Post by Warrior on Oct 30, 2019 19:49:10 GMT -8
Since the poll from a few months ago, myself and Gaia have been working pretty constantly at finding innovating ways to improve the stats system, primarily focusing on Medium Scale Changes as the poll most accurately pointed toward. While the work isn't done yet, it has finally gotten to a point that's presentable.
Click here to go to the most Up-To-Date Changelist
{Click to view original post / Changlist ::(+)::}
This plan flips the script a little bit: instead of nerfing hard around the board, the approach here was to nerf the big things just a little and buff the other stuff. While that certainly comes with its share of complications, if y'all prefer this method then we'll stick with it.
Utilize this topic to create discussion on the intended (but still tentative!) changes -- likes, dislikes (and reasons), suggestions, etc. Not everything will be 100% perfect from everyone's perspective, so expect to have to compromise in some places, but the goal is to leave an impression of overall improvement by the end of it all.
With that out of the way, let's start with the Core Changes first.
UPDATED: CORE SYSTEM
* Added: Archetypes
* Added: Basic Skills
* Reworked: Basic Attack
* Reworked: Charge Interruption
* Reworked: Armor
* Adjusted: Attack Effects
* Adjusted: Skill Effects
* Adjusted: Survival Effects
These changes look big and they sort of are. They'll diversify the meta-game I'm sure, hopefully in an exciting way.
META GAME INFLUENCE
While the objective remains the same (Get the Opponent's HP to 0 by depleting their Avoidances and Survival Effects while maintaing your own), the Offensive vs Defensive relationship is much more involved and not necessarily as black and white as it was before.
OTHER CHANGES
* Element Adjustments
* Giga Program Adjustments
* Battle Chip Tweaks
* Program Adjustments
* Accessory Tweaks
* Hidden Elements Reworked
* Introduction of Lv6/7 Elements
* Potentially increasing the Version Cap
* Other still-in-development concepts
The "Adjustments" are mostly buffing things and the "Tweaks" are just clearing up (or very minimally changing) weird interactions. It'd be a waste not to fine tune some of these things while we're sweeping through the whole system anyway. In effort to keep from lengthening this post though, you'll only get to see the Yellow highlighted stuff on the list for now.
Concerning the Version Cap increase
It's pretty well known that top-enders have little left to strive for. Picture this entire update as an "Expansion" to MMM: improvements to existing features and the addition of new features to give you more content to enjoy as the Story continues to be the main driving force for continuing the journey here. While something as bland as "you just get more Attacks/Skills in the post-20 Versions" isn't the intention here, there's no promises yet that it will be something as impactful as that would have been either.
The Exp Chart won't necessarily be changed, but ideally a progression path would make the road to v20 fairly intuitive now (For Example: Beginning at v10, you can pursue a Hidden Element -- the Exp associated with fulfilling the objectives required could land you at around v15 once you have fully maxed the Hidden Element out, where a new feature will become available whose objectives, once fulfilled, will land you within arm's reach of the next main Version threshold). This is the ideal, not neccesarily the way it will ultimately function. In a perfect world, you'll have a short-term goal at every 5th Version that will gradually become stronger over the next 4 Version-Ups, thereby propelling you up the Version chart as you pursue it. Post-20 Versions will be a bit more slow and steady, and preferably more reliant on Story Activity than Stat Grinding, but no telling at the moment.
Elements with a ::★:: have changes highlighted in green.
Elements without a star are unchanged.
[PTabbedContent=Elements]
[PTab=::Element:Normal::::★::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
Strengths: -
Weaknesses: -
Lv1: +100 HP. +10 Damage.
Lv2: +200 HP. +20 Damage.
Lv3: +300 HP. +30 Damage.
Lv4: +400 HP. +40 Damage.
Lv5: +500 HP. +50 Damage. +1 Program Slot.
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
Strengths: Laser, Wind, Dark, Wood, Fire
Weaknesses: Stone, Shadow, Sand, Aqua, Bug
Lv1: +20 Damage.
Lv2: +40 Damage.
Lv3: +60 Damage.
Lv4: +80 Damage.
Lv5: +100 Damage. Immune to Burn.
[/PTab]
[PTab=::Element:Aqua::::★::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
Strengths: Fire, Break, Blade, Aqua, Shadow
Weaknesses: Light, Ice, Seeking, Elec, Bug
Lv1: +1 Natural Avoidance (5 Turn CD)
Lv2: +2 Natural Avoidances (Separate 5 Turn CDs)
Lv3: +2 Natural Avoidances (Separate 4 Turn CDs)
Lv4: +2 Natural Avoidances (Separate 3 Turn CDs)
- Panels start as Ocean (Lasts 3 Turns).
Lv5: +2 Natural Avoidances (Separate 3 Turn CDs)
- Panels start as Ocean (Locked. Lasts 3 Turns).
- First Innate Natural Avoidance in a turn can be applied against an additional attack
- Immune to Soak and Bubble.
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
Strengths: Metal, Dark, Ice, Aqua, Elec
Weaknesses: Shadow, Sand, Stone, Wood, Bug
Lv1: +1 Attack Slot for 1 turn (2 Turn CD).
Lv2: +1 Attack Slot on Even Turns.
Lv3: +1 Attack Slot.
Lv4: +1 Attack Slot. +1 More on Even Turns.
Lv5: +1 Attack Slot. +1 More on Even Turns.
- Immune to Shock and Paralyze.
[/PTab]
[PTab=::Element:Wood::::★::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
Strengths: Shadow, Sonic, Light, Elec, Wood
Weaknesses: Metal, Ice, Blade, Fire, Bug
Lv1: +40 Regen.
Lv2: +80 Regen.
Lv3: +120 Regen.
Lv4: +160 Regen.
Lv5: +200 Regen (OR) Regen 5% of HP per turn.
When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
Strengths: Wind, Elec, Toxic, Blade, Stone
Weaknesses: Metal, Sand, Wood, Break, Bug
Lv1: +200 HP.
Lv2: +400 HP. User can take 30% less damage from one attack (5 turn CD)
Lv3: +600 HP. User can take 30% less damage from one attack (4 turn CD)
Lv4: +800 HP. User can take 30% less damage from one attack (3 turn CD)
Lv5: +1,000 HP. User can take 30% less damage from one attack (2 turn CD)
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
Strengths: Plasma, Metal, Stone, Dark, Laser
Weaknesses: Break, Toxic, Elec, Sand, Bug
Lv1: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
Lv2: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
Lv3: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
Lv4: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
User's "Optional Charge" effects cost 5% instead of 10% damage.
Lv5: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
User's "Optional Charge" effects cost 5% instead of 10% damage.
User's B-Tier attack effects don't add CD unless 2 are added, and only increase when 3 effects are added thereafter, rather than 2.
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
Strengths: Plasma, Elec, Seeking, Sand, Wind
Weaknesses: Laser, Blade, Sonic, Metal, Bug
Lv1: Wind Element Attacks acquire the Panel Element in addition to their own
Lv2: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
Lv3: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
Lv4: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to One Natural Avoidance or Special Property (Minimum: 1 Turn CD)
Lv5: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to All Natural Avoidances and Special Properties (Minimum: 1 Turn CD)
[/PTab]
[PTab=::Element:Break::::★::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
Lv1: All Attacks gain "Damage cannot be reduced below 10%"
Lv2: All Attacks gain "Damage cannot be reduced below 20%"
Lv3: All Attacks gain "Damage cannot be reduced below 30%"
Lv4: All Attacks gain "Damage cannot be reduced below 40%"
Lv5: All Attacks gain "Damage cannot be reduced below 50%"
[/PTab]
[PTab=::Element:Toxic::::★::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
Strengths: Stone, Wood, Aqua, Wind, Toxic
Weaknesses: Light, Ice, Laser, Plasma, Bug
Lv1: Enemies take 40 Unavoidable Damage per turn (+10 for Indirect Attackers)
Lv2: Enemies take 80 Unavoidable Damage per turn (+20 for Indirect Attackers)
Lv3: Enemies take 120 Unavoidable Damage per turn (+30 for Indirect Attackers)
Lv4: Enemies take 160 Unavoidable Damage per turn (+40 for Indirect Attackers)
Lv5: Enemies take 200 Unavoidable Damage per turn (+50 for Indirect Attackers)
- This Damage can reduce Navis to below 1 HP
- Immune to Poison.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv2: +20 Armor. 7.5% of your Base Damage is added as Bonus Armor.
Lv3: +30 Armor. 10% of your Base Damage is added as Bonus Armor.
Lv4: +40 Armor. 12.5% of your Base Damage is added as Bonus Armor.
Lv5: +50 Armor. 15% of your Base Damage is added as Bonus Armor.
[/PTab]
[PTab=::Element:Sonic::::★::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
Strengths: Aqua, Stone, Shadow, Plasma, Sonic
Weaknesses: Toxic, Wood, Dark, Metal, Bug
Lv1: Any attack aimed at an object may freely target that object's creator as well.
Lv2: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all non-navis".
Lv3: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
Lv4: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
+1 Use to One Auto Attack
Lv5: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
Recurring Auto Attacks cost Charge instead of Total Attacks / Use Limitations
- Immune to Confuse
[/PTab]
[PTab=::Element:Ice::::★::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
Strengths: Light, Sand, Aqua, Toxic, Ice
Weaknesses: Seeking, Break, Fire, Sonic, Bug
Lv1: +20 Armor.
Lv2: +40 Armor
Lv3: +60 Armor
Lv4: +60 Armor
User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD)
Lv5: +60 Armor
Immune to Freeze
User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD)
User's Armor is doubled against one full attack (0 Turn CD)
[/PTab]
[PTab=::Element:Sand::::★::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
Lv1: Change and Lock the Panels to Sand for 3 Turns (Once per Battle)
Lv2: Basic Attack gains "If hits, victim deals -10 Damage with All Attacks for 1 Turn"
Lv3: Damage Reduction requires Cooldown instead of Charge to be added to attacks
Lv4: Attack Slot Reduction requires Cooldown instead of Charge to be added to attacks
Lv5: By optionally critical-charging an attack for an extra turn, its 'If Hit' effects will pierce immunity.
[/PTab]
[PTab=::Element:Seeking::::★::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
Strengths: Toxic, Break, Sand, Light, Seeking
Weaknesses: Dark, Wood, Blade, Wind, Bug
Lv1: When augmenting an attack, the selected attack also requires a full use of an avoidance skill to avoid it for one use. (1 Turn CD || Does not stack with other Avoidance Restriction effects)
Lv2: (Same Effect; 0 Turn CD)
Lv3: Additionally, When augmenting an attack, the user can also change the trigger conditions of the attack from "If Hits" to "If Avoided" for one use. (0 Turn CD)
Lv4: Additionally, When augmenting an attack, the user can also add (50 + (5 * V)) Damage to the attack. (0 Turn CD)
Lv5: Additionally, One augment affecting one attack can carry over to the next attack. This ability may be charged up to 4 Turns, affecting an additional augment per turn charged. (1 Turn CD, after charge is completed)
[/PTab]
[PTab=::Element:Light::::★::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
Lv1: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot.
Lv2: (Same Effect; extra AS gains damage equal to 50% of excess HP)
- Remove one Negative Status from yourself or an ally (2 Turn CD)
Lv3: (Same Effect)
- Remove one Negative Status from yourself or an ally (1 Turn CD)
Lv4: (Same Effect; Heal Overcap raised to 125%)
- Remove one Negative Status from yourself or an ally (0 Turn CD)
Lv5: (Same Effect; Being over Max HP now gives +2 AS instead of +1)
- Remove one Negative Status from yourself and any allies (0 Turn CD)
[/PTab]
[PTab=::Element:Dark::::★::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
Lv1: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +20% Damage (Once per Attack) | (This can deal fatal damage)
Lv2: (Same Effect, ratios increased to 10%:30%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (2 Turn CD)
Lv3: (Same Effect, ratios increased to 10%:40%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn CD)
Lv4: (Same Effect, ratios increased to 10%:50%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Lv5: (Same Effect) + If the attack lands, the sacrificed HP is restored in the user's next Supportive Phase
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
- User's Darkchips can be optionally charged for 1 turn, following standard damage.
