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Post by Zeta on Jul 31, 2020 16:53:41 GMT -8
Navi Name:
Viviana.EXE
 Credit: Won Bin Lee - 이원빈
Description:
Personal Information:
Full Name: Viviana.EXE Date of Birth: ?? || Age: ?? Birthplace: Unknown Height: 52 inches Operator: (None) Solo Internet Navigator
Background:
Personality:
Version / Experience: Version: 1 Experience: 000 TNL: 300, V2
Funds: Zenny: 0 Bugfrags: 00 Level: 00
Mystery Datas: Green: 0 Blue: 0 Yellow: 0
Key Items:
{ Data Record(+) } Battle Record
Purchase Record
Trade Record
Statistical Information:
HP: 1,000 Karma: Neutral Armor: +/-0 Regeneration: +/-0 Natural Avoid: Natural Barrier (5 Turn CD) Base Damage: 100 Attack Slots: 2 Elements: [Primary] Seeking Lvl 2, Plasma Lvl 2
{ Statistical Record(+) }
Health Points Record ° +1,000 from Base
Armor Record ° None
Damage Reduction Record ° None
Regeneration Record ° None
Damage Record ° +100 Base
Attack Slot Record ° +2 from Base
Auto Charge Record ° None
Element Level Record ° +3 from Base ° +1 from Resource Type
Miscellaneous Record ° None
Strengths: Break, Sand, Light, Seeking, Sonic, Fire, Ice, Laser, Plasma Weaknesses: Aqua, Blade, Bug, Dark, Stone, Wind, Wood
Type: Resource
° +1 Accessory, Crest, and Program Slots ° +1 Element Level ° +10% Zenny from all sources (+10% more per Type Bonus)
Special Properties:
Neutral Bonus: ° V1: +1 Hyper Attack
Seeking Lvl 2:
{ Special Property: Precision::(+)::} When Activated: Adds 'Unomnidodgeable' to One Attack for one use
Cooldown: 5 turns
° The first damaging attack landed onto each foe in a turn deals x1.5 Damage
Plasma Lvl 2: ° Charged Attacks deal x1.2 Total Damage
Attack Skills:
{ Offensive and Defensive Locks: ::(+)::} Offensive Locks: The user has an offense lock on Null-Aimers, Null-Base Damage
Defensive Locks: The user has defensive lock on Null-Survival, Null-Mitigation, Null-Heal.
{ Passive Attacks: ::(+)::} Slow Start & Cooldown Effect:
° Slow Start: S-Tier and A-Tier effects add 1 Unadjustable Cooldown at the start of a battle. Gains +10% damage from Drawback. ° Cooldown Effect: 1 conditional method of lowering the Cooldown that has to be triggered by the opponent. Can only decrease Once per Turn (Unadjustable). ° B-Tier effect work as intended
Attacks: 5 Attacks
Name: Deuterium Fendente Element: Plasma Range: C-Range Description: Damage: 50 DMG [50%] Effects: Damage can be split among up to Two Additional Targets Optional Charge: 4
Name: Tritium Sotanto Element: Plasma Range: S-Range Description: Damage: 90 DMG [90%] Effects: Destroys: Auras, Hits All Charge: 2
Name: Saha Noto Element: Plasma Range: S-Range Description: Damage: 60 DMG [60%] Effects: Avoid Separately ° Additional hits decreases Aura's max health instead when hits are absorbed by them (A-Tier) Optional Charge: 4 ° Slow Start: 2 Pre-Battle Cooldown (Resets Upon use) Countdown: Slow Start can be decreased Once per Turn when the opponent avoids an attack with an Aura (Unalterable Effect) Uses: Passive Attack
Name: Radiated Ko Gasumi Element: Seeking Range: C-Range Description: Damage: 30 DMG [30%] Effects: Hits All ° Additional hits may be used as seperate attacks taking up an attack slot individually if it has been "Optionally Charged" (A-Tier) ° Locks all avoidance skills and Charged Attacks (S-Tier) Optional Charge: 5 ° Slow Start: 4 Pre-Battle Cooldown (Resets Upon use) Countdown: Slow Start can be decreased Once per Turn when the opponent avoids an attack with a Shield or Dodge (Unalterable Effect) Uses: Passive Attack
Skills: 4 Skills
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 can be 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 that strikes the user ° The user cannot obtain an immunity to "Super Armor"-like effects Passive: Passive Effects (1 Hit + (1 * 3 Offense Locks) )
Name: Dark Matter Chiburi Type: Defense Skill Class: C-Tier Description: Effects: User blocks 1 incoming attack ° The user may avoid up to 4 additional attacks if "Tokamak Blade" is on Cooldown (4 Defense Locks) Uses: 3 [+1 at Versions 3, 5, 7, 9, 11, 13, 15, 17, 19]
Name: Anti-Matter Nuki Tsuke Type: Speed Skill Class: C-Tier Description: Effects: User dodges 1 incoming attack ° The user may avoid up to 4 additional attacks if "Tokamak Blade" is on Cooldown (4 Defense Locks) Uses: 3 [+1 at Versions 3, 5, 7, 9, 11, 13, 15, 17, 19]
