Well I'll just write about what i think of.
A'ight *cracks knuckles*
In general. Most attack descriptions aren't exceptionally descriptive in describing the results of each attack. Regular attack damage is 4d4 just like in card battles so that might help. Then, you need to be more descriptive about what things like burning and other effects do in terms of damage and other effects. (So... I guess this is creative AND technical counseling. xD) All in all I recommend reading up on that tutorial battle that Lief and Liger posted, the mechanics of the battles are explained in there in terms of how the different types of attacks work.
[b]For Kamemon[/b]: For Met Knuckle there are no 8-sided dice on Gaia. What you could say is that the attack is calculated with 8d4 (8 4-sided dice) instead of 4d4 or just double regular damage or something. Pointer Arrow's effect is kind of unclear. Is it like a seeking-missile kind of attack or something? It sounds like it's probably just a normal projectile. Also generally speaking the trend seems to be that distance attacks cause less damage than close-range, but doesn't necessarily need to be the case. Cora Guard Shield: how much damage can it absorb? Does it just last for the set amount of turns? If so, won't it definitely be intact at the end of that many turns and cause damage? How much damage does it do to nearby enemies? This is one of those attacks of yours that just isn't explained enough. It sounds like a really cool idea if I'm understanding what is there, though... From what I can tell it's supposed to be an armor effect kind of like Turtle Shell/Rock Armor in zOMG, right? If so, it should probably have a set amount of damage absorption (about 20HP damage or so), or else if it lasts through a set amount of turns, maybe it would be more fair/balanced if either it simply REDUCES damage rather than negate it, or if it didn't allow you to attack either (making it a stalling power-up with a damaging effect on anyone nearby, which is also a cool idea that would allow you to potentially do consecutive attacks on close-range fighters or something *shrug*). I suggest either of these effects:
[i]- Cora Guard: Power-Up, Range: Self. A shield forms around Kamemon that can absorb and negate up to 20HP of damage for Kamemon. When the shield breaks, it will burst, causing 2d4 points of HP damage (or maybe just a flat value like 7 or something) to all enemies within a 2-square range.
[i]- Cora Guard: Power-Up, Range: Self. A shield forms around Kamemon that completely absorbs and negates all damage to Kamemon for 1d6 turns. Kamemon cannot attack while protected by Cora Guard. When the duration of the attack is over it bursts, causing all enemies within a 2-square range take 2d4 / 7 / ??? points of HP damage.
[/i]Though of course it's up to you ultimately, do what you think you need to do. ;3 Best thing to do is ask Liger if the effect is OP or anything to make sure. I do my best to make suggestions for balanced and non-OP effects but it can't hurt to check with Liger.
[b]For Dracomon[/b]: Baby Breath should probably do normal damage and have a burn effect that lasts for like 1d4 turns or something like that. Burn effect can be anything from lowering enemies' physical offense like in Pokemon, decreasing their defensive ability to half (or something), or just causing residual damage at the end of each turn (like 3 damage flat at the end of the victim's turn or something). Tail Smash needs to be more descriptive about the stun thing. Does the stun effect always occur? It would probably be more balanced if it just occurred on odd rolls or something. If it's a normal-damage attack with guaranteed chance of stun that might be kinda balanced I guess but sort of pushing it. One idea I had thinking of the Tail Smash attack (because I like Dracomon =w=) could be that it's a double-damaging melee attack with a knockback effect, pushing the opponent back 2-3 squares or something. Could be interesting, and I don't think anyone else ha
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