#41
Posted 10 January 2014 - 04:21 AM
And yet. Blink belongs to meeeeeeeee. >D
Me, according to a Hero:
#42
Posted 10 January 2014 - 04:34 AM
Not for the people having to deal with it!
Anything to do with time manipulation or anything sciencey, drives me crazy.
Grrrr!
lol
The Epic Of X:
#43
Posted 10 January 2014 - 04:46 AM
#44
Posted 10 January 2014 - 05:07 AM
#45
Posted 10 January 2014 - 05:16 AM
Because it's for dueling.
I'm not surprised it does.
Though please don't get lazy and not put down the TP costs of everything. Still needed, furthermore they are a gauge for how powerful the arte is.
#46
Posted 10 January 2014 - 07:15 AM
I'll just leave this WIP here.
The Arte list is going to take a hell of a while.
Edited by Captain Sciutto, 11 January 2014 - 03:42 PM.
#47
Posted 10 January 2014 - 10:32 AM
Rastia's Artes are done if anyone needs reference.
Just so you know, 2 things you need to add for each arte. The obvious TP cost, and it's category Assault/Support/Passive. You won't have more than two or so passives may be, but you'll have a lot of either Assault or Support depending.
In mine I outlined their category as A/S/P, or for Assault/A, MA or PA. I only have PA, or Physical Assault moves though. No MA, or Magic Assault.
Furthermore, Burst Artes and Mystic Artes can only be damage dealing artes, so Alter Time is going to have to change Trouble.
Also, more on relationships later. I want more players in here so that you can start formulating Harmonize Artes.
Edited by ~L~, 13 January 2014 - 09:11 AM.
#48
Posted 10 January 2014 - 02:10 PM
#49
Posted 10 January 2014 - 03:18 PM
#50
Posted 10 January 2014 - 03:19 PM
It's very difficult to think of even one passive.
I don't think it's possible to have one.
#51
Posted 10 January 2014 - 03:24 PM
#52
Posted 10 January 2014 - 03:38 PM
Actually he's much closer to an as-of-yet playable character.
Though then again, all their mechanics are fundamentally different, their styles of speed remain the same.
I won't explain why because that would be a waste of time on a comment that does not contribute to this RP.
I don't take no back talk around here.
#53
Posted 10 January 2014 - 04:01 PM
If you have the time:
#54
Posted 10 January 2014 - 04:09 PM
If I had to say...
I don't think any game I know uses this resource system. It was originally derived from Persona 4 Arena's Persona Points, but I borrowed that and gradually changed it.
It is perhaps still rather close to Tales, specifically Graces' Chain Capacity system, as all Artes did not have TP Costs, but Chain Capacity Costs instead. Though the way resources are treated here are rather different, as some moves do not cost a thing to use, and Chain Capacity recharged almost instantly.
The entire part about not being able to use any Artes whatsoever for a short time when your TP hits 0 (that includes the 0 cost Artes) came from the Persona Break aspect of Persona 4 Arena.
So I suppose I'm borrowing from both.
As for Duels, the way it's designed here, they should not last very long. It shouldn't be difficult to dish out a huge chunk such as 40% of someone's HP from a good hit, especially from characters designed to be heavy hitters.
Edited by ~L~, 10 January 2014 - 04:12 PM.
#55
Posted 10 January 2014 - 04:18 PM
Second doubt, is character death here permanent?
Final doubt, will the character submission lock in before the start of Act #1 like on other one..if I find some piece of inspiration and wanna join in..will I have to wait for Act 2.?
If you have the time:
#56
Posted 10 January 2014 - 04:39 PM
Done.. Ish
Edited by fayrbrant, 14 January 2014 - 05:18 PM.
#57
Posted 10 January 2014 - 06:59 PM
Problem I have with the system is that it only favours people who spec into damage and nothing else. Apparently, damage is calculated as follows:
Then, the actual harm caused is as follows:
From this information, putting stats into Defence and Resistence (and in a sense Speed), becomes pointless. Sure, you might have a chance to avoid damage or happen to have the right amount of DEF in order to Block it so you don't die, but then it becomes a case of, when is it safe to attack? The system feels unbalanced, and clunky, because damage is calculated to such a high interval. I might add more later, but this is the glaring flaw
If you want to sum up this creature in a paragraph...
#58
Posted 10 January 2014 - 07:25 PM
Me, according to a Hero:
#59
Posted 10 January 2014 - 07:31 PM
He does have a point though, especially since by that setup the RES stat is next to useless unless you plow every single point you can into it...
Myself, as told by a Hawk;
#60
Posted 10 January 2014 - 07:46 PM
Well, maybe this system isn't designed to be a mass PvP fest. Rather, L wants to get all the duels and that nonsense out of the way for the sake of the story!
Duelling can happen with NPC's Mis, so the system does apply to the story when you confront obstacles leading up to your destination.
He does have a point though, especially since by that setup the RES stat is next to useless unless you plow every single point you can into it...
Pouring points into Defences is practically pointless, especially if you actually want to deal damage to something. Too much Defence just to survive an attack means you can never really hurt them. Making Defensive stat builds pointless. Even Bruiser builds, a mix of ATK and DEF, can be a bit of a risk since you do not have priority to go first to deal damage, and the Defence to survive the inevitable alpha strike.
It's just imbalanced atm
If you want to sum up this creature in a paragraph...