Friday, November 17, 2017

Basic Rules

These are some basic rules that may not be immediately apparent:




Terrain avoid levels:
Trees: +30
Water: +10 for swimming. -10 for nonswimming
Dark Trees: +30, +40 for stealth type characters
Night/Dark: +15 for stealth type characters
Rain: +10, +20 for water element characters. Lightning type attacks have no accuracy drops. Lightning type moves charge faster. Water type attacks boosted by 25%.
Extreme sun: -5% HP to characters who take heatstroke. Fire attacks boosted by 25%.
Rocky Terrain: +40
Foggy terrain: All units get +15 avoid. Stealth units get +30

Beast type characters can move through trees without penalty.

Terrain Bonus:
Healing Tiles: Heal a character 10% of their HP at the start of each turn
Roads: Add 1 move to walking characters

Mounts:
If a character is on a mount, both the character and the mount can attack, both can be attacked, and both can defend. However, the mount will determine the speed stat for avoid % chances. The mount will also determine the movement speed. If a character is too heavy, they may decrease the movement speed of the mount. Area affecting moves hit both characters. Other moves must choose to target either the mount or the rider.

Burning: If a character has the burning status, they will lose 5% of their HP at the start of each turn. A severe burning status is also possible and usually results from combining normal burning statuses. This will give a 10% loss at the start of a turn. A character may take a turn to try and extinguish themselves.

Bleeding: If a character has the bleeding status, they will lose 5% of their HP at the start of each turn. A severe bleeding status is also possible and usually results from combining normal burning statuses. This will give a 10% loss at the start of a turn. A character may take a turn to try and extinguish themselves. A lethal bleeding status also exists, and this will take 20% of a character's HP at the start of a turn. 4 bleed = severe bleed, 2 severe bleed = lethal bleed.

Freezing: If not specified by the attack, freezing will last a maximum of 3 turns, with a 30% chance to thaw that increases by 30% each turn you are frozen. However, a frozen character has 0 avoid, cannot counter-attack, and cannot defend with shields or barriers. Hitting a frozen character with a fire type attack has an 80% to thaw them.

Portals: When you die, you will reappear next to a portal. You will have 10% of your max HP, and your speed, skill, damage and defense will all be reduced by half. You may not use a portal for five turns after regenerating or entering a new area with via that portal. You may prevent characters from using a portal by standing nine units, one on each surrounding square, around the portal.

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Patch Notes 1.0:

A character may only be affected by a taunt one time per battle.

Any move that does not specify that it prevents counter-attacks will now be countered or vantage hit. This includes perfect strikes, critical hits, and assault moves. This does not include chokes, heart grabber, finish strike, parry repost, or backstab.

Assault Moves: Assualt moves may be used once a battle. An assault move cannot be used on an enemy who is two size classes larger than you.

Savage Blow: Savage blow does not activate on any strike that deals more than 3x normal damage (Assault moves, Earth Pillar Barrage, Legendary Fire Gem Ability). Savage blow damage is not increased by whether or not the character you are attacking is weak to your attack type. Savage blow is the same damage type as the attack that triggers it, but characters will not take extra damage if they are weak to it. They will also not resist the damage unless they are immune to the damage type. Savage blow does not trigger on pure element attacks.

Warp: Warp will count as an activatable ability, and as such, you cannot use another activatable ability after it... with one exception. You may use an ability that deals no damage (status moves, buffs). You may not activate aggressive abilities after using warp. However, you may still use regular attacks, and you do still carry any charges or buffs after warping.

Taunt: Taunt only removes abilities that are chosen to activate over the use of something else. Examples would be assault moves, status moves, stat buffs, or healing abilities. A character will only be affected by taunts once a battle, after that they are immune. Taunt no longer removes abilities that have a % chance to activate. Thus abilities like Stunning Blows, Rend heaven, Astra, or Aether are not removed by the taunt.

Throws: Throws will also add the base attack stat of the character.

Take the Hit: If both characters are being struck by the attack, then take the hit cannot activate. Take the hit does not protect an enemy from Skill Shot damage. If two characters are on the same space and are hit by a single attack, the player may choose which character takes damage first (useful for preserving inspiration boosts and other such support abilities).

Proficency: Keep in mind that proficency only boosts ONE damage type. It may be shown boosting multiple solitary damage types, but if you use one damage type and then switch to another, the new damage type will not have the boost, and your proficency bonus will be lost for the rest of the battle. Weaponized body is much more lenient, it will still boost all body-based attack types (but not things like flame breath on dragons).

