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Anaryu
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What are you working on now?
Outlaw City
The flows you have there sounds pretty good; thoughts:
1. Sarah looks solid like that, notes:
- Her Dark Absorption skill is a great AOE Hate skill, you can, in the first round with it's stamina cost lowered, pull the hate of every enemy.
- Provoke ADDS stamina now, so it's like a Charge skill that also lets you ensure hate from an enemy.
* But both of those are only handy if you're using her as a tank, I do that since it lets me use Proto to quickly buff just one person with shields
2. Mystic looks good, but:
- Molten Earth is great to launch before a Beam Pillar, Lighting Strike, Nether Combo, or other multi-hit skill since it's "No Evade" means none of the hits ever miss while they're affected.
- Dusty + Flash (on the most dangerous foe) will give you enough Stamina now to do just about any second skill.
- Arcane Spear stacks with Flash and Dusty so you can really debuff a foe
3. Dark:
- Lighting Storm can be hard to use since you need to fully buff the Stamina Cost on both Darkened Sky and Storm, but if you do that skill will finish basically ANY random encounter in one turn (of course you can do it just about as quickly with your other patterns) - Darkened Sky stacks with all of Mystics skills, so it leaves enemies missing a LOT. :)
- Charging to get stamina for skills and then using them for Beam or Backlash is a solid method.
- The Dark Absorb (I think? the one that buffs health) is also a very powerful single-hit skill and helps if she draws too much hate.
4. Proto:
- Barriers can be really handy but have a recharge, still, the group one can give you breathing space in a tough boss fight
- I love Shields because while they're active the HP % skills (like 1/2 HP, etc) are only half as effective (so 1/2 HP becomes 1/4 HP - HP to 1 skills still do their normal effect though!)
- Her enhanced ARE awesome, especially a Force on right before Beam Pillar, etc (stacking Dark Absorption, Nether Force, and Cellular Enhancement with Force Enhancement right before a Dark Release/Nether Combo can give really high damage, especially with a Molten Earth to ensure no "Dodges")
"Damage" and "Accuracy" ARE:
- useless on self or team-buff skills like Dark Clarity, Cellular Enhancement, Recovery Aura, and the Charges (and almost all of Proto's skills)
- "Accuracy" does help on Dusty and Darkened Sky
- "Stamina Cost" doesn't help skills with no Stamina cost
If I had time I'd have put in markers to disable the useless bars for some skills. :/
1. Sarah looks solid like that, notes:
- Her Dark Absorption skill is a great AOE Hate skill, you can, in the first round with it's stamina cost lowered, pull the hate of every enemy.
- Provoke ADDS stamina now, so it's like a Charge skill that also lets you ensure hate from an enemy.
* But both of those are only handy if you're using her as a tank, I do that since it lets me use Proto to quickly buff just one person with shields
2. Mystic looks good, but:
- Molten Earth is great to launch before a Beam Pillar, Lighting Strike, Nether Combo, or other multi-hit skill since it's "No Evade" means none of the hits ever miss while they're affected.
- Dusty + Flash (on the most dangerous foe) will give you enough Stamina now to do just about any second skill.
- Arcane Spear stacks with Flash and Dusty so you can really debuff a foe
3. Dark:
- Lighting Storm can be hard to use since you need to fully buff the Stamina Cost on both Darkened Sky and Storm, but if you do that skill will finish basically ANY random encounter in one turn (of course you can do it just about as quickly with your other patterns) - Darkened Sky stacks with all of Mystics skills, so it leaves enemies missing a LOT. :)
- Charging to get stamina for skills and then using them for Beam or Backlash is a solid method.
- The Dark Absorb (I think? the one that buffs health) is also a very powerful single-hit skill and helps if she draws too much hate.
4. Proto:
- Barriers can be really handy but have a recharge, still, the group one can give you breathing space in a tough boss fight
- I love Shields because while they're active the HP % skills (like 1/2 HP, etc) are only half as effective (so 1/2 HP becomes 1/4 HP - HP to 1 skills still do their normal effect though!)
- Her enhanced ARE awesome, especially a Force on right before Beam Pillar, etc (stacking Dark Absorption, Nether Force, and Cellular Enhancement with Force Enhancement right before a Dark Release/Nether Combo can give really high damage, especially with a Molten Earth to ensure no "Dodges")
"Damage" and "Accuracy" ARE:
- useless on self or team-buff skills like Dark Clarity, Cellular Enhancement, Recovery Aura, and the Charges (and almost all of Proto's skills)
- "Accuracy" does help on Dusty and Darkened Sky
- "Stamina Cost" doesn't help skills with no Stamina cost
If I had time I'd have put in markers to disable the useless bars for some skills. :/
Outlaw City
Okay, new Blog added, but:
1. This should be a lot less painful to play now! (ie. Enemies DIE FAST and your powers feel like SUPER POWERS now)
2. To get the chest in the flooded sewers, once you get into Gen Corp, there's a basement room where you can turn off the flooding! :)
3. Skills shouldn't really be redundant with the exception of a few like Proto's 4 elemental blasts (same attack and stats, just different elements)
1. This should be a lot less painful to play now! (ie. Enemies DIE FAST and your powers feel like SUPER POWERS now)
2. To get the chest in the flooded sewers, once you get into Gen Corp, there's a basement room where you can turn off the flooding! :)
3. Skills shouldn't really be redundant with the exception of a few like Proto's 4 elemental blasts (same attack and stats, just different elements)
Frustrating Targeting SNAFU in VX, Urgent Help Needed
Brickroad Let's Play Super RMN Bros!
