LET'S TALK ABOUT CARDS, GUYS.
Posts
Questions or requests for clarification are likely necessary. Ask away!
I was plannin' a game out on paper, when I got to thinkin' "Maybe I don't have to design all of these decks myself!
So I figured I'd ask you guys for enemy setups.
THE STATS
HP is, well HP. Ranges from 400 to 9999 for the PC.
MP is weird in this. You get all of it each turn. You keep going until you run out of cards or you run out of MP. The MP cost for a single card is listed as "Normal MP". Combos add up the "Combo MP" of all of their components, and use that as the MP cost. Ranges 50-130 for the PC.
ST increases base physical damage by 15 for every point. Ranges 10-99 for the PC.
DF reduces both incoming physical and magical damage by 10 for every point. Ranges 10-99 for the PC.
MG increases base magical damage by 15 for every point. Ranges 10-99 for the PC.
Hand is how many cards a player gets for their turn. Their hand is refilled to this and their turn's start. Ranges 5 to 7 for the PC.
9 BASIC CARDS
NOTE: Cards, when used, are shuffled back into the deck. In no way can cards be lost for a battle or some such.
Deals low physical damage to opponent. Combos to make physical/elemental attacks.
Deals low fire damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low air damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low water damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low earth damage to the opponent. Combos for increased damage or resistance manipulation.
Deals 30 times the caster's level in light damage to one foe. Combos for 50 damage per level or to create statistic buffs.
Deals 30 times the caster's level in dark damage to one foe. Combos for 50 damage per level or to create statistic debuffs.
Restores the caster's HP by one half of their maximum. Combos for full healing.
Reveals the enemy's HP for five turns. Combos for physical or magical charge-ups or to scan all of an enemy's parameters.
34 COMBO SPELLS
ATTACK COMBOS
Force Blade - Deals medium (double) physical damage to the opponent.
Burning Edge - Deals low physical damage to the opponent, mitigated by fire resistance.
Gale Edge - Deals low physical damage to the opponent, mitigated by air resistance.
Liquid Edge - Deals low physical damage to the opponent, mitigated by water resistance.
Stone Edge - Deals low physical damage to the opponent, mitigated by earth resistance.
Vampire - Deals low physical damage to the opponent, healing the user for the same amount.
FIRE COMBOS
Exuroyte - Deals heavy (triple) fire damage to the opponent.
Barrier Red - Increases the caster's elemental resistance to fire magic by one level. (Drain -> Block -> Half -> Normal -> Weak)
Fire Conduct - Reduces the opponent's elemental resistance to fire magic by one level. (Drain -> Block -> Half -> Normal -> Weak)
Brave Gather - Fills as many of the caster's empty hand slots as possible with Attack cards.
AIR COMBOS
Ventyte Barrier Green Air Conduct
Draw - Fills as many of the caster's empty hand slots as possible with randomly drawn cards.
WATER COMBOS
Aquyte Barrier Blue WaterConduct
Cleanse - Purges both the caster and the opponent of all statistic buffs and debuffs.
EARTH COMBOS
Terryte Barrier Brown EarthConduct
Discard - Shuffles the caster's entire hand into their deck, ending their turn.
LIGHT COMBOS
Attaugeo - Increases the caster's physical damage output by 50% for three turns.
Defaugeo - Reduces damage taken by the caster by 25% for three turns.
Magaugeo - Increases the caster's magical damage output by 50% for three turns.
Luxirane - Deals 50 times the caster's level in light damage to the opponent.
DARK COMBOS
Attarto - Decreases the opponent's physical damage output by 50% for three turns.
Defarto - Increases damage taken by the opponent by 25% for three turns.
Magarto - Decreases the opponent's magical damage output by 50% for three turns.
Atrarane - Deals 50 times the caster's level in darkdamage to the opponent.
HEALING COMBOS
Sanodram - Fully restores the caster's HP.
DECK COMBOS
Strezone - Doubles the base damage of the caster's next physical attack.
Magizone - Doubles the base damage of the caster's next magical attack.
Alumnyte - Scans all of the opponents' parameters.
ESTABLISHED TRIPLE COMBOS
Triple combos are boss territory. Usually only one or two are employed. Any more can make decks rather random.
Crusader - Deals heavy phys damage to the opponent.
Supercharger - Grants the caster all -augeo effects for three turns.
