Post by Pieter Wolfbane on Feb 14, 2017 6:26:27 GMT
Hey there everyone! Wanted to talk about a new kind of variant that has had some disapproval earlier, with it being approved as 'Flavored Homing.' I was at work at the time, so I couldn't debate it fully, but now that I am home, I'd like to talk about what this varying effect would be. The context behind this is what's going on in the following thread:
wodsouls.freeforums.net/threads/recent/10982
Now, before I post this, I recommend looking at the video here (while it's a TeamFourStar Parody of the series, it is still prominent in the series of DBZ and what I'm looking at for this effect): www.youtube.com/watch?v=eMjazX-Pkk0&feature=youtu.be&t=133
Pieter is charging up the UV3 of the pair listed below:
Technique Name (tag): Twin Tomahawk Slasher (V2) (Variant: Double Strike)
Description: Pieter forms two axes in his hand that, individually, are only half as strong the original, singular Tomahawk Slasher. Both Axes, together, charge at a rate of 33%, but individually charge at a rate of 16.5% each. The hunter, after coming across some very agile opponents, has developed two axes in one for the effort of having twice the opportunity to damage the opponent! Upon contact with the target or missing the target, the axes dissipate (Either in Melee combat or Thrown). Requires the opponent to use 2 dodges to avoid the attack! Uses 2 KP.
Technique Name (tag): Twin Super Tomahawk Slasher (UV3) (Variant: Double Strike)
Description: A more powerful version than the Twin Tomahawk Slasher. These two massive Tomahawks charge in total for 66% per post, but only charge individually for half that (33% per post per Tomahawk). As with the weaker version, this is meant to hit the more agile foes. Opponents will need 2 usages of a dodge technique to dodge both axe attacks (Whether it was in Melee Combat or Thrown)! Uses 3 KP.
In hindsight, I should have perhaps gone into full explanation of how this would operate. Although it was approved as a 'Flavored Homing' effect, I'd actually like it to be registered as it is
Double Strike: An attack, although splitting its power into halves of equal power, is meant to attack two times in one turn. The total power level of the attack would be, in correlation to the attacks, 33% for V2, and 66% for UV3. However, the variant as it is displayed above, would have the attack split into 2 separate entities that operate within the same turn they are used in (after charging). This has been seen as a flavored name for a Homing attack, and has been seen as a 'splitting homing' attack. In truth, despite it becoming split, the attack as labeled above, does not track an opponent's motion.
The User of the double strike attack is sending the first attack to bait out their opponent's movement with the first half of the attack. The 2nd half of the attack is being used later, to track an opponent. Now, you may be wondering, "This sounds like homing straight and through! Why're you even trying to debate this?"
The nature of Double strike is that it is, 1) It is being directed at one singular individual, not a crowd, so that individual has to maintain focus on either dodging or blocking, whichever they choose, 2) The 2 formed effects are literally 50-50 of the total attack. For V2, which has a pl charge rate of 33%, the two smaller individually charge at 16.5%. For UV3, this is simply 66% total per turn, and 33% per individual (the power of a N1).
What makes this different is, in the nature of homing, Homing techniques track the movement of an individual, making it presentable to mobile targets. For details on what the other variant effects are, if you're read this far and are curious what they are (whether to argue for, against, or in the middle ground) are located in the link here. The Piercing is designed to attack barrier techniques, if a barrier is anticipated, while the Double strike tries to enable a middle ground, whilst it's infinitely weaker than any of its counter parts. There is also the merging variants and the damage over time variants, and of course splitting in unique cases.
First immediate questions asked were, "How would this be balanced?"
Answering that would be the simple factor that, for one, this variant is using far more energy to making the 2 forms of deadly energy and is splitting it in half, which in turn makes this quite difficult to perform! It is also using values reduced that present no real danger even in the circumstance that the user of this 'Double hit' technique is able to reach charge 5! In regards to Charge 1 to Charge 5, for clarity, would mean that they end with the following-
V2 (33% to 165% total charge rate): 16.5% to 82.5% in each form.
UV3 (66% to 330% total charge rate): 33% to 165% in each form.
In the case of Special with Double hit to take this further, that would be between 400% and 500% total charge, with an anticipation of a KP drop to 0/3, requiring max KP. For each form, this would mean about 200% to 250%... This is, however, assuming that the Double Hit user is permitted to charge to the extreme of 5 turns. Their Double hit variant special would charge either between 80% to 100% per turn in total, which would mean that each axe operates with 40% to 50% pl.
If this sounds complicated, I guarantee you that it is not. The variant is designed to emphasize breaking defense techniques rather than being aimed at evasion. A player of 60% of the player with double hit as a variant ability is actually quite able to dodge their attacks between turns 1-3. A comprehensible strategy would be to A) Whip out a defensive technique, which is the least likely of options succeeding, or B) Feign an attempt to escape them... Or C) Actually attempt to escape them!
