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Posted: Sun Sep 26, 2010 10:58 pm
Oi, I never said kill. I said beatup XP she wouldn't kill anyone without plenty of reason. and 'potentially killing notwen' isn't enough now if she had seen him actually kill notwen then maybe she would go for the kill but it needs to be concrete.
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Posted: Sun Sep 26, 2010 10:59 pm
Hmm well the only thing I can really see Oasis going off on is you popped up and took her dead comrades body, Sentai couldn't do much since hes just standing with the group and den dropped dead plus they aren't my genin ninja
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Posted: Sun Sep 26, 2010 11:11 pm
Goddamn it! I hate the ******** backpace on the page..... ******** gay feature for the ******** internet...
So the Backspace just ate my ******** post...... grouchy now.... good bye.. I'll post later.
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Posted: Mon Sep 27, 2010 11:45 am
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Posted: Mon Sep 27, 2010 12:33 pm
When is the Afterlife thread gonna be up?
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Posted: Mon Sep 27, 2010 12:57 pm
There isn't one. For now it's just a wait period.
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Posted: Mon Sep 27, 2010 12:59 pm
That's just......messed up gonk , but i can live with that.
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Posted: Mon Sep 27, 2010 2:02 pm
ssAntonio wolf4life13 Well, that's interesting. Here I was thinking damage was capped at stat x 25 but based on what Sai told Den it's not a hard cap. Either that or Sai forgot. That's what makes the guild confusing at times. Damage: Stat(x5) + Stat Buff(x5) + Damage(Capped at Statx25) + Item Buff(Capped at Statx25) + Jutsu Buff(Capped at Statx25) That is the proper way to get your max Damage, there has been no special caps for this with items as of yet. So, based on this clarification of how to damage, is there something askew Wolf? Nope, that was exactly what I was talking about that made it so confusing. An announcement goes up and says damage is capped at stat x 25 instead of stat x 5 or 10 whichever it was but it doesn't elaborate that the cap applies separately to every buff and the base. So really the cap for damage is stat x 85. I suggest you guys elaborate on what the hard caps are in the rules thread and point out where the soft caps apply as well.
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Posted: Mon Sep 27, 2010 2:14 pm
wolf4life13 Nope, that was exactly what I was talking about that made it so confusing. An announcement goes up and says damage is capped at stat x 25 instead of stat x 5 or 10 whichever it was but it doesn't elaborate that the cap applies separately to every buff and the base. So really the cap for damage is stat x 85. I suggest you guys elaborate on what the hard caps are in the rules thread and point out where the soft caps apply as well. It meant damage, as in the damage effect. The attacks "total damage" is an accumulation of all the things stated.
The rules for applying it, and thus explaining that the 25 only applies to the "damage" effect, are noted in 2 places. 1. Combat < Damage and Recovery < Taking Damage 2. Jutsu / Item Creation < Damage(Where it states: "The damage you get from spending points on damage for a Jutsu or Item can never be higher than your Statx25.")So I think your issue was more just the rules changing and a misinterpretation of the announcement itself. The total cap is stated quite clearly otherwise to someone that's reading over the rules for damage for the first time (as it shows the equation more than once) where as the announcement was just the jist of what changed rather than stating the entire thing again.
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Posted: Mon Sep 27, 2010 3:03 pm
I just don't see it, in reading over what you pointed out there is nothing that clearly says the damage cap is x5, x5, x25, x25, x25. Just that reference to x 25. No cap is mentioned for the buffs and stuff. You might want to add a list of caps like you were doing the list of rolls because as it is it really is confusing. The pc caps made a lot more sense after the announcement so damage, protection, etc. might also make more sense if a literal max equation was given showing what goes into the calculations. Though part of it probably is that the rules have changed a few times and been tweaked from the original concept so it may be clearer for someone coming in fresh than someone seeing the original state then the announcements.
Edit: lol, Yeah the way the equation is added works. Just seeing an actual equation helps.
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Posted: Mon Sep 27, 2010 3:16 pm
Only other question I have is when will the next round begin?
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Posted: Mon Sep 27, 2010 4:12 pm
Not sure what Sai rolled for the next rounds ring, however if he doesn't start it by later tonight I will.
As for the caps, the equations are there at the bottom of the effect text.
However I'll probably just go ahead and make a "limit" section on certain effects that have limits so as to more distinctly point them out.
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Posted: Mon Sep 27, 2010 5:03 pm
Considering altering the rules for combat lines gained from fights as well.
Essentially, fights will not garner the 4x line bonus UNLESS the fight is real. Ie, no "friendly fight" line bonus (or at least the bonus will be less).
Reason? Fights line bonuses are granted for 2 reasons. 1. Combat posts take longer to do than normal rp posts. 2. There is a risk of death or permanent injury.
Similarly, another change in the works is selling equipment. It's just a bit to easy currently to kill or steal, from another player and get a ridiculous amount of ryo from an item.
Thus I'm thinking of drastically lowering the amount you earn, this way taking items after a kill still pays off, but won't be to such a ludicrous amount. (10-20% gain).
Note: These changes are pending for critique and responses, not confirmed to be implemented.
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Posted: Mon Sep 27, 2010 5:14 pm
Dark Bunny Lord Considering altering the rules for combat lines gained from fights as well. Essentially, fights will not garner the 4x line bonus UNLESS the fight is real. Ie, no "friendly fight" line bonus (or at least the bonus will be less). Reason? Fights line bonuses are granted for 2 reasons. 1. Combat posts take longer to do than normal rp posts. 2. There is a risk of death or permanent injury. Similarly, another change in the works is selling equipment. It's just a bit to easy currently to kill or steal, from another player and get a ridiculous amount of ryo from an item. Thus I'm thinking of drastically lowering the amount you earn, this way taking items after a kill still pays off, but won't be to such a ludicrous amount. (10-20% gain). Note: These changes are pending for critique and responses, not confirmed to be implemented. Now I do agree with the fight line bonus, really it has been way too easy to rack up lines with no one even dying, well at least until just recently. But I guess you need to work that idea over with the other mods. As for the selling thing that seems way too low a pay out with it already being pretty hard to get ryo up into usable amounts. Really 50% seems to be a good payout since you are still taking the defeated players equipment. Maybe if you just simply stole it you shouldn't get as much but if you did kill your enemy you should still get the current payout and all.
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Posted: Mon Sep 27, 2010 5:23 pm
Dark Bunny Lord Considering altering the rules for combat lines gained from fights as well. Essentially, fights will not garner the 4x line bonus UNLESS the fight is real. Ie, no "friendly fight" line bonus (or at least the bonus will be less). Reason? Fights line bonuses are granted for 2 reasons. 1. Combat posts take longer to do than normal rp posts. 2. There is a risk of death or permanent injury. whoa whoa whoa, don't do that! It's not like the ruling would retroactively power down people who've used it. I remember that when I started, Notwen was about the same level of power that i was, but in a very short amount of time, he boosted up. I'd feel really gypped if another character jumped up in level, but I didn't have that same opportunity. However, if you wanted to lower it, I think it should be affected by the Team bonus. For instance, if the bonus where x2 for training battles, it would be x3 for team training battles (2*1.5), then the x4 bonus would be for real battles.
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