base Damage per Full Turn of resources spent (and not consumed).
The Formula:
(0.75 * Base Damage) / Income = #% of Resource Spent per 1% Damage Spent
- Round the final value up to the nearest 1%
- Formula becomes C-Tier and is halved if the Resource is not expended
((Ex: If that same attack as above had all of its damage converted into the following effect: "Gains Damage equal to X% of Custom Resources spent upon use of this attack", you would need more variables. In this case, let's assume:
The Navi's Base Damage is 200
The Expected Average Income of Custom Resources is 500 per turn
Plugging the numbers into the equation makes:
(0.75 * 200) / 5 = X% of Resources Spent per 1% Damage Converted
In this case, X would equal "30% of Base Damage per Resource Spent" per 1% of Damage Spent on the effect. Sounds confusing, but assuming the Navi converted all 70% of the Attack's original Damage into this effect, the result would be:
"Gains Damage equal to 2100% of Custom Resources spent upon use of this attack". So if the Navi were to spend 5 Custom Resources in a turn (their expected income), the attack would gain 105 Damage))
((If the Resource is not expended, the Formula is halved. An example using the same Navi would be: "Gains Damage equal to 1050% of Custom Resources accumulated up to this point in battle". For every 5 Custom Resources accumulated, the attack would gain 55 Damage per use.))
Trap-Type Attacks
Also called "Alternate Avoidance Conditions" in the guide.
These are being removed because further guidelines were necessary that I don't have time to cover. If the remaining staff wants to implement them later, that's fine, just beware the technicalities that they cause.
Giga Programs
There are intended to be changes to Gigas, however, they will not be coming in this update. While we work on them, Giga Program functionality will be disabled. Those in posession of a Giga Program will be notified of changes when the edits are done.
Dark Chips
Some updates have been made to Dark Chips so that they're more rewarding when used in specific circumstances. Additionally, their damage now scales with version (at the rate of Mega Chips). Their drawbacks better reflect their strengths (IE: "I fully remove my armor for a chance to fully remove yours"), they can each only be used once per turn, and probably biggest of all: Dark Stage was changed a bit.
Story
We have a whole thread dedicated to this! Stories mode is finally rolling out. Find out more information about how Stories mode works Here