Stabilis
Member
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LUCK HAS BEEN SPOKEN. quote:
I am suggesting that for "luck" to become something strategic in each and every one of our EpicDuel battles. How this would work is that we play using counters uding stat-specific battle mechanics like blocking or going critical. For Support's case, first turn is a once per battle occurrence, so I recommend that whoever has the highest Support stat total should go first... with level difference exceptions (the lower the level, the more handicap to begin the match). Support also manifests critical hits and stun resistance and blocks and deflects, and these would occur more than once. So now I will reintroduce the suggestion of counters. Counters are the number of charges for how many times an ability can be used for. If I have 5 critical hit charges, I can then choose to critical hit a maximum of 5 times. I would have calculated these counters by simply the number of stat points, but then there are no real benefits to using Focus... or having 2 equally Support savvy players critical hit 10 times under their control (easily exploitative). So, these "counters" would be calculated by the difference in stat points between both sides. The progression would look something like: 10+ Stat Difference: 1 Counter 20+ Stat Difference: 2 Counters 30+ Stat Difference: 3 Counters 40+ Stat Difference: 4 Counters 50+ Stat Difference: 5 Counters [MAXIMUM] State and behaviour of the counters work like this: players initially receive all of their counters at the start of a battle players may use all of their counters in a battle that they have using a counter does not take up a turn, and may only be used on the player's turn stun resist counters have 1 turn cooldowns, deflect counters have 2 turn cooldowns, block counters have 3 turn cooldowns, and critical counters have 4 turn cooldowns, these counters must cooldown before another usage, counters of different types may be used on the same turn, but only one counter per type may be used per turn all counters have a 1 turn warmup counters remain in play until they are used counters ONLY affect weapons (Primary, Sidearm, Auxiliary, Robot) counters can stack, 2 block counters at once means that the next 2 incoming Strikes or Robot Strikes will be blocked counters are only visible to the user counters do not affect any skills skills that go critical (like Bunker Buster) no longer have critical chance, however, they receive a buff of defense ignore or other damage buff skills that stun (like Stun Grenade) are now guaranteed, however, their damage must be reduced, energy costs raised, and their cooldowns raised (reasonably) all skills cannot be blocked, deflected, or go critical anticounters are temporary counters that initialize when a nerf (Smokescreen, Malfunction) or buff (Reflex Boost, Technician) skill is used. Anticounters only last for as long as the inflicting skill does anticounters do not destroy normal counters block anticounters, are created by Reflex Boost that create 1 temporary block or Smokescreen that creates 1 temporary anti-block counter. Anti-block counters temporarily prevent the target from using 1 block counter until Smokescreen wears off or is used to negate 1 block counter. Reflex Boost gives 1 temporary block counter that is removed when Reflex Boost wears off or is used to block 1 Strike. If the target has 2 block counters stacked and 1 anti-block counter, 1 block counter will be negated (temporarily), and the other counter used to block a Strike. If an anticounter interacts with a block counter, the anticounters will disappear but normal counters will not (the anticounter overrides 1 counter) deflect anticounters, are created by Technician that create 1 temporary deflect or Malfunction that creates 1 temporary anti-deflect counter. Anti-deflect counters temporarily prevent the target from using 1 deflect counter until Malfunction wears off or is used to negate 1 delfect counter. Technician gives 1 temporary deflect counter that is removed when Technician wears off or is used to deflect 1 shot. If the target has 2 deflect counters stacked and 1 anti-deflect counter, 1 deflect counter will be negated (temporarily), and the other counter used to deflect a shot. If an anticounter interacts with a deflect counters, the anticounters will disappear but normal counters will not (the anticounter overrides 1 counter) specialty weapons (celtic weapons/azrael weapons), now give 1 counter to the specific ability (eg, Azrael Bane gives 1 critical counter, Celtic Cleaver gives 1 anti-block counter) for this to work in 2v2 and in Juggernaut, the highest stat of the players of 1 side are compared to the highest stat of the players of the other side (eg, Team1A has 40 Support, Team1B has 70 Support, Team2A has 60 Support, Team2B has 20 Support... Team1B's Support is compared to Team2A's Support, and Team1A's Support compared to Team2B's Support) But please, do comment, question, and feedback your thoughts to me! If anything is wrong, I would appreciate if you can inform me of any loopholes or missing information, and I will make amends! quote:
What if rage were to be calculated like this: How does the Rage Meter fill up? Rage is accumulated on the player's turn, the amount of rage determined by the sum of the base Defense and Resistance of the opponent. The calculations exclude passive armour skills, armours, and agility. Connecting an attack for 3 damage (the minimum), gives a bonus to rage for the attacker. How many points are required to fill the Rage Meter? The base amount of rage = 130 Total Rage = 130 + (10 * player level) How is rage calculated? Rage is calculated at the start of a player's turn. The amount of rage points gained is equal to the sum of the opponent's Defense and Resistance. There is also a bonus to rage from Support. The amount of rage gained from Support is equal to the difference of the player's Support value minus the opponent's Support value, divided by 4. - Example: Player A vs Player B Player A: 28-34 Defense / 22-27 Resistance (ignores armour, passive armour [Hybrid Armour], and agility) Player B: 25-30 Defense / 25-30 Resistance It is Player A's turn... Player A's rage bonus = 25 + 25 (= 50 rage points) It is Player B's turn... Player B's rage bonus = 28 + 22 (= 50 rage points) - How much of a bonus is a 3 damage connection? Connecting for 3 damage gives the player a rage bonus equal to the stricken defense of the opponent (eg, 3 energy damage hit on a 40 Resistance opponent, 40 resistance gained). How much more damage will a Rage attack inflict? A rage attack ignores 50% of Defense or Resistance and ignores passive skills INCLUDING Reroute and Shadow Arts of the target of the rage attack. Does rage accumulate when attacking? No. There is no reason to, this is a black and white format to specifically handle tanking builds without promoting just offense in PvP. Please leave constructive criticism. Thank you.
< Message edited by Depressed Void -- 5/12/2012 1:33:48 >
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