Titan Shift: If a shifter has become a Titan, Strategist cannot remove the ability. However, it can be used before the shift to severely handicap the shifter.

Dismounting: Dismounting or mounting a steed/dragon/pokemon...etc. counts as your action that turn. That means you may not attack, speak, or use specialized abilities for the rest of that phase. This has been confusing for me for quite a while, so I want to nail it down. HOWEVER, there are certain items (wing suits, parachutes, ODM, jetpacks) that allow you to dismount and still attack after doing so.


Patch Notes 2.0 Crucial Engagements:

A crucial engagement is an engagement that feels particularly story driven. This will trigger when fighting enemies who you have either had long-term relationships with (either as friends or as foes) in the universe of the Gemnodes (example: If Hiccup were to battle Link), or characters who are from your own world, especially if they are deeply connected to you (example: If Roy fights Envy). A Crucial engagement is meant to reward character oriented play. If you engage with a foe, you as the player will be given the chance to say a few sentences of dialogue to the enemy before you begin. Depending on your performance, you will be rewarded. However, be warned that if a foe engages you with a crucial engagement, they may also utilize this reward. The rewards will scale from 1-10, and this number may be added to your avoid (not speed), hit (not skill) or be added as %extra damage or %extra defense.

Patch Notes 2.1 Heroic Entrance, Heavy Blow, Inspiration

Heroic entrance may only be used by one character per team per battle. This prevents armies of units from performing this action (Falcon Knights). Heroic entrance may not be used if any other non-self directed abilities have been performed (healing an ally, taunting a foe), but may be done if only self directed abilities have been used (augmenting a weapon). It is also likely that I may decrease the might boost of Heroci entrance to make it only double, as opposed to triple, damage outputs. If an enemy unit engages with you before you use heroic entrance, then you will no longer be able to use that ability during that battle.

Heavy blow may not be used when with Dual Wield or brave weapons. Using a brave weapon or dual wielding will remove the heavy blow damage buff, but the ability will still prevent a character from striking multiple times.

Inspiration, to clarify, will only boost units on your own team. As in, characters who appear on your particular list of owned characters. Inspiration is a personality-based ability, so some characters will not be affected by it depending on who is using the ability.


Patch Notes 3: Clarifying Terrain rules, Gale Force-like abilities

If you have an ability that specifically puts down terrain (Dark Terrain, Bony Terrain) then when you spend a turn to charge the ability, it will immediately put the terrain out on the start of your next turn. However, this does not take up the second turn. This makes it slightly tricky to place terrain directly beneath a foe if they are trying to avoid it, but it will prevent terrain moves from spending two of your turns (which is what many AoE type moves basically do).

Please note that most all terrains take 2 move to pass through for walking characters.

Inferno terrain is created by placing two flame terrains in the same spot. These require 3 movement to pass through, have a 50% chance to induce severe burning, and will require 2 movement to fly over and have a 50% chance to induce regular burning to flying characters.

Please note that moves like Gale Force, Needle Flip, Cut after cut have been modified again. They now have a debuff requiring turns to recharge. This is due to the increase in the number of characters using such abilities, both for balancing and flow of play. The length of the skill and speed debuff is also longer, leaving characters who have used these abilities more vulnerable for longer.

Patch Notes 3.1: Child units

I am happy to say that we are starting to get to the place where child units will be introduced. During pregnancy, if the mother character dies, the child will die as well. This is permadeath, not deletion. The Gemnodes do not consider the child a character, and as such it has no standing in this universe. The same goes for the child when it is an infant. If the infant is killed, it will die and never be able to be brought back. Child units will grow extraordinarily fast, and you may choose at what age they stop growing. However, by default child units will usually stop growing between the ages of 12-25. Child units cannot grow older than their parents. Child units will inherit ALL abilities from parents, including signatures (though some abilities will modify, especially if they are bond-based). Child units will usually have low HP, and their stats will be generated by averaging out the parent stats. As soon as a child unit grows to the age of being able to join in combat, they will be granted 1 pg by the Gemnodes and their souls will be linked to the system, allowing them to return to life at the nearest portal.

Patch Notes 3.2: Ally Based Damage Buffing

This is a fairly minor change in calculations, but it is probably best as far as balancing is concerned. Ally based attack and defense buffs will be calculated in a similar fashion to normal gem boosting items. That is to say, if a character is being boosted by an ally to double their attack (Toothless boosted by Hiccup) and is then boosted to double again by another ability (Light Song from Azura) the percent boosts will be added and then the attack will be multiplied (200% attack boost: 3x multiplier vs 2x2 multiplier). This is to keep damage within a reasonable range, though the overall impact of this balance shouldn't neuter support characters. Moves like empower, war cry, and cute charm will have their boosts added.