Unlike Homing, which hunts a target down after firing, the Double strike operates at halves during the same turn it is used!
If you wish to discuss this further, please give your own honest thoughts. I'll gladly debate this!
wodsouls.freeforums.net/threads/recent/10982
Now, before I post this, I recommend looking at the video here (while it's a TeamFourStar Parody of the series, it is still prominent in the series of DBZ and what I'm looking at for this effect): www.youtube.com/watch?v=eMjazX-Pkk0&feature=youtu.be&t=133
Pieter is charging up the UV3 of the pair listed below:
Technique Name (tag): Twin Tomahawk Slasher (V2) (Variant: Double Strike)
Description: Pieter forms two axes in his hand that, individually, are only half as strong the original, singular Tomahawk Slasher. Both Axes, together, charge at a rate of 33%, but individually charge at a rate of 16.5% each. The hunter, after coming across some very agile opponents, has developed two axes in one for the effort of having twice the opportunity to damage the opponent! Upon contact with the target or missing the target, the axes dissipate (Either in Melee combat or Thrown). Requires the opponent to use 2 dodges to avoid the attack! Uses 2 KP.
Technique Name (tag): Twin Super Tomahawk Slasher (UV3) (Variant: Double Strike)
Description: A more powerful version than the Twin Tomahawk Slasher. These two massive Tomahawks charge in total for 66% per post, but only charge individually for half that (33% per post per Tomahawk). As with the weaker version, this is meant to hit the more agile foes. Opponents will need 2 usages of a dodge technique to dodge both axe attacks (Whether it was in Melee Combat or Thrown)! Uses 3 KP.
In hindsight, I should have perhaps gone into full explanation of how this would operate. Although it was approved as a 'Flavored Homing' effect, I'd actually like it to be registered as it is
Double Strike: An attack, although splitting its power into halves of equal power, is meant to attack two times in one turn. The total power level of the attack would be, in correlation to the attacks, 33% for V2, and 66% for UV3. However, the variant as it is displayed above, would have the attack split into 2 separate entities that operate within the same turn they are used in (after charging). This has been seen as a flavored name for a Homing attack, and has been seen as a 'splitting homing' attack. In truth, despite it becoming split, the attack as labeled above, does not track an opponent's motion.
The User of the double strike attack is sending the first attack to bait out their opponent's movement with the first half of the attack. The 2nd half of the attack is being used later, to track an opponent. Now, you may be wondering, "This sounds like homing straight and through! Why're you even trying to debate this?"
The nature of Double strike is that it is, 1) It is being directed at one singular individual, not a crowd, so that individual has to maintain focus on either dodging or blocking, whichever they choose, 2) The 2 formed effects are literally 50-50 of the total attack. For V2, which has a pl charge rate of 33%, the two smaller individually charge at 16.5%. For UV3, this is simply 66% total per turn, and 33% per individual (the power of a N1).
What makes this different is, in the nature of homing, Homing techniques track the movement of an individual, making it presentable to mobile targets. For details on what the other variant effects are, if you're read this far and are curious what they are (whether to argue for, against, or in the middle ground) are located in the link here. The Piercing is designed to attack barrier techniques, if a barrier is anticipated, while the Double strike tries to enable a middle ground, whilst it's infinitely weaker than any of its counter parts. There is also the merging variants and the damage over time variants, and of course splitting in unique cases.
First immediate questions asked were, "How would this be balanced?"
Answering that would be the simple factor that, for one, this variant is using far more energy to making the 2 forms of deadly energy and is splitting it in half, which in turn makes this quite difficult to perform! It is also using values reduced that present no real danger even in the circumstance that the user of this 'Double hit' technique is able to reach charge 5! In regards to Charge 1 to Charge 5, for clarity, would mean that they end with the following-
V2 (33% to 165% total charge rate): 16.5% to 82.5% in each form.
UV3 (66% to 330% total charge rate): 33% to 165% in each form.
In the case of Special with Double hit to take this further, that would be between 400% and 500% total charge, with an anticipation of a KP drop to 0/3, requiring max KP. For each form, this would mean about 200% to 250%... This is, however, assuming that the Double Hit user is permitted to charge to the extreme of 5 turns. Their Double hit variant special would charge either between 80% to 100% per turn in total, which would mean that each axe operates with 40% to 50% pl.
If this sounds complicated, I guarantee you that it is not. The variant is designed to emphasize breaking defense techniques rather than being aimed at evasion. A player of 60% of the player with double hit as a variant ability is actually quite able to dodge their attacks between turns 1-3. A comprehensible strategy would be to A) Whip out a defensive technique, which is the least likely of options succeeding, or B) Feign an attempt to escape them... Or C) Actually attempt to escape them!
Unlike Homing, which hunts a target down after firing, the Double strike operates at halves during the same turn it is used!
If you wish to discuss this further, please give your own honest thoughts. I'll gladly debate this!