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Post by Deleted on Jan 5, 2016 8:27:43 GMT -8
Quick post before I'm afk for a while.
Looks mostly good, so nice job. I'm honestly just really happy everything was understandable, haha.
For Nuclear: Skills can't interact with any innate abilities, even Pass. This is likely to change in the future, but we wanna be careful with it for now. Fundamentally it seems fine, but for now, things that amplify natural abilities are going to be exclusive to equipment so they don't get too out of hand too quickly.
Machine skill: just add the "usable once per turn" stipulation. "CD: 0" means the same thing on the main board, but I'm an addict to uniformity =3
Overcharge needs to say "If Hits". Other triggering effects (if avoided, regardless of success, upon use) don't exist yet in this system for Custom abilities.
Otherwise looks good! You can add "Upgrade Skill" and "Upgrade Attack" to your Power Up options if you really wanted to, but it isn't required.
We're going to try going for "double approvals" in this system, so you'll need both mine and Phen's blessings to take this to the field.
Good job on everything so far. Go ahead and tweak those minor things for the time being... and also post in the tournament thread that you're joining xD
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Post by Phen on Jan 5, 2016 15:20:45 GMT -8
Leave it to War to have typos. this is why I usually go over the stuff for clarification but this was all sort of short notice.
Hyperdrive is using the generic sample increases, which would make its level 2 form +80 damage rather than +100. This would obviously affect the lvl 3 form of Hyperdrive.
This is mostly a minor thing but I'm nitpicky. Would you mind terribly changing Build Type to Rapid+ if you want to go higher on the type bonus. For the time being we aren't intending to have types go higher than 5.
On another note, and I thank you for bringing this up (I hadn't caught it in my preliminary overview of what War put up.) All programs that provide a stat boost will be changed from being 0z to 500z. So its not so much a no brainer to spend all your money on skill/attack upgrades and bring in a whole bunch of extra raw stats.
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Post by Phen on Jan 5, 2016 17:05:44 GMT -8
They will be yes. You cannot however refund improvements to skill/attack maximums or additional skill/attacks.
You're Approved btw. If you don't mind I'd like to keep these posts here for record sakes.
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Post by Phen on Jan 5, 2016 17:48:47 GMT -8
The battlefield will be their location, with a [RR] note on them so people can be aware to use their RR stats for it. You'll need to wait till you have an opponent though.
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Post by Phen on Jan 7, 2016 9:43:48 GMT -8
Clarification changes. Thanks for letting me know though. They're fine.
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Post by Deleted on Jan 15, 2016 22:39:33 GMT -8
Definitely typo'd the cost of omni's. Was supposed to be 15 (like hits all). In hind sight, that cost seems like a bit much, but going to stick with it for now. If it changes, it'll be with everything else in the update.
Heal on-hit is going to drop to 25 instead of 50 though, because that's too harmful to other methods of healing.
Charging will likely become an innate ability later, but seeing how that one plays out might help in crafting the mechanic.
In Stats, your Navi technically has no skills active, so Passive values aren't added until the battle starts and that skill is chosen. Modify APG to 38 to reflect that.
That's it for my half -- wait on Phen for the other half approval.
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Post by Deleted on Jan 16, 2016 9:21:47 GMT -8
Yup. Not sure what I was thinking the first time.
I like Nexus' first effect a lot, but Stage Changing skills we don't really have guidelines for at the moment. Even Set Stage is under my microscope. I think 3 for 3 sounds good for now (and Set Stage might be changed to 1 for 1 as well), so if Phen had nothing to say on that we'll let it play out. Like every thing else, it's subject to change.
Also Stages were fixed last night, Metal Panels being among them (just to be certain that you were aware).
[/Rem's Half]
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Post by Deleted on Jan 16, 2016 15:49:52 GMT -8
Power won't add to the charge damage. The official Charge mechanic will probably explain it better, but bonus Power on an attack only affects the damaging portion of the attack (not the added optional AP Cost). But yeah, the edit to metal panels was to benefit higher costing attacks more than cheap costing ones.
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Post by Phen on Jan 16, 2016 17:19:37 GMT -8
i have no comments. your stats change way too frequently to bother making notes on them. this is not what I want to spend my time doing, approving a navi who wont even hold their stats for a few weeks and not even doing a single battle with them.
I'm too tired for this. Indefinite haiatus for this character for my side of the approval. your old stats that were approved by both of us are fine if you want to revert.
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Post by Phen on Jan 17, 2016 17:48:03 GMT -8
I'll keep the post there, but to reiterate, clarify, and apologize, here's another.
I was really tired yesterday and frankly your track record of changing your navis so frequently to even the smallest bits of stimuli has never sat well with me (saying nothing for other staff) largely because it puts undue strain on the staff as a whole. I know the site is moving slowly but often that's because we all have lives and such to get to and come to the site on our off time.
So for blowing up at you, my apologies.
However I still stand firm on that I won't give my side approval on changes to your navi. The fact that you haven't done any testing with your old stuff before you changed your navi lends itself to imply a little bit of overthought on your part and undue stress on our part.
This system also allows decently for adding on new stuff, so if you wanted to implement your new skills or attacks, a few battles could have easily led you there to put them in while keeping the old stuff.
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Post by Phen on Jan 19, 2016 9:55:38 GMT -8
sure. I don't really want to go over your new stuff right now so whatever War says is fine by me.
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