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rainshadowdirewolf
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PostPosted: Sat Mar 08, 2014 11:05 am


for right now i am taking a break though i will also add that for weapons that have two features it will take 10 SkPts to switch the second setting ((doesnt remove it from the original setting but is lost to new weapon style)), other weapons will be whole resets, with enough money an OC may have two setting weapons that allow them to switch at will but will take 1 mana to activate this and they must know the both types.

Short Sword/ Long Sword

Gauntlets

Gloves and Wires

Gun/ Rifle

Bow and Arrow

Pilgrim's Staff/ Quarter staff: P Deflect all, at the cost of 1 stamina the wielder has a chance to block an attack and reduce damage to zero. ((plus 2 to dodge rate))
P Impact +2 Damage when not blocked/buffed
QCritical hit Each unblocked/buffed hit doubles in damage.
Q Blocked -1/2 damage to enemy attack

Mace/ ball and chain: M&Bc Blunt force, +2 total damage if blocked/buffed
M Melee Blocked, -1/2 damage to enemy melee attack
Bc Lashing, +1 range, unblocked hits will deal +1 damage stacking

Shield/ katar: S&K Block All, 1/2 damage received if successful
S Reflect damage, with .5 MP reflect blocked damage to selected forward target within1/2 range (minimum of 1) ((this skill will probably need to be limited to people who either get to 30 or 50 points))
K Cutting, +1 damage for each consecutive hit, resets if blocked

Phantom Core: melee summon/ caster summon

Rapier/ katana:

Lance/ Spear: L&S Stabbing - Does 1/4 total damage even if buffed/blocked to 0
S Critical hit Each unblocked/buffed hit doubles in damage.
L Impact +2 Damage when not blocked/buffed ((since the lance wouldnt actually do more damage than the spear when unblocked should Impact be allowed for open start skill?))

Scepter: it is a Nen'i type weapon and for casting spells but should we have the kei darts still use stamina or have the staff reduce the cost of abilities ((and possibly add range)) as the skills go up?
PostPosted: Sun Mar 09, 2014 3:04 pm


rainshadowdirewolf
for right now i am taking a break though i will also add that for weapons that have two features it will take 10 SkPts to switch the second setting ((doesnt remove it from the original setting but is lost to new weapon style)), other weapons will be whole resets, with enough money an OC may have two setting weapons that allow them to switch at will but will take 1 mana to activate this and they must know the both types.

10 SkPts (I assume it's skill points? or currency?) consumed every time someone switches settings? Or 10 skill points to unlock them? If so, we'll have to be careful about how we distribute SkPts. Unless you're talking about SP? (◎)

What do you mean by 'whole resets'? Wiping out all data on weapon since there's only 1 setting available? Can we switch settings/come up with a new one in-battle?


Quote:

Short Sword/ Long Sword

Gauntlets

Gloves and Wires

Gun/ Rifle

Bow and Arrow

Pilgrim's Staff/ Quarter staff: P Deflect all, at the cost of 1 stamina the wielder has a chance to block an attack and reduce damage to zero. ((plus 2 to dodge rate))
P Impact +2 Damage when not blocked/buffed
QCritical hit Each unblocked/buffed hit doubles in damage.
Q Blocked -1/2 damage to enemy attack

Mace/ ball and chain: M&Bc Blunt force, +2 total damage if blocked/buffed
M Melee Blocked, -1/2 damage to enemy melee attack
Bc Lashing, +1 range, unblocked hits will deal +1 damage stacking

Shield/ katar: S&K Block All, 1/2 damage received if successful
S Reflect damage, with .5 MP reflect blocked damage to selected forward target within1/2 range (minimum of 1) ((this skill will probably need to be limited to people who either get to 30 or 50 points))
K Cutting, +1 damage for each consecutive hit, resets if blocked

Phantom Core: melee summon/ caster summon

Rapier/ katana:

Lance/ Spear: L&S Stabbing - Does 1/4 total damage even if buffed/blocked to 0
S Critical hit Each unblocked/buffed hit doubles in damage.
L Impact +2 Damage when not blocked/buffed ((since the lance wouldnt actually do more damage than the spear when unblocked should Impact be allowed for open start skill?))

Scepter: it is a Nen'i type weapon and for casting spells but should we have the kei darts still use stamina or have the staff reduce the cost of abilities ((and possibly add range)) as the skills go up?

the different 'abilities' are the 'settings' mentioned before, right?
e.g.:
M&Bc both have the blunt force ability, but
M has Melee Blocked and
Bc has Lashing.

If my weapon is Mace, the 2 settings are Blunt Force and Melee Blocked while Bc will have Blunt Force and Lanshing.

Feiyimei

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rainshadowdirewolf
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PostPosted: Sun Mar 09, 2014 4:02 pm


Feiyimei

10 SkPts (I assume it's skill points? or currency?) consumed every time someone switches settings? Or 10 skill points to unlock them? If so, we'll have to be careful about how we distribute SkPts. Unless you're talking about SP? (◎)

What do you mean by 'whole resets'? Wiping out all data on weapon since there's only 1 setting available? Can we switch settings/come up with a new one in-battle?


the different 'abilities' are the 'settings' mentioned before, right?
e.g.:
M&Bc both have the blunt force ability, but
M has Melee Blocked and
Bc has Lashing.

If my weapon is Mace, the 2 settings are Blunt Force and Melee Blocked while Bc will have Blunt Force and Lanshing.


skill points yes, what i mean is a weapon with 2 settings will have a preference, so if a character is using the Shield they are also leveling up Katar skills but the Katar will be 10 points bellow the preferred weapon types level.
So you will always have 30 points in shield while you have 20 in katar unless you add the extra points to have them both at the same level. Currency is needed though to add the second setting.

yes, that is exactly what I mean by 'settings' there would also be damage differences like backhanding someone with the shield will do massively low damage and have a great defense but stabbing someone with the katar would deal great damage but would have half the guard skill.
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