[/PTab]
[PTab=::Element:Plasma::::★::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
Lv1: +1 Preemptive Charge (Preemptive Charges: charges that begin the battle intact.)
Lv2: +1 Preemptive Charge
- Charged attacks deal +25% Total Damage
Lv3: +1 Preemptive Charge
- Charged Attacks deal +25% Total Damage
- User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 C-tier effect on-use
Lv4: +2 Preemptive Charges
- Charged Attacks deal +25% Total Damage
- User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to B-tier effect on-use. (Non-custom, scaling effects are 10% only)
Lv5: +2 Preemptive Charges
- Charged Attacks deal +25% Total Damage
- -1 Required Charge to One Attack (Inapplicable to non-standard charge)
--User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to A-tier effect on-use. (Non-custom, scaling effects are 10% only)
[/PTab]
[PTab=::Element:Blade::::★::]
::Element: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: One Avoidance counters for 5 + (5 * V) Damage per use
Lv2: Additionally, C-Range Attacks can adopt one Aimer (or Omni Aimer) of the preceding attack if it was a Basic Attack
Lv3: Additionally, C-Range Attacks gain 20% Damage of the preceding attack if it had CD
Lv4: Additionally, C-Range Regular Attacks have -1 CD if used after a Charged Attack
Lv5: Additionally, One "Avoid Separately" C-Range Attack gains +1 Hit at no cost upon creation
[/PTab]
[PTab=::Element:Shadow::::★::]
::Element:Shadow::
::★:: The Element Icon is visible to the naked eye now
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
Lv1: Change the effects of any avoidance to a Dodge for one use (1 Turn CD)
Lv2: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Once per battle, an Avoidance Skill may be activated at no cost
Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Twice per battle, an Avoidance Skill may be activated at no cost
Lv5: At any time, User may change the effects of any avoidance to a Dodge
Twice per battle, an Avoidance Skill may be activated at no cost
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
This plan flips the script a little bit: instead of nerfing hard around the board, the approach here was to nerf the big things just a little and buff the other stuff. While that certainly comes with its share of complications, if y'all prefer this method then we'll stick with it.
Utilize this topic to create discussion on the intended (but still tentative!) changes -- likes, dislikes (and reasons), suggestions, etc. Not everything will be 100% perfect from everyone's perspective, so expect to have to compromise in some places, but the goal is to leave an impression of overall improvement by the end of it all.
With that out of the way, let's start with the Core Changes first.
UPDATED: CORE SYSTEM
* Added: Archetypes
* Added: Basic Skills
* Reworked: Basic Attack
* Reworked: Charge Interruption
* Reworked: Armor
* Adjusted: Attack Effects
* Adjusted: Skill Effects
* Adjusted: Survival Effects
These changes look big and they sort of are. They'll diversify the meta-game I'm sure, hopefully in an exciting way.
{
- Upon creation of your Navi, you will choose its Defensive Archetype and Offensive Archetype
- These effectively set limitations for the way you can defend/attack, but provide compensation for the sacrifice
Standard Avoider
- Access to all 3 Avoid Types
- No Bonuses
Binary Avoider
- Access to 2 Avoid Types
- 1 Archetype Bonus
Solitary Avoider
- Access to 1 Avoid Type
- 2 Archetype Bonuses
Null Avoider
- Access to No Avoid Types
- 3 Archetype Bonuses
What is a Defensive Archetype Bonus?
You may choose 1 of the following per Defensive Archetype Bonus that you qualify for (the same may be chosen multiple times):
+200 Max HP | +20 Armor | +60 Regen
Standard Attacker
- Access to any attack
- No Bonuses
Specialized Attacker
- Access to only 1 Specific Range
- 1 Archetype Bonus
Indirect Attacker
- Attacks cannot deal damage
- Bonus to Unavoidable Damage
- 2 Archetype Bonuses
What is an Offensive Archetype Bonus?
You may choose 1 of the following per Offensive Archetype Bonus that you qualify for (the same may be chosen multiple times):
+1 Total Attack | +1 Preemptive Charge | +30 Base Damage
Null Avoiders have long suffered for their immense drawback, and while some compensation has been given in the past, it's never been quite standardized, resulting in some cases of them being too strong and in other cases far too weak. More updates later will account for their vulnerabilities, but this is our starting point for everybody on the Avoider ~ Null Avoider spectrum.
Similarly, Offensive Archetypes are being given a nod as a means to reward you for limiting your options. More specific guidelines exist for all of this, but for now I'm just sharing the primary concept rather than boring you with the nitty-grittty.
ARCHETYPES
}- Upon creation of your Navi, you will choose its Defensive Archetype and Offensive Archetype
- These effectively set limitations for the way you can defend/attack, but provide compensation for the sacrifice
Defensive Archetypes
Standard Avoider
- Access to all 3 Avoid Types
- No Bonuses
Binary Avoider
- Access to 2 Avoid Types
- 1 Archetype Bonus
Solitary Avoider
- Access to 1 Avoid Type
- 2 Archetype Bonuses
Null Avoider
- Access to No Avoid Types
- 3 Archetype Bonuses
What is a Defensive Archetype Bonus?
You may choose 1 of the following per Defensive Archetype Bonus that you qualify for (the same may be chosen multiple times):
+200 Max HP | +20 Armor | +60 Regen
Offensive Archetypes
Standard Attacker
- Access to any attack
- No Bonuses
Specialized Attacker
- Access to only 1 Specific Range
- 1 Archetype Bonus
Indirect Attacker
- Attacks cannot deal damage
- Bonus to Unavoidable Damage
- 2 Archetype Bonuses
What is an Offensive Archetype Bonus?
You may choose 1 of the following per Offensive Archetype Bonus that you qualify for (the same may be chosen multiple times):
+1 Total Attack | +1 Preemptive Charge | +30 Base Damage
-
Null Avoiders have long suffered for their immense drawback, and while some compensation has been given in the past, it's never been quite standardized, resulting in some cases of them being too strong and in other cases far too weak. More updates later will account for their vulnerabilities, but this is our starting point for everybody on the Avoider ~ Null Avoider spectrum.
Similarly, Offensive Archetypes are being given a nod as a means to reward you for limiting your options. More specific guidelines exist for all of this, but for now I'm just sharing the primary concept rather than boring you with the nitty-grittty.
{
- Basic Skills are your starting, semi-unvarying Skills that cover the most generic needs of your Navi
- Custom Skills are the ones you acquire while Versioning Up
- Basic Skills do not count against your total number of Custom Skills
- You'll begin with 3 Custom Skills and 3 Basic Skills at V1
- Basic Skills are determined by your Defensive Archetype
- Basic Skills do not have Uses
- Instead, they spend uses from your other Active Skills
- Basic Skills are still semi-customizable, so long as you stay within your respective Archetype
Starting Basic Skills
Standard Avoider: Start with Dodge | Shield | Barrier
Null Avoider: Start with Graze | Grit | Mettle
Solitary Avoider: Start with 1 Standard Avoider Skill and up to 2 Null Avoider Skills
Binary Avoider: Start with 2 Standard Avoider Skills and up to 1 Null Avoider Skill
There's a lot to cover here, so let's get the quick stuff out of the way first:
Can I still customize these Basic Skills to my whim?
Mostly, and every allowed avenue is accounted for: Have a B Tier Dodge instead of a C Tier Dodge? Have Three Dodge Skills? Combine all Basic Skills into a Triad Avoid? All of these (and more) are fine and have proper guidelines, but they won't be in this post because it'd be way too long. The things you can't do would be like having a Basic Skill that only boosts your Attack Slots for the turn and then being all " It'S mY dOdGe sKiLl ".
What are Piercing / Triggering Effects?
Piercing Effects are those that would bypass Mitigation, so things like "Ignores Armor" or even Break Element's Effect.
Triggering Effects are things that happen "If hits", "If Avoided", or "Regardless of Success".
Passive versions of Graze/Grit/Mettle are not naturally allowed.
What are the advantages of this?
There are a bunch, but to keep this post from being longer than it needs to be, I'll just pick three: better level climb, more room for customization, and standardization.
LOW LEVEL CLIMB: Even if we don't really get newcomers, we do get returners who aren't as roided as we all are. Having the basic tools from the getgo speeds up the process and reduces some inconvenience.
CUSTOMIZATION: There are a certain number of boxes you have to check to be considered "competent", and when you look at the bigger picture, the majority of your "custom" skills and attacks are lost to just checking these boxes. This isn't necessarily going to change that fact, but it will give you more room to work with by checking a few of the boxes automatically now.
STANDARDIZATION: Null-Avoiders and the rest of their friends along that spectrum should be a bit more inline with their Standard Avoider cousins. If you remember the Hall of Legends from last year, you'll understand why having an idea for what each navi can handle is much more preferred than just skull-****ing a calculator for Boss Stats in an attempt to make them challenging.
What effect will this have on the meta game?
This will be answered better later on. For now, understand that this gives more meaning to your attacks and aimers since forcing Basic Skills from your opponent will deplete their other options. Even if they avoid a full turn of your attacks, you'll be making much more progress than in the modern system.
BASIC SKILLS
}- Basic Skills are your starting, semi-unvarying Skills that cover the most generic needs of your Navi
- Custom Skills are the ones you acquire while Versioning Up
- Basic Skills do not count against your total number of Custom Skills
- You'll begin with 3 Custom Skills and 3 Basic Skills at V1
- Basic Skills are determined by your Defensive Archetype
- Basic Skills do not have Uses
- Instead, they spend uses from your other Active Skills
- Basic Skills are still semi-customizable, so long as you stay within your respective Archetype
Starting Basic Skills
Standard Avoider: Start with Dodge | Shield | Barrier
Null Avoider: Start with Graze | Grit | Mettle
Solitary Avoider: Start with 1 Standard Avoider Skill and up to 2 Null Avoider Skills
Binary Avoider: Start with 2 Standard Avoider Skills and up to 1 Null Avoider Skill
Dodge -- C Tier || Basic
Dodge 1 Attack
Costs 1 Use from a Speed or Offense Skill to activate
Dodge 1 Attack
Costs 1 Use from a Speed or Offense Skill to activate
Shield -- C Tier || Basic
Block 1 Attack
Costs 1 Use from a Defense or Offense Skill to activate
Block 1 Attack
Costs 1 Use from a Defense or Offense Skill to activate
Barrier -- C Tier || Basic
Absorb 1 Attack
Costs 1 Use from a Support or Offense Skill to activate
Absorb 1 Attack
Costs 1 Use from a Support or Offense Skill to activate
Graze -- C Tier || Basic
Take 1 Full Attack and mitigate 50% of its Damage
Costs 1 Use from a Speed or Offense Skill to activate
Take 1 Full Attack and mitigate 50% of its Damage
Costs 1 Use from a Speed or Offense Skill to activate
Grit -- C Tier || Basic
Take 1 Full Attack and ignore any Piercing Effects on it
Costs 1 Use from a Defense or Offense Skill to activate
Take 1 Full Attack and ignore any Piercing Effects on it
Costs 1 Use from a Defense or Offense Skill to activate
Mettle -- C Tier || Basic
Take 1 Full Attack and negate any Triggering Effects on it
Costs 1 Use from a Support or Offense Skill to activate
Take 1 Full Attack and negate any Triggering Effects on it
Costs 1 Use from a Support or Offense Skill to activate
There's a lot to cover here, so let's get the quick stuff out of the way first:
Can I still customize these Basic Skills to my whim?
