Post by WesleyGibson on Jan 18, 2005 8:49:52 GMT -5
Since we've up and added these (yay ;D) I'm thinking we need a thread to discuss any potential problems with them. Right now, I think E Save is really going to be a problematic for balance.
This skill allows one to tinker with a unit's efficiency controls, causing energy-based weapons to cost less without hampering their effectivity.
Reduces EN cost of weapons and abilities by X, where X is:
Level 1: 10%. 500 UPs
Level 2: 20%. 600 UPs
Level 3: 30%. 700 UPs
First of all, since we round this is often as useful as the tensai's 50% en cost reduction. Anything that costs 2 EN can be made to cost 1, just like it would with a tensai. Similarly anything that is 3 (waikyoku field, a couple of high damage (X) weapons and D block for example) becomes 2. Once again, this is the same amount of reduction a tensai can achieve. If we put a hypotetical character with maxed E Save in a final boss without any exhorbitant EN costs, and no PC based abilities, we have a very good copy of a tensai. Lets look at a quick example:
AFOS (Tensai Pilot)
Statistics:
HP: 400, EN: 200, IS: 1, Size: L, Class: Final Boss[/color]
Weapons:
High Energy Spread Laser (SV)- 40 damage/EN
High Energy Explosive Bolt (SX)- 40 damage/2(1) EN
Song of Destruction- DESTROY:L3, 100(50) EN/shot
MAP Attacks:
High Energy Explosive Bolt (I:5)- 300 damage, 25(13) EN/shot
Song of Destruction (I:10)- DESTROY:L2, 100(50) EN/shot[/color]
Inherent Abilities:
1) Usable by Lieutenants or higher
2) Countershoot: High Energy Spread Laser
3) HP/EN Regen 25%
4) Damage Received -25%
5) Song of Protection (Barrier): Negates 30 damage from all sources for 2(1) EN
6) Teleport: Same effects as Bunshin (2/4)
7) Song of Creation: Disable all weapons for the remainder of battle. Gain the ability to use Rebirth yourself and HP Regen 20% for all allied non-Boss/Final Boss class units.[/color]
Purchasing Cost: 4000 PCs
Alright, lets pretend my gren pilot has all his abilities active and carries E-Save:
AFOS (E Save Gren)
Statistics:
HP: 400, EN: 200, IS: 1, Size: L, Class: Final Boss[/color]
Weapons:
High Energy Spread Laser (SV)- 40(180) damage/EN
High Energy Explosive Bolt (SX)- 40(180) damage/2(1) EN
Song of Destruction- DESTROY:L3, 100(70) EN/shot
MAP Attacks:
High Energy Explosive Bolt (I:5)- 1350 damage, 25(18) EN/shot
Song of Destruction (I:10)- DESTROY:L2, 100(70) EN/shot[/color]
Inherent Abilities:
1) Usable by Lieutenants or higher
2) Countershoot: High Energy Spread Laser
3) HP/EN Regen 25%
4) Damage Received -25%
5) Song of Protection (Barrier): Negates 30 damage from all sources for (1) EN
6) Teleport: Same effects as Bunshin (2/4)
7) Song of Creation: Disable all weapons for the remainder of battle. Gain the ability to use Rebirth yourself and HP Regen 20% for all allied non-Boss/Final Boss class units.[/color]
Purchasing Cost: 4000 PCs
The Destroy takes ten turns of continuous use to deplete for the gren, rather than being covered under the unit's regen, but that's not such a huge disadvantage. Since we have a final boss in this example, I'm carrying full paralysis immunity, can't be killed by individual destroys of L1. Since this thing also has bunshin I can also take L2 forever by spliting up the 50% damage I would ordinarily recieve using my bunshins and giving myself time to regen the whole damage (eg. Take, bunshin, take, bunshin).
This example can be repeated with many classes more adept in combat than tensai, and it can't be negated by the tensai buying pilot skills to boost damage. Abilities like Attacker and Potential make you PT and Dynamic lite, emphasis on the lite. By picking a unit that would be most desireable for tensai use (AFOS in my example but you can do it with anything that has powerful but more costly attacks, especially a final boss) you can make yourself a tensai + ass beating base pilot abilities.
