Z_Swordsman

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  • #31863

    Z_Swordsman
    Participant

    You get one additional skill slot per 400 points in Mind. Kinda huge cost, but the attribute limit is 30k, and we have the config for concentration game.

  • #25892

    Z_Swordsman
    Participant

    This problem has already been discussed a lot. And the fact that swooping uses stamina is dumb anyway. You can’t just fly in the air with your muscles.

  • #23703

    Z_Swordsman
    Participant

    I agree to triple stamina (but quintuple would be better, IMHO) and defense taking less stamina than attack. It adds some tactical depth to the fights. And that’s probably all it takes to make melee better.

    Also, when I’m thinking DBZ-wise, I guess passive defense should be near 75% of melee damage (active at 95-100%), while health being no more than 5 times the melee damage (without defense factoring). It works in a DBZ-like way, that comparatively powerful fighters can have a long and tense fight (ex. Goku vs Perfect Cell), and if one is stronger than the other by 10%, those 10% will actually be a significant advantage (like 35% melee vs 25% melee coming through, or 10% vs 0% while defending). At twice the difference fights become entirely one-sided, just like Gohan 2 hit-KO’d Perfect Cell (100-125% melee damage coming through, measured in the weaker contender’s melee damage value, to simulate overpowering strength).

  • #23334

    Z_Swordsman
    Participant

    Well, how about this – tense mode should be in turbo. Because characters in DBZ emit Ki when charging powerful attacks, rushing their opponents with melee ant etc. I think that turbo mode should be +25% to melee damage, some bonus to defense, and a bonus to Ki attacks charging speed.

    And something more esthetic:
    If the attack damage x 2.3 is still lower than your defense then you shouldn’t take any feedback when you get hit.

    This. Vanilla mobs shouldn’t be bouncing you around even if you’re not in turbo mode.

  • #22729

    Z_Swordsman
    Participant

    After seeing so much fights in DBZ I’m sure that there are special “piercing” attacks against superhuman warriors. Sometimes planet busters are not enough to take someone down, but those attacks pierce their defense and hurt them, although those don’t even compare in explosiveness to planet busters. Vegeta’s self-explosion was meant to destroy Buu, but could easily blow Earth have it been planet buster. I believe he had much more energy than is needed to destroy Earth. The fact that the Earth still survived leaves us with the concept of Ki-piercing attack. In other words, it doesn’t do much boom, but kills things using sometimes even more power than planet busters. So, explosion radius doesn’t always depend on the damage done to target.

    BTW, I like this digger concept. Would only add that time when Gohan deflected Cell’s Kamehameha. Gohan’s Kamehameha started as a small concentrated energy ball, and then it rose to enormous size. Would be cool to see that too.

  • #22341

    Z_Swordsman
    Participant

    First of all, I agree with you that blocking shouldn’t take that long to activate. Having both faster blocking and 150%/100% Defense when blocking/not blocking would also be good. I’ve fought Buu one time, and he managed to both Ki blast and charge me right after I hit him, so I couldn’t block the damage. Very painful.

    For stamina, I think it should get an increase actually, since blocking is so tiresome you can only reduce damage by your Defense stat only 3-4 times (and that is at 400 Con and 250 Dex). At least 10 times at Dex = Con would be fine.

    • This reply was modified 3 years ago by  Z_Swordsman.
  • #20968

    Z_Swordsman
    Participant

    @shadow_fighter, your version of Zenkai is nerfed too much into the ground. 1% of health means you’re fighting someone at least equally strong, so getting 1 TP for 1 HP lost beyond 1% health even for beginners gives boost so low that your Zenkai doesn’t turn the tables. I’d rather have that if a Saiyan is reduced to 5-10% of HP and survives for 30-60 seconds without using Senzu, and then is healed, he gains a TP bonus enough to raise his best stat by 20% (or even raise all his stats with no TP gained). If you want to prevent exploits with vanilla mobs, you could activate Zenkai boost if an attack that placed you under 5-10% HP actually took at least 5% of your HP away. And of course, Zenkai boost should have an option to turn it off in config, that way everyone would be satisfied.