Cripple - Inflicts the opponent with all -arto effects for three turns.
Poison - Inflicts the opponent with a toxin that saps 10% of their maximum HP in damage at the start of their turn. It lasts until their HP has been reduced below 25%. It cannot kill. Cancels with Regen.
Regen - Grants the caster an aura that restores 10% of their maximum HP at the start of their turn. It lasts until all HP is restored in this fashion. Cancels with Poison.
Veneficus - Deals heavy non-elemental damage to the opponent.
Wrath - Deals damage to the opponent equal to 1/2 of the HP the caster has lost.
AUTO-ABILITIES
HP +500/+1000/+2000, MP +10/+20/+30, ST/DF/MG +3/+6/+10, Auto-Attaugeo/Defaugeo/Magaugeo - Exactly what they say. Stackable.
Hand Plus - Increases the user's maximum hand size. Stackable up to +2.
<Element> Boost - Increases outgoing <element> damage by 25%. Does not stack.
Resist <element> - Halves incoming <element> damage. Doesn't stack.
Nul <element> - Prevents incoming <element> damage. Doesn't stack.
Pierce - 25% chance to ignore DF when dealing damage. Doesn't stack.
Chainstrike - 25% chance of striking a second time when dealing physical damage. Doesn't stack.
Chainmagic - 25% chance of striking a second time when dealing magic damage. Doesn't stack.
Sharp Eye - Grants a 15% chance of scoring a critical hit, as opposed to the normal 5%. Doesn't stack.
Sensor - Enemy HP is always visible. Doesn't stack.
Santuary - Halves all damage taken by both combatants. Doesn't stack.
Battlefield - Increases all damage dealt by either combatant by 50%. Doesn't stack.
XP Turbo - Increases XP earned by 25%. Stacks.
Nobleman - Combatants my not deal damage on their first turns. (Becomes Noblewoman on females.)
Ambush - Damage dealt on a combatant's first turn is doubled.
Endure - The user cannot be killed unless they have exactly 1 HP remaining.
Evasion - The user has a 5% chance of evading damage from the opponent's physical, fire, water, air, or earth attacks.
Dodge <element> - The user has a 15% chance of evading damage from the listed element.
Poison Boost - Increases Poison damage by 10% of the victim's maximum HP.
Channeling Increase MP consumption by 10 in order to deal 150% damage.
SOS-Att/Def/Mag - Generates a constant Attaugeo/Defaugeo/Magaugeo effect when HP is below half.
Vigor Aura - Grants both combatants a constant Regen effect.
Venom Aura - Grants both combatants a constants Poison effect.
Vorpal Edge - The user's critical hits deal triple damage instead of double.
Studious - The opponent's critical hits become misses instead.
Weakness Boost - Damage dealt to weaknesses increases from double to triple.
Resist Weakness - Damage dealt to the user's weakness is multiplied by 150% instead of doubled.
Drain Touch - Grants the user a 10% chance of draining damage dealt to the opponent.
Hell - All healing effects are halved.
Counter - 25% to deal a low physical attack to the opponent when struck physically.
Synch - Applying a buff or debuff to one combatant affects both.
Resist Resistance - Ignore the opponent's Drain- or Block-level resistances.
Player Suggestion - This auto-ability made it to the list because the person who though it up wasn't a retard.
YOUR JOB (not legally binding in any way)
I want YOU to ponder these stats for a while. Then, suggest either a:
General Strategy. This consists of what cards are used, and what combos are made, for the given strategy.
"This guy uses Lux and Sano cards. His combos are Luxirane, Sanodram, and Defaugeo."
Or, you can suggest a...
Detailed Strategy This consists of what cards used and their quantity, totaling a 25-card deck; Combos used and their reasoning, up to six auto-abilities (preferably two or three - more denotes a boss/rare monster); and preferred statistics and their reasoning.
"This guy runs 12 Lux, 13 Sano. He combos Luxirane for offense and Sanodram/Defaugeo to keep himself alive. His A-Abilities are Light Boost, Nobleman, and Sharp Eye. He favors HP and DF, since Lux requires neither AT nor MG."
I was plannin' a game out on paper, when I got to thinkin' "Maybe I don't have to design all of these decks myself!
So I figured I'd ask you guys for enemy setups.
THE STATS
HP is, well HP. Ranges from 400 to 9999 for the PC.