Patch Notes 3.3: Auto Damage:

As has been mentioned, exceding a 300% multiplier with most damage boosting items will result in all attacks being able to harm ally units. Exceding a 400% multiplier may be done (up to 500%), but it will result in the character who is doing this taking 30% of the damage it would give to a foe as damage itself. This is true both when attacking and counter-attacking, and the damage will be taken at the end of each engagement. However, auto-damage cannot kill a character: it will always leave them with 1 hp. If you are carrying gems, they will boost you, so you may not equip and then unequip these items easily. Be warned that autodamage will make it much easier for foes to capture you.

Patch Notes 3.4: Void Tendrils

Void tendrils are a type of terrain that can be destroyed by light type attacks. Standing in this terrain, or within two spaces of it, will lead to the terrain attacking the player. The terrain will strike 4 times with 20,000 damage dark/whip type damage. This has a 25% chance to induce bleeding with each hit. The accuracy of the terrain is 170 hit. It can be consumed.

Patch Notes 3.5: Critical Hit

The ability critical hit will completely ignore defense and will not be countered if the strike lands. However, vantage still works against critical hits. I would update this on the individual pages, but it is on so many characters, it would be impractical.

Patch Notes 4.0: HP increase

Total HP of all characters is going to be increased by 50%. With the newfound abundance of abilities/items that allow for ~15 x damage multiplications, I want to avoid having too many one-shot battles, especially in our high tiers. This update may take me a while to finish.


Patch Notes 5.0: Resistances and Proficency

Proficency cannot be removed by Strategist. I don't beleieve it ever has been in-game, but I just want to clarify.

The maximum ammount of damage debuff that can be achived by armor or innate resistances is cutting into the enemy damage and only taking 1/4 damage. This does not apply to being completely immune to a damage type (so innate immunities, armor based immunities, or consume abilities). However, if your armor resists three damage types that an enemy uses against you, you will reduce the damage to 1/4, not 1/8. Defensive abilities will not be impacted (Such as Heroic Aura, Aegis, Pavis, Energy Based Vitality, etc.). This is to slightly buff the viablity of triple element attacks, and to keep diverse armor balanced. Diverse armor should allow you to take less from a larger group of foes, not allow you to take near-to-nothing from anyone unfortunate enough to have three damage types resisted by you.



Patch Notes 5.1: Air Gems

Only one air gem movement boost may be used per battle.



Patch Notes 5.2: Clarifying Strategist, 100%+ status conditions

A character may only recieve 3 strategist debuffs at any given point. This means if a foe has Strategist (III) and uses it on you, you cannot lose any more abilities than what has been taken off of you. This is in place to keep a large group of strategist characters from completely removing all a character's abilities... which would be both unfair and also sorta make no sense.

Strategist can take off buffs. If someone has used something like Quiver Dance, an augment, or a temporary boost such as ferocity, Strategist may remove those buffs immediately. However, if the character who used strategist is killed, the character will immediately regain those buffs and retain the buff for the normal number of turns (so, if you get the ability taken away on your first of three turns, after the strategist falls you will gain back the buff for two more turns after that point). This does include minor form buffs such as Stance Change or Toa Mata. However, Strategist cannot change a character back to a previous state if it is a transformation type ability (Corrin would stay a dragon, Eren would stay a Titan).

If a character has over a 100% chance to cause a character take a status, then they will make the foe take said status and then roll an additional time to see if the foe takes it twice. For example:

You have a 130% chance to cause someone to bleed with a biting attack. You use that attack. The foe will take a bleed, and then you will roll. If you roll 30 or below, they will take a second bleed. This is rare, but I like the idea of this mechanic because stacking statuses can be really useful for certain builds... and can circumvent certain tanky builds that would otherwise be oppressive. I feel it can allow us to run a sort triangle between hyper aggressive, super-fat walls, and super heavy status oriented.



Patch Notes 5.3: What escapes what movement inhibitng moves?

So, this is to try and make it clear who can escape trapping moves like Tranquil Walk of Peace, Promised Walk of Peace, Shadow Tag, Deep Freeze, and Gravity Trap.

Shadow Tag: Shadow tag exists only on the grounnd. It grabs the feet of the character and holds them in place. This means levitation or flying movement grants total immunity. Characters may also yank themselves free with swinging movement, and they may teleport away if they have teleporting movement. Inhuman strength allows a charcater to pull themselves free as well. Explosive Launch or similar abilities allow a character to escape.

