Just to note, Nik, I HAVE modified one of my traits, bearing in mind that it might need further modification after your new patch. ^_^ Hopefully it's okay.
Just to note, Nik, I HAVE modified one of my traits, bearing in mind that it might need further modification after your new patch. ^_^ Hopefully it's okay.
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
That's why I'm holding off on my trait change too since it'll still be a Counter type thing like now, just more Ranged friendly
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie
I am still attempt to... Figure some things out.
Yeah, but if you... man, we're getting into weird analogy territory, like if you disintegrated Superman's arms he wouldn't be able to go "fool! Little did you know that my arms and I are one and can be remade from me!" and will his arms back into being from pure nothingness. - Pendaran
Arx Inosaan
Well, as Van and Arx have, you could select a Lesser Effect from the Spirit Based Effects table and put that on your normals if you are so inclined.
Though with how durability is changing, the wording would be more "can cause [effect]" rather than "inflicts [effect]"
I'm considering dropping the majority of the patch ahead of my round of testing to be honest because I'd rather people can work on their characters. Will see if I can pull it together quicker.
My door is open for shop talk both here and on PM.
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
Small update, having rebuilt my NPCs thus far; I have commenced with rerunning the test encounter and boy howdy are the changes to defence, character construction and counters highly significant. Level difference matters a hell of lot more now and I'm getting a much better idea of how to construct encounters.
Hmm... it would not count for Techniques so therefore not for /all/ PRE damage for a start.
The model of the Trait would cover basic ATK actions, I think to make it fair, you need to choose between on Counter hits or on Normal hits. Not both because that would be a bit too potent for my money.
Absolutely. I didn't actually include 'techniques' in that due to it being 'basic' attacks only (though precision-based).
Figured, but wanted to check. Makes sense to me! Thanks.The model of the Trait would cover basic ATK actions, I think to make it fair, you need to choose between on Counter hits or on Normal hits. Not both because that would be a bit too potent for my money.
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
Okay, quick note before I type it all up.
I have done enough simulated combat that I'm satisfied that the changes I have made make sense and improve the game. However, for more formal testing, I kind of need you guys to update your characters to the new build.
SO! I will be posting like... most if not all of the Patch Notes shortly. There are some systems that I don't know how much you really need to think about them because I'll be handling them on my end but I'll do my best to keep things transparent.
I will also translate your stats into the new system. Some things like effects, are still work in progress but the main thrust is how your Techniques have expanded, how defence and HP have changed and how Counters and ATK speed have been changed.
Patch Notes for 1.2 [most of them will be posted next.]
Now for a lot of typing.
PATCH NOTES - VERSION 1.2
Okay, small preamble to roughly explain what the general idea of this patch was and how I got here; When running test combat, because I had tied SKI to Techniques and given you all additional +30 BUILD in SKI, this meant that Counters were by far the dominant form of defensive option. Also, because Counters were tied to STR, for players who got counters regularly, they kind of sucked. Also, the most high SKI characters on the field only had 4-5 Techniques while other builds had to make do with 2-3 which was super not fun because you had basically no options in a given scenario.
On top of all that, while the idea of your ENR also being defence makes for high tension combat, it doesn't feel very fun to play because every move feels like a massive commitment because you're not only using resources but you're becoming easier to kill when doing so. This leads to conservative play and again drains out the fun from the system.
To fix these issues this we have reworked completely how Techniques are derived, added a new dynamic system to allow on-the-fly small tweaks to your build on a small scale and changed how Defence, HP and ENR are handled.
So, to start, please find below the new stat skeleton to port your character into, sync mathematics are not changed:
STAT SKELETON Ver. 1.2
Vitality Block
Raw HP: Derived from (STR*1.5)+(DUR*2)+(RES*0.75)
Max HP Raw HP Score + Latent ENR
XP: 150
Offensive Block
STR: 10 BASE + BUILD + TRAIT =
PRE: 10 BASE + BUILD + TRAIT =
CHR: 10 BASE + BUILD + TRAIT =
Defensive Block
DUR: 10 BASE + BUILD + TRAIT + SYNC =
RES: 10 BASE + BUILD + TRAIT + SYNC =
AGI: 10 BASE + BUILD + TRAIT + SYNC =
Hit Block
BRA: 10 BASE + BUILD + TRAIT + SYNC =
SPD: 10 BASE + BUILD + TRAIT + SYNC =
SKI: 10 BASE + BUILD + TRAIT + SYNC =
Energy Matrix Block
ENR: 10 BASE + BUILD + TRAIT + SYNC =
ENR VALUE [ENR Stat]*10
Latent ENR: Energy you allocate toward defences. This ENR cannot be used for Techniques and will only be considered as HP once allocated. Everyone has 80 points already allocated from their BASE stat that cannot be reallocated.
Mastered ENR: Energy you allocate toward Techniques. This ENR cannot be used for Defensive actions. Everyone has 20 points already allocated from the BASE stat that cannot be reallocated.
Stack: Derived from [Mastered ENR/50] Governs how many Stack Points you have, rounds down to nearest number like RAC. See below for an explanation for how this will be used.
Movement and Action Block
RAC: Derived from 1+(BRA+SPD)/50. Gain a further +1 if your AGI is over 50.
Movement: Derived from ([SPD*2]+[AGI/2]) in feet per round
ATK Actions: 1 (+1 if your SPD is over 50)
Technique Actions: 1 (+1 if your SKI is over 50)
Range: Derived from [Mastered ENR]/2 in feet.
RUM: 3
Affinity Allocation
This is a completely new section of the profile that will govern how Techniques are allocated. You can points in each Affinity based on the below methodology to come up with how many Technique Slots of each level you initially can have.