MP is weird in this. You get all of it each turn. You keep going until you run out of cards or you run out of MP. The MP cost for a single card is listed as "Normal MP". Combos add up the "Combo MP" of all of their components, and use that as the MP cost. Ranges 50-130 for the PC.
ST increases base physical damage by 15 for every point. Ranges 10-99 for the PC.
DF reduces both incoming physical and magical damage by 10 for every point. Ranges 10-99 for the PC.
MG increases base magical damage by 15 for every point. Ranges 10-99 for the PC.
Hand is how many cards a player gets for their turn. Their hand is refilled to this and their turn's start. Ranges 5 to 7 for the PC.
9 BASIC CARDS
NOTE: Cards, when used, are shuffled back into the deck. In no way can cards be lost for a battle or some such.
Deals low physical damage to opponent. Combos to make physical/elemental attacks.
Deals low fire damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low air damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low water damage to the opponent. Combos for increased damage or resistance manipulation.
Deals low earth damage to the opponent. Combos for increased damage or resistance manipulation.
Deals 30 times the caster's level in light damage to one foe. Combos for 50 damage per level or to create statistic buffs.
Deals 30 times the caster's level in dark damage to one foe. Combos for 50 damage per level or to create statistic debuffs.
Restores the caster's HP by one half of their maximum. Combos for full healing.
Reveals the enemy's HP for five turns. Combos for physical or magical charge-ups or to scan all of an enemy's parameters.
34 COMBO SPELLS
ATTACK COMBOS
Force Blade - Deals medium (double) physical damage to the opponent.
Burning Edge - Deals low physical damage to the opponent, mitigated by fire resistance.
Gale Edge - Deals low physical damage to the opponent, mitigated by air resistance.
Liquid Edge - Deals low physical damage to the opponent, mitigated by water resistance.
Stone Edge - Deals low physical damage to the opponent, mitigated by earth resistance.
Vampire - Deals low physical damage to the opponent, healing the user for the same amount.
FIRE COMBOS
Exuroyte - Deals heavy (triple) fire damage to the opponent.
Barrier Red - Increases the caster's elemental resistance to fire magic by one level. (Drain -> Block -> Half -> Normal -> Weak)
Fire Conduct - Reduces the opponent's elemental resistance to fire magic by one level. (Drain -> Block -> Half -> Normal -> Weak)
Brave Gather - Fills as many of the caster's empty hand slots as possible with Attack cards.
AIR COMBOS
Ventyte Barrier Green Air Conduct
Draw - Fills as many of the caster's empty hand slots as possible with randomly drawn cards.
WATER COMBOS
Aquyte Barrier Blue WaterConduct
Cleanse - Purges both the caster and the opponent of all statistic buffs and debuffs.
EARTH COMBOS
Terryte Barrier Brown EarthConduct
Discard - Shuffles the caster's entire hand into their deck, ending their turn.
LIGHT COMBOS
Attaugeo - Increases the caster's physical damage output by 50% for three turns.
Defaugeo - Reduces damage taken by the caster by 25% for three turns.
Magaugeo - Increases the caster's magical damage output by 50% for three turns.
Luxirane - Deals 50 times the caster's level in light damage to the opponent.
DARK COMBOS
Attarto - Decreases the opponent's physical damage output by 50% for three turns.
Defarto - Increases damage taken by the opponent by 25% for three turns.
Magarto - Decreases the opponent's magical damage output by 50% for three turns.
Atrarane - Deals 50 times the caster's level in darkdamage to the opponent.
HEALING COMBOS
Sanodram - Fully restores the caster's HP.
DECK COMBOS
Strezone - Doubles the base damage of the caster's next physical attack.
Magizone - Doubles the base damage of the caster's next magical attack.
Alumnyte - Scans all of the opponents' parameters.
ESTABLISHED TRIPLE COMBOS
Triple combos are boss territory. Usually only one or two are employed. Any more can make decks rather random.
Crusader - Deals heavy phys damage to the opponent.
Supercharger - Grants the caster all -augeo effects for three turns.
Cripple - Inflicts the opponent with all -arto effects for three turns.
Poison - Inflicts the opponent with a toxin that saps 10% of their maximum HP in damage at the start of their turn. It lasts until their HP has been reduced below 25%. It cannot kill. Cancels with Regen.
