Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Apr 26, 2015 14:41:00 GMT -8
Oh... That's a bummer... 250 kB on 1 page for a single roll... Thanks for the insight.
Man... I knew I forgot something in my arsenal... I forgot to add an attack that has a Breaks Shield modifier or something that'd get me past a shield... Also, wow, are attacks customizeable like that?? I wonder if it's possible to have my DarkSlasher immediately launched with full damage as a counter once approached with a C-range attack... Then giving it a 3-turn cooldown minus the charge time already spent beforehand... I'd also probably make a DarkDrill or something... Remake DarkWhip perhaps. Or a CrossCannon setting. Merge Loss Barrier and Loss Crackle into Loss Kinetic.
In the Darkchip shop that I'm too lazy to link there's a darkdrill chip. Also yes just like your skills your attacks can do just about anything you want, within reason. If you reach for too much you will just be let down by all the no's. :p
"???: I'm "♥♪!?", but it's hard to pronounce so... call me Geno, after the doll." Gen: All American. The Cobalt Mirage: All the time. Shast: IN AMERICA "They're so far below the understanding of how it could work that it physically hurts me"
Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Apr 26, 2015 20:16:58 GMT -8
Man, I wish someone really told that to me a week ago. How much of my Navi's skills and attacks can I still edit after this match? (With due approval of course.) I'm not planning a lot...
OMG. My only attacking elements compose of Fire, Light, and Dark and I just accepted a challenge against someone who has all 3 as Net Resistances.
Oh, wait. There was a DarkChip named DarkDrill, yes... That was my most favourite DoubleSoul chip (for KnightMan) besides DarkInvisible (ShadowMan). There was also DarkWide but I always fail at charging it correctly.
Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on May 3, 2015 15:29:55 GMT -8
There should really be a Monthly Melee for the fun of it. Like, every first day of the month, a Monthly Melee of maybe 6 to 10 (if 6 isn't chaotic enough). There would be uneventual team-ups, there would be uneventual pairings, there would be cat-crazy Hits All attacks flying around and intendedly hitting some other guy duking his own other battle, but in the end it'll just be this one survivor Navi against another survivor Navi, and only one victor will take his leave and the jackpot. A referee should take charge, someone not included in the match. The one who'll be indicating when everyone has posted and when the next turn starts. The Referee will list the Navi names in every post and if they have Initiate or not... The referee will be the one doing the rolling per turn. Those with Initiate each are separated to a different group of rolls. Same with those who are inflicted a status that pits them to go last. Just for the sake of people who cannot see rolls, a second post will indicate the order of posting their turn. (Heehee... I'm poor.) Of course, the deaths and kills will be indicated. But... It's not the number of kills that wins it, it's outliving everyone else...
Hits All attacks will have to be balanced somehow... Something along the lines of maybe limiting the targets to 3 if targetting across multiple players. Either, you know, 3 players, 3 objects from different players, 3 clones from different Navis, you name it. If only 1 Navi is selected, then he and his whole army of clones and objects get damaged, like a normal 1v1 Hits All attack. Same goes with Toxic and Bug afterdamage, Pure Light mass healing, etc, etc. Of course, support skills can also be casted to anyone else, ally or not. You can heal an opponent with Recover for all the world...
If a player has not posted for a day on his turn, no, he isn't kicked out. His turn is just skipped... It's sooo much better not to make days wait though.
The default Monthly Melee is only for V1 Navis, True and Legacy. A Pro level will also be held for V5 Navis, but the available slots are only 6. Heh, V5 turns are already lengthy enough with all the hard-earned programs, 3-4 attack slots, 7 skills, and 9 attacks with 14 cooldowns and whatnot.
Oh, yeah, only 1 Navi per player. No filling slots with multiple Navis
The jackpots... Hmm. A good Jackpot would be 5000 z / 500 Exp for V1, and 7500 z / 750 Exp for V5. Then, the compensations would be 1000 z / 100 Exp for V1, and 1500 z / 150 Exp for V5.
Kills will be rewarded + 200 z / 20 Exp for every killing blow (+ 300 z / 30 Exp if no one but you dealt damage to that Navi). For V5, those values are increased to 350 z / 35 Exp and 500 z / Exp respectively.