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Posted: Wed Dec 04, 2013 6:13 pm
Moonlight Calamity Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? Also, may I propose that the skill tree of the Body Element be modified? As it is at the moment, it provides an additional 1 point of damage for every 20 skill points spent on it. However, if one spends that same 20 skill points on the weapon of one's choice instead, it enhances one's damage by 4 points instead. Now granted, the Body element provides this additional damage for all weapons, not just the weapon of one's choice, but who really uses more than one weapon? Even if one dual-wields two separate weapons, investing in each weapon separately will still raise one's overall damage more than investing in the Body Element will. As it is now, there is basically no reason whatsoever to invest points in the Body element. I would like to propose that instead of increasing weapon damage, points in the body element should either buff damage, increase HP recovery, or do something instead of increasing weapons damage, since that can already be done just by improving one's own weapon proficiency. The technique system doesn't make much sense to me either, Feiyimei would be able to answer that better since she designed the system. As for the body element, putting points into the element also increases the effectiveness of spells of the body element, not just increased weapon damage. So, while putting points into weapon skills may be more effective to increase straight weapon damage, points into the body element also increases the max effectivness of all spells of the body element. See the Spell creation thread.Ah, I see. Can I ask then how putting skill points into Body improves techniques of the Body element?
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Posted: Wed Dec 04, 2013 8:22 pm
Feiyimei Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? I wasn't too clear in retrospect. Condition to cast Seals in addition to losing SP: Both target and recipient receive minor damage. Let's say the technique is supposed to boost damage by 40 points and will inflict 20 damage to target and 20 damage to caster. If the spell is cast on oneself, it will inflict a total of 40 damage on the caster (who is also the target) instead and allow caster to increase their own attacks' damage by 40 points. Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last?
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Posted: Wed Dec 04, 2013 9:39 pm
Kai Merah Feiyimei Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? I wasn't too clear in retrospect. Condition to cast Seals in addition to losing SP: Both target and recipient receive minor damage. Let's say the technique is supposed to boost damage by 40 points and will inflict 20 damage to target and 20 damage to caster. If the spell is cast on oneself, it will inflict a total of 40 damage on the caster (who is also the target) instead and allow caster to increase their own attacks' damage by 40 points. Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn.
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Posted: Wed Dec 04, 2013 11:48 pm
Feiyimei Kai Merah Feiyimei Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? I wasn't too clear in retrospect. Condition to cast Seals in addition to losing SP: Both target and recipient receive minor damage. Let's say the technique is supposed to boost damage by 40 points and will inflict 20 damage to target and 20 damage to caster. If the spell is cast on oneself, it will inflict a total of 40 damage on the caster (who is also the target) instead and allow caster to increase their own attacks' damage by 40 points. Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn. Interesting... Okay, if you wanted to debuff someone then, how likely is it that they would be hit by the debuffing technique? Same odds as a normal attack if they dodge? Do you still pay stamina if you attempt a debuffing technique, but you miss your target? As for Stances... Okay, so 10 SP is worth 30 points buff. So 20 SP would give you a 60 points buff, and you'd need to pay another 10 SP every round to keep this buff going. If I wanted to buff my attack power in this way, what stats would be acceptable as a debuff to pay for the buff? I'd rather not affect my hit or dodge rate...