Regen - Grants the caster an aura that restores 10% of their maximum HP at the start of their turn. It lasts until all HP is restored in this fashion. Cancels with Poison.
Veneficus - Deals heavy non-elemental damage to the opponent.
Wrath - Deals damage to the opponent equal to 1/2 of the HP the caster has lost.
AUTO-ABILITIES
HP +500/+1000/+2000, MP +10/+20/+30, ST/DF/MG +3/+6/+10, Auto-Attaugeo/Defaugeo/Magaugeo - Exactly what they say. Stackable.
Hand Plus - Increases the user's maximum hand size. Stackable up to +2.
<Element> Boost - Increases outgoing <element> damage by 25%. Does not stack.
Resist <element> - Halves incoming <element> damage. Doesn't stack.
Nul <element> - Prevents incoming <element> damage. Doesn't stack.
Pierce - 25% chance to ignore DF when dealing damage. Doesn't stack.
Chainstrike - 25% chance of striking a second time when dealing physical damage. Doesn't stack.
Chainmagic - 25% chance of striking a second time when dealing magic damage. Doesn't stack.
Sharp Eye - Grants a 15% chance of scoring a critical hit, as opposed to the normal 5%. Doesn't stack.
Sensor - Enemy HP is always visible. Doesn't stack.
Santuary - Halves all damage taken by both combatants. Doesn't stack.
Battlefield - Increases all damage dealt by either combatant by 50%. Doesn't stack.
XP Turbo - Increases XP earned by 25%. Stacks.
Nobleman - Combatants my not deal damage on their first turns. (Becomes Noblewoman on females.)
Ambush - Damage dealt on a combatant's first turn is doubled.
Endure - The user cannot be killed unless they have exactly 1 HP remaining.
Evasion - The user has a 5% chance of evading damage from the opponent's physical, fire, water, air, or earth attacks.
Dodge <element> - The user has a 15% chance of evading damage from the listed element.
Poison Boost - Increases Poison damage by 10% of the victim's maximum HP.
Channeling Increase MP consumption by 10 in order to deal 150% damage.
SOS-Att/Def/Mag - Generates a constant Attaugeo/Defaugeo/Magaugeo effect when HP is below half.
Vigor Aura - Grants both combatants a constant Regen effect.
Venom Aura - Grants both combatants a constants Poison effect.
Vorpal Edge - The user's critical hits deal triple damage instead of double.
Studious - The opponent's critical hits become misses instead.
Weakness Boost - Damage dealt to weaknesses increases from double to triple.
Resist Weakness - Damage dealt to the user's weakness is multiplied by 150% instead of doubled.
Drain Touch - Grants the user a 10% chance of draining damage dealt to the opponent.
Hell - All healing effects are halved.
Counter - 25% to deal a low physical attack to the opponent when struck physically.
Synch - Applying a buff or debuff to one combatant affects both.
Resist Resistance - Ignore the opponent's Drain- or Block-level resistances.
Player Suggestion - This auto-ability made it to the list because the person who though it up wasn't a retard.
YOUR JOB (not legally binding in any way)
I want YOU to ponder these stats for a while. Then, suggest either a:
General Strategy. This consists of what cards are used, and what combos are made, for the given strategy.
"This guy uses Lux and Sano cards. His combos are Luxirane, Sanodram, and Defaugeo."
Or, you can suggest a...
Detailed Strategy This consists of what cards used and their quantity, totaling a 25-card deck; Combos used and their reasoning, up to six auto-abilities (preferably two or three - more denotes a boss/rare monster); and preferred statistics and their reasoning.
"This guy runs 12 Lux, 13 Sano. He combos Luxirane for offense and Sanodram/Defaugeo to keep himself alive. His A-Abilities are Light Boost, Nobleman, and Sharp Eye. He favors HP and DF, since Lux requires neither AT nor MG."
The latter. I don't have that kind of money.
It will be a full-blown RPG in a tribal setting. These cards are the meat and bones of the battle system.
Now, show us your decks.
Now, show us your decks.
This looks like a very cool system.
I assume this is 1vs1 fights? If there's more than one PC/enemy, it's going to alter what makes sense.
Also, can you have higher stats without the auto-abilities as an NPC? Not that I actually need an answer to that to design a deck, just curious.
Also, Sano looks too strong, unless a lot of decks are going to have one-turn kill combos, in which case, the game doesn't seem like it'll work that well.