Mostly, and every allowed avenue is accounted for: Have a B Tier Dodge instead of a C Tier Dodge? Have Three Dodge Skills? Combine all Basic Skills into a Triad Avoid? All of these (and more) are fine and have proper guidelines, but they won't be in this post because it'd be way too long. The things you can't do would be like having a Basic Skill that only boosts your Attack Slots for the turn and then being all " It'S mY dOdGe sKiLl ".
What are Piercing / Triggering Effects?
Piercing Effects are those that would bypass Mitigation, so things like "Ignores Armor" or even Break Element's Effect.
Triggering Effects are things that happen "If hits", "If Avoided", or "Regardless of Success".
Passive versions of Graze/Grit/Mettle are not naturally allowed.
What are the advantages of this?
There are a bunch, but to keep this post from being longer than it needs to be, I'll just pick three: better level climb, more room for customization, and standardization.
LOW LEVEL CLIMB: Even if we don't really get newcomers, we do get returners who aren't as roided as we all are. Having the basic tools from the getgo speeds up the process and reduces some inconvenience.
CUSTOMIZATION: There are a certain number of boxes you have to check to be considered "competent", and when you look at the bigger picture, the majority of your "custom" skills and attacks are lost to just checking these boxes. This isn't necessarily going to change that fact, but it will give you more room to work with by checking a few of the boxes automatically now.
STANDARDIZATION: Null-Avoiders and the rest of their friends along that spectrum should be a bit more inline with their Standard Avoider cousins. If you remember the Hall of Legends from last year, you'll understand why having an idea for what each navi can handle is much more preferred than just skull-****ing a calculator for Boss Stats in an attempt to make them challenging.
What effect will this have on the meta game?
This will be answered better later on. For now, understand that this gives more meaning to your attacks and aimers since forcing Basic Skills from your opponent will deplete their other options. Even if they avoid a full turn of your attacks, you'll be making much more progress than in the modern system.
{
- All Navis now have a Basic Attack kept at the top of their Attack Set
- The Basic Attack covers the most generic needs of your Navi
- Custom Attacks are basically any other attack
- The previous definition of Basic Attacks no longer applies
- The Basic Attack does not count against your Total Attacks
- For Specialized Attackers: The Range cannot be chosen
- For Indirect Attackers: The Basic Attack deals No Damage, but instead inflicts a DoT (against enemies immune to the DoT: landing the attack increases the User's Proximity Damage instead)
What are the advantages of this?
It checks all the critical offensive boxes in one go. You're free to change the Name/Description based on the Elements/Range/Aimers chosen, so you can more or less squish all of your existing Basic Attacks into this one, which gives way more room for custom effects on your Attacks. The perks of this are similar to those of the Basic Skills, so I won't repeat any of that.
Why the damage-decaying effect?
To prevent it from being the most optimal attack in the majority of situations. Instead, weave it around your Custom Attacks to minimize the damage that decays throughout a turn. Some abilities that enhance Basic Attacks may influence the decay as well, but not significantly under most circumstances.
Can I make additional Basic Attacks?
Applications of having additional Basic Attacks is indication of some form of exploitation so will not be allowed without appropriate drawback for the most part.
BASIC ATTACK
}- All Navis now have a Basic Attack kept at the top of their Attack Set
- The Basic Attack covers the most generic needs of your Navi
- Custom Attacks are basically any other attack
- The previous definition of Basic Attacks no longer applies
- The Basic Attack does not count against your Total Attacks
- For Specialized Attackers: The Range cannot be chosen
- For Indirect Attackers: The Basic Attack deals No Damage, but instead inflicts a DoT (against enemies immune to the DoT: landing the attack increases the User's Proximity Damage instead)
Attack Name -- Basic Attack
### X-Damage × 1 Hit (100% of Base Damage)
Attack Description.
Up to 2 Basic Aimers Chosen upon Use
Upon Use: Choose a Range and Element (from among User's Elements)
Can be optionally charged for 1 turn
This Attack deals -25% Total Damage with each consecutive use
### X-Damage × 1 Hit (100% of Base Damage)
Attack Description.
Up to 2 Basic Aimers Chosen upon Use
Upon Use: Choose a Range and Element (from among User's Elements)
Can be optionally charged for 1 turn
This Attack deals -25% Total Damage with each consecutive use
What are the advantages of this?
It checks all the critical offensive boxes in one go. You're free to change the Name/Description based on the Elements/Range/Aimers chosen, so you can more or less squish all of your existing Basic Attacks into this one, which gives way more room for custom effects on your Attacks. The perks of this are similar to those of the Basic Skills, so I won't repeat any of that.
Why the damage-decaying effect?
To prevent it from being the most optimal attack in the majority of situations. Instead, weave it around your Custom Attacks to minimize the damage that decays throughout a turn. Some abilities that enhance Basic Attacks may influence the decay as well, but not significantly under most circumstances.
Can I make additional Basic Attacks?
Applications of having additional Basic Attacks is indication of some form of exploitation so will not be allowed without appropriate drawback for the most part.
{
- "Interrupt" is no longer an Attack Effect
- Instead, while charging any attack, if the user is struck by an enemy hit that inflicts more damage than the charging attack's Base Damage, the charge will be interrupted immediately
- There is no immunity to this interaction
- For Chargeable, Non-Damaging abilities: the User's Base Damage is used for determining that Attack's/Ability's Interruption Threshold
Let's start with some illustrations. Assume I'm charging the following Attacks:
Now let's assume I have 50 Armor and am defending against the following hypothetical attacks:
Enemy Attack 1 -- Deals 250 Damage × 1 Hit
If I'm hit by this attack, it would inflict 200 Damage to me, thanks to my Armor, and Elemental Panic would be Interrupted. The rest of my Attacks would continue charging.
Enemy Attack 2 -- Deals 200 Damage × 2 Hits
My Armor would reduce this to 150 Damage x 2 Hits. Since neither of the individual Hits inflicted more damage than Buster Barrage's or Sword Drive's Base Damage (240 and 300 respectively), they would not be Interrupted. Once again, Elemental Panic would be interrupted if I avoided the previous attack but was struck by this one.
Enemy Attack 3 -- Deals 290 Damage × 1 Hit, but I'm Weak to it
My Armor would reduce the attack to 240, then my Weakness would raise it to 312 Damage. This would interrupt all of my currently charging attacks if I were to be struck by it.
Can I increase the Interruption Threshold of an Attack?
Exploring ways to allow this. Two seemingly good approaches are through a C Tier Attack Effect (Costs -10% Damage, but raises the Interruption Threshold by somwhere between 20% ~ 50% of Base), or to make an adjustment to the Super Armor program and similar abiltiies (User negates the first instance of Interruption that would occur in a turn; applies for all Attacks that would have been Interrupted by that instance).
How will this affect the meta game?
Like before, I want to hold off on giving an in-depth answer until later. The primary take-away is that it will force more Avoidances/Mitigations and also rewards you for building up your Base Damage, which has been noticeably the weakest core stat to build around since the v7.0 update.
CHARGE INTERRUPTION
}- "Interrupt" is no longer an Attack Effect
- Instead, while charging any attack, if the user is struck by an enemy hit that inflicts more damage than the charging attack's Base Damage, the charge will be interrupted immediately
- There is no immunity to this interaction
- For Chargeable, Non-Damaging abilities: the User's Base Damage is used for determining that Attack's/Ability's Interruption Threshold
Let's start with some illustrations. Assume I'm charging the following Attacks:
Buster Barrage -- Custom Attack
80 S-Damage × 3 Hits (80% of Base Damage)
Myriad pellets from the buster chase a target.
Avoid Separately
2 Turn Charge
80 S-Damage × 3 Hits (80% of Base Damage)
Myriad pellets from the buster chase a target.
Avoid Separately
2 Turn Charge
Sword Drive -- Custom Attack
300 C-Damage × 1 Hit (100% of Base Damage)
Enemies driven through with the blade.
Can be optionally charged for 1 turn
300 C-Damage × 1 Hit (100% of Base Damage)
Enemies driven through with the blade.
Can be optionally charged for 1 turn
Elemental Panic -- Custom Attack
100 S-Damage × 1 Hit (30% of Base Damage)
Aimless entourage of projectiles.
Can be optionally charged for 1 turn
100 S-Damage × 1 Hit (30% of Base Damage)
Aimless entourage of projectiles.
Can be optionally charged for 1 turn
Now let's assume I have 50 Armor and am defending against the following hypothetical attacks:
Enemy Attack 1 -- Deals 250 Damage × 1 Hit
If I'm hit by this attack, it would inflict 200 Damage to me, thanks to my Armor, and Elemental Panic would be Interrupted. The rest of my Attacks would continue charging.
Enemy Attack 2 -- Deals 200 Damage × 2 Hits
My Armor would reduce this to 150 Damage x 2 Hits. Since neither of the individual Hits inflicted more damage than Buster Barrage's or Sword Drive's Base Damage (240 and 300 respectively), they would not be Interrupted. Once again, Elemental Panic would be interrupted if I avoided the previous attack but was struck by this one.
Enemy Attack 3 -- Deals 290 Damage × 1 Hit, but I'm Weak to it
My Armor would reduce the attack to 240, then my Weakness would raise it to 312 Damage. This would interrupt all of my currently charging attacks if I were to be struck by it.
Can I increase the Interruption Threshold of an Attack?
Exploring ways to allow this. Two seemingly good approaches are through a C Tier Attack Effect (Costs -10% Damage, but raises the Interruption Threshold by somwhere between 20% ~ 50% of Base), or to make an adjustment to the Super Armor program and similar abiltiies (User negates the first instance of Interruption that would occur in a turn; applies for all Attacks that would have been Interrupted by that instance).
How will this affect the meta game?
Like before, I want to hold off on giving an in-depth answer until later. The primary take-away is that it will force more Avoidances/Mitigations and also rewards you for building up your Base Damage, which has been noticeably the weakest core stat to build around since the v7.0 update.
{
- Armor is now applied against an attack an additional time per Damage Modifier affecting the attack
- 'Ignores Armor' now loses efficiency as Damage Modifiers are added to an attack
- For Multi Hit Attacks: Armor is just applied per Hit, but 'Ignores Armor' is still penalized and the attack cannot have more Damage Modifiers than it has Hits
- For Attacks with Added Hits: Armor is applied per Modifier per Hit; the addition of hits itself counts as a Damage Modifier.
- Passive Damage Modifiers do not account for this interaction
Example?
If I have 300 Armor, and you have the following attack:
400 Damage (Base) + 200 (Damage Skill) × 2 (Full Synchro) × 1.5 (Panels)
The Attack will deal 1800 Damage
My Armor will apply 3 Additional Times against the attack since it had 3 Modifiers.
So the Damage inflicted will be: 1800 - (300 × 4) = 600.
Where does this put Multi-Hit Attacks?
Attacks that naturally hit multiple times should basically work the same as they do now, with the exception of the 'Ignores Armor' penalty which you'll see more about in the 'Attack Effects' section below. Attacks that gain hits (by any means) still have the potential of dealing increased damage, but are severely penalized now because of the way that they are currently abused. They'll continue to be nerfed if these aren't enough, or buffed if these are too much -- the goal is that they have a useful application, but don't completely invalidate other offensive options.
What constitutes as a Passive Damage Modifier?
- Base Damage Additions (when applied mid-battle, this has a specific procedure)
- Optional Charge Damage
- Augmented Damage
- Plasma's Additional Charge Damage
- Negative Modifiers (Armor doesn't get compensated if the attack loses damage)
- Other Fully Passive Effects
Absolutely any other gain in damage will suffer the Armor Penalty (including any form of Triggered Effect, passive or not). Effects that provide additional damage but "don't count as a Damage Modifier on an attack", no matter how gloriously worded, are considered Rule-Breaks.
Is Armor OP now?
