JUDE'S PROFILE
Search
Filter
Who will steal this year's Misaos? Final weekend!
The Misao's aren't well advertised. I think most nominations probably come from forum goers and active subscribers, which is a much smaller number than the general playerbase.
Who will steal this year's Misaos? Final weekend!
I am confused. I thought Misao's were still exclusive to hobby titles. Isn't Radio the Universe a commercial game that just got Kickstarted... And aren't these categories for completed games anyway?
Guild Master - RPG Simulator Tournament - Preliminaries
Brickroad's Planeteers has a few gaps but doesn't lose to everything. Gi is has a highly sustainable load-out, but Kwame synergizes poorly.
The lack of group-wide damage means they have a hard time dealing with the TMNT's summon magic.
They have good shield penetration against Team Crystal but are unable to followup with damage or deal with Wound effects, so Team Crystal always remains in control even if the battle is drawn out. Once Cecil has them all taunted with Juggernaut (which is a self-sustaining taunt provided somebody hits him first), he becomes immovable and protects the rest of his party from harm. A dispel to remove Cecil's barrier would soften him up, or wounding Cecil to mitigate Rosa's healing would disrupt this. Additionally, a means to break taunt effects like Tenacity or Warcry would also work. Or just stacking group-wide damage, which Cecil can't taunt against.
Relying on a single target heal, no shielding, and having no counter to Team Cavedogs group healing and high group damage--the Planeteers have zero chance here.
Team Pokemon has a lot of shields which are easily penetrated by Team Planeteer's Flames, Flurry, and Fireball abilities. However, the Planeteers have no answer for for the Wound and Poison conditions being dished out by Zubat and Bulbasaur. As a result, Sei's Team Pokemon and the Planeteers are pretty evenly matched, so I ran this simulation 16 times. Out of 16 rounds, the Planeteers were victorious 10 times. Almost every battle came down to a handful of combatants, with the Planeteers only obtaining a decisive victory twice (which is still two more times than Team Pokemon).
Planeteers vs Crystal
Planeteers vs Cavedogs
Planeteers vs Pokemon
I've also designed a new party to throw into the mix:
Team: Teen Titans
Name: Robin
Class: Hunter
Active: Pierce
Expensive: Silencer
Reactive: Kinetic
Passive: Acrobat
Weapon: Atlas
Armor: Gryphon
Name: Cyborg
Class: Knight
Active: Lightsaber
Expensive: Warcry
Reactive: Timewarp
Passive: Energetic
Weapon: Atlas
Armor: Crescent
Name: Raven
Class: Warlock
Active: Plague
Expensive: Shadowling
Reactive: Phasing
Passive: Quicken
Weapon: Tiamat
Armor: Archlord
Name: Starfire
Class: Magus
Active: Flare
Expensive: Atonement
Reactive: Impulse
Passive: Scholar
Weapon: Tiamat
Armor: Archlord
I collided this party against Team Crystal several times, and almost every time the Titans win. In spite of having no healing and minimal shielding, the Teen Titans overwhelm Team Crystal with wound stacking, summon stacking, and battlefield control.
Cyborg steadily raises the MaxAP of the enemy with Lightsaber, progressively buying Robin more-and-more time to land Silencer and wipe the target's AP to zero before they can use it.
Raven and Robin double up on wound effects with Pierce and Plague, while Cyborg and Raven's Shadowlings continuously apply Slow and Decay (defense down).
Shadowlings come with the Bruiser passive, which allows their attacks to extend the duration of afflictions by one turn. Team Crystal's only affliction cleansing comes in the form of Cecil's expensive ability Rally, but with Robin and Cyborg preventing steady expensive usage, Team Crystal is never able to reliably cleanse the continuously stacking afflictions. And without any kind of group-wide damage, Team Crystal has no counter to the Shadowlings that Raven keeps conjuring from the underworld.
I predict that Team Teen Titans is weak against parties with reliable affliction cleansing and high group-wide damage.