Moreover it helps the powerful become more powerful. Cheaper Inertial Canceller generator + tanking class isn't a good thing. Similarly, effectively doubling the damage a high power attacker can get out of many weapons is also really bad for balance.
Aslan said:
E SaveThis skill allows one to tinker with a unit's efficiency controls, causing energy-based weapons to cost less without hampering their effectivity.
Reduces EN cost of weapons and abilities by X, where X is:
Level 1: 10%. 500 UPs
Level 2: 20%. 600 UPs
Level 3: 30%. 700 UPs
First of all, since we round this is often as useful as the tensai's 50% en cost reduction. Anything that costs 2 EN can be made to cost 1, just like it would with a tensai. Similarly anything that is 3 (waikyoku field, a couple of high damage (X) weapons and D block for example) becomes 2. Once again, this is the same amount of reduction a tensai can achieve. If we put a hypotetical character with maxed E Save in a final boss without any exhorbitant EN costs, and no PC based abilities, we have a very good copy of a tensai. Lets look at a quick example:
AFOS (Tensai Pilot)
Statistics:
HP: 400, EN: 200, IS: 1, Size: L, Class: Final Boss[/color]
Weapons:
High Energy Spread Laser (SV)- 40 damage/EN
High Energy Explosive Bolt (SX)- 40 damage/2(1) EN
Song of Destruction- DESTROY:L3, 100(50) EN/shot
MAP Attacks:
High Energy Explosive Bolt (I:5)- 300 damage, 25(13) EN/shot
Song of Destruction (I:10)- DESTROY:L2, 100(50) EN/shot[/color]
Inherent Abilities:
1) Usable by Lieutenants or higher
2) Countershoot: High Energy Spread Laser
3) HP/EN Regen 25%
4) Damage Received -25%
5) Song of Protection (Barrier): Negates 30 damage from all sources for 2(1) EN
6) Teleport: Same effects as Bunshin (2/4)
7) Song of Creation: Disable all weapons for the remainder of battle. Gain the ability to use Rebirth yourself and HP Regen 20% for all allied non-Boss/Final Boss class units.[/color]
Purchasing Cost: 4000 PCs
Alright, lets pretend my gren pilot has all his abilities active and carries E-Save:
AFOS (E Save Gren)
Statistics:
HP: 400, EN: 200, IS: 1, Size: L, Class: Final Boss[/color]
Weapons:
High Energy Spread Laser (SV)- 40(180) damage/EN
High Energy Explosive Bolt (SX)- 40(180) damage/2(1) EN
Song of Destruction- DESTROY:L3, 100(70) EN/shot
MAP Attacks:
High Energy Explosive Bolt (I:5)- 1350 damage, 25(18) EN/shot
Song of Destruction (I:10)- DESTROY:L2, 100(70) EN/shot[/color]
Inherent Abilities:
1) Usable by Lieutenants or higher
2) Countershoot: High Energy Spread Laser
3) HP/EN Regen 25%
4) Damage Received -25%
5) Song of Protection (Barrier): Negates 30 damage from all sources for (1) EN
6) Teleport: Same effects as Bunshin (2/4)
7) Song of Creation: Disable all weapons for the remainder of battle. Gain the ability to use Rebirth yourself and HP Regen 20% for all allied non-Boss/Final Boss class units.[/color]
Purchasing Cost: 4000 PCs
The Destroy takes ten turns of continuous use to deplete for the gren, rather than being covered under the unit's regen, but that's not such a huge disadvantage. Since we have a final boss in this example, I'm carrying full paralysis immunity, can't be killed by individual destroys of L1. Since this thing also has bunshin I can also take L2 forever by spliting up the 50% damage I would ordinarily recieve using my bunshins and giving myself time to regen the whole damage (eg. Take, bunshin, take, bunshin).
This example can be repeated with many classes more adept in combat than tensai, and it can't be negated by the tensai buying pilot skills to boost damage. Abilities like Attacker and Potential make you PT and Dynamic lite, emphasis on the lite. By picking a unit that would be most desireable for tensai use (AFOS in my example but you can do it with anything that has powerful but more costly attacks, especially a final boss) you can make yourself a tensai + ass beating base pilot abilities.
Moreover it helps the powerful become more powerful. Cheaper Inertial Canceller generator + tanking class isn't a good thing. Similarly, effectively doubling the damage a high power attacker can get out of many weapons is also really bad for balance.