Post by Deleted on Oct 21, 2014 5:53:08 GMT
Rate the races and the abilities they have based on what is currently out. This is mainly just opinion and fun but possibly a good feedback tool as well.
Saiyans 2 out of 5
Rating: 2 out of 5- While very useful it won't be useful for anything other than events. It also comes with three drawbacks.
1. Full moon
2. Tail
3. Implied loss of control unless you meet the prereqs to control it.
Zenkai
Rating 1-5. This ability is either very OP and can be spammed in death enabled threads with carebear agreements to not kill each other, or you pretty much have to cross the threshold of possible character loss. This ability won't be added to the overall grade for me.
Tail Weakness
Rating 2. Fits in well but the race doesn't get much to make up for the loss. Have to hold out for SSJ in hopes of advancing out of mediocrity.
Hybrids 3.5 out of 5
Typically this is weaker zenkai, 5,000 pl for a tech, and some other ability that is reduced. Zenkai is still ungradablefor me in its current status.
At 50,000 pl a normal race gets 11 techs. At 50,000 pl a hybrid would get 10. Honestly though if you are going for a powerful character you only need one tech maxed to 3 ranks and the rest is just gravy for support moves or side-grades. So from that stand point this is a solid 3. However other combos exist and the versatility hybrid traits bring the race will bump it toward a 4.
Assuming desperation just means you are losing, hidden potential is great. 4 out of 5.
Uncontrolled. 3 out of 5. No tail weakness baby.
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Humans 3 out of 5
Intense Struggle 3 out of 5. It is just a little weaker than hidden potential.
Master Focus 3 out of 5. Other races without transformation requirements get better multipliers at lower rates. Still a good ability.
Faster Techniques 4 out of 5. A 50% boost to gain rates can help get you maxed out quick, but you still suffer from the fact that after so many abilities they just become fluffy.
Currency Savvy 2 out of 5. It is a nice little boon that will help get you to weights, but honestly earning that much cash is effortless TBH. Would be nicer if it were a small percent boost to earnings.
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Namekians 4.5 out of 5 (Warrior), 4 out of 5 (Dragon Clan)
4 out of 5. Not a bad free transform at all.
Regen 5 out of 5. Under Bao's proposal you can spen a turn to get back to 50% health or two to get back to 100%. It also seems like this stack with senzu beans based upon the discussion I had with Bao in my character creation. If this is true you can effectively full restore twice given the time and the bean. DO NOT TAKE THIS AS GOLDEN WORDS IT ISN'T SOMETHING THAT HAS COME UP IN PLAY. Even without the 2 heals in a thread it is a very good ability that can save you lots of zeni on senzu beans over the lifetime of a character.
Fusion 4 out of 5. Freakin... sweet. It is sort of situational ability and requires player consent though.
Mystical Skill
3 out of 5. You get one skill that others can't normally get, but they can get it through role playing once masters show up. Would be better if you could buy appropriate mystical skills without restriction if you are in the dragon clan. You do get a great support ability at the cost of losing your transform, which makes you pretty sweet so long as you don't want to be a direct combatant.
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Arcosians (5 out of 5)
5 out of 5 for all. You train at a lowball and you fight like an Oozaru, if you even need to you bastard. x5 is still better than most races. Throw on medium weights on your brute form and get a 50% pl bonus and still be in a constant 2.5 transform.
Durability 5. Depending on if it works before or after weights is the only question. Either way it is a good ability.
Reconstructive surgery 3. Not a bad deal, somewhat useful.
Difficult Control 5. Explained before why it is easy to get over this hump. Train in bebe form and fight in big boy form and you won't ever see an issue with this other than losing some gains in a real fight. Still, if you go x10 on the average player it won't last long anyways so you might toy with them a bit.
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Androids 3 out of 5
Overdrive 2 out of 5. Kinda weak to be honest and drains your money.
Durability 4. Less awesome on an android whose defense will just be at a constant x2.
Artifical Energy 3- This is basically a free technique assuming you would have grabbed kai supression.
Reconstruction 3- Good but situational.
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Demons 3.5
Makyo empowerment 3 out of 5. At least you don't get drawbacks.
Demonic will 3 out of 5. Good.
Custom ability 5 out of 5. Seems to work with demonic will. A character of 10,000 base pl will be at 30,000. Now assume they Charge the tech to 100% and get a x4 bonus. 120,000 pl worth of damage. That is pretty huge. Probably the best ability available.
