Untitled RtD - Power of Throwing Rocks

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Re: Untitled RtD

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"Wonder what is up."
Walk the path forward
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Re: Untitled RtD

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Look for survivors
Last edited by mmxpert on Sat Jun 08, 2013 12:21 am, edited 1 time in total.
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Re: Untitled RtD

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Stats table shamelessly stolen from IE.
The Earth shook and thunder roared. Fire twisted and the air tore in two, sending forth a figure. He was not unique; there were many like Him, but Their stature and strength were exceptional.

He rose from the depths of the Fire. The horrors of the Warp were shamed and silent; He knew no Fear. He was a god.

Was. This individual had yet to prove himself. He had forgone his truth, He had forgone his immortality. He was a mere mortal, and he was no mere mortal.

He surveyed the paths laid out before him. He opted for one of the less encumbered doors; a slow and steady start, He reasoned, moving towards the door left of centre.
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Re: Untitled RtD

Post by Spriterkid »

"Talk about colour change. Any idea where I am?"

"Weird floating island."
"Anything actually worthwhile?"
"Don't think so."
"Ugh."

>Explore forest of floating trees.
"Where the [RESET] am I?!"
RIP Ed Balls

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Re: Untitled RtD

Post by Xeilumardrox »

And since not everybody's going to be on all the time and stuff and I don't want to chase people...

Current Skills and Rebalances

Gustaph Groovyblade (Coronaa)

Original
Now, until the moment I die. [Passive]:
> Every time Gustaph makes an action in battle, he performs an action roll for a chance to gain an additional action next turn (the maximum amount of additional actions from this skill can only stack to 3).

Rebalance Options:
[Fixed Passive] Every time Gustaph makes an action in battle, he performs an action roll. If the action roll succeeds, he gets a decision whether or not to make an extra additional action next turn at the cost of some energy (skill limited only by energy).

[Fixed Passive] The skill itself gets a set of points for itself. Every time Gustaph makes an action in battle, he performs an action roll. If the action roll succeeds, Gustaph gets an additional action next turn with a deduction from the alforementioned points as long as there is enough points left. Said points regenerates during battle and resets back to full at the start of every battle (skill can only stack up to 3).

[Mastery Passive] The skill itself gets a set of points for itself. Every time Gustaph makes an action in battle, he performs an action roll. If the action roll succeeds, Gustaph gets an additional action next turn with a deduction from the alforementioned points as long as there is enough points left. Said points regenerates during battle and resets back to full at the start of every battle (skill stack limit, affect from positive modifiers and the points for the skill itself is increased when mastery increases).

[Fixed Passive] Every time Gustaph makes an action in battle, a roll is performed. If the roll succeeds, he gains an an additional action next turn (skill can only be stacked up to 3). (In other words, no modifiers)

[Mastery Passive] Every time Gustaph makes an action in battle, a roll is performed. If the roll succeeds, he gains an additional action next turn. The maximum amount of additional actions and how much his action rolls is affected by positive modifiers is dependent on the current level of mastery over this skill, capping at <undecided value> and receiving full effects from positive modifiers.

[Fixed Passive] Every time Gustaph makes an action in battle, he performs an action roll for a chance to gain an additional action next turn. This skill does not take effect during turns where the extra turns from this skill are given (the maximum amount of additional actions from this skill can only stack to 3).



Original
Immoral Spawn [Passive]:
> Every hit Gustaph makes on an enemy causes him to perform an action roll. If the roll succeeds, the enemy is stunned for 1 action. Once this is applied, it cannot be applied for the rest of the turn.

Rebalance:
[Fixed Passive]Every attack Gustaph makes on an enemy causes him to perform an action roll. If the roll succeeds, the enemy is stunned for 1 action. Once this is applied, it cannot be applied for the rest of the turn.


The Phantom

From what I get by reading and discussing a bit:
Omniscience [Mastery Passive]: The Phantom has an easier time learning and understanding information and knowledge than normal. It is also capable of identifying the characteristics and objects and enemies with great ease. At higher mastery levels, it can begin recognizing the meaning and obtaining unknown information from unknown things just by observing them.

Spectral Entity [Mastery Passive]: Due to the Phantom's intangible form, the only way to damage it is to target its physical possessions that it manifests itself with. As such, physical attacks are ineffective against it. Spiritual and magical attacks however, retains their normal effectiveness against the Phantom. At higher mastery levels, physical attacks become less and less effective against this being.


