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Post by Regris Kallen on Oct 18, 2004 8:11:18 GMT -5
Erm, Kiai goes pretty fast as is, especially in 1v1s. Even moreso if they're multihitting you, by the looks of it.
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Post by ^Keiichi_Morisato on Oct 18, 2004 8:25:13 GMT -5
How about testing these abilities soon, like what mafty did in the PA a month or so ago?
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Post by RurouninMao on Oct 18, 2004 8:29:29 GMT -5
Hmm if you want, we can do it with the Dynamic Testing we thought of a while ago, good way to test them out too since the only units be fighting are Yuusha/Maz/Gren/Getter
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Post by Julius Firefocht on Oct 18, 2004 9:29:43 GMT -5
One more suggestion, how about making Mazin Power needing PCs to pay if the player wants to activate it sooner? Something like this:
1st turn: Pay 40 PCs to activate 2nd turn: Pay 30 PCs to activate 3rd turn: Pay 20 PCs to activate 4th turn: Activates automatically
This will allow player to activate Mazin Power sooner, but a high cost in PCs. Alternatively, the cost of activation in the first 3 turns can be paid in percentages. Like this:
1st turn: Pay 30% of total PCs to activate 2nd turn: Pay 20% of total PCs to activate 3rd turn: Pay 10% of total PCs to activate 4th turn: Activates automatically
Why did I make this suggestion? My thinking is that Mazin Pilots will be relatively vulnerable in the first 3 turns before Mazin Power activates. Compare that to the Gren Pilot which can negate status attacks instantly without needing to activate anything.
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Post by CowboyJohnny on Oct 18, 2004 10:25:34 GMT -5
I agree with Maullar that it would be a pain to work out your Ki-ai counters and Potentiality DR when you get smacked by a 20-hit (X), and with the expressed sentiment that we could maybe slow down the accumulation of counters.
I'd kind of like to see a PA test, but they're worth trying whether or not we do that.
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Post by Mechalomaniac on Oct 18, 2004 11:08:11 GMT -5
They look good for the most part, though I'm in agreement about the Ki-Ai counters being a little hard to keep track of. On the whole though I look foward to seeing these changes.
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Post by Tilus on Oct 18, 2004 12:56:33 GMT -5
One question that came up just now:
How would Grendizer's Ally Synchro work in the case of (S) attacks, and the two spread the attack to some but not all of the same targets?
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Post by Rekan Yuusha on Oct 18, 2004 13:11:31 GMT -5
It would only take affect on the one target they have in common, I guess. XD That'd be pretty wonky.
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Post by Blaine Kodos on Oct 18, 2004 17:06:44 GMT -5
3 points.
1) They're not bad. I like how they are as-is, but it's gonna be changed regardless.
2) I'd like to see them tested before implimented.
3) Potentiality isn't a word... couldn't we use Potential or Guts or Super Robot Spirit?
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Post by WesleyGibson on Oct 18, 2004 17:30:49 GMT -5
I still don't like that the majority of bosses constantly make a SR pilot worse with this configuration. Nobody should actually get worse from regen. Sure enhanced human doesn't get anything from HP regen since they don't like to get hit, but at least it doesn't drive their tension down to have it. A change is good and I like this one by and large, but maybe if you dip down into the lowest HP bracket, the least powerful level of dairyoku could remain in effect permanantly and you could go from there? I like playing on the edge but I don't wanna have to be halfway dead to defend myself worse than a heavy metal and dodge for twice as much.
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Post by Umbaglo on Oct 18, 2004 17:34:42 GMT -5
Maybe you missed the constant -50%, Wesley?
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Post by Berrik on Oct 18, 2004 17:50:15 GMT -5
IMO, the huge HP regen and powerful attacks in most bosses are an adequate compensation for not being able to use your HP-based ability all the time.
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Post by WesleyGibson on Oct 18, 2004 20:27:52 GMT -5
Dairyoku is looking a little offset in favor of getter pilot to me. 50% DR and +300% damage at 30% HP is a might better than 75% DR and +110% or 60% and +175% at 20% HP. Considering it also gets full ki ai at double the speed, as well as dodging better, it looks to me as though outside of class units getter pilot would have a decent chance of rolling right over the other two with all other things held constant.
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Post by CowboyJohnny on Oct 18, 2004 20:33:50 GMT -5
But 20% of a Mazinger Pilot's HP can go as far as 40% of a Getter Pilot's HP; it's just built that way to not penalize GPs too much for the fact that they're much easier to knock out of Potential. (Blaine's right. Potentiality sounds dumb.)
That said, I think this is the sort of thing we could figure out by testing.
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Post by WesleyGibson on Oct 18, 2004 20:56:21 GMT -5
Yes testing sounds very good to me.
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