Note to an update from Pieter! While in demonic will form, the x4 boost from the demonic skill adds to the multiplier rather than multiplying it. Effectively this means using this power in demonic will form will work as if you were at a x7 boost, rather the x12 that the wording currently implies. Still a 5 out of 5, just no longer broken XD.
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Bio-Androids 4.5 out of 5
5 out of 5. You can get to be almost as powerful as an acrosian just walkin' a boot. Only race currently able to buy extra transform.
Absorption 4 out of 5. Best used at a higher power.
Saiyans 2 out of 5
Oozaru | x10* | Requires Full Moon & Tail |
1. Full moon
2. Tail
3. Implied loss of control unless you meet the prereqs to control it.
Zenkai | When severely injured during a death-enabled fight, saiyan receive a power boost proportional to their current pl upon healing |
Tail Weakness | When an untrained Saiyans' tail is grabbed, their effective pl is halved and they cannot properly attack. Weakness can be trained out using a technique point. |
Equally, saiyans can regrow their tail by using 1 tech slot, they can do this twice (three tails and you're out ) |
Zenkai
Rating 1-5. This ability is either very OP and can be spammed in death enabled threads with carebear agreements to not kill each other, or you pretty much have to cross the threshold of possible character loss. This ability won't be added to the overall grade for me.
Tail Weakness
Rating 2. Fits in well but the race doesn't get much to make up for the loss. Have to hold out for SSJ in hopes of advancing out of mediocrity.
Hybrids 3.5 out of 5
They get traits corresponding to whatever two races they are a combination of(though slightly weaker), and although their transformations follow the Hybrids template, they will be named/styled after their 'dominant' race. They can chose one of two starter transformations -
At 50,000 pl a normal race gets 11 techs. At 50,000 pl a hybrid would get 10. Honestly though if you are going for a powerful character you only need one tech maxed to 3 ranks and the rest is just gravy for support moves or side-grades. So from that stand point this is a solid 3. However other combos exist and the versatility hybrid traits bring the race will bump it toward a 4.
Hidden Potential | x4* | Requires Desperation to activate |
'Uncontrolled' | x10* | Requires Full Moon/Makyo Star/Other |
Assuming desperation just means you are losing, hidden potential is great. 4 out of 5.
Uncontrolled. 3 out of 5. No tail weakness baby.
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Humans 3 out of 5
Intense Struggle | x3* | Requires Desperation to activate |
Mastered Focus | x3 | 20,000pl |
Master Focus 3 out of 5. Other races without transformation requirements get better multipliers at lower rates. Still a good ability.
Faster Techniques | gained every 4000pl instead of 6000pl, meaning humans can learn and upgrade moves faster than other races |
Currency savvy | Humans also get 500 extra starting zeni |
and in extension gain zeni at a slightly increased rate (+10%) |
Faster Techniques 4 out of 5. A 50% boost to gain rates can help get you maxed out quick, but you still suffer from the fact that after so many abilities they just become fluffy.
Currency Savvy 2 out of 5. It is a nice little boon that will help get you to weights, but honestly earning that much cash is effortless TBH. Would be nicer if it were a small percent boost to earnings.
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Namekians 4.5 out of 5 (Warrior), 4 out of 5 (Dragon Clan)
A rather mystical race who are more widely known for their peaceful and spiritual ways, this doesn't stop warrior Namekians from being powerful guardians to their people and sometimes others. They are often overlooked but are great for someone who wants both strength and useful abilities.
Great Namek | x4 | Warrior Clan ability |
4 out of 5. Not a bad free transform at all.
While technically dragon clansmen can learn to use the form too, none start with it and most do not ever learn the ability, as it can be painful to contort the body in such strange ways and serves little purpose for them((Maybe it should be learnable for 3 tech points for a non-warrior?)) - naturally as a namekian ages beyond a certain threshold however they may begin growing larger, such as the grand elder - at those sorts of ages however they're hardly fighting-fit.
Regeneration | After one or more posts of concentrating their energies, a namekian can regenerate their bodies to restore themself to health, limbs bursting forward from an amputated stub or injuries closing up and filling in. |
Regenerations are on a per thread basis(meaning even if 'used' in one battle, you can use them again in a following battle*). Additional regenerations are gained every 40,000 pl. | |
Namekian Fusion | A technique whereby two namekians merge bodies, their version providing 50% of partners pl + all their applicable techniques to the one used as the base - can only be used for the two corresponding transformations which list it. |
Mystical Skill | While namekian warriors learn how to manipulate their bodies into larger sizes and increase their fighting power, dragon clansmen are wise in the way of the mystic, and thus can start with a special skill of their choosing (Such as Dende's healing) |
Fusion 4 out of 5. Freakin... sweet. It is sort of situational ability and requires player consent though.