    • This reply was modified 3 years, 1 month ago by  Z_Swordsman.
    • This reply was modified 3 years, 1 month ago by  Z_Swordsman.
  • #20967

    Z_Swordsman
    Participant

    It would be perfect if we could choose, switch between canon/balance in a config file. Multiplayer obviously needs balance, but for singleplayer there is no harm in being closer to canon (I’d also like campaign mobs to have attributes, like players do).

  • #20749

    Z_Swordsman
    Participant

    Interesting ideas there, but you forgot something. The main reason why Ki sucks now, is that it’s charge-up and cooldown times are not dependant on the damage output.
    Let’s say at 100% release I can deal 1000 damage with a full charged Ki blast (which should be able to blow everything in radius of at least 10 meters, IMO), it would take like 30~ sec to charge? But what if I simply want to blow up some creepers from afar? I make an attack for 30 damage, and it charges like 5 sec and then a cooldown (10 sec no matter what). This is a terrible way to balance Ki. If I’m about to shoot a Ki blast at the limit of my virtual body’s capacity, long charge time and (shorter-than-charge-time) cooldown are welcome, but some pest-control Ki blasts which don’t really strain virtual me should be practically instant.
    And by the way, aren’t your multipliers a little low? I mean, maximized Ki attack should vaporize someone even stronger than oneself (Final Flash vs Cell for instance), and last time I checked, balanced character has melee attack of ~20% of his HP. Saiyan Warrior would not be able to obliterate another Saiyan Warrior with full-power Ki attack.

    My suggestions to all of this for the case of all-stats-equal character:
    1. Raise Ki multiplicators 1.5 times (arguable, I know).
    2. Light Ki attacks – attacks of upto 20% of melee damage with no charge or cooldown times, fired in semi-auto manner. This is because those attacks won’t be damaging equally strong players nearly enough. No overcharge.
    3. Medium Ki attacks – attacks of 20 – 200% melee damage with charge time of 0.5 – 5 seconds but still no cooldown. No overcharge.
    4. Heavy Ki attacks – from 200% melee damage and up to your character’s limit. Progressively increasing charge time (5 sec at 200% to 30 sec at max%) and 1/3 of that as a cooldown. Still, no overcharge.
    5. Overchargeable (anti-Raditz) attack – this attack has no preset damage, charge time or cooldown. Instead, for first 5 seconds it charges really fast like a 200% melee damage attack (and if released at this stage, no cooldown). The next 25 seconds it charges as a full-power attack, slower with each second, with a cooldown. Now, if your character has mind and willpower equal, it takes 30% of your Ki at 100% release and deals damage N times your melee. If your Willpower is X times lower than Mind, it consumes X times less Ki and deals X times less damage. If your Concentration is X times lower than Willpower, your charging times are increased X times but no more than 2 times (and vice versa). You can keep overcharging this attack at the rate it was charging at 30 seconds mark.

    Why the 2-4 attacks if number 5 does all of the above, you may ask. Well, sometimes you just don’t want to overcharge an attack, you wanna hold it until the moment comes.

    And considering there is a projectile speed, I’d make light Ki attacks be either fast or fastest (100% to 80% damage), medium attacks – normal to fastest (130%, 100%, 80% damage), heavy and overcharge attacks – slow to fastest (140%, 100%, 80%, 65% damage).

    *Borderlines between light, medium and heavy attacks are race and class dependant.
    **Sorry for the wall of text.

    • This reply was modified 3 years, 2 months ago by  Z_Swordsman.
  • #20388

    Z_Swordsman
    Participant

    I understand what you’re suggesting here, but there is at least one reason why this would never be done. Remember, this is a game, not actual show, and Minecraft’s capabilities in simulating speed are severely restricted. Kaioken can’t increase one’s speed several times, which would be the only way for Kaioken to prove useful in a mere 15 seconds. PvP being the case, 15 seconds max isn’t much, since defender in most cases can keep distance from attacker during this time, and after that Kaioken user is practically dead. That’s why Kaioken operation time should be measured in minutes, IMO.