You'll get much more mileage out of it now, but to prevent it from being overwhelming, Fighters that were already capable of coping with modern day Damage Output will have the caveat added to themselves that "User's Armor is not compensated against modified attacks". Genesis and Esperanza to name a few, and even those that don't utilize Armor such as Feint will still have this caveat.
Are NPCs OP now?
NPC's will not have their Armor compensated against modified attacks unless otherwise specified.
ARMOR
}- Armor is now applied against an attack an additional time per Damage Modifier affecting the attack
- 'Ignores Armor' now loses efficiency as Damage Modifiers are added to an attack
- For Multi Hit Attacks: Armor is just applied per Hit, but 'Ignores Armor' is still penalized and the attack cannot have more Damage Modifiers than it has Hits
- For Attacks with Added Hits: Armor is applied per Modifier per Hit; the addition of hits itself counts as a Damage Modifier.
- Passive Damage Modifiers do not account for this interaction
Example?
If I have 300 Armor, and you have the following attack:
400 Damage (Base) + 200 (Damage Skill) × 2 (Full Synchro) × 1.5 (Panels)
The Attack will deal 1800 Damage
My Armor will apply 3 Additional Times against the attack since it had 3 Modifiers.
So the Damage inflicted will be: 1800 - (300 × 4) = 600.
Where does this put Multi-Hit Attacks?
Attacks that naturally hit multiple times should basically work the same as they do now, with the exception of the 'Ignores Armor' penalty which you'll see more about in the 'Attack Effects' section below. Attacks that gain hits (by any means) still have the potential of dealing increased damage, but are severely penalized now because of the way that they are currently abused. They'll continue to be nerfed if these aren't enough, or buffed if these are too much -- the goal is that they have a useful application, but don't completely invalidate other offensive options.
What constitutes as a Passive Damage Modifier?
- Base Damage Additions (when applied mid-battle, this has a specific procedure)
- Optional Charge Damage
- Augmented Damage
- Plasma's Additional Charge Damage
- Negative Modifiers (Armor doesn't get compensated if the attack loses damage)
- Other Fully Passive Effects
Absolutely any other gain in damage will suffer the Armor Penalty (including any form of Triggered Effect, passive or not). Effects that provide additional damage but "don't count as a Damage Modifier on an attack", no matter how gloriously worded, are considered Rule-Breaks.
Is Armor OP now?
You'll get much more mileage out of it now, but to prevent it from being overwhelming, Fighters that were already capable of coping with modern day Damage Output will have the caveat added to themselves that "User's Armor is not compensated against modified attacks". Genesis and Esperanza to name a few, and even those that don't utilize Armor such as Feint will still have this caveat.
Are NPCs OP now?
NPC's will not have their Armor compensated against modified attacks unless otherwise specified.
{
- Introduction of A+ Tier
- Introduction of Non-Tier
- Introduction of Disruption
- Many adjustments and additions
A+ Tier (New)
Effects in this Tier require what is called a Critical Charge. A+ Tier Effects otherwise are treated as "A Tier",
Critical-Charge: Behaves as standard Required Charge with additional caveat:
- Preemptive Charges cannot be spent on Critical-Charge
- Cannot begin charging again until the turn after released (for Non-CD Attacks)
- If Interrupted or Dropped for any reason, Attack is disabled for the rest of battle
- Must be used at the end of the charging period (cannot be delayed)
- Hyper Attacks do not reduce the cost of Critical-Charge on effects
- May be combined with other Charge-types (IE: "Optional Critical-Charge")
Non-Tier (New)
Some Attacks do not conform to regular Attack standards, and thus are approved on a more case-by-case basis. Think of these as the Attack equivalent of an "Advanced Skill". As such, refer to the Advanced Skill guidelines when judging the legality of these.
Disrupts Multi-Avoidances (New)
A Tier on attacks with 2 Aimers.
B Tier on attacks with 1 Aimer (Max).
C Tier on attacks with No Aimers (Max).
Basic Attacks may select this instead of 2 Aimers (Aimers cannot be added).
If avoided by an ability that is capable of avoiding multiple attacks, the ability's effect ends with this attack instead.
This Effect does not interact with Non-Avoidance Multi-Instanced Abilities.
Psuedo-Avoidances still count as Avoidances for the purposes of Disrupt.
Avoid Separately (Adjusted)
Raised to A+ Tier (this means it requires Critical-Charge now)
Lowered to A Tier on attacks with 1 Aimer (Max).
Lowered to B Tier on attacks with No Aimers (Max).
Cannot exist on an attack non-natively
Cannot be on a Disrupting attack, period
Requires 1 Additional Avoidance to Prevent (Implemented)
A+ Tier (requires Critical-Charge)
Lowered to A Tier on attacks with 1 Aimer (Max).
Lowered to B Tier on attacks with No Aimers (Max).
Cannot exist on an attack non-natively
Cannot be on a Disrupting attack, period
Cannot be on an Avoid Separately attack, period
Damage is Split Among # Targets (New)
C Tier
Damage is divided equally among the specified number of targets
You may specify any number of targets upon creation (not upon usage)
Hits Up to # Additional Targets (Nerfed)
Raised to B Tier, but still only costs 10% Damage per Additional Target specified (does not further raise the Cooldown)
Hits All (Nerfed)
Raised to A+ Tier (requires Critical Charge)
Ignores Armor (Reworked)
Still B Tier
Now reworded as Ignores [100 ÷ Damage Modifiers]% Armor
Some quick examples:
° On an Attack with 1 Damage Modifier: Ignores 100% Armor with each hit
° On an Attack with 2 Damage Modifiers: Ignores 50% Armor with each hit
° On an Attack with 3 Damage Modifiers: Ignores 33% Armor with each hit
° On an Attack with 4 Damage Modifiers: Ignores 25% Armor with each hit
Etc.
The value is adjusted mid-battle as modifiers are applied to the attack.
Upon Use (New)
Non-Tier
Self-Buffs or Ally-Buffs can now happen "Upon Use" of an attack
Some effects, like Power Up, already worked like this
Tier varies based on the given effect, based on Staff's discretion.
Power Up variants would belong here as well.
Augmented Damage (Nerfed)
Raised to A+ Tier (requires Critical Charge)
Condition initially tracks up to this point in battle
Condition can be changed to track "while charging" for +1:10 Damage Ratio
Condition can be changed to track "this turn" for +2:10 Damage Ratio
Condition cannot contradict (or match) other Augmented Damage Attacks
Triggered Auto Attack (Nerfed)
Raised to S++ Tier (requires Critical Charge)
Condition is only tracked while the attack is charging, period
Condition can only be triggered by Enemy Actions, period
Condition cannot contradict (or match) other Triggered Auto Attacks
Unavoidable (Reworked)
Changed to Non-Tier
Any Navi may make Unavoidable Attacks
Guidelines updated:
° Requires a Full-Turn Critical Charge (all Attack Slots + Auto Charges)
° Can receive Damage Additions, but no Multipliers or other Augments
° For every effect added, an additional Full-Turn Critical Charge is required
° Can be Mitigated
° Cannot be any Damage-Type other than Flat (No Percentile/etc)
° Cannot exist on an attack non-natively
Cannot be Mitigated (New)
A+ Tier (requires Critical Charge)
° Can receive Damage Additions, but no Multipliers, period.
° Can be Augmented
° Can be ignored by Grit
° Cannot be any Damage-Type other than Flat (No Percentile/etc)
° Cannot be on an Unavoidable Attack
° Cannot exist on an attack non-natively
To summarize: powerful options were slightly nerfed and new options are available across the board. This is a net buff to Attacks, with specific options being tuned so that you'll have an answer to most defenses, provided you don't get Interrupted by your opponent.
Attack Type Adjustment
To compensate the loss of the unique Unavoidable Attack
V4: Multiple Instances of Optional Charge attacks can be manually charged at once
V19: Multiple Instances of Optional Charge attacks can be auto-charged at once
ATTACK EFFECTS
}- Introduction of A+ Tier
- Introduction of Non-Tier
- Introduction of Disruption
- Many adjustments and additions
A+ Tier (New)
Effects in this Tier require what is called a Critical Charge. A+ Tier Effects otherwise are treated as "A Tier",
Critical-Charge: Behaves as standard Required Charge with additional caveat:
- Preemptive Charges cannot be spent on Critical-Charge
- Cannot begin charging again until the turn after released (for Non-CD Attacks)
- If Interrupted or Dropped for any reason, Attack is disabled for the rest of battle
- Must be used at the end of the charging period (cannot be delayed)
- Hyper Attacks do not reduce the cost of Critical-Charge on effects
- May be combined with other Charge-types (IE: "Optional Critical-Charge")
Non-Tier (New)
Some Attacks do not conform to regular Attack standards, and thus are approved on a more case-by-case basis. Think of these as the Attack equivalent of an "Advanced Skill". As such, refer to the Advanced Skill guidelines when judging the legality of these.
Disrupts Multi-Avoidances (New)
A Tier on attacks with 2 Aimers.
B Tier on attacks with 1 Aimer (Max).
C Tier on attacks with No Aimers (Max).
Basic Attacks may select this instead of 2 Aimers (Aimers cannot be added).
If avoided by an ability that is capable of avoiding multiple attacks, the ability's effect ends with this attack instead.
This Effect does not interact with Non-Avoidance Multi-Instanced Abilities.
Psuedo-Avoidances still count as Avoidances for the purposes of Disrupt.
Avoid Separately (Adjusted)
Raised to A+ Tier (this means it requires Critical-Charge now)
Lowered to A Tier on attacks with 1 Aimer (Max).
Lowered to B Tier on attacks with No Aimers (Max).
Cannot exist on an attack non-natively
Cannot be on a Disrupting attack, period
Requires 1 Additional Avoidance to Prevent (Implemented)
A+ Tier (requires Critical-Charge)
Lowered to A Tier on attacks with 1 Aimer (Max).
Lowered to B Tier on attacks with No Aimers (Max).
Cannot exist on an attack non-natively
Cannot be on a Disrupting attack, period
Cannot be on an Avoid Separately attack, period
Damage is Split Among # Targets (New)
C Tier
Damage is divided equally among the specified number of targets
You may specify any number of targets upon creation (not upon usage)
Hits Up to # Additional Targets (Nerfed)
Raised to B Tier, but still only costs 10% Damage per Additional Target specified (does not further raise the Cooldown)
Hits All (Nerfed)
Raised to A+ Tier (requires Critical Charge)
Ignores Armor (Reworked)
Still B Tier
Now reworded as Ignores [100 ÷ Damage Modifiers]% Armor
Some quick examples:
° On an Attack with 1 Damage Modifier: Ignores 100% Armor with each hit
° On an Attack with 2 Damage Modifiers: Ignores 50% Armor with each hit
° On an Attack with 3 Damage Modifiers: Ignores 33% Armor with each hit
° On an Attack with 4 Damage Modifiers: Ignores 25% Armor with each hit
Etc.
The value is adjusted mid-battle as modifiers are applied to the attack.
Upon Use (New)
Non-Tier
Self-Buffs or Ally-Buffs can now happen "Upon Use" of an attack
Some effects, like Power Up, already worked like this
Tier varies based on the given effect, based on Staff's discretion.
Power Up variants would belong here as well.
Augmented Damage (Nerfed)
Raised to A+ Tier (requires Critical Charge)
Condition initially tracks up to this point in battle
Condition can be changed to track "while charging" for +1:10 Damage Ratio
Condition can be changed to track "this turn" for +2:10 Damage Ratio
Condition cannot contradict (or match) other Augmented Damage Attacks
Triggered Auto Attack (Nerfed)
Raised to S++ Tier (requires Critical Charge)
Condition is only tracked while the attack is charging, period
Condition can only be triggered by Enemy Actions, period
Condition cannot contradict (or match) other Triggered Auto Attacks
Unavoidable (Reworked)
Changed to Non-Tier
Any Navi may make Unavoidable Attacks
Guidelines updated:
° Requires a Full-Turn Critical Charge (all Attack Slots + Auto Charges)
° Can receive Damage Additions, but no Multipliers or other Augments
° For every effect added, an additional Full-Turn Critical Charge is required
° Can be Mitigated
° Cannot be any Damage-Type other than Flat (No Percentile/etc)
° Cannot exist on an attack non-natively
Cannot be Mitigated (New)
A+ Tier (requires Critical Charge)
° Can receive Damage Additions, but no Multipliers, period.