Mystical Skill
3 out of 5. You get one skill that others can't normally get, but they can get it through role playing once masters show up. Would be better if you could buy appropriate mystical skills without restriction if you are in the dragon clan. You do get a great support ability at the cost of losing your transform, which makes you pretty sweet so long as you don't want to be a direct combatant.
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Arcosians (5 out of 5)
Brute | x5 | 5000pl - provides +50% pl rate |
Monster | x8 | 20,000pl - provides +25% pl rate |
True | x10 | no required pl |
5 out of 5 for all. You train at a lowball and you fight like an Oozaru, if you even need to you bastard. x5 is still better than most races. Throw on medium weights on your brute form and get a 50% pl bonus and still be in a constant 2.5 transform.
Durability | Arcosians are a hardy species, beyond their natural strength they can also take a hit/survive injuries surprisingly well. When activated while receiving an attack, durability makes your pl count as an additional x1 (defensively). |
Durability(like regen) is on a per thread basis(meaning even if 'used' in one battle, you can use it again in a following battle). | |
Reconstructive Surgery | After reaching 200,000 base pl, an arcosian can 'come back to life' after a saga death/defeat - in a modified body.* |
Difficult Control | Their true power is hard for them to control - it interferes with their ability to train, meaning they naturally gain less (-50%) from grades. HOWEVER, their suppressive forms mitigate this(as seen above), meaning they can live and indeed train at a more 'comfortable' level. |
Durability 5. Depending on if it works before or after weights is the only question. Either way it is a good ability.
Reconstructive surgery 3. Not a bad deal, somewhat useful.
Difficult Control 5. Explained before why it is easy to get over this hump. Train in bebe form and fight in big boy form and you won't ever see an issue with this other than losing some gains in a real fight. Still, if you go x10 on the average player it won't last long anyways so you might toy with them a bit.
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Androids 3 out of 5
Overdrive | x3* | 5000pl - see racial ability; Overdrive |
Durability | Same as arcosians, androids are also known for their sturdy construction and ability to continue functioning in spite of sustained damages. When activated while receiving an attack, durability makes your pl count as an additional x1 (defensively). |
Artificial Energy | It was common for androids to have no detectable ki ,meaning they cannot be sensed. Not only does this mask their travel, but it means that if you're not careful they could well sneak up on you. Scouters however still work on androids, as they are designed to calculate threats and track targets rather than merely read ki. |
Reconstruction | Android players can chose to be rebuilt for 1000 zeni after 'death' rather than going to otherworld(such as when lacking a 'soul'). If they continue to interject in a battle before receiving these repairs however, they will not be covered a second time. |
Overdrive | Unlike conventional transformations, overdrive's multiplier can stack with other transformations. My proposal is however that it is offensive-only and thus does not enhance your defence when receiving attacks. |
After each use the player must pay zeni to 'recalibrate' before they can use overdrive again. It's multiplier can be reduced if this maintenance isn't handled correctly.* |
Durability 4. Less awesome on an android whose defense will just be at a constant x2.
Artifical Energy 3- This is basically a free technique assuming you would have grabbed kai supression.
Reconstruction 3- Good but situational.
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Demons 3.5
Makyo empowerment | x8* | Requires Makyo Star |
Demonic Will | x3 |
Makyo empowerment 3 out of 5. At least you don't get drawbacks.
Demonic will 3 out of 5. Good.
Custom Demon Ability | A technique which when used counts as an added 'pl x4' on their current strength, though can only be utilised once per thread. Is negotiated with admin/community. |
Custom skill's 'x4' bonus does not apply when transformed through the Makyo Star, as this demonic energy is already being used by their physical bodies. |
Note to an update from Pieter! While in demonic will form, the x4 boost from the demonic skill adds to the multiplier rather than multiplying it. Effectively this means using this power in demonic will form will work as if you were at a x7 boost, rather the x12 that the wording currently implies. Still a 5 out of 5, just no longer broken XD.
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Bio-Androids 4.5 out of 5
Bio-metabolise | x3 - x8* | 20,000pl, see racial abilities |
Bio-metabolise | transformation can be increased by spending technique slots, +1 per tech slot used |
absorbing player character will fill it to x8 immediately | |
however, multiplier reduces by half after use, capped at a minimum of x3 | |
Absorption* | When absorbing for their two major transformations, they may take 33% of their targets base pl and add it to their own. |
Absorption 4 out of 5. Best used at a higher power.