I assume this is 1vs1 fights? If there's more than one PC/enemy, it's going to alter what makes sense.
Also, can you have higher stats without the auto-abilities as an NPC? Not that I actually need an answer to that to design a deck, just curious.
Also, Sano looks too strong, unless a lot of decks are going to have one-turn kill combos, in which case, the game doesn't seem like it'll work that well.
post=97638Yes, all fights are mano y mano.
This looks like a very cool system.
I assume this is 1vs1 fights? If there's more than one PC/enemy, it's going to alter what makes sense.
Also, can you have higher stats without the auto-abilities as an NPC? Not that I actually need an answer to that to design a deck, just curious.
Also, Sano looks too strong, unless a lot of decks are going to have one-turn kill combos, in which case, the game doesn't seem like it'll work that well.
There's leveling and stat progression, just like any other RPG. So higher stats are easily possible simply through higher levels.
Sano? It's rather expensive, if you notice - 40 of your 50 initial MP. Early on, it's a panic button to get yourself out of big damage. Later, it's pretty much required that you use it, a DF buff, AT reduction. or some other form of damage mitigation, along with keeping up your offense. Besides, it's not like any of these numbers are set in stone or some such.
Color Theory, you should go ahead and look that up. I feel kind of bad saying this after you've designed so many, but a lot of those cards are difficult to read.
At the risk of starting a shitstorm, I'm not really concerned about colors and this point. I posted this to help seed out the prisonrape combos and get some balancing info before I started designing the game's flow, etc.
That said, people, post some god damn decks so I can collect some god damn info. :(
That said, people, post some god damn decks so I can collect some god damn info. :(
Abilities: Sanctuary, Endure, Hand Size +1
Sano x 13, Attack x17
Combos: Sanodram, Stone Edge, Vampire
Strategy requires 60 MP. A little more MP, and you could use elemental cards/combos in place of Stone Edge, if so desired, but you then lose vampire. Also, with a little more MP, could add a few + Stone Edges on the end of all of these, and might want to drop a Sano or two for an Attack. Some percentages may need to be tweaked depending on how much vampire usually heals.
If health <35%, play Sanodram if possible
If health < 75%, play Sano + Stone Edge
If health < 85%, play Vampire + Stone Edge
If health > 85%, play Stone Edge + Stone Edge + Stone Edge
Additional defaults:
One attack card >> Vampire
No attack cards >> Sanodram
If an option is not available to play, default to the one below it. If there are insufficient cards to do both cards/combos, just do the first.
This deck should be highly resistant to everything but 1-turn KOs, and 1 turn 70%+ damage (through sanctuary, even), unless I screwed up the math somewhere... and thus eventually beat pretty much every other deck, except decks which have a decent amount of healing, in which case the battle will never end.
----
If healing isn't good enough to completely cancel an attack of equal MP/card investment, it's going to be useless, and if it is, it's essentially going to be unbeatable in large enough quantities against equal stat opponents.
I'd suggest slowly scaling up damage as the battle goes along, having healing be less effective each time used, or having healing reduce cards/MP for the rest of the battle.
Sano x 13, Attack x17
Combos: Sanodram, Stone Edge, Vampire
Strategy requires 60 MP. A little more MP, and you could use elemental cards/combos in place of Stone Edge, if so desired, but you then lose vampire. Also, with a little more MP, could add a few + Stone Edges on the end of all of these, and might want to drop a Sano or two for an Attack. Some percentages may need to be tweaked depending on how much vampire usually heals.
If health <35%, play Sanodram if possible
If health < 75%, play Sano + Stone Edge
If health < 85%, play Vampire + Stone Edge
If health > 85%, play Stone Edge + Stone Edge + Stone Edge
Additional defaults:
One attack card >> Vampire
No attack cards >> Sanodram
If an option is not available to play, default to the one below it. If there are insufficient cards to do both cards/combos, just do the first.
This deck should be highly resistant to everything but 1-turn KOs, and 1 turn 70%+ damage (through sanctuary, even), unless I screwed up the math somewhere... and thus eventually beat pretty much every other deck, except decks which have a decent amount of healing, in which case the battle will never end.
----
If healing isn't good enough to completely cancel an attack of equal MP/card investment, it's going to be useless, and if it is, it's essentially going to be unbeatable in large enough quantities against equal stat opponents.
