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Post by Aslan Cross on Oct 18, 2004 3:32:16 GMT -5
MAZINGER PILOT:
Starting Max SP: 93
Maximum SP Cap: 185
Skills & Abilities:
- Dodge Cost is 27. - Countercut: 3 EN or 8 PCs
Potentiality: Ability only active at specific HP intervals and the one with the greatest bonuses applies. If HP reaches... - 50%: Damage received -50%, weapon power +50% - 40%: Damage received -60%, weapon power +70% - 30%: Damage received -70%, weapon power +90% - 20% or below: Damage received -75%, weapon power +110%
Mazin Power: - Usable in units with inherent ability Mazin Power only. - After four turns, damage received -30%, weapon power +30%. - when active, blocking negates PARALYZE attacks at the cost of 10% of max EN, DESTROY L1 attacks for 25% of max HP, DESTROY L2 attacks for 40% of max HP. Ignore ability if cost cannot be paid.
Kiai: - Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai counter gained, players receives a Damage Received -2%, Damage dealt +2% bonus. The maximum number of counters is 25. - Pay 4% of max PC's to add a Kiai Counter. This can only be done during the Seishin Phase.
Comments: - The offensive capability of Kiai was downgraded since there are a lot of damag enhancing stackable abilities in the SC compared to damage reductions. That and Umby's statement about the 100K damage thing, too. - Perhaps a High-Tier item that gives Mazin Power in the future?
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Post by Aslan Cross on Oct 18, 2004 3:32:42 GMT -5
GETTER PILOT:
Starting Max SP: 80
Maximum SP Cap: 160
Skills & Abilities:
- Dodge Cost is 24. - Countercut: 2 EN or 7 PCs
Potentiality: Ability only active at specific HP intervals and the one with the greatest bonuses applies. If HP reaches... - 75%: Damage received -20%, weapon power +75% - 60%: Damage received -30%, weapon power +150% - 45%: Damage received -40%, weapon power +225% - 30% or below: Damage received -50%, weapon power +300%
Open Get Specialty: Gain additional Open Get usages in Getter mechs according to your rank. Private: Gain 2 additional Open Gets. Corporal: Gain 4 additional Open Gets. Sergeant: Gain 6 additional Open Gets. Ensign: Gain 8 additional Open Gets. Lieutenant: Gain 10 additional Open Gets
Makenai Ki: - Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai counter gained, players receives a Damage Received -4%, Damage dealt +4% bonus. The maximum number of counters is 13. - Pay 8% of max PC's to add a Kiai Counter. This can only be done during the Seishin Phase.
Comments: - The enhanced Kiai version of the Getter Pilot is based on the ability that Ryoma has in which he gains more morale than any other pilot in MX.
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Post by Aslan Cross on Oct 18, 2004 3:33:09 GMT -5
GRENDIZER PILOT:
Starting Max SP: 100
Maximum SP Cap: 185
Skills & Abilities:
- Dodge Cost is 26. - Countercut: 2 EN or 8 PCs
Potentiality: Ability only active at specific HP intervals and the one with the greatest bonuses applies. If HP reaches... - 50%: Damage received -30%, weapon power +25% - 40%: Damage received -40%, weapon power +75% - 30%: Damage received -50%, weapon power +125% - 20% or below: Damage received -60%, weapon power +175%
Kiai: - Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai counter gained, players receives a Damage Received -2%, Damage dealt +2% bonus. The maximum number of counters is 25. - Pay 4% of max PC's to add a Kiai Counter. This can only be done during the Seishin Phase.
Ally Synchro: - In a team battle, weapon power +25% for player and one single ally provided that the ally attacks the same target as player does. Disabled if player does not attack. Can only be used by Lieutenant class Grendizer Pilots. Summons are not affected.
Spacer Cross: - Can switch Spacers during Transformation Phase. Spacer must be in player's AM, unused in any other matches. HP/EN/PC/Item is carried over (by percentage, round down). In case of SAMW battles, this ability can only be used as long as player has a subclass to assign to a Spacer. (One subclass per spacer only.) Take note of SP usage per subclass. Usable in Grendizer only.
Gren Power: - Automatically negate a PARALYZE or DESTROY:L1 attack directed at you. Negation of DESTROY:L2 attacks requires twice the normal cost. Usage depends on rank. Usable in Grendizer only. Private:2 uses. Corporal:4 uses. Sergeant:6 uses. Ensign: 8 uses. Lieutenant:10 uses.
Comments: - Perhaps Gren Power can be made into useable in units equipped with Space Gren Alloy? - The Ally Synchro ability came from the ability that Duke Fleed has in MX and Impact, wherein it produces the 'simultaneous support attack' thing that warrants a critical attack for both units.
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Post by Aslan Cross on Oct 18, 2004 3:34:34 GMT -5
Stats mostly done by Mafty. Keep in mind that SP caps will also be changed. (Gren's will be brought done a little)
Let's get to voting. Post your comments as well.
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Post by Berrik on Oct 18, 2004 3:52:17 GMT -5
I like this. It looks good on paper, and hopefully it'll also work good in practice as well.
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Post by JaikuRirishii on Oct 18, 2004 3:53:21 GMT -5
looks nice, but Gren shouldn't get a relative SP advantage. All classes have as the starting SP, half the max limit, rounded up.
But other than that, looks awesome! People may not like it, because they'll have to adapt, but it's got everything it should have.
It fits how the classes should work.
It's fair to everyone else.
It's intricate and unique, with many distinguishing characteristics.
Way to go!
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Post by MaullarMaullar on Oct 18, 2004 3:54:48 GMT -5
I like. My main problem, though, is with the "what doesn't kill you makes you stronger" abilities. It'd be a real pain to do all the math when you have a bunch of hits coming at you
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Post by Julius Firefocht on Oct 18, 2004 4:06:11 GMT -5
This is good. Can we implement this ASAP?
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Post by Rekan Yuusha on Oct 18, 2004 5:07:11 GMT -5
Looks great. I especially like that my Greatest Fear(tm), which is my class become unit-limited, didn't happen. I also like the new abilities I'll get in Grendizer, and the new Ki-Ai.
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Post by Rooster on Oct 18, 2004 5:18:29 GMT -5
I like it, but it seems that the counters could max out pretty fast and it looks as if full counters + low HP could actually have HIGHER DR than at present... I like how they're a lot more different now.
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Post by Rekan Yuusha on Oct 18, 2004 5:24:18 GMT -5
Actually, it's slightly less for Grens, and only half the offense Ki-Ai used to give. I like more that I'm not required to pay PCs for it, though I still could if I wanted. XD
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Post by Umbaglo on Oct 18, 2004 7:21:47 GMT -5
Well, like I said prior, I think Ally Synchro could stand to not be usable in only Grendizier. Grens get enough abilities they can only use in it.
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Post by Rekan Yuusha on Oct 18, 2004 7:39:49 GMT -5
Uh, from what I see, Ally Synchro CAN be used outside Gren.
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Post by Mafty Navue Erin on Oct 18, 2004 8:05:15 GMT -5
but it seems that the counters could max out pretty fast Actually, that's also one of Umby's points, as well as the idea currently swirling in my head. How does everybody feel about a slight decrease in the speed in which counters are stacked? (and thinks that the Kiai SP's might be used in this, too)
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Post by Umbaglo on Oct 18, 2004 8:10:21 GMT -5
In the games, it's 50 hits to max you out. Of course, it's easier to get those 50 hits in the SC, since we have weapons which deal multiple hits, and SRW does not. SD G Gen does, but I don't think you get tension mods per hit, only if the whole thing misses, or if any part hits.
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