Requested Skill Gaining Method: Skill Tree Branching
Actual Skill Gaining Method: Still Pending


Undefined: You are now known as [insert name here] in-game.

Original
Flight: gains power of flight, consumes same energy regenerated this turn.

Rebalance Option(s):
[Mastery Passive] Gains the ability to fly. Consumes same energy regenerated this turn. However, when flying at high speeds, it consumes more energy. At higher mastery levels, the amount of energy required is reduced, as is the amount of extra energy consumed for high speed flight.

[Mastery Passive] Gains the ability to fly. Consumes same energy regenerated this turn. However, it requires focus to maintain flight, thus when performing other actions that also requires focus, it may either spend extra energy to maintain flight, or decrease the chance for the other action. At higher mastery levels, the amount of energy required is reduced, as is the penalty from the focus problem.

Undefined [Fixed Active - Single Target]: Spends a certain amounted of MP to select a target and causes a random effect on the target if the skill is successfully used (Note that status resistances may prevent effects from working despite it being Undefined).


White Glint

Assault Armor: Emits a powerful green explosion to attack.

Options for Specificness:

[Mastery Active - Multi-Target]: Uses up MP to emit a large green explosion around you. Deals magic damage. Attack radius and power increases as mastery over this skill increases-unfortunately so does MP cost. However, a weaker version can be used at a reduced amount of MP cost.

[Mastery Active - Multi-Target]: Uses up energy to emit a large green explosion around you. Deals magic damage. Attack radius and power increases as mastery over this skill increases. Energy cost remains the same as it is calculated by percentage and its limit cannot be increased by conventional methods. However, a weaker version can be used at a reduced amount of energy cost.

[Fixed Active - Multi-Target]: Uses up MP/energy to emit a large green explosion around you. Deals magic damage. Fixed attack radius and power (although your stats still affect it).

[Special Active - Multi-Target]: Uses up SP to emit an extremely powerful explosion around you and creates a cooldown. Deals magic damage. As a special active, this should only be used when the situation is dire.


Spread Missile: Launches one rocket that splits into 8 when near targets, can be multi-target. (Status: Awaiting Approval and balancing)

Options for Specificness:

[Mastery Active - Multi-Target]: Launches a rocket that splits into 8 when it comes near a target. Costs MP, and the power of each rocket is increased as mastery level increases. MP cost increases as mastery level increases, but a weaker version can be used with less MP cost.

[Mastery Active - Multi-Target]: Launches a rocket that splits into a certain amount of rockets, which is dependent on mastery level. MP cost increases as mastery increases, but a lower level mastery version can be used with less MP cost.

[Mastery Active - Multi-Target]: Launches a rocket that splits into 8 when it comes near a target. Costs a portion of energy, and the power of each rocket is increased as mastery level increases.


Out

Time Shift [Mastery Active - Self Target: Manipulation]: Spends MP to use. Has a cooldown. Able to perform three actions for the next two turns. Cooldown is reduced as mastery is increased.

Original
-PlunderPilferMugSteal: steals an item from an enemy and deals 15% of it's HP in damage.

Rebalance Option(s):

[Mastery Active] Spends MP and if skill performed successfully, an item is stolen from the enemy-if the enemy has any items to steal in the first place. Percentile damage is dealt to the enemy. This starts off low and increases as mastery increases, but unfortunately, so does MP cost. Against special enemies, bosses and enemies way above your current power, percentile damage cannot be dealt to them and in its place, non-percentile damage shall be dealt instead.


ShadowSpectre

Original
Freeflow:
Each physical attack's damage dealt is multiplied by the consecutive number of times that an attack is made, starting at *1 for the first attack, then *2 for the second, and so on. The roll for whether or not an attack hits is increased by a value equal to the current damage multiplier, starting at +1 for the first attack, +2 for the second, and so on. This value is reset to *1/+1 at the start of each battle or if an attack misses.

Rebalance Option(s):

[Mastery Passive] Each physical attack's damage dealt is increased through the following formula: 1.0 + 0.5x(the number of following consecutive hits made after the first hit). The attack roll is also increased by the consecutive number of times an attack hits. Both caps at a certain limit depending on the mastery level. Upon missing, cancellation or full block, both values are resetted.



Warp Counterstrike [Fixed Active - Single Target]: An attack is negated and a physical attack is made against them. If the attack is ranged (physical, projectile or magical), ShadowSpectre teleports to the attacker's location and makes a physical attack against them. This attack continues any Freeflow sequence in action already. This ability can only be used once per opponent per encounter. If an opponent makes a surprise attack or cannot be seen, for example, due to stealth, Counterstrike cannot be used. (note the physical attack counter still has an attack vs defense roll just like any other physical attacks just because RtD) The Freeflow chain is increased despite attack countering failing. the enemy does not counter attack the counter.