Tranquil/Promised Walk of Peace: This field around the character makes foes incredibly heavy and sluggish. Unlike Shadow tag, this will slow down flying characters, but it will not force them to land. They may also fly away without issue. Swinging and teleporting movement also allows a character to escape, but levitation will not allow this. If the character using this ability is also flying, then the foe cannot escape by flying away. Inhuman strength easily escapes this, and prevents the speed debuff. Explosive Launch or similar abilities allow a character to escape.

Deep Freeze. Flying or Levitiating grants total immunity. Ice immunity or flame body grants total immunity. Teleportation will not free a character, as most of their legs become frozen. Inhuman strength allows a character to easily break this ice. Swing does not escape this ability. Explosive Launch or similar abilities allow a character to escape. Characters standing adjacent to a flame body or explosive launching character will also be freed.

Gravity Trap: Teleportaion will not be able to escape this. If the character using it also has gravity, it will put almost any flying or levitating characters on the ground and trap them as well. Swing and Inhuman strength are the only viable ways to escape. Explosive launch will not work.

For all of these abilities, if the foe is two size classes larger than the character using the trapping move, they will have the strength and weight necessary to escape without any issue.



Patch Note 5.4: Multi-turn moves. Weapon Master Damage Multipliers

A character may only be impacted by a multi-turn ability once per player turn. What this means is that Galeforce cannot be used, and then a character be inspired by the ability "Sing" in order to take another full turn. The same is true for Raging Storm, the Gale Larimar, and Squad Commander. I should also specify that I will possibly make a rule that only one character per team may use the abilities Galeforc, Cut After Cut, or Raging storm per turn. I have not decided to do that, but as more and more people access it, I need to balance it out for the sake of other teams who just don't happen to have access to it. Also, the ability "Cling to Life" and "Unbreakable Soul" will trigger when a character is using Galeforce or other extra-turn abilities, however, each new turn they take will count as a turn, and as such those abilities will not make them unkillable for the entire set of turns.

Weapon Master Damage, including if it is boosted by abilities like Sword Mastery or Knife Mastery, will reach a maximum damage multiplier of 5x. This is still incredibly hard hitting (3*2*1.5*5=45x multipler easily possible). This may be further reduced, but currently phase, mithril, and intangible foes are the only way to try and wall the insane damage of a high skill pure weapon user. For instannce, a level 79 Vezon had a (3*2*1.5*6.55=58.95x) standing multiplier. That's just, ha, too much.


Patch Note 6.0 Swampy terrain/Lava Terrain

A new map with a great deal of swampy terrain. Swampy terrain takes 2 movement to pass through with walking movement. It does not slow down swimming characters. Starting your turn in swampy terrain will cause the character to have a 50% chance to take a poison status that will deal 500 damage at the start of every turn. This status will last for ten turns unless it is refreshed by starting in another swampy tile. This status can stack if you start your turn in the swamp multiple times. Much like water, some characters may hide themselves bellow this terrain, making ambushes likely. However, coming up from below the swamp will reveal the character and take the action of that character for that phase.

Starting a turn in Lava will cause a character to lose 20% of their HP and will immediately give them a burning status. However, moving through a tile of lava will cause a character to lose 5% of their HP and have a 50% chance to burn them. Being thrown into lava with flying grab or grab and smash will give you the 5% and the burn chance, not the 20% and instant burn. Innately resisting fire will cut these statuses and damages in half. Armor based resistance and extreme resistance to flame grants no protection. Armor based immunity will be counted the same as resistance. Innate immunity to fire will completely ignore lava damage and penalties. Lava takes 2 movement points to wade through.


Patch Note 6.1 Stunning

If a character is stunned or flinched, on the next enemy phase all stun and flinch abilities will have a halved chance to work. If the stun works again, the chance of a third stun will be reduced by to 1/4 their normal chance. A character cannot be stunned or flinched four turns in a row.


Patch Note 7.0 Expose, False Replica, Parry Repost:

A character may only be exposed once a battle. Expose will only remove damage-type resistances and immunities.

False Replicas in tier one of the ability may only perform basic attacks. At second tier they can access more specialized abilities.

Parry Repost: A Parry using "Shield Parry and Repost" may negate the damage of a ranged melee attack (Master Sword, Whips, War Hammer Titan), but unless the charater can actually reach the foe to repost them, the enemy may continue to attak. 


Patch Note 8.0: Universal ability page

I am going to slowly start making a universal ability page. This page will have the most up to date descriptions of abilities. Whenever we have inconsisistent ability descriptions, we can source this page. I will still inform everyone if I change an ability, but this page should be helpful when making new characters.

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