Body: STR + SPD Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]
Spirit: PRE + SKI Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]
Mind: CHR + BRA Mundane: 1 per 20 points , Honed: 1 per 40 points , Epic: 1 per 60 points [Damage Resistance]
To be clear, if you had 30 STR and 30 SPD, this would total 60 in Body and equate to 3 Mundane slots, 1 Honed and 1 Epic.
This will also govern a damage resistance to attacks within the three afffinities based on how much you specialise. I will do the maths for you when your profile is complete but the maths is:
([Number of Techniques per Affinity] expressed as a percentage of [Sum of a Initial Techniques])/2. This percentage in each affinity will be how much attacks against you are lowered by. To give an idea of how far up this will go, Cross is overwhelmingly specced toward Spirit as an Affinity and as such would get 43.75% reduction on damage from Spirit Alligned attacks or Techniques. As noted, I will do the maths for you, you just need to allocate your primary stats and find out how your techniques work.
You can also combine Technique slots within the same affinity to unlock higher levels at a ratio of 2:1.
Example: 2 Mundane Spirit Technique slots can be combined into 1 Honed Spirit Technique, 2 Honed Spirit Techniques slots can be combined into 1 Epic Spirit Technique Slots.
Mundane slots can also be moved across Affinities if you wish. Honed and Epic slots cannot move and you cannot break them down to take them across as Mundane slots.
If you redo your character's stats, let me know and I will calculate your new base Affinity and Technique allocation if you need it.
--------------------------------
Let's get into the changes to the system at a more functional level.
- New System: STACK The Stack System is a way for players to make on the fly adjustments to their build at the start of each turn at the cost of freezing a proportion of their Mastered ENR. For each point you have in Stack, you can put a +10 on any single stat at the cost of removing 10 ENR from your Mastered ENR total. This ENR will return if you deactivate the Stack at the start of your next turn. The Stack configuration can be any mix of the main 9 stat types (Offensive, Defensive, Hit).
> Example Alice has a Stack score of 3. At the start of her turn, she chooses to allocate Stack, giving herself +10 CHR, BRA and SKI. This lowers her Mastered ENR by 30 points. At the start of her next turn, she decides to release the CHR and SKI components and gets 20 points of ENR back.
Multiple Stack points can be allocated to same stat equal to the level of the character, so a second level character could allocate +20 towards a single stat by using 2 Stack points. A third level character could do +30 and so on. It is not possible to have more than 9 Stack points, regardless of your ENR score unless you were to Trait it in.
- Changes to DUR and RES: As of this patch, DUR is the sole stat that governs resistance to damage. RES no longer confers any type of resistance to raw damage and instead will be used to resist all forms of status effects. I am still working out the specifics of how each set of effects (Body/Spirit/Mind) will work and will be updating the relevant status effects tables over the next few days.
- Changes to Counter Attacks: Counter Attacks will still be governed by SKI versus ATK power and will only be useable with the burning of 1 RAC point per attacked countered. However, Counter Attacks can now be made on any damage type the PC wishes and will work on the following logic:
> Damage Positive or "Perfect" Counters: The defender will attack with their chosen damage type, hitting for 75% of their normal attack power. They will also add 50% of the positive number to their attack.
Example: John McNPC attacks Krys with an ATK of 50. Krys has 90 SKI, which makes her 40 points positive. She can counter for (40 PRE*0.75)+(20) so she will hit for 50 DMG on her counter. As John has 20 DUR, he takes 30 DMG.
> Damage Negative or "Imperfect" Counters: In addition to taking the negative damage to their Latent ENR/HP, the defender will attack with their chosen damage type, hitting for 75% of their normal attack power. They will also have to subtract the negative number from their attack.
Example: John McNPC attacks Kinu with an ATK of 50. Kinu has 30 SKI, which makes her 20 points negative. She takes 20 DMG. She can counter for (40 STR*0.75)-(20) so she will hit for 10 DMG on her counter. As John has 20 DUR, he Soaks it without issue.
- ATK Speed is now better: For the purposes of Dodging, ATK speed was derived purely from the SPD stat. This will no longer be the case and total ATK speed is now derived from [SPD] + [ATK Stat/2]. This means high damage attacks will be harder to Dodge Perfectly.
- Action Techniques now have cooldown: If you have sufficient Technique Actions, you can use a single Mundane Technique twice in one turn. Honed Techniques can only be used once per turn but can be used on the next turn. Epic Techniques require a turn of cooldown before they can be used again. Persistent Techniques obviously go across multiple turns but once an Epic Persistent Technique is ended, it will require one turn of cooldown before it can be invoked again.
- Techniques can now boost SKI: Just canonising that once and for all.
- Healing Techniques: With the unification between Latent ENR and HP, healing Techniques now do not differentiate between ENR and HP. As a result, healing Techniques now heal at a rate of 2:1 points to HP. So a healing Technique that hits for 100 would now only heal 50 points.
- Damage segregation for STR/PRE/CHR from Patch 1.1 is rolled back: Mostly because it was an overcomplication and we no longer differentiate between hitting on ENR and HP any more. Though, CHR will now always hit for 50% Damage on HP but the full damage score will be used for the check on accompanying Status Effects vs RES.
- ENR recovery per turn is now universal: If a player takes zero action outside of movement on their turn, they will gain +30 Mastered ENR. If they only use Basic ATK Actions, they will gain +10 ENR. If they use Technique Actions, they will only gain 0 ENR.
If you want me to tell you your Affinity Allocations and Technique slots based on your current stat allocation, I can do that.
Last edited by Nik Hasta; 01-08-2023 at 03:07 AM.
Big changes, some simplification, some complications, certainly worth a lot of looking into! You’ve done a heck of a lot of work here Nik. Pretty cool. I’m looking forward to working my way through it.
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie