Signature Attack Help Thread

Maybe dousing is the wrong word...Maybe dying it down :3

Doing the attack won't do direct damage and I'll make sure it does low damage (higher as I get more P.U. of course). For example...

Quote ()

Alphonse bursts out a stream of fires around the enemy, creating a towering fire wall to keep the enemy close. In seconds, Alphonse dashed towards the virii with his sword up high

Mod response: The mets paniked when they saw the navi heading towards them with his sword. They tried to evade the attack by running away, but the fire wall damaged them as they ran away. (5 damage to all mets)


Not a good example since my RP-ing sucks *** >____>;;
Just wanted to bring this up again, since I didn't really get all that much response from the first time I posted it.

Level: 2.0
Name: Recharge
Description: After viewing the successfulness of Voltman's Electric Drain, Shigeru devised a system to allow Voltman to heal with the net's energy. When this sig is activated, Voltman draws in energy and absorbs it, healing his systems as necessary. And, if Voltman has any leftover energy, he can convert it into an electric charge that takes effect when he strikes an enemy.

Effects:
-Voltman gains 90 EP (Electricity Points) (No actions)
-Voltman can convert EP into Healing energy, with the formula of 20 EP=15 Heal (One action to activate)
-When Voltman hits an enemy with a melee attack, he can sacrifice EP to deal extra Elec element damage to his hit, in increments of 5, with a 5 EP=5 Elec Damage ratio. (No actions, other than the original attacking action)
-If Voltman has his Electric Drain barrier, he can sacrifice it to gain EP equal to the barrier's current HP. (One action)
Ok, just to clarify, your sig attack does basically 2 things ideally:

1: Heals 60 damage, for a non-recovery type Navi. That is pretty freaking nice.

2: Makes 2 attacks elec type damage. Not amazingly ideal, but it is nice.

1a. You can also convery about 75% of your barrier's health into real health now (you get 45).

This is all pretty nice stuff. Personally I am hesitant for that much recovery from a non-recovery navi-type, but I am unsure of what the current mods would say it equals.

I would say a 3 turn cooldown after the last of the power is used, at least.



Arson's Delight....
You are basically givingyourself 30 points of ability to block fire attacks every round, using an action, and incredibly powerful fire based RP ability.

I would view this as a total of about 40 points in damage effective. For a level 1 I would rate it at 1 turn cooldown, but that is just me. 0 turn seems a bit spammable...

Quote (RoboTek)

2: Makes 2 attacks elec type damage. Not amazingly ideal, but it is nice.

Ooh... yeah...
Let me clarify.

Quote (My Sig)

-When Voltman hits an enemy with a melee attack, he can sacrifice EP to deal extra Elec element damage to his hit, in increments of 5, with a 5 EP=5 Elec Damage ratio. (No actions, other than the original attacking action) (Can be used more than once)

There. That's better.
Basically, I can use this until I run out of EP.


And as for the recovery thing...

Straight from the rules:
15 heal=20 damage off the cap.

So, 20 EP=15 heal is perfectly legal.
I know what you did, it was quite clear. I was just using that as the remainder because the healing is easier to calculate.

On a side-note, while I do agree that it is legal from the now crazy system of overarching conditions and abilitys for everything. For example, it might be argued that this is an 'additional effect' which now adds 40. No idea when that happened anyway. Likewise, it also might be considered off type because it is recovery for a sword type, which is another 40.

I have no idea what your cap is, but assuming it is 90, then I would deem this slightly too powerful because it is an 'out of type' ability and has a great deal of flexability, including the ability to covert your previous sig for its use.

Personally, I would rate this as a 110-130 damage equivalent sig for these combined reasons.

Reading all of this is begining to make me wonder again if my starting sig is a bit weak. Type changes are not what they were.

Quote (RoboTek)

Arson's Delight....
You are basically givingyourself 30 points of ability to block fire attacks every round, using an action, and incredibly powerful fire based RP ability.

I would view this as a total of about 40 points in damage effective. For a level 1 I would rate it at 1 turn cooldown, but that is just me. 0 turn seems a bit spammable...

No! If it can block 30 fire points every turn, I would make it Level 4 sig or something >___>;; I can pick from either making something fire that can cause damage (Depending on the Mod) or die down fire attacks if against one virii!

Quote (example)


Actions:
1: Sword slash @ Met
2: Sword slash @ Cannondumb
3: Arson's Delight @ Champu's attack
4: Prepare to evade

or

Quote (example)


Actions:
1: Sword slash @ Met
2: Sword slash @ Cannondumb
3: Arson's Delight to create a wall of fire around the remaining virii
4: Prepare to evade


Something like that~
I am aware... that is effectively reducing 30 points of fire damage a round. A level 4 sig? Fire damage is rare enough that it isn't that good. It also takes an action which could be used to dodge anyway. If that isn't it though, I have no idea what you are talking about.
I originally thought of having Arson's Delight to only create fire property for traps, obsticle, and stuff. I only added the dousing fire attacks for extra :D...Maybe I should add another effect, no?
Quite simply, I would word this differently. Perhaps having the ability to spend an action to set on fire or extinguish fire from evironmental objects?

