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Post by NPC on Feb 7, 2024 0:29:19 GMT -6
Please keep all questions, comments, and requests for clarification about the new stats or tournament here, so they're all in one place.
Try to avoid hypothetical questions as much as possible. Since this is a beta and we are still testing and tweaking the system, some things, even ones answered in this thread, may change in the future.
Note that we will be taking suggestions for changes, updates, and tweaks to the sytem following the beta tournament. Do not make suggestions until that time. (Feel free to mention things you think are errors, though - such as typos, bad math, or something clearly missing.)
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Post by Twilight-Claw on Feb 7, 2024 15:44:16 GMT -6
Hope this is seen as 'typos, bad math, or something clearly missing' that I noticed in it. :)
I noticed with Bioluminescence that the canceled part is missing Diurnal Spirit, while the latter does have it in there.
I noticed with Rake of the Earth there is no mention of Wind Avatar ability cancelling it, just feels like that might be missing from it, considering what it does as an effect.
With Ker-zaap! From what I have seen thus far with other elemental moves I think the math of ‘Learned by: Creatures capable of doing at least xx Electric damage.’ might be too low?
Uncertain with Static Wave, as it could be from the effect it’s higher placed, but ‘Learned by Creatures capable of doing at least 4 Electrical damage.’ Is that actually supposed to be a 4 or lower in number?
This one here, Leaf Storm, would 7 be correct or should it not be lower at the ‘Learned by’ since the damage is lower then the 7 it has as a number?
Text typos, bolded parts are the typos:
Hydro Jet [Str]/[Mnt] [Rng]
(Misses space between [Flt][Nrs]) Hydro Shell [Tmp #4] [Lmt #1] [Flt][Nrs] [Shd]
Rake the Earth [Lmt #1] [AoE]/[Rng] [Str]
(Misses space between [Per][Shd]) Rock Shield [Per][Shd]
Choking Vines [Rng] [Grp] [Str]/[Mnt]
Living Seed [Mel]/[Rng] [DoT]
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Post by Silver on Feb 7, 2024 17:02:13 GMT -6
Thanks Twilight! I knew I could count on you to help me out with the typos. ;)
Bioluminescence - That was an oversight, I fixed it.
Wind Avatar - Yep that makes sense, I've added it as well.
Ker-Zaap - This one is just a typo, fixed.
Static Wave - This one is correct, the higher number is to make up for the dexterity loss as well as damage in this move.
Leaf Storm - The higher number here is because Leaf Storm is an AoE attack and has the potential to do more than 5 damage if there are multiple opponents.
The tags typos with spaces missing were fixed. The / are not errors - in the case of a /, the move could be used as either depending on the situation. Each moves description clarifies this.
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Post by Twilight-Claw on Feb 7, 2024 17:41:57 GMT -6
It was no problem! And I'll likely post again if I see something else with it. :)
I'll keep that in mind with Static Wave and Leaf Storm then when it comes to special effects and [AoE] types next time. <3
As for the / I honestly hadn't thought of that / being used as a presentation for it being used as the OR option. My bad! x3
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Post by Noa on Feb 7, 2024 18:39:52 GMT -6
Really appreciate the effort for better specification/clarity! Got a few questions already, tried to keep them to the practical effects of these moves/abilities in battle, but I'll apologize in advance if any of these fall under the hypothetical category.
Clarifying question re: Charge + Run -- the description says this deals damage "equal to the creature’s stamina stat". Is this the base stamina (plus any changes made earlier in the same battle by other moves), or the stamina equivalent of its remaining HP?
Carapace - The description still says, "Once the carapace's Stamina is depleted, then the pet starts taking damage into its own Stamina. The damage the carapace takes lasts until the pet heals properly." Not sure if 'Stamina' in this instance should be HP.
And does the carapace have the same weaknesses/resistances/immunities as the creature it belongs to?
Wall of Ice -- While the wall is up, both the user and foe can only use attacks that are both [Mnt] and [Rng], or just attacks that are [Mnt] or [Rng]?
Dig, Burrow -- under their descriptions, says they're also cancelled by Burrow and Dig. Not sure if this is intentional?
Nightvision + Diurnal Spirit -- Their descriptions say they're mutually exclusive, does that apply to creatures with this in their base stats only, or does this also apply if one is taught? Under the old system, there were cases where a creature was taught both, so I just want to know if we'll have to pick one now.
