Post by Mr. Game & Watch on May 25, 2016 13:42:32 GMT -8
Alright, as some of you have may or may not have previously been informed through the chat box, the site shall be going through a couple updates in order to patch up some previously unsolved or unbalanced issues. Most of the updates will be more or less be tied around combat, so without further ado here they are.
Patch #1:
The Bubble Shield system from this point forward will have two different ways of working, members will be given the option between the old system and this new more complex system.
The new system is here (credit to Cielmira):
That being said, you can only use one system per thread, switching between the two in the course of the same mission is prohibited, so make sure you are ready to commit to it. In addition, Bubble Shields and DEX based dodging cannot be used to avoid an attack that targets other disciplines, such as attacks that target INT.
Patch #2:
In order to boost the appeal of the Sunshine Stadium for new comers, it has been decided that the first match that a character wins shall earn them a new move, after that though that character must win 2 matches in order to get another move for the remainder of their life on Li.
Patch #3:
Due to the lack of penalties for player characters to make as many attacks as they want on their turn, we have instated a new ruling that characters can only make three actions without penalties. Actions can be anything from performing a move, using an item, switching out a Pokemon (if you are a Pokemon Trainer or Pokemon Trainer-like character), etc etc. Dodging enemy attacks or using your Bubble Shield to protect yourself do not constitute as actions. There are a few exceptions to this new ruling and they will be addressed down the line. Characters that make more than three actions per turn will be subjected to a haste penalty. The haste penalty will decrease the character’s attack rolls made this turn by 5 for every action they take. For example, if a character performs 4 actions in one turn, all their attack rolls will decrease by a modifier of 5. If they performed 5 actions, they would be decreased by a modifier of 10 instead.
Patch #4
All unofficial blocking systems shall be removed from play as the Bubble Shield replaces the necessity for them.
Patch #5
Player characters will from now on have a cap to their stats and cannot boost any discipline higher than 20 stat points.
Patch #6
Character attacks from this point forward will have a set amount of damage instead of being combined and estimated with the attack roll. Characters will still make attack rolls, but it will only ever determine the damage if it is a critical hit (the roll is 20 without any modifiers) or if the character’s move is stated to be influenced by the roll in its description. If it is a critical hit, the damage will be increased by 1.5x (or 50%). For example, if an attack does 10% damage and scores a crit, it will do 15% instead. The ranges of attacks will be as followed:
Weak/Light Attacks: 1-8%
Weak/Light Attacks can be comboed in order to bypass the attack per post limit, allowing a player to perform three light attacks on one opponent and only have it count as one attack. Weak/Light Attacks cannot be comboed if they have a secondary effect that has a more than a 10% likelihood of activating. If they do have a secondary effect, they must be on the lower end of the damage spectrum.
Medium Attacks: 9-18%
Medium Attacks that have a secondary effect will be on the lower end of the damage output spectrum, with a max of 15% damage. The higher the likelihood of a secondary effect the lower the damage output will be allowed to be. Medium Attacks without a secondary effect are allowed to be anywhere within the damage spectrum.
Heavy Attacks: 19-32%
Heavy attacks have a bit more freedom on the damage spectrum, but the higher the damage is the heavier the penalty for the user will have to be (recoil, cooldowns, etc). Heavy attacks can have minimum penalties, but they will most likely be on the lower end of the spectrum.
Ultimate Attacks/Final Smashes have a bit more freedom with their damage output, but under no circumstances can they exceed 60% damage. Final Smash damage outputs will be dealt with on a case by case basis. Make sure to consult Final Smashes from the actual game, more importantly ones that closely match your own, in order to come to a better conclusion. Final Smashes on the higher end of the spectrum will tend to target less and less opponents, and 60% damage will only apply to attacks that target one opponent.
When making attack rolls, please ensure that you include the damage that is being dealt based on the attack, especially for NPCs.
References to my character profiles since I have updated them to the new damage system.
When you have updated your character’s (or characters’), be sure to PM a staff member the link so that they can look it over and judge accordingly. To staff members that feel uncertain about their judgement, feel free to forward the message to me and I shall overview it.
Members have two weeks to adjust their character profiles. If they do not, we won’t do anything in particular to be honest. Just, you know, get it done, but don’t feel rushed about it. Any actions that have been made in the current turn rotation of every thread will not be effected, but I expect the new rules to be followed come the next round, except for the new damage calcs, those will not be mandatory for the next two weeks, but if your app is updated to the new system feel free to use it.
Patch #1:
The Bubble Shield system from this point forward will have two different ways of working, members will be given the option between the old system and this new more complex system.
The new system is here (credit to Cielmira):
Bubble Shield
- Cost per activated turn: 10%
- Shield Recovery Rate...