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]
Hyper Skills:
Name: MHD Stechen Type: Hyper Attack Element: Seeking Range: S-Range Description: Damage: 110 DMG [110%] Effects: Cuts Undershirt, Hits All ° If the target has stat buffs active then this attack Hits an Additional Times per unique buffs (S-Tier) ° Additional hits must be avoided individually (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 (Unalterable Effect) Attribute: Passive Attack
Navi Customizer:
Program Slots: [0/6]
Defensive Programs Installed:
Offensive Programs Installed:
Supportive Programs Installed:
Regenerative Programs Installed:
Hidden Program Installed:
Accessories:
Navi Marks:
Accessories Slots: [0/3]
Slot 1:
Slot 2:
Slot 3:
Unequipped:
Crest Slots: [0/4]
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Unequipped:
Chips: Usable Chips: 5 Usable Megas: 3 Usable Gigas: 1
Standard: Damage Dealt: 100 + (10 * Version) Unless marked otherwise
Mega: Damage Dealt: 150 + (15 * Version) Unless marked otherwise
Giga:
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Post by Warrior on Aug 1, 2020 0:34:24 GMT -8
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.
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Post by Zeta on Aug 1, 2020 8:14:01 GMT -8
Statistical Information:
° Zenny: I'm slow at the moment haha
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Attacks:
° 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
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Skills:
° 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?
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Hyper Skills:
° 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
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Post by Warrior on Aug 8, 2020 11:42:36 GMT -8
Offensive Locks - Null-Aimers has proven to check out thus far, so this one's valid - Unsure what Null Base Damage is meant to entail (just can't gain Base Damage in-stats?), but this one seems more weightless and easier to circumvent - Locks need to disable something detrimental to be valid; if it can be easily and naturally worked around, it won't suffice - Anything short of "locking Damage entirely" could be worked around pretty easily, making that one far from detrimental. If you did lock attack damage, you'd need to be getting knee-deep into an Advanced Skill to make that still function properly, which is the angle behind the idea of the self-locks.
Slow Start / Cooldown Condition - This looks more refined now, so good job - Don't think it should affect S Tier unless it's enabled by a skill, after giving it more thought. Affecting A Tier without requiring a skill is fine. - Shouldn't give 10% Damage now that the advantages are becoming a bit clearer as well - Should clarify that augments triggered by charged attacks would still affect these (if this is the intent) - For my own notes (and others) in the future: * Unnecessary to enable via Skill since it doesn't give stark advantage over A-Tier costs * Beginning the battle on Cooldown is essentially the same as having to charge it (neutral tradeoff), but Preemptive Charges cannot speed it up (minor disadvantage) & Charge Reduction effects, despite uncommon, do not influence it (very minor disadvantage) * This also means it does not have to consume Attack Slots / Auto Charges to get rolling (moderate advantage), particular when prepping multiple attacks at a time (fairly moderate advantage), but is entirely dependent on the opponent whether it cools down or not (moderate disadvantage) and still only occurs once per turn (virtually neutral tradeoff) * Optional Charge is not affected, but as an attack cannot be charged while on Cooldown, neither can these (neutral tradeoff) * Doesn't appear to have an interaction with Interrupt (minor advantage) - So it may lean slightly in favor of the Slow Start after all, but still not so much that I think it would necessitate spending a Skill on - We may tune it later as we see more of it, just as anything else. But for now, certainly should not affect S Tier and should not give +10% Damage (though it will not cost -10% Damage to exist on the attack, either).