° Can be Augmented
° Can be ignored by Grit
° Cannot be any Damage-Type other than Flat (No Percentile/etc)
° Cannot be on an Unavoidable Attack
° Cannot exist on an attack non-natively
To summarize: powerful options were slightly nerfed and new options are available across the board. This is a net buff to Attacks, with specific options being tuned so that you'll have an answer to most defenses, provided you don't get Interrupted by your opponent.
Attack Type Adjustment
To compensate the loss of the unique Unavoidable Attack
V4: Multiple Instances of Optional Charge attacks can be manually charged at once
V19: Multiple Instances of Optional Charge attacks can be auto-charged at once
{
- Introduction of Resource Skills
- Redefinition of Advanced Skills
- You may own multiple Advanced Skills now
- Advanced Skill "Copyright" clause reinstated
Resource Skills
These aren't going to make sense until you see the full guidelines for them, which is too much to go over for here. But basically, you'll be allowed to create skills like the one below now.
Advanced Skills
To put simply, Advanced Skills are just Tier-less Skills balanced by their drawbacks.
Their upper limit is dictated by how powerful of a drawback they have.
In terms of Rule-Breaking effects, these will only be allowed if the associated drawback shows clear understanding of why the rule exists and displays a deliberate effort to maintain fairness within the system. Attempts at exploitation will simply not be granted -- this renders some existing Advanced Skills illegal.
Expect to have an in-depth discussion when proposing Rule-Breaking skills, but take solace in knowing that it is allowed if you find the proper balance.
Be mindful that the ruling is subject to change at any moment if it is determined to be faulty. These guidelines apply for any custom-made "thing" that breaks the rules: Hypers, Attacks, etc.
Additionally, to better compliment the expression of your Navi, you may own multiple Advanced Skills.
Copyright Clause
Because uniqueness is hard to find in a world where anything can just be copied and pasted, you can request a copyright on particularly unique effects that other players cannot replicate without your permission.
Effects considered too generic will not be given this right, so don't expect it to be granted simply because the subject is an Advanced Skill. Adjusting Rules isn't particularly self-defining, think more along the lines of rules rewritten to fit a specific flavor of character.
This right will be revoked from anyone suspecting to utilize it as a tool to prevent the creativity from others, Staff has final say whether the skill is deemed personal enough to be copyrightable.
These open up many more avenues of customization in the Skill section of your stats, and since avoidances/mitigation are handled by Basic Skills, you've got room to play. Resource Skills will help check left-over boxes, while Advanced Skills exist to better personalize the Navi to your liking.
SKILL EFFECTS
}- Introduction of Resource Skills
- Redefinition of Advanced Skills
- You may own multiple Advanced Skills now
- Advanced Skill "Copyright" clause reinstated
Resource Skills
These aren't going to make sense until you see the full guidelines for them, which is too much to go over for here. But basically, you'll be allowed to create skills like the one below now.
Residual Force -- B Tier || Resource
When Warrior's strikes miss their mark, remnants of the attacks are left behind in the form of lingering light particles. While harmless on their own, Warrior can regather strength from them to be repurposed as the situation demands.
Income: Warrior gains +1 Force whenever one of his attacks is avoided or partially avoided (Damage or Effects neutralized)
V1 Withdraw: Warrior may exchange 4 Force for +1 Attack Slot this turn
V6 Withdraw: Warrior may exchange 4 Force to add 315 Damage to One Attack
V11 Withdraw: Warrior may exchange 6 Force to activate Deflect
V16 Withdraw: Warrior may exchange 6-12 Force to imbue a Chip Effect onto an attack following standard guidelines
Starting Resources: Warrior begins the battle with 0 Force
When Warrior's strikes miss their mark, remnants of the attacks are left behind in the form of lingering light particles. While harmless on their own, Warrior can regather strength from them to be repurposed as the situation demands.
Income: Warrior gains +1 Force whenever one of his attacks is avoided or partially avoided (Damage or Effects neutralized)
V1 Withdraw: Warrior may exchange 4 Force for +1 Attack Slot this turn
V6 Withdraw: Warrior may exchange 4 Force to add 315 Damage to One Attack
V11 Withdraw: Warrior may exchange 6 Force to activate Deflect
V16 Withdraw: Warrior may exchange 6-12 Force to imbue a Chip Effect onto an attack following standard guidelines
Starting Resources: Warrior begins the battle with 0 Force
Advanced Skills
To put simply, Advanced Skills are just Tier-less Skills balanced by their drawbacks.
Their upper limit is dictated by how powerful of a drawback they have.
In terms of Rule-Breaking effects, these will only be allowed if the associated drawback shows clear understanding of why the rule exists and displays a deliberate effort to maintain fairness within the system. Attempts at exploitation will simply not be granted -- this renders some existing Advanced Skills illegal.
Expect to have an in-depth discussion when proposing Rule-Breaking skills, but take solace in knowing that it is allowed if you find the proper balance.
Be mindful that the ruling is subject to change at any moment if it is determined to be faulty. These guidelines apply for any custom-made "thing" that breaks the rules: Hypers, Attacks, etc.
Additionally, to better compliment the expression of your Navi, you may own multiple Advanced Skills.
Copyright Clause
Because uniqueness is hard to find in a world where anything can just be copied and pasted, you can request a copyright on particularly unique effects that other players cannot replicate without your permission.
Effects considered too generic will not be given this right, so don't expect it to be granted simply because the subject is an Advanced Skill. Adjusting Rules isn't particularly self-defining, think more along the lines of rules rewritten to fit a specific flavor of character.
This right will be revoked from anyone suspecting to utilize it as a tool to prevent the creativity from others, Staff has final say whether the skill is deemed personal enough to be copyrightable.
These open up many more avenues of customization in the Skill section of your stats, and since avoidances/mitigation are handled by Basic Skills, you've got room to play. Resource Skills will help check left-over boxes, while Advanced Skills exist to better personalize the Navi to your liking.
{
- Unavoidable Damage adjusted
- Survival Effects adjusted
- Dark Karma Adjustments
- Undershirt Nu Removed
Unavoidable Damage (Adjusted)
Unavoidable Damage (of any type) cannot reduce a Navi below 1 HP unless specified otherwise. Non-Navi entities are still susceptible to being KO'ed by Unavoidable Effects.
Purpose: So that having some form of sufficient healing does not become a necessity as it (borderline) already is. Indirect Attackers have been accounted for.
Survival Effects (Nerf)
When a Survival Effect is triggered, User cannot intercept for the rest of that turn.
Each Navi may only be saved by 1 Self-Sourced Survival Effect per battle.
The following sources of Survival do not count against this limit:
- Revivals provided by an ally (not self)
- Final Weapon (Giga Program)
Purpose: So that triggering a Survival Effect feels more like a milestone of progress toward your victory rather than feeling like the equivalent of getting to the center of a tootsie pop with only one slow, painful, predictable, repetitive lick at a time (kind of like how reading this sentence was).
Old Dark Soul Effects
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
New Dark Soul Effects
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP (no extensions, period)
° Navi has +1 Attack Slot for the duration
° Navi is immune to Standard Dark Chip glitches during Dark Soul
° Navi cannot intercept attacks for rest of the turn of activation
° Lasts for 3 Turns
** NOTE: There is no Invincibility duration for DS, period. Effects that reactivate DS do not provide the Survival Effect again, period. Craftier ways of wording to accomplish the same task do not work, period. No alternate, pseudo-invincibility is allowed, period (IE: "can only be harmed by aimed attacks").
Dark Karma Bonus
Dark Chip Expansion: Removed
Dark Soul Expansion: Added
° User Negates the first attack to hit them per turn during Darksoul (Stacks with multiple instances, to a max of "first three attacks")
SURVIVAL EFFECTS
}- Unavoidable Damage adjusted
- Survival Effects adjusted
- Dark Karma Adjustments
- Undershirt Nu Removed
Unavoidable Damage (Adjusted)
Unavoidable Damage (of any type) cannot reduce a Navi below 1 HP unless specified otherwise. Non-Navi entities are still susceptible to being KO'ed by Unavoidable Effects.
Purpose: So that having some form of sufficient healing does not become a necessity as it (borderline) already is. Indirect Attackers have been accounted for.
Survival Effects (Nerf)
When a Survival Effect is triggered, User cannot intercept for the rest of that turn.
Each Navi may only be saved by 1 Self-Sourced Survival Effect per battle.
The following sources of Survival do not count against this limit:
- Revivals provided by an ally (not self)
- Final Weapon (Giga Program)
Purpose: So that triggering a Survival Effect feels more like a milestone of progress toward your victory rather than feeling like the equivalent of getting to the center of a tootsie pop with only one slow, painful, predictable, repetitive lick at a time (kind of like how reading this sentence was).
Old Dark Soul Effects
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
New Dark Soul Effects
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP (no extensions, period)
° Navi has +1 Attack Slot for the duration
° Navi is immune to Standard Dark Chip glitches during Dark Soul
° Navi cannot intercept attacks for rest of the turn of activation
° Lasts for 3 Turns
** NOTE: There is no Invincibility duration for DS, period. Effects that reactivate DS do not provide the Survival Effect again, period. Craftier ways of wording to accomplish the same task do not work, period. No alternate, pseudo-invincibility is allowed, period (IE: "can only be harmed by aimed attacks").
Dark Karma Bonus
Dark Chip Expansion: Removed
Dark Soul Expansion: Added
° User Negates the first attack to hit them per turn during Darksoul (Stacks with multiple instances, to a max of "first three attacks")
{
Blue text is poiting out the differences of this template when compared to the present template.
-Warrior
-Version / Experience:
--Version: 1
--Experience: 0
--To Next Version: 300
-Available Funds:
--Zenny: 1000z
--Bugfrags: 0
-Karma: Neutral
° V1: Gain a Hyper Attack
-Elements: 3 Element Levels
-Net Strengths: (...)
-Net Weaknesses: (...)
-HP: 1000
-Armor: 0
-Regeneration: 0
-Natural Avoid: Shield | 5 Turn CD
-Base Damage: 100
-Attack Slots: 3
* NOTE -- I could have customized these avoidances to my liking, but for the sake of keeping this example as simple as possible, I chose not to do so. Don't panic: not every single navi is going to have exact same Basic Skills. In fact, I expect them to vary noticeably from one to the next, just as avoidance skills currently do.
Allotted Skills: 3
-Total Attacks: 1/5
° STAB Elements are: Wind | Blade
° 1 CDR applied as desired (Source: Normal Type)
° Gain STAB for Blade (Normal Type)
EXAMPLE STATS
}Blue text is poiting out the differences of this template when compared to the present template.
-Warrior
{--Titles & RP Information (+)}
--Description:
(...)
--Personality:
(...)
--Background:
(...)
--Description:
(...)
--Personality:
(...)
--Background:
(...)
-Version / Experience:
--Version: 1
--Experience: 0
--To Next Version: 300
-Available Funds:
--Zenny: 1000z
--Bugfrags: 0
|Statistical Information|
{-Archetypes: Standard Avoider | Standard Attacker (+)}
* Access to any Attack
* Access to any Avoidance Type
* Start with the following Basic Skills: Dodge | Block | Barrier
* Access to any Avoidance Type
* Start with the following Basic Skills: Dodge | Block | Barrier
{-Type: Normal (+)}
° Reduces the penalty for converting HP to damage and vice versa by 50%.