    • This reply was modified 3 years, 2 months ago by  Z_Swordsman.
  • #19114

    Z_Swordsman
    Participant

    @flameswrath. The problem for now is that low powered blasts like the one I mentioned have a downtime that better fits some heavy hitters. For the damage they deal, they should have charge time of 3-4 seconds max with zero cooldown. Keep in mind also that their explosive versions are hardly stronger that regular creeper, which also makes them harder to hit someone with. Melee attacks turn out to be much easier to use, which throws the balance off even more.

    P.S. Am I the only one who finds it strange that Spiritualists have a better defense stat than Warriors? It would be perfectly fine if Spiritualists had better protection from Ki attacks, but lacked melee defense, and reverse that for Warriors. I mean, this is a common RPG archetype (y’know, wizards have better magic protection while knights are tanky to melee).

  • #18370

    Z_Swordsman
    Participant

    Now that I think of balance, it only matters much in multiplayer. I’d say we need to divide MP from SP by making two separate leveling systems, including transformations. That way we could keep multiplayer balanced, and in SP everyone could choose whether they wanna be an all-powerful Saiyan or puny Human, depending on roleplay.

  • #22497

    Z_Swordsman
    Participant

    For the third time already, I’m not talking if Super Kaioken is canon or not, or if it should be in the mod or not. I merely say that there is no evidence, in both anime and manga, of Full Power Super Saiyan being stronger than Super Saiyan *AT ALL*. If anything, it has less Ki upkeep than Super Saiyan, and that’s it. Still, in DBC Kaioken with Full Power Super Saiyan hurts you 4 times more than Kaioken with regular Super Saiyan, which is plain wrong.

  • #22488

    Z_Swordsman
    Participant

    I know it’s not supposed to be stable. And I don’t care about filler/canon logic in this case. I do care about consistency. My point is, there is technically no difference between SSJ and FPSSJ (it was never told that FPSSJ is actually more powerful than SSJ), so Kaioken FPSSJ should be as hurting as Kaioken SSJ. Currently FPSSJ hurts 4 times more, and it’s ridiculous considering you can transform to SSJ Grade 2 and be damaged 2 times less. I’m not complaining about Super Kaioken doing significant damage to me. I’m complaining about Super Kaioken at FPSSJ dealing MORE damage to user than Super Kaioken at SSJ.

  • #22408

    Z_Swordsman
    Participant

    No, it’s not! Health damage is based entirely on base stats. And did you read my post at all? I said that Full Power SSJ, which is barely stronger than regular SSJ, drains WAY TOO MUCH health with Kaioken than SSJ 1 does, which it shouldn’t be. There isn’t enough of a stat boost compared to regular SSJ (130% FPSSJ vs 120% SSJ in default config) to justify 4 times more damage to health.

    And BTW, both Kaioken and Super Kaioken follow simple formulae. Kaioken does damage depending on base stats calculated as STR + WIL per Kaioken stage (reduced by 10 % for each level in Kaioken skill). Super Kaioken does regular Kaioken damage and adds 5*(STR + WIL) multiplied by SSJ_Form_Index (and this part isn’t affected by Kaioken skill level). So, at Strentgh 50 and Wilpower 50 Kaioken x2 with regular SSJ (index 1) does (50+50)*5*1 + (50+50)*1*0.1 = 510 damage (at skill 10). Kaioken x3 with SSJ will deal (50+50)*5*1 + (50+50)*2*0.1 = 520 damage (not that much different) and so forth. But Kaioken x2 of lvl 10 with FPSSJ does (50+50)*5*4 + 10 = 2010 damage, which is ridiculous considering that Kaioken with SS Grade 2 (stronger than FPSSJ) only does 1010 damage. All that simply because SS Grade 2 has index of 2, and FPSSJ is indexed 4. Check for yourself!

    • This reply was modified 3 years ago by  Z_Swordsman. Reason: typo
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