D-BuG:

Original
[OMITTED]'s Wisdom: When D-BuG gains an information about a skill, he learns an equivalent permanently (according to his stats). If he gains information about a weakness, resistance, or immunity, he gains a skill using that weakness/resistance/immunity (according to his stats). D-BuG cannot learn skills any other way.

Adjustment Suggestions and Choices:

[Mastery Active] Uses some energy to copy an enemy's previously used skill and add it to your skill list. Certain unique skills and special skills may not be copied. Has a limited number of skills you can keep before you're required to remove a previously learnt skill. Limit increases with mastery. As this is an RtD, an action roll must be done to see if copying is successful or not.

[Fixed Passive] Has a chance to gain a skill related to the enemy upon killing one. Has a chance of increasing the mastery of the skill from a certain enemy if you already have the skill (if skill is masterable). Certain enemies give the same skill. Some enemies do not grant skills. Cannot gain skills in any other way with the exception of special skills.



Debug Menu [Fixed Passive]: During battle against an enemy, D-BuG gains an additional single piece of combat information about that enemy (a certain weakness, resistance, immunity or a skill) at random (as long as the enemy does not specifically have a hide info sort of status or passive on them).

___________________________________
Caps for mastery skills are still undecided.


Note: Although energy costs are usually fixed in skills and energy recovers the fastest, keep in mind that energy is used the most throughout the game, and skills that uses energy tend to cost more than skills that uses MP except in late-game.

Ruling System for Action Rolls
1-3 would be utter failure.
4-6 would be just fail.
7-9 would be partial fail.
10-12 would be partial success (or just lean towards success more than failure), or normal success depending on the action.
13 to your possible maximum (counting positive modifiers) subtracted by 3 would be success.
The two above would be immense success.
The highest number possible would be oversuccess (which has side-effects in most cases).

Exceptions: If modifiers were to decrease your maximum possible roll to a certain point (max being 7-12), then the maximum possible would be considered normal success. If the action is considered a normal success at 10-12, then those numbers remains as normal success. If the modifier decreases your maximum to 1-6, you shouldn't even try to perform the action.
If you ever get below 1 from modifiers, then you'll fail in the most inconceivable way ever.
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Re: Untitled RtD

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new skill yo.
no more kill yo.
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Re: Untitled RtD

Post by Halico »

[Mastery Passive] Gains the ability to fly. Consumes same energy regenerated this turn. However, when flying at high speeds, it consumes more energy. At higher mastery levels, the amount of energy required is reduced, as is the amount of extra energy consumed for high speed flight.

This one.
Whee.

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Re: Untitled RtD

Post by Xeilumardrox »

mmxpert wrote:new skill yo.
no more kill yo.
Rebalance choice list updated.
Xeilumardrox wrote:[Mastery Active] Spends MP and if skill performed successfully, an item is stolen from the enemy-if the enemy has any items to steal in the first place. Percentile damage is dealt to the enemy. This starts off low and increases as mastery increases, but unfortunately, so does MP cost. Against special enemies, bosses and enemies way above your current power, percentile damage cannot be dealt to them and in its place, non-percentile damage shall be dealt instead.
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Re: Untitled RtD - Skill Balance List etc etc

Post by Spriterkid »

Xeilumardrox wrote:[Mastery Active] Uses some energy to copy an enemy's previously used skill and add it to your skill list. Certain unique skills and special skills may not be copied. Has a limited number of skills you can keep before you're required to remove a previously learnt skill. Limit increases with mastery. As this is an RtD, an action roll must be done to see if copying is successful or not.
This one seems better for my first skill.
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Re: Untitled RtD - Skill Balance List etc etc

Post by mmxpert »

[Mastery Active] Spends MP and if skill performed successfully, an item is stolen from the enemy-if the enemy has any items to steal in the first place. Percentile damage is dealt to the enemy. This starts off low and increases as mastery increases, but unfortunately, so does MP cost. Against special enemies, bosses and enemies way above your current power, percentile damage cannot be dealt to them and in its place, non-percentile damage shall be dealt instead.
extra mechanic suggestion:if enemy has no item then the damage done is increased to 250% of the original.

Keep in mind that damage will not be xx% of hp against bosses but non-percentile, as you said.
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