Order of operations re: affected accuracy -- Just to clarify, when a move or ability doubles/halves your own accuracy, do you double/half your own roll to hit? Similarly, if the opponent's chance to dodge is doubled/halved, that affects their part of the contested roll (the 3+ your opponent’s dex/2 (rounded down) bit)? I'm assuming that's the case but it isn't explicitly stated in the glossary.
Invisibility -- Description says, "All attacks made against this creature have half accuracy." Does this double the user's target number in their contested roll when defending, or does this half the opponent's to-hit roll when attacking the user?
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Post by Fiera Ferella on Feb 7, 2024 21:13:30 GMT -6
Noa- gonna go point by point here, haha. Thanks for the good questions!
1. Yes, it is referring to base stamina (except for gym training, items, etc. as you mentioned.) and not HP converted back into stamina.
2. Huhwhoopsie, good catch. That draft of Carapace slipped through the cracks of the Stamina-->HP update. The ability has been revised to the following, thanks for pointing it out!
And yes, the carapace still retains the weaknesses and resistances of the critter it's attached to.
3. Yes, wall of ice is referring to moves that are both [Mnt] AND [Rng]. It's phrased like that to resemble the tags as they appear next to the name of an actual move- for example, you could call Crunch a "[Str] [Mel]" move.
4. Yes, burrow and dig cancel themselves out. The implication there is that if you're dug down into a burrow, your opponent just digs you out and the fight continues on as normal. Added some extra phrasing the move's description to make that more clear.
5. Yes, the mutual exclusivity applies to base stats. If you have one at any point for any reason, you cannot get the other.
6. Another great find! We actually did have a definition for accuracy and how to halve/double it all written up for the glossary and then it just... missed the boat when we were copying and pasting stuff over. I was sitting here like "That's a funny question, I thought it was explained pretty clearly. Let me ctrl+F "accuracy" in the glossary to see if I messed u-WHERE IS IT." So seriously, thank you for bringing it up lol. Here's the new term entry in the glossary:
7. It halves the opponent's accuracy as described in the definition above. :3
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Post by Twilight-Claw on Feb 8, 2024 1:35:05 GMT -6
Noticed something else. ^^
Buoyancy (If in water), Reverse Gravity (Before falling)
With Rake the Earth, ^ this one makes logical sense as well when taking note of how Amphibious is treated. Latter one does state float in it, so might not be needed.
Teaching solely a resistance for 100 TP to a creature, not sure if its deliberate or just missing in the beta ability list?
Since Ping is on the list of hidden mist being cancelled by it, I think Sonic Waves and Sonic blast is missing?
When I compare it to Frost Bite, Shadow Bite, etcetra, its text probably should have what is below: Learned by: Creatures capable of learning Bite and doing at least 3 XXX damage.
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Post by Fiera Ferella on Feb 9, 2024 9:44:20 GMT -6
Twilight:
1. No, those were left off to keep things a bit more simple.
2. Yep, we know it's missing- we're still tweaking resistances and weaknesses, so we're holding off on making a ruling for that temporarily. Not that we're imagining that's a problem for now, given how many TP it takes to train it haha.
3. Ping is somewhat related to echolocation so it was included- sonic waves and sonic blasts are thematically different- Hidden Mist isn't meant to be cancelled by every sound move, just ones that might let a creature "see" through the mist. (Or uh, don't need to see at all given "blind").
4. Yes you're right, fixed that.
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Post by Xentus on Feb 12, 2024 3:09:35 GMT -6
I feel like this might be a case of bad/strange math? Toxins will actually take more turns than Venom to KO an opponent due to diminishing returns on current HP based damage.
Take a creature with say, 40 HP and inflict either Toxins or Venom.
Toxins will bring the creature down in the following intervals, assuming you round down, in 12 turns: 30, 23, 17, 13, 10, 8, 6, 5, 4, 3, 2, 1, 0
Venom will bring the creature down in 8 turns: 35, 30, 25, 20, 15, 10, 5, 0
Is this intended?
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Post by Silver on Feb 12, 2024 4:57:46 GMT -6
The difference between Toxins and Venom is intentional. Toxins is meant to be more powerful at first, but its usefulness diminishes over time, whereas Venom is steady but slow.
The TP is based on the damage done in the first three turns, which is why Toxins is higher.
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