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Post by Alma on May 3, 2019 18:38:26 GMT -6
New goals:
Depends on others: -Compete in a tournament.(Guaranteed loss, but should be fun all the same.) -Maybe swap Ikar to Haix. I have been enjoying Ikar a ton, but he does not work well as a PC here. Haix would instead become my primary battler, while Alma sticks to being a lootbug. Haix vs Alma would be a ton of fun. -Host a mini event that has at least three people interested in it.
Difficult: -Defeat Stomper. ^Likely will hire someone to help with this. 100 hp is painful to wade through.
General: -Hugo lv10 and grown. -Twins lv10. Trained at least one combat move that uses their mouths. -Break Soak. -Plan out the split of which pets Haix would take. -Loon lv15 and break.
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Post by Alma on May 3, 2019 18:38:46 GMT -6
Page 1 Walker-Lv50, Burrow, Nip, Claw Hopper-Fly, Sonic Waves, Echolocation, Bound Juggler-Nip, Bone Shift Frostbite CC-Danger Sense, Intimidation, Roar, Claw, Crunch, Devour, Breath of Winter + Grow Loon-Lv15 Jolly-Lv15 Gala- Rend, Hardy, Intimidation, Fly, Land Iago-Rend, Hardy, Intimidation, Poison Sting Ox-Lv15 Jaggi-Lv10 Blue Eyes-Lv10 Hu-Fly, Peck, Land Terminus-Acid Spit, Claw Sid-Tack Up, Carry Rider, Bridle Knowledge, Fly, Swim, Land Pine-Jump, Climb, Nibble, Glide Shaka-Lv10 Grisha(To be renamed Errol)-Fly, Land, Rend, Breathe Fire Krosh-Fly, Thunder, Gash, Ker-zaap!, Euphoric Goop Hekesh-Spectral Bite, Carry Rider, Left/Right, Go, Stop, Slower/Faster (Burns any tack) Marsh-Root, Depth’s Hold, Drown, Spore, Wave of Muck Duchess-Bite, Poison Sting, Swim, Glide, Land Eekum/Bokum-Venomous Bite, No Bites(Or drowning) Wavebreak-Fly, Swim, Land, Bite, Poison Sting, Climb Anonymous-Bite, Poison Sting, Wing Buff, Fly, Quiet Sza-Stay, Come, No, Stalk, Pounce Dozda-Peck, Jump, (Grow it), Rend, Screech Betl-Nibble, Gash, Wear Harness, Pull Buggy, Bridle Knowledge Cask-Gash, Bite, Sleeping Venom, Shackle Licor-Claw, Bite, Horn Strike
Page2 Styx-Fly, Land, Hardy Valium-Lv5 Bijou-Lv5 Baldy(Seeker)-Accept Rider, Tack Up, Bridle Knowledge, Run Daffy(Snowdrop Faeron)-Hidden Mist, Rapid Bloom, Step Up Mun-Claw, Fly Yamini-Claw, Bite, Stalk Ulka/Blackthorn-Horn Strike, Thunder, Charge Cain-Plague Breath, Nether Claw Copec-Sickle Claw,Climb Rumintate-Bite, Climb Lurid-Bite, Deceptive Lure. Fly Clak-Crunch, Echolocation, Bone Shift Morel-Dodge, Kick, Bound, Sweet Scent, Rapid Bloom, Cure Hektor-Verdant Growth, Scratch Farida-Holy Fury, Scratch Balboa-Crunch, Pack Instincts, Hardy Ojomo-Spectral Bite, Roar, Pack Instincts
Page 3 Icy Cauda-Lv10 Coin-Lv10 Glint Felusine-Pull the Ether Amit-Bridle Knowledge, Wing Buff, Nibble Brauner-Lv15
Page 4 Neptica-Hardy, Danger Sense Chirin-Come, Stay, No, Dash, Kick Bruce-Land, Don’t Eat That!, Fetch
Special: Dunk- Swim, Land, Barrel Roll, Dive,Flip, Higher, Tread Water, Nip And preferably to lv50 )-Danger Sense, Hardy, Vice Grip, Drown )-Purchase Fat Nutrient, Calciumx2, Proteinx4, Omega 3, Sugarx2 (500c)-May go for an extra sugar and no fat.
Cost: Complete three items, then allowed to purchase credit things. Dunk allows infinite, assuming there is any credits left.
How this works: -Special, time limited purchases do not require any work to be done PRIOR to the purchase. However, the post payment may be done afterwards. -Completing three names will allow for a LE purchase.
LEs: River Pliathor Sand Estharne* Crag Wiurn v2 Void Salaves* Electrical Elemental* PHIL Mind Weaver Onyx Seeker Warrior Mosca King Mosca Woodland Malii Coral Tat-Lung Msungo Majikiuma Amber Vespa
*-Extinct. May not be avaliable.