- 10% per non-activated turn if not shattered
- 5% per non-activated turn if shattered
For CON 9 or Lower
DMG Threshold = 50% Minus 10% for every Negative Multiplier
Eg: CON 8 or 9 means Shield threshold is 40% ... CON 7 = Shield 30%
For CON 13 or Lower
DMG Threshold = Half Max HP %
For CON 14 or Higher
DMG Threshold = Half Max HP % + 5% x (CON Mod - 1)
Eg: CON 14 or 15 = Shield 65% ... CON 16 = Shield 75%
- Cost per activated turn: 10%
*Damage absorption occurs first. If the shield does not have more than 5% left over from the attack it absorbed it shatters, but the player takes no damage. If the damage goes beyond the shield's threshold the player takes the left-over damage. If the shield breaks due to a Critical (Natural 20), the player takes full damage. If a shield breaks when in use, the character is unable to attack for a round following as they become momentarily dazed.
- Shield Recovery Rate...
- 10% per non-activated turn if not shattered
- 5% per non-activated turn if shattered
For CON 9 or Lower
DMG Threshold = 50% Minus 10% for every Negative Multiplier
Eg: CON 8 or 9 means Shield threshold is 40% ... CON 7 = Shield 30%
For CON 13 or Lower
DMG Threshold = Half Max HP %
For CON 14 or Higher
DMG Threshold = Half Max HP % + 5% x (CON Mod - 1)
Eg: CON 14 or 15 = Shield 65% ... CON 16 = Shield 75%
That being said, you can only use one system per thread, switching between the two in the course of the same mission is prohibited, so make sure you are ready to commit to it. In addition, Bubble Shields and DEX based dodging cannot be used to avoid an attack that targets other disciplines, such as attacks that target INT.
Patch #2:
In order to boost the appeal of the Sunshine Stadium for new comers, it has been decided that the first match that a character wins shall earn them a new move, after that though that character must win 2 matches in order to get another move for the remainder of their life on Li.
Patch #3:
Due to the lack of penalties for player characters to make as many attacks as they want on their turn, we have instated a new ruling that characters can only make three actions without penalties. Actions can be anything from performing a move, using an item, switching out a Pokemon (if you are a Pokemon Trainer or Pokemon Trainer-like character), etc etc. Dodging enemy attacks or using your Bubble Shield to protect yourself do not constitute as actions. There are a few exceptions to this new ruling and they will be addressed down the line. Characters that make more than three actions per turn will be subjected to a haste penalty. The haste penalty will decrease the character’s attack rolls made this turn by 5 for every action they take. For example, if a character performs 4 actions in one turn, all their attack rolls will decrease by a modifier of 5. If they performed 5 actions, they would be decreased by a modifier of 10 instead.
Patch #4
All unofficial blocking systems shall be removed from play as the Bubble Shield replaces the necessity for them.
Patch #5
Player characters will from now on have a cap to their stats and cannot boost any discipline higher than 20 stat points.
Patch #6
Character attacks from this point forward will have a set amount of damage instead of being combined and estimated with the attack roll. Characters will still make attack rolls, but it will only ever determine the damage if it is a critical hit (the roll is 20 without any modifiers) or if the character’s move is stated to be influenced by the roll in its description. If it is a critical hit, the damage will be increased by 1.5x (or 50%). For example, if an attack does 10% damage and scores a crit, it will do 15% instead. The ranges of attacks will be as followed:
Weak/Light Attacks: 1-8%
Weak/Light Attacks can be comboed in order to bypass the attack per post limit, allowing a player to perform three light attacks on one opponent and only have it count as one attack. Weak/Light Attacks cannot be comboed if they have a secondary effect that has a more than a 10% likelihood of activating. If they do have a secondary effect, they must be on the lower end of the damage spectrum.
Medium Attacks: 9-18%
Medium Attacks that have a secondary effect will be on the lower end of the damage output spectrum, with a max of 15% damage. The higher the likelihood of a secondary effect the lower the damage output will be allowed to be. Medium Attacks without a secondary effect are allowed to be anywhere within the damage spectrum.
Heavy Attacks: 19-32%
Heavy attacks have a bit more freedom on the damage spectrum, but the higher the damage is the heavier the penalty for the user will have to be (recoil, cooldowns, etc). Heavy attacks can have minimum penalties, but they will most likely be on the lower end of the spectrum.
Ultimate Attacks/Final Smashes have a bit more freedom with their damage output, but under no circumstances can they exceed 60% damage. Final Smash damage outputs will be dealt with on a case by case basis. Make sure to consult Final Smashes from the actual game, more importantly ones that closely match your own, in order to come to a better conclusion. Final Smashes on the higher end of the spectrum will tend to target less and less opponents, and 60% damage will only apply to attacks that target one opponent.
When making attack rolls, please ensure that you include the damage that is being dealt based on the attack, especially for NPCs.
References to my character profiles since I have updated them to the new damage system.
When you have updated your character’s (or characters’), be sure to PM a staff member the link so that they can look it over and judge accordingly. To staff members that feel uncertain about their judgement, feel free to forward the message to me and I shall overview it.
Members have two weeks to adjust their character profiles. If they do not, we won’t do anything in particular to be honest. Just, you know, get it done, but don’t feel rushed about it. Any actions that have been made in the current turn rotation of every thread will not be effected, but I expect the new rules to be followed come the next round, except for the new damage calcs, those will not be mandatory for the next two weeks, but if your app is updated to the new system feel free to use it.
Last Edit:
May 31, 2016 11:01:23 GMT -8 by Mr. Game & Watch