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Post by Etoru on Apr 24, 2016 4:34:00 GMT
Update: Rev allowed me to have the special as a 116/232/348 charge alone. So no homing.
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Post by Etoru on Apr 30, 2016 3:25:05 GMT
.....Edit...again!
So with Vi-Poi's permission I was allowed to redo it, considering I never used it ICly nor did I ever learn it. Or mention it. Etc~ So I'm going to reapply one last time.
This tech is going to be Super Ghost Kamikaze Attack! So, the mechanics~
It'll be 66% charge with a max of 300%! It will have two variants, one which is already here, and the second, Bing made for me. The variants are Homing and Volatile. So you're probably wondering, what's Volatile? Basically, this Special has one HUGE weakness. Any ranged attack, like beams or whatever, can clash with it, and even if I win the clash there's no bleed through damage.
So for example: [N1] Kamehameha: 1,000 PL v [SP] Super Ghost Kamikaze Attack: 1,500 PL
Special wins. There should be 500 bleed through damage, but since it explodes on contact, there is no bleed through damage.
So here's where Volatile comes into play. Any 'melee' attack, like [N1] Crane Style or whatever Bing calls it, would be ineffective on this special.
Thoughts?
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Nicolas Mclendon
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The Hero of the Cosmos: CAPTAIN NOVA!
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Post by Nicolas Mclendon on Apr 30, 2016 4:20:14 GMT
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Queen Habana
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Post by Queen Habana on Apr 30, 2016 5:35:02 GMT
There isnt really a mechanical differntiation between 'melee' and 'ranged' attacks so I'd say no on that.
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Post by Kaula on Apr 30, 2016 8:15:49 GMT
If you're gonna go SGKA why not have it summon four 25% minions which have one skill: explode
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Post by Etoru on Apr 30, 2016 15:45:48 GMT
I mean...if you're talking about 'summoning' minions, not buying them, that'd be great. Otherwise I can just split the PL lol. I'll try to redo this later~ Busy right now.
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Post by Kaula on May 3, 2016 3:37:44 GMT
Since I like Etoru, I'll let him use the idea I had for Super Ghost Kamikaze Attack.
116% per charge, could just be 100% if you think it's a bit too unbalanced.
It takes the charged PL when released and divides it by 4/8/12/16/20 (depending on the charge. Has a max of five).
And the divided PL becomes that many guards. The guards have six techniques. SU1-3 After Image and N1-MP3 Self Destruct.
It takes something that's within 80% of their PL to destroy them if they don't dodge it.
I could probably simplify it if needed.
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Sabika
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Post by Sabika on May 19, 2016 7:34:50 GMT
This seems like an interesting and original tech to me. My only concern would be the confusion of having potentially 20 ghost Eturo's, as well as the original and anyone else who is in the battle. The could be just me being a noob though
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Post by Etoru on May 19, 2016 12:30:35 GMT
Na, that wont be an issue since I'd state how many I have and how many are left etc.
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Queen Habana
Moderator
Queen of the Evil Space Monkey People Special Item: GPW Universal Championship Belt
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Post by Queen Habana on May 19, 2016 16:01:03 GMT
I am really not fond of the idea of creating a vast amount of fairly powerful guards.
In games like D&D the concept of the 'action economy' is incredibly important and that same concept also applies here. In general terms the 'Action Economy' is how much any individual person can do with there turn, in D&D you -generally- have a 'standard action' a 'move action' and a 'swift action'. When characters are capable of getting more than that alloted amount of actions things tend to get a bit dangerous.
We already sort of have that in the form of Allies and Guards, however we have limits on how much % of allies and as allies are open to everyone and anyone it is less of a problem as 'ally' type characters can be in games like D&D (Where Cohorts and Animal Companions are incredibly useful due to the fact that they effectively double your action economy as they get a full set of actions themselves. Unlike our allies however they are not as readily available to every character)
The problem here with the SGKA is that it pretty much completely obliterates the action economy in Etoru's favor, his ghosts lack the usual problem that Guards possess(being weak to the point of not being particularly useful once you reach the point of having a x10+ transformation) and are really a lot closer to being Allies because of that as they technically function off of a % of Etoru's power rather than the flat numbers guards actually use. Originally I read the tech as dividing Etoru's PL rather than the PL of the 'attack' and even with that fairly major hindrance it still felt ABSURDLY powerful.
Here's an example of how Etoru using a 100% SGKA would work.
Eoru has a effective PL of 3,759,182 thus a 100% SGKA would have the same power. Etoru's KP is at 0 He launches the 'attack' releasing 4 Ghosts each has 939,795 PL, just shy of a million. Ghost 1, 2, 3, and 4 all have 3/3 KP. I'll work on the assumption the ghosts cannot act on the turn they are summoned because the alternative is even worse.
Next turn the opponent now has to deal with five fairly powerful opponents, if they focus on Etoru it allows the ghosts to charge up an attack and if etoru wants he can even have one of those ghosts protect him by sacrificing itself, so lets say Etoru's opponent sends an attack his way, after all Eto has no KP so he'll need to rely on GhostSquad for defense, I think we've discussed the idea of powerful attacks being able to blast through one 'player' into another if there is the intent for it with the attack so theres a decent chance that Etoru's getting his hard, though whatever is sent his way is getting reduced by just under 1 mil and as Etoru himself nearly his 4 mil pl he's presumably at least still standing.
But while that was happening Ghosts 2, 3 and 4 started up a charge. Each attack has a striking power of 1,879,591. Combined that is 5,638,773, and while it's under what Etoru himself would be capable of producing with a MP3 charge (7,518,364) Etoru himself isn't actually spending any KP on this, he is in fact still regaining KP, 1 Ghost is dead, the remaining are at 0 KP, and Etoru is back up to 1 KP.
After that it depends on how much KP Etoru's opponent spent on the last attack, do they have the KP to muster up something that is not easily countered by 33% of Eto's PL? If not then presumably they need to either go for non-tech attacks OR charge, in theory there best option is attacking with whatever they have to force Etoru to use KP to protect himself or his ghosts.
Presuming Eto has to spend KP to protect he's down to 0, but hes still got Ghosts squad, they can either strike with that 5.6 Million(Which only 1/3 of which can be dodged/countered as rather than being a single powerful attack it is a barrage of attacks) if they DONT attack however they can keep chargine and move up to each attack being 2,819,385 Individually, 8,458,155 Combined.
Now the attacks are obviously not exceptionally powerful compared to Etoru's own power, but the problem is less the direct power and more the fact that Etoru's opponent by this point most likely has low, or NO KP as they have to spend it to maintain some sort of pressure on Etoru or to protect them self. Even if they DO build up KP to protect themself though the fact that the attack is from multiple sources means that they have little to no effective means of avoiding damage, they are almost guaranteed to take most of the attack meaning that while the overall attack loses some power, the bulk of it can effectively go through without any chance of being mitigated.
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Post by Etoru on May 19, 2016 16:20:32 GMT
Yeah, that can be a problem. I can see how that's totally unbalanced.
Do you have any suggestions to counter act this and make it less OP?
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