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Post by Alma on May 3, 2019 18:38:56 GMT -6
While Alma is more than willing to take any pet that looks neat, Haix is more combat-focused. She'd have a fighter for the loot areas, with the intention that any encounter just turns into a fight rather than an attempt at taming, and a mount. Haix does not care for dragons, but dinos/birds and bugs will work well for her. Swamp theme with her pets. The idea of having to grind will likely kill this before it goes anywhere though. River -Pet must be capable of swimming or surviving in water. Bokum? Garden -Smaller pet to easily traverse the plants Mines -No taller than Haix, no wider than two Haix. Cave-crawler. Maybe a mining familiar to raise the chances of encounters. Mansion -No taller than Haix, no wider than two Haix. No fire or acid unless a mansion critter, or Haix wants to fight the evil house. Everfields -Options are "Ohou, Houluh, Rakai-Sarane, Vulticus, Worginu, Felusine, Seeker, Estharne, Chiryma, Chelcauda, Gallor, Dash-Claw".
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Post by Alma on May 3, 2019 18:39:16 GMT -6
Alright, I've been trying to rebuild the stats on this site from the ground up for reasons that definitely would not get me sued, and I've been noticing things about our moves list.
Coldflame Aura [Flt] [Nrs] Surrounds one's-self in a shield of blue fires of the hells, both burning the foes flesh, and freezing it, should they get too close. Deals 3 Cold and 2 Fire Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Fire - 10
That's a move costing 10tp that requires a user not to directly attack on their current turn, that deals 3 cold and 2 fire damage. So, five damage total in exchange for not directly attacking and instead taking a physical hit.
Balefire [Flt] [Nrs] Calls forth the blue fires of the hells, both burning the foes flesh, and freezing it. 5 Fire and 5 Cold Damage Fire and Cold - 8
This move costs only 8tp, does more damage in total and with both elements(5 cold/5 fire), and also actually directly hits the target.
Lava Spit [Flt] [Nrs] Fire and earth are spewed from the creature's mouth in the form of a great gloppy ball of lava, causing damage. 4 Fire and 1 Earth Damage Fire and Earth - 6
This one costs 6tp, does five damage split between two elements, and once again hits the target.
Chilling Aura [Flt] [Nrs] Only ghosts, one can imagine, would cause such a frightening chill... the hairs on the back of your neck stand up, and your breath turns to fog. Goose-bumps appear all over your skin, and a chilling fear grips your very heart. Deals 3 Cold and 2 Shadow Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Shadow - 6
Does nearly the same thing as coldflame aura(swapping out the 2 fire damage for two cold), and yet costs 4tp less.
But lets ignore that. Instead, let's look at everyone's favorite meta-moves.
Breathe Fire [Flt] [Nrs] Spouts forth a stream of fire from the creature's mouth, causing massive fire damage to the foe. 10 Damage Fire - 7
Breath of Winter [Flt] [Nrs] Spouts forth a stream of freezing air from the creature's mouth, causing massive cold damage to the foe. 10 Damage Cold - 7
Both of these cost less than good old coldflame aura up there, and both do a whopping 10 damage to anything without the appropriate elemental resistance. They are most commonly seen in tournaments of the sarane variety, and usually guarantee a win barring a miss, the proper resistance, or having more than 10 stamina. The last one seems to be the go to method of surviving it.
Now lets look at some similar moves.
Breath of the Dead [Flt] [Nrs] Exhales the chilling breath of the dead upon it's foes, causing their flesh to wither and rot. 3 Shadow and 2 Cold Damage Shadow and Cold - 8
Costs more, does less damage.
Acid Spit [Flt] [Nrs] The creature spits a searing acid onto its foe. 5 Damage Acid - 5
Does half the damage for only two points less.
Smouldering Goop [Flt] [Nrs] [DoT - B] A burning, sticky goo is spat at the foe, sticking to it and causing small burns thereafter. Deals 3 points of Acid Damage on the first turn, and deals 1 additional point of Fire Damage each turn afterwards. Fire and Acid - 7
I actually like this one.
Toxic Breath [Flt] [Nrs] Releases a breath of acidic smog, which surrounds the opponent. 3 Damage Acid - 7
Does roughly a third of the damage for the same tp cost.
Cold Breath [Flt] [Nrs] Spouts forth a stream of cold air from the creature's mouth, causing cold damage to the foe. 3 Damage Cold - 6
Is a much weaker form of Breath of Winter, and costs only 1tp less.
Icicle Beam [Flt] [Nrs] An ice-cold beam of energy is released at the opponent. 6 Damage Cold - 7
Another weaker version of Breath of Winter, or a stronger version of Cold Breath.
Thunder Ball [Flt] The creature stores up electrical energy in the form of a swirling ball within its mouth or between its two "hands." Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! Does nothing on the first turn. On the second turn, the attack has 100% chance to hit (assuming the creature is physically able to be hit), causing 10 Damage. Electrical - 10
How rare is it that someone misses an attack? Is it worth an extra 3tp for a move that literally is resisted by the creature's physical resistance? Heck, all of the Ball moves have this issue. I could understand Hydrosphere because it's a solid ball of water smacking into its target, but the electric variant should not be measured that way.
I am getting away from the point here. I would like to suggest, assuming our two famous breath attacks are to be kept at the same tp for minimal fuss, that their effect is slightly altered. Instead of a flat ten damage, have the damage done be the result of a d10. This way they have the potential to be the overpowered monstrosities they are, but also carry with them enough risk that they aren't just a guaranteed win against anything with less than 10 stamina. Alternatively, make it like Smouldering Goop, with each doing 3 base elemental damage, then 1 damage per turn after that.
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