° Choose one element you do not possess. You gain a strength to that element and attacks of that element are treated as though you possessed it. (Blade Element)
° -1 cooldown to 1 attack. -1 more every new type bonus acquired by version. (Total: -1 CDR)
Normal Type
° Reduces the penalty for converting HP to damage and vice versa by 50%.
° Choose one element you do not possess. You gain a strength to that element and attacks of that element are treated as though you possessed it. (Blade Element)
° -1 cooldown to 1 attack. -1 more every new type bonus acquired by version. (Total: -1 CDR)
-Karma: Neutral
° V1: Gain a Hyper Attack
-Elements: 3 Element Levels
{ Wind Lv3 ::(+)::}
° Wind Element Attacks acquire the Panel Element in addition to their own
° Attacks with multiple elements deal +10% Total Damage
° Ignore Negative Panel Effects
° Wind Element Attacks acquire the Panel Element in addition to their own
° Attacks with multiple elements deal +10% Total Damage
° Ignore Negative Panel Effects
-Net Strengths: (...)
-Net Weaknesses: (...)
-HP: 1000
-Armor: 0
-Regeneration: 0
-Natural Avoid: Shield | 5 Turn CD
-Base Damage: 100
-Attack Slots: 3
|Basic Skills|
Celerity -- C Tier || Basic
Swiftness of movement; alacrity.
Dodge 1 Attack
Costs 1 Skill Use from a Speed or Offense Skill to activate
Swiftness of movement; alacrity.
Dodge 1 Attack
Costs 1 Skill Use from a Speed or Offense Skill to activate
Deflect -- C Tier || Basic
Warrior contests an attack with his sword.
Block 1 Attack
Costs 1 Skill Use from a Defense or Offense Skill to activate
Warrior contests an attack with his sword.
Block 1 Attack
Costs 1 Skill Use from a Defense or Offense Skill to activate
Guardian Oath -- C Tier || Basic
A defender, protector, or keeper.
Absorb 1 Attack
Costs 1 Skill Use from a Support or Offense Skill to activate
A defender, protector, or keeper.
Absorb 1 Attack
Costs 1 Skill Use from a Support or Offense Skill to activate
* NOTE -- I could have customized these avoidances to my liking, but for the sake of keeping this example as simple as possible, I chose not to do so. Don't panic: not every single navi is going to have exact same Basic Skills. In fact, I expect them to vary noticeably from one to the next, just as avoidance skills currently do.
|Custom Skills|
Allotted Skills: 3
Vigor -- C Tier || Speed
Ability to move quick and easy; agility.
° Warrior gains +1 Attack Slot for 1 Turn
3 Uses
Ability to move quick and easy; agility.
° Warrior gains +1 Attack Slot for 1 Turn
3 Uses
Indomitable -- C Tier || Defense
Impossible to subdue or defeat; unshakeable.
° Warrior gains +30 Armor against One Attack
3 Uses
Impossible to subdue or defeat; unshakeable.
° Warrior gains +30 Armor against One Attack
3 Uses
Residuum -- C Tier || Offense
Small left-over quantity or surviving trace; remainder.
° One Attack gains +30 Damage for One use
3 Uses
Small left-over quantity or surviving trace; remainder.
° One Attack gains +30 Damage for One use
3 Uses
|Attacks|
-Total Attacks: 1/5
° STAB Elements are: Wind | Blade
° 1 CDR applied as desired (Source: Normal Type)
° Gain STAB for Blade (Normal Type)
|Basic Attack|
{
Name/Description vary based on Element Chosen
Lethal Entourage
A fatal chain of sword strikes strung together with deadly finesse.
Silent Sonicboom
A visible shockwave rips out from Warrior's blade as he cuts asunder the air.
Lethal Entourage -- Basic Attack
100 X-Damage × 1 Hit (100%)
A fatal chain of sword strikes strung together with deadly finesse.
Up to 2 Basic Aimers Chosen upon Use
Upon Use: Choose a Range and Element (from among Warrior's Elements)
Can be optionally charged for 1 turn
This Attack deals -25% Total Damage with each consecutive use
100 X-Damage × 1 Hit (100%)
A fatal chain of sword strikes strung together with deadly finesse.
Up to 2 Basic Aimers Chosen upon Use
Upon Use: Choose a Range and Element (from among Warrior's Elements)
Can be optionally charged for 1 turn
This Attack deals -25% Total Damage with each consecutive use
Click for Variants
}Name/Description vary based on Element Chosen
Lethal Entourage
A fatal chain of sword strikes strung together with deadly finesse.
Silent Sonicboom
A visible shockwave rips out from Warrior's blade as he cuts asunder the air.
|Custom Attacks|
God Crusher
80 S-Damage × 1 Hit (80%)
The attack that contributed to the fall of Revelation Forte at the end of the Eternal Endgame, now just a basic attack of Warrior's. He hurls his weapon at his target with such velocity that it appears to vanish from sight while in flight.
Breaks Shields Cuts Auras
Can be optionally charged for 1 Turn to replace one Aimer with an Omni Aimer
80 S-Damage × 1 Hit (80%)
The attack that contributed to the fall of Revelation Forte at the end of the Eternal Endgame, now just a basic attack of Warrior's. He hurls his weapon at his target with such velocity that it appears to vanish from sight while in flight.
Breaks Shields Cuts Auras
Can be optionally charged for 1 Turn to replace one Aimer with an Omni Aimer
META GAME INFLUENCE
While the objective remains the same (Get the Opponent's HP to 0 by depleting their Avoidances and Survival Effects while maintaing your own), the Offensive vs Defensive relationship is much more involved and not necessarily as black and white as it was before.
{
We're going to assume your the Attacker and your opponent is the Defender. We're going to briefly review some back-and-forth strategizing to reach the primary objective that was described above.
Smart Attacking
Consider that your Opponent's Basic Skills deplete uses from their Custom Skills of a specified type: If they have a nasty Support Skill, you can potentially reduce the availability of that skill by peppering them with your "Undodgeable, Breaks Shields" attacks (because Barrier-Avoiding would require them to spend uses from a Support or Offense Skill). In the case of Null-Avoiders, you'd want your attacks to have powerful "If Hits" Effects so that they simply must use Mettle.
Simple Defending
Your opponent's worst possible reaction is to respond to each of the incoming attacks with their corresponding Basic Skill. This can be described as you "forcing" them to do so, which depletes uses from the skills that would have caused you trouble. If you're able to repeat this enough times, it will put the Attacker at the advantage.
Smart Defending
With enough Armor and Mitigation, your opponent can prevent themselves from needing to spend Basic Skills against these types of pesky attacks. As you, the Attacker, further augment your attack's damage, the Defender's Armor will be compensated, meaning you'll have to dig a little deeper when your Damage isn't keeping up.
Smarter Attacking
Higher Tiered Effects are those that can more consistently force a Skill from an opponent, regardless of the damage associated with them. If you use an attack intended to inflict a Status on your opponent, then it doesn't matter whether they block it or Status Heal the effect immediately after taking it, you're going to get a Skill Use out of them. As you climb the Tiers to A, A+, and S Tier Effects, your enemy begins to have more of a say in the matter concerning when and how you're able to use these more powerful attacks.
Smarter Defending
Against incoming strong attacks with Cooldown, you may have Cooldown-related defensive abilities to match those with. This saves Skill uses and is the most efficient method of utilizing cooldown-based defenses.
Against incoming Charged Attacks, now that Interruption is better integrated into the Stats System, you can force your Attacker to spend their own skills to prevent their charges from being interrupted if you're able to swing hard enough, lest their attack gets delayed.
And if the attack has Critical Charge, your reward for Interrupting it is even greater as it locks that attack away from your opponent for the rest of battle, so it's very valuable to dedicate your Offensive Skill uses to pursue these opportunities.
Smartest Attacking...?
Strategies can go far deeper than this, such as beginning a Critical Charge with the intent of letting the opponent Interrupt it just so that they would spend their Offensive Skill uses to do so. Additionally, the softened restrictions on Attack Effects allows you to have a much more diverse attack set, effectively enabling you to have a solution for any given situation. This is good because fights will be determined by how you use the tools available to you rather than whether or not you even have those tools to begin with.
This post could go on for pages concerning the different scenarios and strategies that you could run across in a Stats Battle, but the paragraphs above essentially describe the crux of it, barring rule-bending Advanced Effects and NPCs.
Meta Game Synopsis
}We're going to assume your the Attacker and your opponent is the Defender. We're going to briefly review some back-and-forth strategizing to reach the primary objective that was described above.
Smart Attacking
Consider that your Opponent's Basic Skills deplete uses from their Custom Skills of a specified type: If they have a nasty Support Skill, you can potentially reduce the availability of that skill by peppering them with your "Undodgeable, Breaks Shields" attacks (because Barrier-Avoiding would require them to spend uses from a Support or Offense Skill). In the case of Null-Avoiders, you'd want your attacks to have powerful "If Hits" Effects so that they simply must use Mettle.
Simple Defending
Your opponent's worst possible reaction is to respond to each of the incoming attacks with their corresponding Basic Skill. This can be described as you "forcing" them to do so, which depletes uses from the skills that would have caused you trouble. If you're able to repeat this enough times, it will put the Attacker at the advantage.
Smart Defending
With enough Armor and Mitigation, your opponent can prevent themselves from needing to spend Basic Skills against these types of pesky attacks. As you, the Attacker, further augment your attack's damage, the Defender's Armor will be compensated, meaning you'll have to dig a little deeper when your Damage isn't keeping up.
Smarter Attacking
Higher Tiered Effects are those that can more consistently force a Skill from an opponent, regardless of the damage associated with them. If you use an attack intended to inflict a Status on your opponent, then it doesn't matter whether they block it or Status Heal the effect immediately after taking it, you're going to get a Skill Use out of them. As you climb the Tiers to A, A+, and S Tier Effects, your enemy begins to have more of a say in the matter concerning when and how you're able to use these more powerful attacks.
Smarter Defending
Against incoming strong attacks with Cooldown, you may have Cooldown-related defensive abilities to match those with. This saves Skill uses and is the most efficient method of utilizing cooldown-based defenses.
Against incoming Charged Attacks, now that Interruption is better integrated into the Stats System, you can force your Attacker to spend their own skills to prevent their charges from being interrupted if you're able to swing hard enough, lest their attack gets delayed.
And if the attack has Critical Charge, your reward for Interrupting it is even greater as it locks that attack away from your opponent for the rest of battle, so it's very valuable to dedicate your Offensive Skill uses to pursue these opportunities.
Smartest Attacking...?
Strategies can go far deeper than this, such as beginning a Critical Charge with the intent of letting the opponent Interrupt it just so that they would spend their Offensive Skill uses to do so. Additionally, the softened restrictions on Attack Effects allows you to have a much more diverse attack set, effectively enabling you to have a solution for any given situation. This is good because fights will be determined by how you use the tools available to you rather than whether or not you even have those tools to begin with.
This post could go on for pages concerning the different scenarios and strategies that you could run across in a Stats Battle, but the paragraphs above essentially describe the crux of it, barring rule-bending Advanced Effects and NPCs.
{
Before, the Aimers on your attack had far less meaning. Generally, opponents had equal access to all 3 Avoidance Types, so it didn't really matter which one you chose to burn through. By tying Avoidances (and Null-Avoider equivalents) to Utility Skills, the aimers you set have a more noticeable impact on the way your target will choose to respond.
Before, the pieces were in place for the "Charge" vs "Interrupt" style of play, but one half of that equation was sold dramatically short. With the update, you can more efficiently protect yourself by attacking hard before your enemy is able to (without having to outright kill them for the strategy to be effective).
