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Post by Mafty Navue Erin on Oct 27, 2004 9:49:59 GMT -5
Though, in my point of view, the Open Get is more comparable to Mazin Power's anti-status effect rather than the damage negation/increase though.
Well, only problem in that comparison is how Open Get gets 20 uses while Mazin Power is more limited by nature in resource costs. I kinda think that this is offset by the fact that in the right unit, potentially, Mazin Power may outlast Open Get due to the fact that it will always be usable as long as you have the resource, and the fact that Open Get is limited no matter what. (Especially the proliferation of Direct Attacks these days.)
Though, you're right on the out-of-series units part.
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Post by Julius Firefocht on Oct 31, 2004 6:01:14 GMT -5
Seems like we are slipping into conversation death again.
Seriously, when are we going to implement this?
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Post by Umbaglo on Nov 5, 2004 23:36:26 GMT -5
Ba-dump for great justice.
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Post by Tavish on Nov 6, 2004 5:13:45 GMT -5
In communist Russia, the Dairyoku modifies YOU!
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Post by Aslan Cross on Nov 6, 2004 8:09:05 GMT -5
The Mazin stats have been changed as per Mafty's suggestion. If there are no further comments, this will be the final set of values.
Mazin: 50% = -45%/+25% 40% = -55%/+50% 30% = -65%/+75% 20% = -75%/+100%
Getter: 50% = -20%/+75% 40% = -30%/+150% 30% = -40%/+225% 20% = -50%/+300%
Gren: 50% = -25%/+40~50% 40% = -35%/+80~100% 30% = -50%/+125~150% 20% = -65%/+175~200%[/quote]
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Post by RurouninMao on Nov 6, 2004 8:23:06 GMT -5
I say lets get this show on the road!
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Post by CowboyJohnny on Nov 6, 2004 8:30:29 GMT -5
Looks good, though I'm curious which values in the proposed Gren attack range he'll be using.
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Post by Umbaglo on Nov 6, 2004 11:13:40 GMT -5
Player's choice Potential?
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Post by Julius Firefocht on Nov 6, 2004 12:05:23 GMT -5
Lets bring this on ASAP.
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Post by Tavish on Nov 6, 2004 17:00:47 GMT -5
It makes a nicer setup than the current "Hey! I got hit! ... watch me repair kit!" Dairyoku, which lets you then go on to thrash everyone fearlessly.
Really, that's the biggest change that needs to go through. The exact numbers are inconsequential, as they can be tweaked, modified, and tweaked again.
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Post by Aslan Cross on Nov 8, 2004 4:52:39 GMT -5
I ended up picking the higher-range values. Hows' that?
Gren: 50% = -25%/+50% 40% = -35%/+100% 30% = -50%/+150% 20% = -65%/+200%
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Post by Ryune Zoldark on Nov 8, 2004 5:31:29 GMT -5
IMO it looks completely fine. Keeping Grens right in the middle of the Mazins and Getters.
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Post by Tavish on Nov 8, 2004 6:30:32 GMT -5
A wise plan.
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Post by RurouninMao on Nov 8, 2004 8:13:11 GMT -5
Good, great, lets go
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Post by Arad Baranga on Nov 16, 2004 22:53:03 GMT -5
I didn't realize this until getting in to a battle with the new stats, but the way they work now, if you have enough HP there are then holes between the levels of Potential. You can fall in to a small gap between them and be temporarily screwed out of Potential even though you have less than 50% HP. Here's an example from Grendizer (DS), which is how I figured it out. Grendizer (DS) has 165 HP:
82-68 HP: Damage received -25%; Damage dealt +25% 66-52 HP: Damage received -35%; Damage dealt +50% 49-35 HP: Damage received -50%; Damage dealt +150% 33 HP and below: Damage received -65%; Damage dealt +200%
A more extreme example is a little calculation I did with my AI1 (1500 HP):
750-615 HP: Damage received -25%; Damage dealt +25% 600-465 HP: Damage received -35%; Damage dealt +50% 450-315 HP: Damage received -50%; Damage dealt +150% 300 HP and below: Damage received -65%; Damage dealt +200%
So I think the wording on Potential should be fixed to the following, to cover this loophole:
-Potential: Gain bonuses when HP is low. Bonus varies depending on level of remaining HP. These bonuses do not stack with each other. -50% HP and below: Damage Received -25%; Weapon Damage +50% -40% HP and below: Damage Received -35%; Weapon Damage +100% -30% HP and below: Damage Received -50%; Weapon Damage +150% -20% HP and below: Damage Received -65%; Weapon Damage +200%
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