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Posted: Sat Jan 11, 2014 1:45 am
Kai Merah Feiyimei Kai Merah Feiyimei Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? I wasn't too clear in retrospect. Condition to cast Seals in addition to losing SP: Both target and recipient receive minor damage. Let's say the technique is supposed to boost damage by 40 points and will inflict 20 damage to target and 20 damage to caster. If the spell is cast on oneself, it will inflict a total of 40 damage on the caster (who is also the target) instead and allow caster to increase their own attacks' damage by 40 points. Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn. Interesting... Okay, if you wanted to debuff someone then, how likely is it that they would be hit by the debuffing technique? Same odds as a normal attack if they dodge? Do you still pay stamina if you attempt a debuffing technique, but you miss your target? As for Stances... Okay, so 10 SP is worth 30 points buff. So 20 SP would give you a 60 points buff, and you'd need to pay another 10 SP every round to keep this buff going. If I wanted to buff my attack power in this way, what stats would be acceptable as a debuff to pay for the buff? I'd rather not affect my hit or dodge rate... Hitting with an technique or spell uses the same rules for hitting with a spell, and you pay the stamina/mana cost even if you miss. The first part of your second question sounds correct, balancing out a buff and debuffed stat is a little more tricky since not all stats use the same scaling. I'll have to talk with Feiyimei about this, sorry.
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Posted: Sat Jan 11, 2014 1:58 am
Moonlight Calamity Kai Merah Feiyimei Kai Merah Feiyimei Kai Merah Excuse me, I don't quite understand how Seals or Support techniques work. Does it mean that techniques cast on oneself will double in effectiveness, but every time you buff yourself, you also receive double damage? I wasn't too clear in retrospect. Condition to cast Seals in addition to losing SP: Both target and recipient receive minor damage. Let's say the technique is supposed to boost damage by 40 points and will inflict 20 damage to target and 20 damage to caster. If the spell is cast on oneself, it will inflict a total of 40 damage on the caster (who is also the target) instead and allow caster to increase their own attacks' damage by 40 points. Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn. Interesting... Okay, if you wanted to debuff someone then, how likely is it that they would be hit by the debuffing technique? Same odds as a normal attack if they dodge? Do you still pay stamina if you attempt a debuffing technique, but you miss your target? As for Stances... Okay, so 10 SP is worth 30 points buff. So 20 SP would give you a 60 points buff, and you'd need to pay another 10 SP every round to keep this buff going. If I wanted to buff my attack power in this way, what stats would be acceptable as a debuff to pay for the buff? I'd rather not affect my hit or dodge rate... Hitting with an technique or spell uses the same rules for hitting with a spell, and you pay the stamina/mana cost even if you miss. The first part of your second question sounds correct, balancing out a buff and debuffed stat is a little more tricky since not all stats use the same scaling. I'll have to talk with Feiyimei about this, sorry. Alrighty, thanks for your help then. By the way, do you have any idea how the summon solar/lunar guardian from the tactics scrolls in the item shop works? It says you can use it an unlimited number of times, but also that it loses a mana point per turn and cannot be restored once it's lost all mana. Does that mean you can only use it for so long as its mana lasts? Makes 'unlimited' uses a bit superfluous, doesn't it? On the other hand, if it can really be used 'unlimited' times, then what's to stop you from summoning another one the moment the first one dies? Also, can you explain a bit more about how Ethereal Embrace and the Curse of Apathy work? What does 'pulls them both to the ethereal plane' mean exactly? And... does the Curse of Apathy basically just paralyze someone until someone else attacks that person?