And thirdly, extensive Survival Effects would previously drown out the actual strategy of a fight to the point that it mostly boiled down to "just eat everything and specifically avoid the attacks that would pierce the Survival Effect" for the Defender, and "spam Survival-Piercing Effects" for the Attacker. When that phase of the fight was finally over, lasting multiple turns, you were basically just finishing each other off now that you had both fully ramped up or charged up by this point.
While you can still use 1 Survival Effect as a safety net (or even still as a bait and switch), gone are the days of peeling back one layer at a time before any meaningful decision in a Battle can be made.
Lastly, the softening of restrictions on Advanced Skills enables you to challenge the metagame with a fully original strategy of your own, if you're dedicated enough to account for all of the bells and whistles that such a feat entails in order to function cleanly with the systems already in place.
What's Different Between Now and Before?
}Before, the Aimers on your attack had far less meaning. Generally, opponents had equal access to all 3 Avoidance Types, so it didn't really matter which one you chose to burn through. By tying Avoidances (and Null-Avoider equivalents) to Utility Skills, the aimers you set have a more noticeable impact on the way your target will choose to respond.
Before, the pieces were in place for the "Charge" vs "Interrupt" style of play, but one half of that equation was sold dramatically short. With the update, you can more efficiently protect yourself by attacking hard before your enemy is able to (without having to outright kill them for the strategy to be effective).
And thirdly, extensive Survival Effects would previously drown out the actual strategy of a fight to the point that it mostly boiled down to "just eat everything and specifically avoid the attacks that would pierce the Survival Effect" for the Defender, and "spam Survival-Piercing Effects" for the Attacker. When that phase of the fight was finally over, lasting multiple turns, you were basically just finishing each other off now that you had both fully ramped up or charged up by this point.
While you can still use 1 Survival Effect as a safety net (or even still as a bait and switch), gone are the days of peeling back one layer at a time before any meaningful decision in a Battle can be made.
Lastly, the softening of restrictions on Advanced Skills enables you to challenge the metagame with a fully original strategy of your own, if you're dedicated enough to account for all of the bells and whistles that such a feat entails in order to function cleanly with the systems already in place.
OTHER CHANGES
* Element Adjustments
* Giga Program Adjustments
* Battle Chip Tweaks
* Program Adjustments
* Accessory Tweaks
* Hidden Elements Reworked
* Introduction of Lv6/7 Elements
* Potentially increasing the Version Cap
* Other still-in-development concepts
The "Adjustments" are mostly buffing things and the "Tweaks" are just clearing up (or very minimally changing) weird interactions. It'd be a waste not to fine tune some of these things while we're sweeping through the whole system anyway. In effort to keep from lengthening this post though, you'll only get to see the Yellow highlighted stuff on the list for now.
Concerning the Version Cap increase
It's pretty well known that top-enders have little left to strive for. Picture this entire update as an "Expansion" to MMM: improvements to existing features and the addition of new features to give you more content to enjoy as the Story continues to be the main driving force for continuing the journey here. While something as bland as "you just get more Attacks/Skills in the post-20 Versions" isn't the intention here, there's no promises yet that it will be something as impactful as that would have been either.
The Exp Chart won't necessarily be changed, but ideally a progression path would make the road to v20 fairly intuitive now (For Example: Beginning at v10, you can pursue a Hidden Element -- the Exp associated with fulfilling the objectives required could land you at around v15 once you have fully maxed the Hidden Element out, where a new feature will become available whose objectives, once fulfilled, will land you within arm's reach of the next main Version threshold). This is the ideal, not neccesarily the way it will ultimately function. In a perfect world, you'll have a short-term goal at every 5th Version that will gradually become stronger over the next 4 Version-Ups, thereby propelling you up the Version chart as you pursue it. Post-20 Versions will be a bit more slow and steady, and preferably more reliant on Story Activity than Stat Grinding, but no telling at the moment.
ELEMENT ADJUSTMENTS
Elements with a ::★:: have changes highlighted in green.
Elements without a star are unchanged.
[PTabbedContent=Elements]
[PTab=::Element:Normal::::★::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
{Special Property: Neutrality ::(+)::}
Passive Effect: Remove 1 Weakness from each element
Strengths: -
Weaknesses: -
Lv1: +100 HP. +10 Damage.
Lv2: +200 HP. +20 Damage.
Lv3: +300 HP. +30 Damage.
Lv4: +400 HP. +40 Damage.
Lv5: +500 HP. +50 Damage. +1 Program Slot.
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
{Special Property: Burn ::(+)::}
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
Strengths: Laser, Wind, Dark, Wood, Fire
Weaknesses: Stone, Shadow, Sand, Aqua, Bug
Lv1: +20 Damage.
Lv2: +40 Damage.
Lv3: +60 Damage.
Lv4: +80 Damage.
Lv5: +100 Damage. Immune to Burn.
[/PTab]
[PTab=::Element:Aqua::::★::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
{Special Property: Soak ::(+)::}
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
{Special Property: Bubble ::(+)::}
Status Effect: Next turn, the afflicted Navi cannot attack unless hit by another attack before then. Once ended, a Navi cannot be Bubbled for 2 turns. Requires Aqua Lv5.
Strengths: Fire, Break, Blade, Aqua, Shadow
Weaknesses: Light, Ice, Seeking, Elec, Bug
Lv1: +1 Natural Avoidance (5 Turn CD)
Lv2: +2 Natural Avoidances (Separate 5 Turn CDs)
Lv3: +2 Natural Avoidances (Separate 4 Turn CDs)
Lv4: +2 Natural Avoidances (Separate 3 Turn CDs)
- Panels start as Ocean (Lasts 3 Turns).
Lv5: +2 Natural Avoidances (Separate 3 Turn CDs)
- Panels start as Ocean (Locked. Lasts 3 Turns).
- First Innate Natural Avoidance in a turn can be applied against an additional attack
- Immune to Soak and Bubble.
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
{Special Property: Shock ::(+)::}
Status Effect: For 2 Turns, the afflicted Navi is required to use an additional attack slot or auto charge to begin charging an attack and cannot activate non-Undershirt programs. Once ended, a Navi cannot be Shocked for 2 turns Requires Elec Lv2 or Higher.
{Special Property: Paralyze ::(+)::}
Status Effect: Afflicted Navi cannot avoid the next attack aimed at them. If no further attacks hit them on the turn that they are paralyzed, they have -1 attack slot for that turn. Does not stack. Once ended, a Navi cannot be Paralyzed for 2 turns. Requires Elec Lv5.
Strengths: Metal, Dark, Ice, Aqua, Elec
Weaknesses: Shadow, Sand, Stone, Wood, Bug
Lv1: +1 Attack Slot for 1 turn (2 Turn CD).
Lv2: +1 Attack Slot on Even Turns.
Lv3: +1 Attack Slot.
Lv4: +1 Attack Slot. +1 More on Even Turns.
Lv5: +1 Attack Slot. +1 More on Even Turns.
- Immune to Shock and Paralyze.
[/PTab]
[PTab=::Element:Wood::::★::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
Strengths: Shadow, Sonic, Light, Elec, Wood
Weaknesses: Metal, Ice, Blade, Fire, Bug
Lv1: +40 Regen.
Lv2: +80 Regen.
Lv3: +120 Regen.
Lv4: +160 Regen.
Lv5: +200 Regen (OR) Regen 5% of HP per turn.
When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
{Special Property: Stone Skin ::(+)::}
Passive Effect: User takes 5% less damage.
Strengths: Wind, Elec, Toxic, Blade, Stone
Weaknesses: Metal, Sand, Wood, Break, Bug
Lv1: +200 HP.
Lv2: +400 HP. User can take 30% less damage from one attack (5 turn CD)
Lv3: +600 HP. User can take 30% less damage from one attack (4 turn CD)
Lv4: +800 HP. User can take 30% less damage from one attack (3 turn CD)
Lv5: +1,000 HP. User can take 30% less damage from one attack (2 turn CD)
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
{Special Property: Piercing ::(+)::}
When Activated: Adds 'Cuts Uncuttable Auras' to One Attack for one use.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Strengths: Plasma, Metal, Stone, Dark, Laser
Weaknesses: Break, Toxic, Elec, Sand, Bug
Lv1: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
Lv2: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
Lv3: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
Lv4: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
User's "Optional Charge" effects cost 5% instead of 10% damage.
Lv5: User's "Cannot be Countered" effects cost 5% instead of 10% damage.
User's "Aimed at 1 additional target" effects cost 5% instead of 10% damage.
User's "Cannot be Naturally Avoided" effects cost 5% instead of 10% damage.
User's "Optional Charge" effects cost 5% instead of 10% damage.
User's B-Tier attack effects don't add CD unless 2 are added, and only increase when 3 effects are added thereafter, rather than 2.
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
Strengths: Plasma, Elec, Seeking, Sand, Wind
Weaknesses: Laser, Blade, Sonic, Metal, Bug
Lv1: Wind Element Attacks acquire the Panel Element in addition to their own
Lv2: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
Lv3: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
Lv4: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to One Natural Avoidance or Special Property (Minimum: 1 Turn CD)
Lv5: Wind Element Attacks acquire the Panel Element in addition to their own
- Attacks with multiple elements deal +10% Total Damage
- Ignore Negative Panel Effects
-1 Cooldown to All Natural Avoidances and Special Properties (Minimum: 1 Turn CD)
[/PTab]
[PTab=::Element:Break::::★::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
{Special Property: Unstoppable ::(+)::}
When Activated: Adds 'Breaks Unbreakable Shields' to One Attack for one use.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
Lv1: All Attacks gain "Damage cannot be reduced below 10%"
Lv2: All Attacks gain "Damage cannot be reduced below 20%"
Lv3: All Attacks gain "Damage cannot be reduced below 30%"
Lv4: All Attacks gain "Damage cannot be reduced below 40%"
Lv5: All Attacks gain "Damage cannot be reduced below 50%"
[/PTab]
[PTab=::Element:Toxic::::★::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
{Special Property: Poison ::(+):: ★}
Status Effect: For 4 turns, the afflicted Navi takes 3% of their Max-Health as damage. Once ended, a Navi cannot be Poisoned for 2 turns. Requires Toxic Lv2 or Higher.
Strengths: Stone, Wood, Aqua, Wind, Toxic
Weaknesses: Light, Ice, Laser, Plasma, Bug
Lv1: Enemies take 40 Unavoidable Damage per turn (+10 for Indirect Attackers)
Lv2: Enemies take 80 Unavoidable Damage per turn (+20 for Indirect Attackers)
Lv3: Enemies take 120 Unavoidable Damage per turn (+30 for Indirect Attackers)
Lv4: Enemies take 160 Unavoidable Damage per turn (+40 for Indirect Attackers)
Lv5: Enemies take 200 Unavoidable Damage per turn (+50 for Indirect Attackers)
- This Damage can reduce Navis to below 1 HP
- Immune to Poison.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv2: +20 Armor. 7.5% of your Base Damage is added as Bonus Armor.
Lv3: +30 Armor. 10% of your Base Damage is added as Bonus Armor.
Lv4: +40 Armor. 12.5% of your Base Damage is added as Bonus Armor.
Lv5: +50 Armor. 15% of your Base Damage is added as Bonus Armor.
[/PTab]
[PTab=::Element:Sonic::::★::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
{Special Property: Confuse ::(+)::}
Status Effect: For 2 turns, the afflicted Navi must use all attack slots available to them and every even attack used hits themselves instead of any other targets. Once ended, a Navi cannot be Confused for 4 turns. Requires Sonic Lv2 or Higher.
Strengths: Aqua, Stone, Shadow, Plasma, Sonic
Weaknesses: Toxic, Wood, Dark, Metal, Bug
Lv1: Any attack aimed at an object may freely target that object's creator as well.
Lv2: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all non-navis".
Lv3: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
Lv4: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
+1 Use to One Auto Attack
Lv5: Any attack aimed at an object may freely target that object's creator as well.
