Post by Warrior on May 8, 2022 10:43:35 GMT -8
Update 7.6
(Part I of II)
(Part I of II)
Welcome back from hiatus! This time around, the primary changes are with Stages as we intend to bring their power level up to par with today's standards and make them a more compelling option among the 3 Mega Chips you're allowed to use per battle. As a bonus, Panel Master (which is widely considered one of the weaker Giga Programs) gets an indirect buff. Some other system and quality of life changes are here as well, of course, but nothing that should require any immediate reworks for anybody.
Balance Changes
With that blurb out of the way, the balance portion here are just minor balance tweaks to lower the higher caliber of damage output (aka "calculator-breaking tier") without particularly harming the reasonable caliber of damage output (aka "millions to billions") and below. Changes to a handful of elements were implemented as well for a mixture of reasons (more fluidity, more usability, and balance toning respectively).
Quality of Life
A new skill archetype for summoners has been implemented: "Redirection". It has specific caveats to avoid abuse cases, so familiarize yourself with those if you're planning to utilize it. With this implementation, "Multi-Target" has been lowered from B-Tier back to C-Tier now that summon-type navis have a solution against it. And lastly, some clarity on certain items has been added without largely changing their functionality (outside of blatant exploits).
Brand New: Stage Reworks
With more access to Air Shoes than ever before, it was fair for more Negative Effects to be present along the selection of Panels as you'd always have a solution to temporarily deal with them until you either changed the stage yourself or outlasted it. As before, certain effects that interact with panels are not allowed, but a few more have been added to prevent abuse cases:
- Panels that "ignore Air Shoes"
- Changing the Panel Element to (selected Element) is not allowed on Custom Sources
- Removing (Effect) from Current Panels
The following effects are still fine, with moderation:
- Panel "Merging"
- Panels that "Require multiple Air Shoes to ignore"
- Panels that "Have an additional condition (alongside Air Shoes) to ignore"
- Panel "Locking" and "Unlocking"
Additionally, Positive Effects of panels will now affect the User that activated them regardless of their Element (but every other entity on the field must still meet the Panel's criteria to benefit from them).
Some Panels will augment Attacks as well: Positive Augments will have an Element criteria that the attack must meet (even if you set the panels) and Negative Augments will still require Air Shoes to prevent (some may be prevented with their own Element criteria as well). It is important to remember that it is the Attack's Element that matters for those interactions, not the User's. For Attacks whose elements can be selected: the Element chosen at the time of use will be what is considered. For Multi-Element Attacks: as long as the required Element exists on the attack, the associated effect will influence it.
All panels maintained their original theme, just with more modern relevance
Delayed: Update 7.6 (Part II)
The Allowance System will be going away and replaced with a more suitable implementation of the Bounty Board. These changes are still undergoing development to ensure that the transition is smooth, but will hopefully be within the next few days or weeks. There was no reason to delay the system changes above as this portion was getting ironed out, so this update is split into two parts.
System and Quality of Life Changes
!! Anywhere you see an asterisk at the end of a sentence, mouse-over it to reveal a tooltip giving additional information *
[::Shortcut:Effect:Redirection:Icon::] Redirection Skills
-- | This Skill archetype has been added to support Summon-Type builds, allowing the following variants: |
User fully redirects an avoidable Multi Target attack to themself upon use (Tier Reduced by 1 per Summoning Skill Owned; Cannot own multiple Redirects) | |
User summons an object that fully redirects avoidable Multi Target Attacks to itself until destroyed (Leftover Attacks, after it is destroyed, are not redirected) | |