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Posted: Sat Jan 11, 2014 2:15 am
Kai Merah Moonlight Calamity Kai Merah Feiyimei Kai Merah Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn. Interesting... Okay, if you wanted to debuff someone then, how likely is it that they would be hit by the debuffing technique? Same odds as a normal attack if they dodge? Do you still pay stamina if you attempt a debuffing technique, but you miss your target? As for Stances... Okay, so 10 SP is worth 30 points buff. So 20 SP would give you a 60 points buff, and you'd need to pay another 10 SP every round to keep this buff going. If I wanted to buff my attack power in this way, what stats would be acceptable as a debuff to pay for the buff? I'd rather not affect my hit or dodge rate... Hitting with an technique or spell uses the same rules for hitting with a spell, and you pay the stamina/mana cost even if you miss. The first part of your second question sounds correct, balancing out a buff and debuffed stat is a little more tricky since not all stats use the same scaling. I'll have to talk with Feiyimei about this, sorry. Alrighty, thanks for your help then. By the way, do you have any idea how the summon solar/lunar guardian from the tactics scrolls in the item shop works? It says you can use it an unlimited number of times, but also that it loses a mana point per turn and cannot be restored once it's lost all mana. Does that mean you can only use it for so long as its mana lasts? Makes 'unlimited' uses a bit superfluous, doesn't it? On the other hand, if it can really be used 'unlimited' times, then what's to stop you from summoning another one the moment the first one dies? Also, can you explain a bit more about how Ethereal Embrace and the Curse of Apathy work? What does 'pulls them both to the ethereal plane' mean exactly? And... does the Curse of Apathy basically just paralyze someone until someone else attacks that person? There used to be a rule were you could only use a summon scroll once per day. Since most players only post 1-2 times per day that rules isn't very effective. To be honest, I've been thinking off proposing to eliminate summoning scrolls altogether. As for Raz's spells, Ethereal Embrace basically turn his and whomever he is holding in to ghosts. They can't be hurt by physical attracts, but they also can't hurt anyone else with physical attracts. I designed Curse of Apathy to be a combat stopper. The target isn't necessarily paralyzed, but loses all interest in the fight. It makes them observe the world with mild disinterest instead of actually taking part in it. I'll probably never use it, but I thought it was a cool idea at the time.
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Posted: Sat Jan 11, 2014 2:24 am
Moonlight Calamity Kai Merah Moonlight Calamity Kai Merah Feiyimei Kai Merah Hmm, alright... Is this a one-off thing then? How many turns would a damage-boosting technique last? The duration of the boost is up to the creator but will either cost in SP or HP the longer it lasts. During the approval process, a crew member may request some adjustment if they see the need. Another difference between Stance and Seals is that Stance's duration is not fixed. One can drag it on for as long as they have enough SP since it will cost SP every turn. Interesting... Okay, if you wanted to debuff someone then, how likely is it that they would be hit by the debuffing technique? Same odds as a normal attack if they dodge? Do you still pay stamina if you attempt a debuffing technique, but you miss your target? As for Stances... Okay, so 10 SP is worth 30 points buff. So 20 SP would give you a 60 points buff, and you'd need to pay another 10 SP every round to keep this buff going. If I wanted to buff my attack power in this way, what stats would be acceptable as a debuff to pay for the buff? I'd rather not affect my hit or dodge rate... Hitting with an technique or spell uses the same rules for hitting with a spell, and you pay the stamina/mana cost even if you miss. The first part of your second question sounds correct, balancing out a buff and debuffed stat is a little more tricky since not all stats use the same scaling. I'll have to talk with Feiyimei about this, sorry. Alrighty, thanks for your help then. By the way, do you have any idea how the summon solar/lunar guardian from the tactics scrolls in the item shop works? It says you can use it an unlimited number of times, but also that it loses a mana point per turn and cannot be restored once it's lost all mana. Does that mean you can only use it for so long as its mana lasts? Makes 'unlimited' uses a bit superfluous, doesn't it? On the other hand, if it can really be used 'unlimited' times, then what's to stop you from summoning another one the moment the first one dies? Also, can you explain a bit more about how Ethereal Embrace and the Curse of Apathy work? What does 'pulls them both to the ethereal plane' mean exactly? And... does the Curse of Apathy basically just paralyze someone until someone else attacks that person? There used to be a rule were you could only use a summon scroll once per day. Since most players only post 1-2 times per day that rules isn't very effective. To be honest, I've been thinking off proposing to eliminate summoning scrolls altogether. As for Raz's spells, Ethereal Embrace basically turn his and whomever he is holding in to ghosts. They can't be hurt by physical attracts, but they also can't hurt anyone else with physical attracts. I designed Curse of Apathy to be a combat stopper. The target isn't necessarily paralyzed, but loses all interest in the fight. It makes them observe the world with mild disinterest instead of actually taking part in it. I'll probably never use it, but I thought it was a cool idea at the time. Definitely sounds interesting to RP out anyway. I wonder if the Curse of Apathy would be enough to combat Kai's sheer devotion/insanity/mortal-fear-of-disappointing-her-owners-lest-she-be-destroyed. Is physical contact needed in order to maintain the Ethereal Embrace? I take it it is a largely defensive spell then?