Teen Titans vs Planeteers
Anyway... Some recent changes. Increased Fireball's total power to 600%, up from 525%. Silencer was incorrectly adding 999 AP rather than removing 999 AP from the target. Toughness, Haste, and Willpower had their durations increased to 5, up from 3. I am considering adding blessings to a few abilities, like Haste to Flurry and Willpower to Channel. May increase Flames AP to 120. I'm not sure yet. Leech will probably get reduced to 1/6th instead of 1/4th of the AP generated by enemies.
The lack of group-wide damage means they have a hard time dealing with the TMNT's summon magic.
They have good shield penetration against Team Crystal but are unable to followup with damage or deal with Wound effects, so Team Crystal always remains in control even if the battle is drawn out. Once Cecil has them all taunted with Juggernaut (which is a self-sustaining taunt provided somebody hits him first), he becomes immovable and protects the rest of his party from harm. A dispel to remove Cecil's barrier would soften him up, or wounding Cecil to mitigate Rosa's healing would disrupt this. Additionally, a means to break taunt effects like Tenacity or Warcry would also work. Or just stacking group-wide damage, which Cecil can't taunt against.
Relying on a single target heal, no shielding, and having no counter to Team Cavedogs group healing and high group damage--the Planeteers have zero chance here.
Team Pokemon has a lot of shields which are easily penetrated by Team Planeteer's Flames, Flurry, and Fireball abilities. However, the Planeteers have no answer for for the Wound and Poison conditions being dished out by Zubat and Bulbasaur. As a result, Sei's Team Pokemon and the Planeteers are pretty evenly matched, so I ran this simulation 16 times. Out of 16 rounds, the Planeteers were victorious 10 times. Almost every battle came down to a handful of combatants, with the Planeteers only obtaining a decisive victory twice (which is still two more times than Team Pokemon).
Planeteers vs Crystal
Planeteers vs Cavedogs
Planeteers vs Pokemon
I've also designed a new party to throw into the mix:
Team: Teen Titans
Name: Robin
Class: Hunter
Active: Pierce
Expensive: Silencer
Reactive: Kinetic
Passive: Acrobat
Weapon: Atlas
Armor: Gryphon
Name: Cyborg
Class: Knight
Active: Lightsaber
Expensive: Warcry
Reactive: Timewarp
Passive: Energetic
Weapon: Atlas
Armor: Crescent
Name: Raven
Class: Warlock
Active: Plague
Expensive: Shadowling
Reactive: Phasing
Passive: Quicken
Weapon: Tiamat
Armor: Archlord
Name: Starfire
Class: Magus
Active: Flare
Expensive: Atonement
Reactive: Impulse
Passive: Scholar
Weapon: Tiamat
Armor: Archlord
I collided this party against Team Crystal several times, and almost every time the Titans win. In spite of having no healing and minimal shielding, the Teen Titans overwhelm Team Crystal with wound stacking, summon stacking, and battlefield control.
Cyborg steadily raises the MaxAP of the enemy with Lightsaber, progressively buying Robin more-and-more time to land Silencer and wipe the target's AP to zero before they can use it.
Raven and Robin double up on wound effects with Pierce and Plague, while Cyborg and Raven's Shadowlings continuously apply Slow and Decay (defense down).
Shadowlings come with the Bruiser passive, which allows their attacks to extend the duration of afflictions by one turn. Team Crystal's only affliction cleansing comes in the form of Cecil's expensive ability Rally, but with Robin and Cyborg preventing steady expensive usage, Team Crystal is never able to reliably cleanse the continuously stacking afflictions. And without any kind of group-wide damage, Team Crystal has no counter to the Shadowlings that Raven keeps conjuring from the underworld.
I predict that Team Teen Titans is weak against parties with reliable affliction cleansing and high group-wide damage.