Saha Noto - I presume that this is intended to be 2 Hits? - If the intent is to add hits to it via the first skill: standing rule is still in place that hits cannot be added to "Avoid Sep" externally (nor can "Avoid Sept" be added to Multi Hit attacks), at least not on player-navis
Radiated Ko Gasumi - This one is almost still effectively Avoid Separately, just reworded, but it's also much better - Some variants of Avoid Sep can still exist, such as "Requires +1 Avoidance to prevent" and even scaling up with Optional Charge or by some other means, but the fundamental disadvantages need to still exist (or a tradeoff of sufficient disadvantages should). "Req +X Avoids" falls short against HP-Barriers, "Avoid Sep" technically falls short against Armor, they both could struggle with an HP-Aura, both fall short against Grit, and both fall short against Full Avoids (among a few other things). - The effect here is basically a self-contained "Restrike" (Emerald Star effect) and has many advantages over the two effects above. Restrikes on an attack somewhat exist for other navis ("repeats last Regular Attack") but starts out at S+ Tier (1 Charge and 1 Use Limit) which is the direction that an Attack which Restrikes itself should lean toward (if not even going beyond that, potentially reaching into the realm of Full Turn Charging if I were to explore deeper on the idea).
Tokamak Blade - This is sort of what I meant when I said earlier that "Locks don't necessarily scale 1 to 1", though that was on the subject of Defensive Locks which we'll get to shortly. - Since +1 Hit is "+100% Damage", this obviously escalates quickly if we were to say "1 Offensive Lock = +1 Hit per Optional Charge" - An Attack effect that gives "+1 Hit per turn optionally charged (instead of multiplier)" would be graded as S Tier, and passively adding an S Tier effect to all attacks is what the powered down version of this skill looks like - The Interrupt Disable helps, but the skill is basically disabled that turn anyway. The cooldown-extension of getting hit by multiple Interrupts is much better. - Best wording for the super armor clause is: "Cannot benefit from Interruption-preventing effects". - Ultimately: This should be +1 Hit per turn Optionally Charged - The Offensive Locks are inapplicable (and thus unnecessary). Can't trade apples for oranges in this case. - Aimer Locking would justify things that made attacks harder to avoid (which is likely what you were going for originally with the Avoid Sep / Self-Restriking attacks), but not to the extent here. "Attacks require +1 Avoid to prevent" in exchange for locking Aiming Effects would be the appropriate tradeoff, as per Joker.
Avoidance Skills - Aura seems fine, just add "cannot be further augmented". The Locks help to justify this one, despite not distinctly being 1 for 1 exchanges ("I have 4 Locks to I can do X up to 4 Times"; on the contrary, the mindset is more: "She cannot Mitigate so needs a way to spare her basic avoidances; She cannot US so needs a way to deal with a burst turn; She cannot Heal so needs way to deal with Unavoidable Damage). This is more or less how the tradeoff will typically go with Locks. - Defensive Locks wouldn't necessarily apply to basic avoidances at all, they would only benefit certain Advanced Skills as above or amplify a "Full Avoidance" S-Tier Skill. The 1 for 1 trades are almost exclusively the ones defined in the guide, but the notion for expanding that is of course on the table. - There is another expansion that I think could be interesting though (that would result in this remaining as you have it now), but I'll need to have a pretty long discussion with others on that first to ensure the implications are safe - For now: there's plenty other to tweak here, so I'll get back to you on the Avoidances later
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