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Posted: Sat Jan 11, 2014 2:31 am
Kai Merah Definitely sounds interesting to RP out anyway. I wonder if the Curse of Apathy would be enough to combat Kai's sheer devotion/insanity/mortal-fear-of-disappointing-her-owners-lest-she-be-destroyed. Is physical contact needed in order to maintain the Ethereal Embrace? I take it it is a largely defensive spell then? Perhaps it could work. Apathy would remove the fear at least, or so I would think. Physical contact is needed to cast the spell, but not to maintain it. If the target leaves Raz they would have to find a way back into the physical realm on their own though. (Noa could probably help)
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Posted: Sat Jan 11, 2014 2:47 am
Moonlight Calamity Kai Merah Definitely sounds interesting to RP out anyway. I wonder if the Curse of Apathy would be enough to combat Kai's sheer devotion/insanity/mortal-fear-of-disappointing-her-owners-lest-she-be-destroyed. Is physical contact needed in order to maintain the Ethereal Embrace? I take it it is a largely defensive spell then? Perhaps it could work. Apathy would remove the fear at least, or so I would think. Physical contact is needed to cast the spell, but not to maintain it. If the target leaves Raz they would have to find a way back into the physical realm on their own though. (Noa could probably help) Huh. If two people are in the ethereal realm, can one of them use physical attacks on the other? *shiver* Bit scary to think all of Kai's devotion/fear switched off just like that. Actually, it's a bit scary to think of anyone's emotions just shut off like that. You could sit there and starve to death without caring about it. Would still be bloody fascinating to RP out though.
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Posted: Sat Jan 11, 2014 2:52 am
Kai Merah Moonlight Calamity Kai Merah Definitely sounds interesting to RP out anyway. I wonder if the Curse of Apathy would be enough to combat Kai's sheer devotion/insanity/mortal-fear-of-disappointing-her-owners-lest-she-be-destroyed. Is physical contact needed in order to maintain the Ethereal Embrace? I take it it is a largely defensive spell then? Perhaps it could work. Apathy would remove the fear at least, or so I would think. Physical contact is needed to cast the spell, but not to maintain it. If the target leaves Raz they would have to find a way back into the physical realm on their own though. (Noa could probably help) Huh. If two people are in the ethereal realm, can one of them use physical attacks on the other? *shiver* Bit scary to think all of Kai's devotion/fear switched off just like that. Actually, it's a bit scary to think of anyone's emotions just shut off like that. You could sit there and starve to death without caring about it. Would still be bloody fascinating to RP out though. I'd say that yes, two ethereal characters could interact physically with each other. I've also had Raz reaching through the barrier between the two would to pull someone back to the physical world, I assume Noa could also do this since he's the Avatar of soul. It is scary, which is why I made it cost all of Raz's mana when I first made him.