Teen Titans vs Planeteers
Anyway... Some recent changes. Increased Fireball's total power to 600%, up from 525%. Silencer was incorrectly adding 999 AP rather than removing 999 AP from the target. Toughness, Haste, and Willpower had their durations increased to 5, up from 3. I am considering adding blessings to a few abilities, like Haste to Flurry and Willpower to Channel. May increase Flames AP to 120. I'm not sure yet. Leech will probably get reduced to 1/6th instead of 1/4th of the AP generated by enemies.
Quivia.png
author=Caz
In my experience GB games always came out a bit green looking, sorta like Wither's style I guess.
That's just the original Game Boy's display panel. Later versions displayed true black, white, and between.
Quivia.png
I know you want this to look like a Game Boy title, but consider that those games were optimized for a screen without a backlight. All of that white will be pretty glaring on a bright computer display. You could invert the window skin and font colors.
In which country do you live.
What are you thinking about? (game development edition)
Considering what direction I should take equipment crafting before I begin making it. The original notion was author (me) prescribed recipes.
Then my thoughts went towards user created equipment from scratch, where each new weapon or armor is derived from the materials specified by the user. This creates a design dilemma, though. If each piece of equipment is individually crafted then inventory inflation becomes a problem, since very few objects will stack unless exactly the same.
Now I'm leaning towards blacksmith recipe slots. I am considering one slot per item level. Users would select the empty "Lv18 Equipment" slot to begin defining the recipe for that slot. The equipment recipe, type, and properties are then set in stone, such that only a Lv18 Hammer (or whatever) can be crafted from the Lv18 slot. Recipe slots could be reset for a fee if users make a major mistake by using every slot for heavy armor type or whatever, but this scheme might strike a good balance between customization and inventory inflation.
Then my thoughts went towards user created equipment from scratch, where each new weapon or armor is derived from the materials specified by the user. This creates a design dilemma, though. If each piece of equipment is individually crafted then inventory inflation becomes a problem, since very few objects will stack unless exactly the same.
Now I'm leaning towards blacksmith recipe slots. I am considering one slot per item level. Users would select the empty "Lv18 Equipment" slot to begin defining the recipe for that slot. The equipment recipe, type, and properties are then set in stone, such that only a Lv18 Hammer (or whatever) can be crafted from the Lv18 slot. Recipe slots could be reset for a fee if users make a major mistake by using every slot for heavy armor type or whatever, but this scheme might strike a good balance between customization and inventory inflation.
Guild Master - RPG Simulator Tournament - Preliminaries
I created a new party. It's well-rounded and has an answer for for everything (in small doses... skew heavily in one area and they probably have trouble dealing with it... I predict Team Crystal is very vulnerable to heavy AoE and multi-hit parties), although its damage output is lackluster. Team Cavedogs is similar except lacks affliction dispel in favor of higher damage output. The parties were well-matched so I ran the simulation as a best-of-7. They were well-matched enough that there were two infinite loop stalemates.
Cavedogs: 2, Crystal: 4, Stalemate: 2
One of the encounters was pretty close, and also pretty long turn-wise, so I've chosen that one to post:
Cavedogs vs Crystal #3
Team: Crystal
Name: Cecil
Class: Paladin
Active: Defend
Expensive: Rally
Reactive: Juggernaut
Passive: Indomitable
Weapon: Masamune
Armor: Gryphon
Name: Kain
Class: Gladiator
Active: Smite
Expensive: Cleave
Reactive: Tenacity
Passive: Bloodbath
Weapon: Atlas
Armor: Crescent
Name: Rosa
Class: Cleric
Active: Shield
Expensive: Renew
Reactive: Phasing
Passive: Afterglow
Weapon: Tiamat
Armor: Archlord
Name: Edge
Class: Riftlord
Active: Riftsaber
Expensive: Frostbolt
Reactive: Internalize
Passive: Leech
Weapon: Tiamat
Armor: Archlord
Edit: I've also updated the Active, Expensive, and Reactive ability pages to reflect current attributes. I need to update the table generator script I made for posting them on RMN, because it's not reflecting some recent changes correctly. Some abilities now generate multiple instances of the same status condition in one hit and the table won't reflect that. Typically, for expensive abilities, if it's a group-damage spell it applies the condition once and the single-target spell of the same element applies it four times.