comment=34385
As a reviewer of this game, I've been following this Let's Play.
I must say, I had a lot less trouble finding World 1 than Brickroad did. Then again, I guess I explored a bit more of the UWZ than he did.
I never did find World 1...
Why can't I just poison him a little bit!?
Something fun I did in a game that I plan to use for future ones too:
1. Debuffs/States are stackable, but the more you have of the same, the faster they wear off.
Example:
* One "Stun" effect lasts 20 rounds
* A second "Stun" effect makes the first and this Stun go down at 2 rounds per round instead of one, so effectively 10 rounds each.
* A third "Stun" makes each go down by 3 rounds per round.
* As soon as one wears off the other slow back to a normal rate.
This works well as a way to temporarily debuff bosses into oblivion and makes it so you don't spam powerful status effects since having them 2x as asleep is no good, but lets you try to continue the effect by putting another up at the end of the first.
2. A "State" state
* Enemies have an elemental "state" for Status Effects; that's a 0 - 6 rating.
* All status effects and debuffs on an enemy go down at 1 + (State state) rounds per round. ie. a top rating means they'd eat up 7 rounds of a status effect or debuff each turn.
Bosses eat the status effects faster, but are not immune to them (since I don't use an instant-death effect.) This works well since usually you have to focus on a boss anyway, so managing their status effects/debuffs is more effective.
Also makes a character who specializes in debuffs/status effects powerful instead of useless, and status effects/debuffs as secondary effects to damage worthwhile.
3. Poison-type damage based on value instead of %
* By keeping enemy HP values within a certain balance range you can use pure damage instead of % so poison works on a boss.
* A high HP enemy is just more powerful against poison and boasts another weakness instead (like a very low status recovery rate)
Lots of MMOs do this (maybe newer games too?) - instead of your Warlock Curses causing % damage to enemies, they cause static damage over time like a normal attack. This makes them a new type of attack certain classes can use, but doesn't unbalance the gameplay or cause bosses to be immune all the time to keep it challenging.
(Imagine if lots of boss/elite World of Warcraft enemies were immune to DoTs!)
4. Status Effects and Debuffs almost always auto-hit but depend on attack to hit
* Most status effects or debuffs have a 100% hit rate
* The status/debuff only kicks in if the attack hits
1. Debuffs/States are stackable, but the more you have of the same, the faster they wear off.
Example:
* One "Stun" effect lasts 20 rounds
* A second "Stun" effect makes the first and this Stun go down at 2 rounds per round instead of one, so effectively 10 rounds each.
* A third "Stun" makes each go down by 3 rounds per round.
* As soon as one wears off the other slow back to a normal rate.
This works well as a way to temporarily debuff bosses into oblivion and makes it so you don't spam powerful status effects since having them 2x as asleep is no good, but lets you try to continue the effect by putting another up at the end of the first.
2. A "State" state
* Enemies have an elemental "state" for Status Effects; that's a 0 - 6 rating.
* All status effects and debuffs on an enemy go down at 1 + (State state) rounds per round. ie. a top rating means they'd eat up 7 rounds of a status effect or debuff each turn.
Bosses eat the status effects faster, but are not immune to them (since I don't use an instant-death effect.) This works well since usually you have to focus on a boss anyway, so managing their status effects/debuffs is more effective.
Also makes a character who specializes in debuffs/status effects powerful instead of useless, and status effects/debuffs as secondary effects to damage worthwhile.
3. Poison-type damage based on value instead of %
* By keeping enemy HP values within a certain balance range you can use pure damage instead of % so poison works on a boss.
* A high HP enemy is just more powerful against poison and boasts another weakness instead (like a very low status recovery rate)
Lots of MMOs do this (maybe newer games too?) - instead of your Warlock Curses causing % damage to enemies, they cause static damage over time like a normal attack. This makes them a new type of attack certain classes can use, but doesn't unbalance the gameplay or cause bosses to be immune all the time to keep it challenging.
(Imagine if lots of boss/elite World of Warcraft enemies were immune to DoTs!)
4. Status Effects and Debuffs almost always auto-hit but depend on attack to hit
* Most status effects or debuffs have a 100% hit rate
* The status/debuff only kicks in if the attack hits