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Posted: Sat Jan 11, 2014 3:22 am
Moonlight Calamity Kai Merah Moonlight Calamity Kai Merah Definitely sounds interesting to RP out anyway. I wonder if the Curse of Apathy would be enough to combat Kai's sheer devotion/insanity/mortal-fear-of-disappointing-her-owners-lest-she-be-destroyed. Is physical contact needed in order to maintain the Ethereal Embrace? I take it it is a largely defensive spell then? Perhaps it could work. Apathy would remove the fear at least, or so I would think. Physical contact is needed to cast the spell, but not to maintain it. If the target leaves Raz they would have to find a way back into the physical realm on their own though. (Noa could probably help) Huh. If two people are in the ethereal realm, can one of them use physical attacks on the other? *shiver* Bit scary to think all of Kai's devotion/fear switched off just like that. Actually, it's a bit scary to think of anyone's emotions just shut off like that. You could sit there and starve to death without caring about it. Would still be bloody fascinating to RP out though. I'd say that yes, two ethereal characters could interact physically with each other. I've also had Raz reaching through the barrier between the two would to pull someone back to the physical world, I assume Noa could also do this since he's the Avatar of soul. It is scary, which is why I made it cost all of Raz's mana when I first made him. Mmm. Wise choice, I think. Oh well, at least it's still dodge-able. Speaking of scarily powerful things, I have just realised that the Warrior Class is ridiculously overpowered. It was created at a time when stamina couldn't really be used for anything, and therefore, the lack of magic was overcompensated for. I mean, just look at the other Mid Level Classes. If you added their HP, Mana, and Stamina together, a Cleric's starting stats would have a total of 20, a Lord would be 21, and then you have Warrior, which gets at total of 35. The difference is honestly kinda insane. If it were me, I'd use the Lord class as the base, and debuff the Warrior so it started out with 0 Mana, 10 HP, and 11 stamina. And yes, I'd be willing to debuff Kai's stats to reflect that, although instead of removing 5 of her HP (15 - proposed 10) and 9 of her stamina (20 - proposed 11), I'd honestly prefer to just remove 14 of her total stamina (35-21). I suppose it makes some kind of sense given that according to the modern spell system, there isn't really any kind of particularly-damaging attack you can use solely with stamina, but I still think the Warrior class is kinda overpowered, especially when I compare it to the other mid-level classes.
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Posted: Sat Jan 11, 2014 5:01 pm
Kai Merah Speaking of scarily powerful things, I have just realised that the Warrior Class is ridiculously overpowered. It was created at a time when stamina couldn't really be used for anything, and therefore, the lack of magic was overcompensated for. I mean, just look at the other Mid Level Classes. If you added their HP, Mana, and Stamina together, a Cleric's starting stats would have a total of 20, a Lord would be 21, and then you have Warrior, which gets at total of 35. The difference is honestly kinda insane. If it were me, I'd use the Lord class as the base, and debuff the Warrior so it started out with 0 Mana, 10 HP, and 11 stamina. And yes, I'd be willing to debuff Kai's stats to reflect that, although instead of removing 5 of her HP (15 - proposed 10) and 9 of her stamina (20 - proposed 11), I'd honestly prefer to just remove 14 of her total stamina (35-21). I suppose it makes some kind of sense given that according to the modern spell system, there isn't really any kind of particularly-damaging attack you can use solely with stamina, but I still think the Warrior class is kinda overpowered, especially when I compare it to the other mid-level classes. I'm fine with that. If Moonlight is too, I'll go edit it.
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Posted: Sat Jan 11, 2014 10:27 pm
Hey, umm... Noticed that rank requirements have changed. Does that mean every Mega needs to go back to being an Apprentice now? And for Demi-God and God... They mean win a total of five battles against other OCs right? If you fight several OCs at once, does that count as just one battle, or more than that?
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Posted: Sat Jan 11, 2014 10:41 pm
Kai Merah Hey, umm... Noticed that rank requirements have changed. Does that mean every Mega needs to go back to being an Apprentice now? And for Demi-God and God... They mean win a total of five battles against other OCs right? If you fight several OCs at once, does that count as just one battle, or more than that? Nope, you stay mega. I would just suggest that you level up a bit to bump your stats to meet the new requirements since an upcoming patch will make it so that mobs' strength is based on a character's rank. And yes, if you fight several OC's and defeat them all, that counts as several OCs. In addition, you just need to be part of the winning side so you don't even need to 1vs1 them. You can be on a team jumping a single OC and everyone in the team will get +1 in terms of OC win count.
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