User’s charged attacks gain "hits all".
Recurring Auto Attacks cost Charge instead of Total Attacks / Use Limitations
- Immune to Confuse
[/PTab]
[PTab=::Element:Ice::::★::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
{Special Property: Freeze ::(+)::}
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
Strengths: Light, Sand, Aqua, Toxic, Ice
Weaknesses: Seeking, Break, Fire, Sonic, Bug
Lv1: +20 Armor.
Lv2: +40 Armor
Lv3: +60 Armor
Lv4: +60 Armor
User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD)
Lv5: +60 Armor
Immune to Freeze
User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD)
User's Armor is doubled against one full attack (0 Turn CD)
[/PTab]
[PTab=::Element:Sand::::★::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
{Special Property: Slow ::(+)::}
When Activated: One Target is unavoidably inflicted with -1 Attack Slot for 1 Turn.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
Lv1: Change and Lock the Panels to Sand for 3 Turns (Once per Battle)
Lv2: Basic Attack gains "If hits, victim deals -10 Damage with All Attacks for 1 Turn"
Lv3: Damage Reduction requires Cooldown instead of Charge to be added to attacks
Lv4: Attack Slot Reduction requires Cooldown instead of Charge to be added to attacks
Lv5: By optionally critical-charging an attack for an extra turn, its 'If Hit' effects will pierce immunity.
[/PTab]
[PTab=::Element:Seeking::::★::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
{Special Property: Precision ::(+)::}
When Activated: Adds 'Unomnidodgeable' to One Attack for one use.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
Strengths: Toxic, Break, Sand, Light, Seeking
Weaknesses: Dark, Wood, Blade, Wind, Bug
Lv1: When augmenting an attack, the selected attack also requires a full use of an avoidance skill to avoid it for one use. (1 Turn CD || Does not stack with other Avoidance Restriction effects)
Lv2: (Same Effect; 0 Turn CD)
Lv3: Additionally, When augmenting an attack, the user can also change the trigger conditions of the attack from "If Hits" to "If Avoided" for one use. (0 Turn CD)
Lv4: Additionally, When augmenting an attack, the user can also add (50 + (5 * V)) Damage to the attack. (0 Turn CD)
Lv5: Additionally, One augment affecting one attack can carry over to the next attack. This ability may be charged up to 4 Turns, affecting an additional augment per turn charged. (1 Turn CD, after charge is completed)
[/PTab]
[PTab=::Element:Light::::★::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
Lv1: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot.
Lv2: (Same Effect; extra AS gains damage equal to 50% of excess HP)
- Remove one Negative Status from yourself or an ally (2 Turn CD)
Lv3: (Same Effect)
- Remove one Negative Status from yourself or an ally (1 Turn CD)
Lv4: (Same Effect; Heal Overcap raised to 125%)
- Remove one Negative Status from yourself or an ally (0 Turn CD)
Lv5: (Same Effect; Being over Max HP now gives +2 AS instead of +1)
- Remove one Negative Status from yourself and any allies (0 Turn CD)
[/PTab]
[PTab=::Element:Dark::::★::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
{Special Property: Darken ::(+)::}
Status Effect: If hits, Victim is ejected from HyperMode. If the victim is not in HyperMode, this status prevents them from entering it for 1 Turn instead. Requires Dark Lv2 or Higher.
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
Lv1: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +20% Damage (Once per Attack) | (This can deal fatal damage)
Lv2: (Same Effect, ratios increased to 10%:30%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (2 Turn CD)
Lv3: (Same Effect, ratios increased to 10%:40%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn CD)
Lv4: (Same Effect, ratios increased to 10%:50%)
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Lv5: (Same Effect) + If the attack lands, the sacrificed HP is restored in the user's next Supportive Phase
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
- User's Darkchips can be optionally charged for 1 turn, following standard damage.
[/PTab]
[PTab=::Element:Plasma::::★::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
Lv1: +1 Preemptive Charge (Preemptive Charges: charges that begin the battle intact.)
Lv2: +1 Preemptive Charge
- Charged attacks deal +25% Total Damage
Lv3: +1 Preemptive Charge
- Charged Attacks deal +25% Total Damage
- User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 C-tier effect on-use
Lv4: +2 Preemptive Charges
- Charged Attacks deal +25% Total Damage
- User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to B-tier effect on-use. (Non-custom, scaling effects are 10% only)
Lv5: +2 Preemptive Charges
- Charged Attacks deal +25% Total Damage
- -1 Required Charge to One Attack (Inapplicable to non-standard charge)
--User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to A-tier effect on-use. (Non-custom, scaling effects are 10% only)
[/PTab]
[PTab=::Element:Blade::::★::]
::Element: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.
{Special Property: Reflection ::(+):: ::★::}
When Activated: 1 counter this turn may counter using the triggering attack instead (including all effects, aimers, damage, etc). Cannot be an unavoidable source of damage. Cannot be a Non-Normal Attack (Hyper, Chip, etc).
Cooldown: Once per turn.
Cooldown: Once per turn.
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
Lv1: One Avoidance counters for 5 + (5 * V) Damage per use
Lv2: Additionally, C-Range Attacks can adopt one Aimer (or Omni Aimer) of the preceding attack if it was a Basic Attack
Lv3: Additionally, C-Range Attacks gain 20% Damage of the preceding attack if it had CD
Lv4: Additionally, C-Range Regular Attacks have -1 CD if used after a Charged Attack
Lv5: Additionally, One "Avoid Separately" C-Range Attack gains +1 Hit at no cost upon creation
[/PTab]
[PTab=::Element:Shadow::::★::]
::Element:Shadow::
::★:: The Element Icon is visible to the naked eye now
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
{Special Property: Initiative ::(+)::}
Passive Effect: User has +1 Initiative Lv, increasing their chance to go first in battle
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
Lv1: Change the effects of any avoidance to a Dodge for one use (1 Turn CD)
Lv2: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Once per battle, an Avoidance Skill may be activated at no cost
Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
Twice per battle, an Avoidance Skill may be activated at no cost
Lv5: At any time, User may change the effects of any avoidance to a Dodge
Twice per battle, an Avoidance Skill may be activated at no cost
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
{
Mobius (Adjustment)
At the end of each of your turns, charge all attacks, chips, and abilities which have not been charged this turn.
Charged Attacks can be held indefinitely.
The first instance of Interruption that would affect the user in a turn is ignored.
No effects of this Giga Program are applicable to Critical or Full Turn Charges.
Jack of All Trades (Adjustment)
Your Basic Skills may consume uses from any Active Skills you have
When an Active Skill falls to 0 Uses, User may spend a Full Turn Charging that Skill. If not interrupted, the Active Skill is restored to its base uses when the charge completes.
If interrupted, that skill is locked for the rest of battle.
Only applicable to C, B, and A Tier Skills.
Compression Codes (Full Rework)
Mega Programs and Hidden Programs cost 1 Regular Program Slot for the User to equip
User's Hidden Program Slot becomes a Regular Program Slot
User can equip any number of Mega/Hidden Programs, but they still do not benefit from any augmenting effects
(Cannot gain Regular Program Slots from Trinket Mastery Hidden Program; Hidden "Sets" still cost 2 Slots)
Equalizer (Rework)
If you have no passive sources of any of the following stats outside of Version or Type, Equalizer grants you a passive bonus to that stat:
Max HP: +100 Max HP per +10 Damage from Non-Equalizer sources
Damage: +10 Damage per +100 Max HP from Non-Equalizer sources
Attack Slots: +1 Attack Slot per +1 Auto Charge from Non-Equalizer sources
Auto Charges: +1 Auto Charge per +1 Attack Slot from Non-Equalizer sources
Regen: +40 Regen per +10 Armor from Non-Equalizer sources
Armor: +10 Armor per +40 Regen from Non-Equalizer sources
Giga Special (Clarification)
Upon creation, One Attack gains:
If Hits, instantly KO's the target regardless of all survival effects. Deals no damage.
Base: 1 Turn Charge.
** Any effect added beyond that follows Hyper Attack Rulings. No Effects cost damage, no Damage-Scaling effects allowed.
** Graze, Grit, and Mettle all are applied as normal against this attack.
** Graze ensures navi survives with 50% HP, unless it cannot be mitigated
** Grit may remove "cannot be mitigated" if it exists
** Mettle may remove the "If Hit" effect altogether, causing the attack to deal no damage
** Perfect Immunity does NOT trump Giga Special, the above stipulations only exist to aid Null Avoiders
Generator
Removed
Perfect Immunity (Clarification)
User is immune to Status Effects and Reductions inflicted by Enemies.
This includes Unavoidably Inflicted Status Effects and Reductions.
This immunity cannot be pierced or ignored.
This immunity does NOT extend to:
- Giga Special's Special Attack
- Triggering Effects that do not influence the user (IE: Enemy's Self Buffs on If Hits)
- Non-Triggering Effects (Stage Effects, Self-Inflicted Effects, etc)
Master's Skill (Adjustment)
+3 Custom Skills
GIGA PROGRAM ADJUSTMENTS
}Mobius (Adjustment)
At the end of each of your turns, charge all attacks, chips, and abilities which have not been charged this turn.
Charged Attacks can be held indefinitely.
The first instance of Interruption that would affect the user in a turn is ignored.
No effects of this Giga Program are applicable to Critical or Full Turn Charges.
Jack of All Trades (Adjustment)
Your Basic Skills may consume uses from any Active Skills you have
When an Active Skill falls to 0 Uses, User may spend a Full Turn Charging that Skill. If not interrupted, the Active Skill is restored to its base uses when the charge completes.
If interrupted, that skill is locked for the rest of battle.
Only applicable to C, B, and A Tier Skills.
Compression Codes (Full Rework)
Mega Programs and Hidden Programs cost 1 Regular Program Slot for the User to equip
User's Hidden Program Slot becomes a Regular Program Slot
User can equip any number of Mega/Hidden Programs, but they still do not benefit from any augmenting effects
(Cannot gain Regular Program Slots from Trinket Mastery Hidden Program; Hidden "Sets" still cost 2 Slots)
Equalizer (Rework)
If you have no passive sources of any of the following stats outside of Version or Type, Equalizer grants you a passive bonus to that stat:
Max HP: +100 Max HP per +10 Damage from Non-Equalizer sources
Damage: +10 Damage per +100 Max HP from Non-Equalizer sources
Attack Slots: +1 Attack Slot per +1 Auto Charge from Non-Equalizer sources
Auto Charges: +1 Auto Charge per +1 Attack Slot from Non-Equalizer sources
Regen: +40 Regen per +10 Armor from Non-Equalizer sources
Armor: +10 Armor per +40 Regen from Non-Equalizer sources
Giga Special (Clarification)
Upon creation, One Attack gains:
If Hits, instantly KO's the target regardless of all survival effects. Deals no damage.
Base: 1 Turn Charge.
** Any effect added beyond that follows Hyper Attack Rulings. No Effects cost damage, no Damage-Scaling effects allowed.
** Graze, Grit, and Mettle all are applied as normal against this attack.
** Graze ensures navi survives with 50% HP, unless it cannot be mitigated
** Grit may remove "cannot be mitigated" if it exists
** Mettle may remove the "If Hit" effect altogether, causing the attack to deal no damage
** Perfect Immunity does NOT trump Giga Special, the above stipulations only exist to aid Null Avoiders
Generator
Removed
Perfect Immunity (Clarification)
User is immune to Status Effects and Reductions inflicted by Enemies.
This includes Unavoidably Inflicted Status Effects and Reductions.
This immunity cannot be pierced or ignored.
This immunity does NOT extend to:
- Giga Special's Special Attack
- Triggering Effects that do not influence the user (IE: Enemy's Self Buffs on If Hits)
- Non-Triggering Effects (Stage Effects, Self-Inflicted Effects, etc)
Master's Skill (Adjustment)
+3 Custom Skills