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 Update NEWvember
Sparks
Posted: Nov 4 2011, 06:57 AM


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Posts: 1,620
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Joined: 19-June 06



Hey guys, so heres the deal. I'm calling it the NEWvember update because a lot of new shit is being added to the game right now. We've been working hard on overhauling the entire system in the hopes of creating more enjoyable game play other than constantly spamming crap till you win.

Here is a brief summary on all of the changes we will be implementing

Stamina

We've come up with a new sub stat called stamina. It will be equal to 10% of your strength. Stamina will function as the new Fatigue system, replacing the old lose 1 AP every 5 turns. We felt that this was much more fair and better representation of how fighters should tire in battle.

Basic attacks, movements, and dodge will each drain your stamina by 1 every time you use it. Non-ki Techniques will drain them by a new set number of 2/4/10/20 respectively.

When your Stamina meter has hit 0, your character will automatically lose 1 ap.

Ki loss

We are reimplementing the idea of Ki loss and making it so that casters do not have an infinite amount of Ki as long as they can recharge. The basic idea will remain the same as before, but will be significantly reduced.

Every time a fighter charges up 10 times, they will lose 5% of their maximum Ki.

This is to make it so that fighters cannot rely on the same tactic over and over to win fights.

1st class buff

To make 1st classes more viable, we will be buffing the way they work slightly.

From now on, the dodge cost of all 1st class moves will be the amount of AP spent charging + 25%.

Additionally the rules of countering NK attacks with Ki attacks will change. From now on if a Ki attack beats a NK attack, it will do at least 50% of its intended damage.

To counter this, when some NK have certain effects, they can try and knock back the incoming blast at their orwner and make him dodge or defend against the attack.

New Techniques / Effects

Progressive Ability - Will be an ability that starts off weak, but can be built up to be stronger than a normal ability.


Nerfs

now time for everyones favorite part of the day. Nerfs. Right now I'm pretty sure only like Athkin and Addy aren't being nerfed personally. The rest of you are all getting like 1 move nerfed.

Daze - Effect - Daze will officially being nerfed in that the lowest person an AP can be dazed for will now be 50% of their Ap.





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Sparks
Posted: Nov 11 2011, 07:44 AM


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Group: Admin
Posts: 1,620
Member No.: 1
Joined: 19-June 06



Charging Attacks

Okay another thing I noticed being abused is charging up until you have an attack that the opponent cannot dodge. To fix this, its only fair that if you are charging a move , you cannot take any other action or it will cancel out all the charging you've done. So that means dodging, firing other attacks in between, and probably moving will cancel your charging out.

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Sparks
Posted: Nov 11 2011, 08:12 AM


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Group: Admin
Posts: 1,620
Member No.: 1
Joined: 19-June 06



Nerf on Limit Break

Also I decided that Limit break was a bit TOO strong scratch that, WAY too strong. It is now being nerfed. It is being scaled down significantly to make it more fair.

Lvl 1 : +50% damage, an extra 25% ap to dodge
Lvl 2 : +75% damage, an extra 50% ap to dodge, if wins in counter does full damage
lvl 3 : +100% damage, an extra 100% ap to dodge, if wins in counter does full damage
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