Anyway, I'll probably be increasing the damage of most physical Actives, with a minimum power modifier of 100% but lower than 125%.
Cavedogs: 2, Crystal: 4, Stalemate: 2
One of the encounters was pretty close, and also pretty long turn-wise, so I've chosen that one to post:
Cavedogs vs Crystal #3
Team: Crystal
Name: Cecil
Class: Paladin
Active: Defend
Expensive: Rally
Reactive: Juggernaut
Passive: Indomitable
Weapon: Masamune
Armor: Gryphon
Name: Kain
Class: Gladiator
Active: Smite
Expensive: Cleave
Reactive: Tenacity
Passive: Bloodbath
Weapon: Atlas
Armor: Crescent
Name: Rosa
Class: Cleric
Active: Shield
Expensive: Renew
Reactive: Phasing
Passive: Afterglow
Weapon: Tiamat
Armor: Archlord
Name: Edge
Class: Riftlord
Active: Riftsaber
Expensive: Frostbolt
Reactive: Internalize
Passive: Leech
Weapon: Tiamat
Armor: Archlord
Edit: I've also updated the Active, Expensive, and Reactive ability pages to reflect current attributes. I need to update the table generator script I made for posting them on RMN, because it's not reflecting some recent changes correctly. Some abilities now generate multiple instances of the same status condition in one hit and the table won't reflect that. Typically, for expensive abilities, if it's a group-damage spell it applies the condition once and the single-target spell of the same element applies it four times.
Anyway, I'll probably be increasing the damage of most physical Actives, with a minimum power modifier of 100% but lower than 125%.
Guild Master - RPG Simulator Tournament - Preliminaries
Results for CAVE_DOG's Cavedogs vs Sei's Pokemon have been simulated. Cavedogs win. Raw combat log is here:
Cavedogs vs Pokemon
Your Daryl build highlighted an oddity with Metabolize that has now been fixed.
You may notice that the stats seem different. I changed many things last night and haven't updated the post or ability pages to reflect them yet. Soon.
It is good. With two -45 MaxAP items equipped you require one fewer turn for a 90 AP ability to activate an expensive ability. I realize I should annotate the weapon/armor charts to correctly reflect that it's a modification to MaxAP and not AP generation.
Cavedogs vs Pokemon
Your Daryl build highlighted an oddity with Metabolize that has now been fixed.
You may notice that the stats seem different. I changed many things last night and haven't updated the post or ability pages to reflect them yet. Soon.
author=CAVE_DOG_IS_BACK
not quite sure how battle mechanics work but SEE IF YOU CAN GUESS WHAT ARCHETYPE EACH PERSON FALLS INTO!! also I don't have any idea if decreasing AP with weapons is good or not.
It is good. With two -45 MaxAP items equipped you require one fewer turn for a 90 AP ability to activate an expensive ability. I realize I should annotate the weapon/armor charts to correctly reflect that it's a modification to MaxAP and not AP generation.
Guild Master - RPG Simulator Tournament - Preliminaries
Jude's TMNT vs Sei's Pokemon
Here is the first combat log, in which Sei's team totally trounced mine. Combat logging is still unoptimized for players and too verbose, but getting around to that is low priority. I also plan to implement post-combat summaries to easily identify types of damage dealt, healing, healing mitigation, number of blessings/afflictions, etc. That way, when players lose they can rapidly identify, "Oh, there's a lot of fire damage in play so I can counter that with water-affinity armor."
Here is the first combat log, in which Sei's team totally trounced mine. Combat logging is still unoptimized for players and too verbose, but getting around to that is low priority. I also plan to implement post-combat summaries to easily identify types of damage dealt, healing, healing mitigation, number of blessings/afflictions, etc. That way, when players lose they can rapidly identify, "Oh, there's a lot of fire damage in play so I can counter that with water-affinity armor."