I'd suggest slowly scaling up damage as the battle goes along, having healing be less effective each time used, or having healing reduce cards/MP for the rest of the battle.
post=97699I like it. Other than the issue of five cards too many for a deck and the lack of Terra to make Stone Edge, Of course. I'd picture ST and MP being the key stats here?
Abilities: Sanctuary, Hand Size +2
Sano x 13, Attack x17
Combos: Sanodram, Stone Edge, Vampire
-stuffz-
----
post=97699That's what I was thinking, yes. The idea was for players to hold Sano cards back in their hands until they were needed, at the cost of having a hand space taken by a card with no immediate use.
If healing isn't good enough to completely cancel an attack of equal MP/card investment, it's going to be useless, and if it is, it's essentially going to be unbeatable in large enough quantities against equal stat opponents.
I'd suggest slowly scaling up damage as the battle goes along or having healing be less effective each time used.
I'll probably fiddle with the numbers a bunch over the course of the project. This is all very preliminary.
Cool. And yeah, I meant the first 'Stone Edge' you listed, Attack+Attack, not the Attack+Terra one. Was the name for that a typo?
Key stats are MP, ST, and possibly DF, depending how annoying you want to be.
...Also, I edited my first post some before I saw your reply, since I had further thoughts. Main differences are at the very beginning and very end - replacing Hand +2 with Hand + 1 and Endure, and also an additional heal-fix suggestion at the end..
Key stats are MP, ST, and possibly DF, depending how annoying you want to be.
...Also, I edited my first post some before I saw your reply, since I had further thoughts. Main differences are at the very beginning and very end - replacing Hand +2 with Hand + 1 and Endure, and also an additional heal-fix suggestion at the end..
I was thinking of abusing Sano, but it seems like it's already been done. :(
Do DF and MG affect Lux/Atra's damage? I'll assume they don't for now. I reread the bottom of first post, weeee~
It seems like physical is inferior. The physical Attack+Attack combo only deals medium damage, while the magical ones deal heavy damage. Physical-elemental attacks can only deal low damage while requiring two cards. A physical deck will also require at least 3 types of card to use insertelementhere Conduct, making it less reliable than a magical deck trying to do that. Its advantages are that its combos have a lower MP cost and it can use Vampire.
Cards: Atra x25 (or Lux x25)
Abilities: Auto-Magaugeo, Dark Boost, Ambush (if Auto-M is too good, replace it with Battlefield)
Stats: Focus on MP and Hands
Strategy: Use Atrarane until it is not possible to and then spend the remaining MP on Atra. Hope opponent dies quickly and preferably on the first turn.
Major weakness: Nearly any opponent that drains or nulls dark will easily win. :(
Cards: Atra x6, Exuro x19 (or any other element except Attack and Alumni)
Abilities: Auto-Magaugeo, Fire Boost, Chainmagic
Stats: Focus on MP and MG
Strategy: If opponent drains fire, give up. If opponent does not drain or is weak to fire, use Fire Conduct. After that, spam Exuroyte and Exuro, with priority on Exuroyte. If not in possession of any Exuro cards, use Atrarane/Atra.
Obvious weakness: An opponent draining fire (or whatever element is being used) will easily beat this.
It seems like physical is inferior. The physical Attack+Attack combo only deals medium damage, while the magical ones deal heavy damage. Physical-elemental attacks can only deal low damage while requiring two cards. A physical deck will also require at least 3 types of card to use insertelementhere Conduct, making it less reliable than a magical deck trying to do that. Its advantages are that its combos have a lower MP cost and it can use Vampire.
post=97702
Cool. And yeah, I meant the first 'Stone Edge' you listed, Attack+Attack, not the Attack+Terra one. Was the name for that a typo?
Oh.
Good eye. That's supposed to be Force Blade.You're still five cards over, though.
post=97702
...additional heal-fix suggestion at the end.....or having healing reduce cards/MP for the rest of the battle.
Actually, I almost did that. Then I realized the potential for punishing the player for not wanting to die. So, I'll probably be more likely to re-adjust enemies' stats or Sano's rarity than change Sano's heal %. It's a more logical solution, methinks.
---------
post=97794
I was thinking of abusing Sano, but it seems like it's already been done. :(
Do DF and MG affect Lux/Atra's damage? I'll assume they don't for now.I reread the bottom of first post, weeee~
Lux is purely based on the caster's level. Boosts, criticals, and other such apply, but no stats.
