Barrier Variants (well the one that needs fixing) - and you!
Oct 10, 2016 10:29:39 GMT
Negi likes this
Post by Kaula on Oct 10, 2016 10:29:39 GMT
Bing Gan asked me to go ahead and make this instead of bugging him in skype.
Okay for those of you who don't know, this is how barriers currently work under our system:
And this is all of the barrier variants (Splitting included for reasons coming up)
Variants are offensive techniques that use the V2 and UV3 tags, they do 33% and 66% (respectively) with one added effect. On top of doing slightly less damage than other techs of their tier, they get an effect such as homing, damaging over time, stunning, ect. Below is a list of approved variants that players can pick from that work decently with the site's mechanics. When applying for variants, please blatantly point out what it does, it will be denied if you do not.
Damaging - Barriers with this variant will unleash their remaining PL as an attack after absorbing a hit. This can be flavored as reflection.
Sustained - Barriers with this variant will remain present to defend their creator for either three posts or until their total PL is overcome whichever comes first.
Now there is a weird exception. Splitting, as in an attack that can target multiple enemies (dividing the base attack PL by however many are targetted)--while they could be considered a variant, do not use the variant tags. These techniques are special, unlike the other variants these are only for UP2s and MP3s, though on the technique application it has to specify that it is a splitting technique.
Now the sustained variant works out very well as it is right now.
The thing I do not feel is good is the "Damaging" variant, because as it stands it is just an N1 attack that costs 2 KP.
Now with the recent buff to Barriers, I feel it needs one too. And I had two options on just how to do this.
OPTION 1:
Make it similar to splitting and integrate a "bleed through" bonus to it. That means it opperates on an UP2 and MP3 level (66% and 100%) with an extra bleed through bonus (of BT x 1.5)(From now on, I will be refering to this as a "counter bonus") for attacks it outright beats instead of getting a bleed through bonus to protect the user.
Examples below, for the examples, both users will be at 1,000 powerlevel.
EXAMPLE 1 OF OPTION 1:
Making it better than a normal UP2 attack - but only in certain instances.
EXAMPLE 2 OF OPTION 1:
I feel the loss of the dampening affect in favor for the counter affect helps out in balancing a lot.
OPTION 2:
Is a lot similar to Option 1, but instead of making them UP2s and MP3s like the splitting variant, we keep them as variants and give a larger buff to the counter bonus.
Which, as I am typing this out, I don't see a way this can conceivably work properly. Unless you outclassed the other fighter in some way or started charging a barrier before an attack. If you guys want me to go into this more, I can try, but I don't think it'll work out that well.
OPTION 3:
Get rid of the variant. It's literally 2 KP for an N1 attack at this current moment. And just making it an UP2 without a counter bonus is the same as a normal UP2 attack.
Okay for those of you who don't know, this is how barriers currently work under our system:
Barriers
Though Barriers operate on the same offensive tags as Offensive techniques, they work a tiny bit differently. Aside from the variants listed above, here are the base Barrier mechanics.
Though Barriers operate on the same offensive tags as Offensive techniques, they work a tiny bit differently. Aside from the variants listed above, here are the base Barrier mechanics.
[N1] Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 33% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[UP2] Super Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 66% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[MP3] Ultra Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 100% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[UP2] Super Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 66% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
[MP3] Ultra Ki Barrier: Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! It charges at 100% per turn, and if the Barrier is broken by a technique, any bleed-through damage is halved (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000).
And this is all of the barrier variants (Splitting included for reasons coming up)
Variants
Variants are offensive techniques that use the V2 and UV3 tags, they do 33% and 66% (respectively) with one added effect. On top of doing slightly less damage than other techs of their tier, they get an effect such as homing, damaging over time, stunning, ect. Below is a list of approved variants that players can pick from that work decently with the site's mechanics. When applying for variants, please blatantly point out what it does, it will be denied if you do not.
Barriers
Damaging - Barriers with this variant will unleash their remaining PL as an attack after absorbing a hit. This can be flavored as reflection.
Sustained - Barriers with this variant will remain present to defend their creator for either three posts or until their total PL is overcome whichever comes first.
Now there is a weird exception. Splitting, as in an attack that can target multiple enemies (dividing the base attack PL by however many are targetted)--while they could be considered a variant, do not use the variant tags. These techniques are special, unlike the other variants these are only for UP2s and MP3s, though on the technique application it has to specify that it is a splitting technique.
Now the sustained variant works out very well as it is right now.
The thing I do not feel is good is the "Damaging" variant, because as it stands it is just an N1 attack that costs 2 KP.
Now with the recent buff to Barriers, I feel it needs one too. And I had two options on just how to do this.
OPTION 1:
Make it similar to splitting and integrate a "bleed through" bonus to it. That means it opperates on an UP2 and MP3 level (66% and 100%) with an extra bleed through bonus (of BT x 1.5)(From now on, I will be refering to this as a "counter bonus") for attacks it outright beats instead of getting a bleed through bonus to protect the user.
Examples below, for the examples, both users will be at 1,000 powerlevel.
EXAMPLE 1 OF OPTION 1:
Player A uses N1 Kamehameha for 333 PL!
Player B uses UP2 Ki Chariot for 666 PL!
Bleedthrough of 333 PL in favor of Player B.
Player B uses the remaining energy to counter Player A for 500 PL.
Player B uses UP2 Ki Chariot for 666 PL!
Bleedthrough of 333 PL in favor of Player B.
Player B uses the remaining energy to counter Player A for 500 PL.
EXAMPLE 2 OF OPTION 1:
Player A has been charging up UP2 Kamehameha for two turns, bringing it up to 1,333 PL. He attacks!
Player B had to regain KP but uses UP2 Ki Chariot for 666 PL!
Bleedthrough damage for 667 PL.
Player B used the attacking variant of the barrier so he doesn't get the damage dampening power and takes the full 667 damage.
Player B had to regain KP but uses UP2 Ki Chariot for 666 PL!
Bleedthrough damage for 667 PL.
Player B used the attacking variant of the barrier so he doesn't get the damage dampening power and takes the full 667 damage.
OPTION 2:
Is a lot similar to Option 1, but instead of making them UP2s and MP3s like the splitting variant, we keep them as variants and give a larger buff to the counter bonus.
Which, as I am typing this out, I don't see a way this can conceivably work properly. Unless you outclassed the other fighter in some way or started charging a barrier before an attack. If you guys want me to go into this more, I can try, but I don't think it'll work out that well.
OPTION 3:
Get rid of the variant. It's literally 2 KP for an N1 attack at this current moment. And just making it an UP2 without a counter bonus is the same as a normal UP2 attack.