Post by Otto on Dec 29, 2015 2:50:49 GMT
Random thought for a mechanic around channeled attacks.
v2/v3- When this attack is charged it delivers 33%/66% damage per turn until charging ends. As usual KP is not recovered while someone is charging, which after this point will be referred to as channeling.
Channeling benefits.
Sustained damage/a charge that isn't as vulnerable to things like stuns/dodge.
Channeling drawbacks.
Same as a charge minus losing the entirety of it. Still weaker than a pure [UP2]/[MP3] due to the variant causing less damage.
Foreseen major concerns- At its best it allows you to spam an UP2 equivalent tech more than usual. But my counter argument would be that you would get a better damage output from charging an equivalent attack without this variant. This mechanic just gives you less fall off in the case of an interruption.
V2 Comparison to UP2 (3 turn charge)
V2
Turn 1: +33% instant damage
Turn 2: +33% instant damage
Turn 3: +33% instant damage
total: 100% of pl over 3 turns
UP2
Turn 1: +66%
Turn 1: +66%
Turn 1: +66%
total: 198% of pl over 3 turns.
V3 Comparison to MP3 (3 turn charge)
V3
Turn 1: +66% instant damage
Turn 2: +66% instant damage
Turn 3: +66% instant damage
total: 198% of pl over 3 turns
MP3
Turn 1: +100% instant damage
Turn 2: +100% instant damage
Turn 3: +100% instant damage
total: 300% of pl over 3 turns
In summary the v2 would do half as much as charging an equivalent offensive tech, but would not suffer as much from total damage loss in the case of an interruption/dodge. The damage done by the V3 is about 50% less so it is slightly less of a drawback, but that happens in the case of all variants.
The best counter
Lower damage output and being stuck at a low kp level means your opponent can threaten you with things like an MP3 charging up. With your KP being stuck at 1 or 0 you won't really have much chance to maneuver yourself.
An interrupt/stun would still halt the attack. The variant version would just allow the damage that happens before that to slip through.
v2/v3- When this attack is charged it delivers 33%/66% damage per turn until charging ends. As usual KP is not recovered while someone is charging, which after this point will be referred to as channeling.
Channeling benefits.
Sustained damage/a charge that isn't as vulnerable to things like stuns/dodge.
Channeling drawbacks.
Same as a charge minus losing the entirety of it. Still weaker than a pure [UP2]/[MP3] due to the variant causing less damage.
Foreseen major concerns- At its best it allows you to spam an UP2 equivalent tech more than usual. But my counter argument would be that you would get a better damage output from charging an equivalent attack without this variant. This mechanic just gives you less fall off in the case of an interruption.
V2 Comparison to UP2 (3 turn charge)
V2
Turn 1: +33% instant damage
Turn 2: +33% instant damage
Turn 3: +33% instant damage
total: 100% of pl over 3 turns
UP2
Turn 1: +66%
Turn 1: +66%
Turn 1: +66%
total: 198% of pl over 3 turns.
V3 Comparison to MP3 (3 turn charge)
V3
Turn 1: +66% instant damage
Turn 2: +66% instant damage
Turn 3: +66% instant damage
total: 198% of pl over 3 turns
MP3
Turn 1: +100% instant damage
Turn 2: +100% instant damage
Turn 3: +100% instant damage
total: 300% of pl over 3 turns
In summary the v2 would do half as much as charging an equivalent offensive tech, but would not suffer as much from total damage loss in the case of an interruption/dodge. The damage done by the V3 is about 50% less so it is slightly less of a drawback, but that happens in the case of all variants.
The best counter
Lower damage output and being stuck at a low kp level means your opponent can threaten you with things like an MP3 charging up. With your KP being stuck at 1 or 0 you won't really have much chance to maneuver yourself.
An interrupt/stun would still halt the attack. The variant version would just allow the damage that happens before that to slip through.