Cards: Atra x25 (or Lux x25) <deck>
That's a very early-game kind of deal there, single-card.
...I might just use it in a tutorial-ish battle, to warn of the dangers of DF-ignoring elements.
Cards: Atra x6, Exuro x19 <deck>
I could devote an enemy type to this, methinks. Having multiple elements of these running around in a given dungeon could prove interesting. I like.
It seems like physical is inferior. The physical Attack+Attack combo only deals medium damage, while the magical ones deal heavy damage. Physical-elemental attacks can only deal low damage while requiring two cards. A physical deck will also require at least 3 types of card to use insertelementhere Conduct, making it less reliable than a magical deck trying to do that. Its advantages are that its combos have a lower MP cost and it can use Vampire.
Good catch, there. Yes, physical is cheaper to use, and magic does have stronger dual combos. A physical attacker is more expected to use such a-abilities as Chainstrike and Sharp Eye, since they're relying on more hits than a mage. Heavy physical does occur in the triple combo Crusader, and costs 10 MP less than a heavy spell, but takes three cards to an -yte spell's two. There's also scary boss/MC-only stuff like Wrathful God (Converts every 10 MP remaining into a low physical attack) or Sun Dog (Heavy physical damage with a 60% chance of pierce), so physical attackers will have to carry around a large number of Attack cards to function; mages, on the other hand, need three or four card types to deal real damage.
post=97808
There's also scary boss/MC-only stuff like Wrathful God (Converts every 10 MP remaining into a low physical attack)
Wouldn't that make 1x Attack and Force Blade obsolete? It'd do more damage/MP than 1x attack and the same damage/MP as Force Blade, while not requiring the use of any card. The only point of using Force Blade would be to make room for other cards. :(
About being used only to make room for more cards, discard doesn't seem too useful and maybe very situational. It costs as much as using Terra on its own to deal damage. :(
They are for dumping cards mostly, yes. In fact, most single cards are dump-able after the early game. It's worth noting that combos are acquired by the player with a sort of AP over the course of the game, meaning that Veneficus isn't even a factor until late game, etc. Enemies are placed according to how expensive their combos are. Dumping cards is probably more feasable later on anyway, since MP is so limited.
post=97594
AUTO-ABILITIES
Player Suggestion - This auto-ability made it to the list because the person who though it up wasn't a retard.
That line seems to be suggesting me to do this...
Here's a bunch of cliche auto-abilities(too lazy to think of a name for all of them):
Lower MP Cost (by 50%? activates based on chance? lower damage output/effects?)
Raise MP Cost (deal more damage to make up for higher mp cost?)
Nullify/weaken damage above or below a certain threshold based on something (take more damage when not nullified/weakened?)
Adrenaline: Raise Dmg/Def/Accuracy/Evasion depending on how low (or high) current HP : max HP is
Auto-Regen (10%/turn isn't as much as Sano; both sides get this?)
Auto-Degen (both sides get this?)
Every hit is a critical on the first turn (like Battlefield & Ambus;, maybe only the first combo?)
Increase critical hits' damage (affects both?)
Slightly reduce critical hits' damage taken (both sides?)
Slightly increase damage even further when hitting opponent's weakness
Slightly decrease damage taken when weak to it
Tiny Vampire-like effect from all attacks (activation based on chance?)
Anger?: Stat(s)/dmg output increase when hit by a critical hit
Prevent/migitate critical activation/damage of opponent (maybe both sides?)
Always go first/last (both sides having these would cancel each other out?)
All attacks have a chance to inflict degen
When inflicted with degen/debuff, increase stats/dmg
Cannot be inflicted with degen/regen (affects both?)
Fair/Honorable Fight?: No buff/debuff/regen/degen will work
100% hit rate or increased accuracy or ignore/lessen opponent's evade (for both sides?)
Undead?: Opponent receives damage when attempting a vampire-like effect instead of being healed
Prevent/migitate effects of healing from both sides
Counter/Reflect?: Return portion of physical and/or magical damage taken back to opponent
If one is inflicted with degen/regen, both get it
If one has a buff/debuff, both get it (combine this and the above together?)
Bypass drain resistances or less is healed (2nd version seems useless)
Reverse weaknesses/resistances