Name: Tokamak Blade Type: Advance Skill Class: No-Tier Description: Effects: Charged Attacks obtains an additional 5 hits per turn charged on release. This skill is locked for 1 Turn when the user is struck by Interrupt while charging an attack. Additionally, the lock can be further increased by 1 Cooldown per attack marked Interrupt ° The opponent gains 0 Turn Cooldown to one attack of choice that's marked with Interrupt while the user is charging an attack. Opponent cannot choose an attack with S-Tier effects ° The user cannot obtain an Interrupt Immunity ° The user has Null-Survival, Null Mitigation, Null Heal Uses: Passive Effects (1 Hit + (1 * 4 Defense Locks) )
Name: Cyclotron Absetzen Type: Advance Skill || Support Skill Class: A-Tier Description: Effects: User summons 50-HP Aura against an incoming attack (110 + (10 * V) * .40) ° Additionally, the user may optionally charge the aura and multiply the health using standard multiplier charges, and including outside sources. Takes up an attack slot when charging. Cannot be auto-charged Optional Charge: 5 Uses: 1 [+1 at Versions 5, 9, 13, 17, 21]
Name: MHD Stechen Type: Hyper Attack Element: Seeking Range: S-Range Description: Damage: 110 DMG [110%] Effects: Undodgeable, Breaks Shield, Cannot be Naturally Avoided, Cuts Undershirt, Hits All ° If the target has stat buffs active then this attack Hits an Additional Times per unique buffs (S-Tier) ° Slow Start "Cooldown" serves as a charge equivalent (S-Tier) ° Slow Start: 5 Pre-Battle Cooldown (Resets Upon use) Countdown: Slow Start can be decreased Once per Turn when the opponent hasn't used an attack marked with Interrupt (S-Tier Unalterable Effect) Uses: Passive Attack
Glad to have you back! Pretty creative stuff here, several things to help you tune better is all:
Zenny - Only first Navi gets 1000z, as minor a thing as that is
Total Attacks - Only 2?
Attack 1 - "Multi Target" is B-Tier now - The C Tier equivalent is "Damage can be split among up to two additional targets" - Functions identically, but hitting 3 Targets would mean you're dealing 1/3rd damage to each is the only different now - Purpose is to give Summoner-types slightly more breathing room, but it a bandaid until a better solution comes later
Advanced Skill - Defensive Locks only merit additional Defensive Effects - Not always 1:1 Scaling, as an aside - "Offensive Locks" could enable more alternative options - Abuse cases still need to be addressed by the Advanced Skill to be allowed - Interruption naturally cannot have immunity acquired against it now, except via Giga Programs. If this is intending to lock "Super Armor" effects (ignoring the first X Interruptions per turn; think Alpha Barrier, but for Interrupts) then that context checks out a bit better - Let's avoid directly augmenting the opponent's stats, even beneficially
Aura - Currently uncertain about this, but the potential of allowing it is definitely there - Would be more in the Advanced Skill territory, as HP-Multiplying being considered a vanilla effect is excessively overbearing for other Advanced Auras. Classifying this one as Advanced as well will at least prevent them from dipping into this one. Further (Defensive) Drawbacks of some sort would be necessary; criss-crossing "Defensive Perks for Offensive Drawbacks" and vice versa isn't as lenient because it's too easy to downplay (even in cases where it isn't deliberately downplayed), and having upwards of a x13.5 HP Aura (Full Charge + Plasma + Plasma Unison) may be a bit beyond bare leniency. - The long wind up still isn't bad, and it sounds like it can only work off of Manual Charges which is also a good step in the right direction despite the previous paragraph - The concept can definitely fly, just needs a bit more consideration & prevention of abuse cases - Worth vs Cost is going to probably feel crappy until higher versions, but multiplicative stuff works that way
Hyper Attack - Alternate Charge is interesting, not sure if I fully grasp a certain detail though - Does it only "tick down" when Wind-Up is proc'ed, or does that give it an additional "tick" on top of the natural one? - Otherwise checks out to me. So long as there are clear (equally appealing) cases of Slow Start vs Normal Charging being advantageous over one another based on circumstances, I think it'll be fine. If one clearly outweighs the other: would need tuning.
° 2 attacks, yes. 3 of them went onto the HA S-Tiers effect. Unless that's been changed since I've been gone, but that's where they're currently located.
° Deuterium Fendente: Made the change for the B-Tier
° Tokamak Blade: No changes yet. I need more info on how all these Defensive and Offensive locks can be properly applied to avoid confusing myself.
° Cyclotron Absetzen: Changed classification to Advance Skill. And yes, would have to be manually charged. Made cleared as well that it cannot be auto-charged. Also, follows charge rules so Interrupt would affect it as well. Should I state it on the Skill?
° MHD Stechen: Slow Start and Countdown (Formally, Wind-Up) are mutually together. Slow Start is currently starts at minimum 5 Turn CD due to having S-Tier effects. Might be lower for attacks have lower tier effects. All depends how it works out. Countdown is a conditional drawback effect that has to be activated by the opponent.
° By alternate charge, were you referring to = "Slow Start "Cooldown" serves as a charge equivalent"? - the intention would make the HA benefit from Plasma Element Edit: And the main Advance Skill