{Technicalities (+)} Redirections still fail against [::Shortcut:Effect:Unavoidable::] Redirections only apply to Multi Target Attacks, including [::Shortcut:Effect:HitsAll::], but never Single-Target Attacks, including [::Shortcut:Effect:CannotBeIntercepted::] Redirections remove all targets from the attack, regardless of Avoidance/Prevention conditions, except the one specified Users in a Revival or Survival state cannot Redirect attacks to themselves (including the triggering attack) Redirections may only draw attacks to one's self, never to others. If multiple Redirections are in effect, the most recent one is prioritized. |
[::Shortcut:Effect:Hits4targets:Icon::] Multi Targeting (B Tier Attack Effect)
With the implementation of Redirection, this effect can go back to being C Tier | |
-- | The previous C Tier Variation, "Spread", is no longer necessary and thus removed |
[::Shortcut:Effect:Mitigation:Icon::] Percentile Mitigation
-- Passive/Perpetual Mitigation remains capped at 99% * |
-- Active/Temporary Mitigation now has no limit |
-- Defensive Locks no longer increase the Passive/Perpetual Mitigation Limit |
[::Shortcut:Effect:Self Buffing:Icon::] Gaia Sword Attacks
-- | This Attack archetype has been nerfed, only allowing the following variants: |
This Attack inherits the Total or Partial Damage of another attack -- Beyond this effect, this Attack's Damage [::Shortcut:Effect:Cannot be Augmented::] | |
This Attack inherits the Base Damage of another attack |
[::Shortcut:Effect:Restriking:Icon::] Auto-Strikes and Restrikes
-- These additional instances of the Attack [::Shortcut:Effect:Cannot be Augmented::] |
Rose Quartz Star
This Accessory has been nerfed to address its abuse cases: |
-- No longer stackable with itself (still stackable with Tanzanite) |
[::Shortcut:Effect:Resource:Icon::] Undershirt
-- Now mentions that the effect changes when this program gains uses |
[::Shortcut:Effect:Resource:Icon::] Reboot ⇪ SP
This Mega Program has been buffed now that Undershirt uses are no longer a concern: |
-- Adds +1 Use to all programs |
Aqua Element (Tweaked)
[::Shortcut:Element:Aqua:Icon::]Lv5: Can set panels to Ocean once per battle instead of them starting as Ocean
(This just replaces the shown Effect, its other effects are unchanged)
Sonic Element (Reworked)
[::Shortcut:Element:Sonic:Icon::]Lv1: One Attack per turn gains [::Shortcut:Effect:HitsAll::]
[::Shortcut:Element:Sonic:Icon::]Lv2: That Attack also gains [::Shortcut:Effect:Interrupt::]
[::Shortcut:Element:Sonic:Icon::]Lv3: That Attack also gains [::Shortcut:Effect:Requires 2 Avoidances::]
[::Shortcut:Element:Sonic:Icon::]Lv4: That Attack also gains [::Shortcut:Effect:Requires 2 Grits::]
[::Shortcut:Element:Sonic:Icon::]Lv5: Additionally, [::Shortcut:Effect:Unconditional Auto Attack::] costs Cooldown instead of Total Attacks / Use Limitations for the user
Seeking Element (Reworked)
[::Shortcut:Element:Seeking :Icon::]Lv1: One Attack per turn deals ×1.25 Base Damage
[::Shortcut:Element:Seeking :Icon::]Lv2: One Attack per turn deals ×1.5 Base Damage
[::Shortcut:Element:Seeking :Icon::]Lv3: One Attack per turn deals ×1.75 Base Damage
[::Shortcut:Element:Seeking :Icon::]Lv4: One Attack per turn deals ×2.0 Base Damage
[::Shortcut:Element:Seeking :Icon::]Lv5: One Attack per turn deals ×2.5 Base Damage
(This just replaces the Element's Main Effect, its other effects are unchanged)
Stone Element
[::Shortcut:Element:Stone:Icon::]Lv6 ⇪ Alpha: You cannot lose more than
New Stage Effects
Cost Changes
- Normal Panels would go down to costing 2,500 Zenny
- Holy and Dark Panels will now cost 6,000 Zenny
- All other panels will now cost 3,500 Zenny
Auto-Formatter
- To save you the trouble of needing to copy/paste, you can utilize the new Stage Auto-Formatter code to indicate which panels are in play during a battle. Some nuances are still being ironed out, but it fulfills its primary purpose in the meantime.
* Mouse over any asterisks to reveal tooltips regarding the associated effect
[PTabbedContent=Stage Effects]
[PTab= Normal]
[::Shortcut:Stage:Normal::]
[/PTab]
[PTab= Lava]
[::Shortcut:Stage:Lava::]
[/PTab]
[PTab= Ocean]
[::Shortcut:Stage:Ocean::]
[/PTab]
[PTab= Magnet]
[::Shortcut:Stage:Magnet::]
[/PTab]
[PTab= Grass]
[::Shortcut:Stage:Grass::]
[/PTab]
[PTab= Metal]
[::Shortcut:Stage:Metal::]
[/PTab]
[PTab= Broken]
[::Shortcut:Stage:Broken::]
[/PTab]
[PTab= Ice]
[::Shortcut:Stage:Ice::]
[/PTab]
[PTab= Sand]
[::Shortcut:Stage:Sand::]
[/PTab]
[PTab= Poison]
[::Shortcut:Stage:Poison::]
[/PTab]
[PTab= Dark]
[::Shortcut:Stage:Dark::]
[/PTab]
[PTab= Glitch]
[::Shortcut:Stage:Glitch::]
[/PTab]
[PTab= Holy]
[::Shortcut:Stage:Holy::]
[/PTab]
[PTab= DarkHole]
[::Shortcut:Stage:Dark Hole::]
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]