Right now, I believe, you can just set the world on fire though it wont necessarily do damage. It's too loose. The intent is clear but not the restrictions or advantages.

And I suggest you use a better word than dousing
Got a concept...

Charge Trigger: Undecided level (passive)
When using a fire/normal/aqua/elec chip, Kanti may charge the chip for 2-3 turns in order to achieve various effects.

Elec Chip Charges

2 turns - Double damage for an elec chip.
3 turns - Triple damage for an elec chip.

Fire/Normal/Aqua Chip Charges

2 turns - Change chip element to Elec.
3 turns - Double damage, and change chip element to Elec.

(Wood chips are Elec's natural enemy, so they cannot be effected by this ability.)

Cooldown: 3 Turns?

Also unsure if this can be done, seeing as how the Sig is chip-dependent.
Update, because I really want these sigs D=


Haguro (Trans: Feather Black) [Level 3]

Shinokami flaps his wings once, creating a strong, yet harmless wind that blows ten black feathers towards his opponents. These feathers have 1HP each and do no damage by themselves. After two combat rounds, however, any surviving feathers explode, dealing 10 damage to a random target. By expending HP, more feathers can be created on a one-for-one basis, however no more than ten can be created by this means. Cooldown unknown. I'm thinking this part over.

Ame no Ohabari (Trans: Blade of Heaven) [Level 2]

Irkalla and/or Kafziel gain serrated edges, giving a +20 damage boost to Sword chips and normal/charged attacks, which lasts until the end of the current battle, however three combat rounds must have passed before this ability can be used. This effect can be cancelled willingly at any time. The serrated edge of the blade can move like that of a chainsaw and, by expending an action, can deal an additional 20 damage, followed by 2 damage over time per action the enemy uses for two turns. Once per battle only.
Huh... ever notice how most people seem to post their sigs and not even comment?

No matter

As for Nalerenn's stuff...

At first Haguro seems overpowered, but once you realize that it is 100-200 damage possible. but only takes effect two rounds later. The HP efficiency for the conversion is absurd, but if you really look at it, a level 3 sig should be doing around that anyway. It is really just giving you the option of not taking damage if it is for a more minor use.

I would say a three turn cooldown and it will likely be fine when you get up there. Two full combat rounds is a plenty large drawback for the damage this does.

The blade one however....

Basically you are giving yourself +20 damage to sword hits until the end of battle, after 3 turns has passed.

The add-on ability seems pretty much useless. Might in theory have a use in PvP against high speed enemies, but I would find it rare for you to find this an efficient use of an action. Very, very rare. Doesn't seem too overpowered, but forever is potentially a very long time. I am not in a position where I can judge that well.




Kemix...

I am relatively certain that your ability should say actions instead of turns, but I am not positive.

You might want to reword this "can charge elec element attacks" to make it a more general use, but I believe the original intention was for more specific activities than this. You also say that it has a cooldown but claim it is passive.... this is contradictory. I personally would have little issue with a short cooldown, but believe passive might be a bit much. Again though, I am not the best for determining such odd abilities.

It definately isn't horribly overpowered, at least.
I have a pretty good excuse for not commenting on others.... I'm still damned new, so I'm not a good judge of anything yet.

Yes, I meant actions instead of turns.

And I originally intended it to be passive, then I had a second thought and gave it a cooldown, of course, I forgot to move the passive label...

The main point of this would be chip conservation. If I have a good chance of hitting, I could use only one chip to do the damage of two, or even three. The other objective was element conversion. There aren't a whole lot of elec chips compared to the other kinds, so my objective is to find a way to use my element without too much digging around for specific chips. I'm kind of on the fence about having a cooldown or passive effect on this. Maybe add in a "Once a turn" limiter so I don't pull off two full charges in one turn when I max out speed?

@ Nalerenn: This is my attempt at being all smart about things.

Black Feather is impractical in my opinion. So you can get 200 damage at the expense of 10 HP, right? At least in the best of situations. So you mitigate that damageby having the bomb feathers be "pre-detonated" with only 1 HP a piece. In 1v1 combat, you can expect to deal approx 100 damage (purely an estimate) with your 10 HP sacrifice, or about 40-ish without the sacrifice. (Those numbers are based on what I could think up to do with limited chips and speed... I tend to have a "decent" estimation ability, so it should be "close enough") But this seems like the damage would be based on proximity to the target, making your damage much easier to deal with. I'm new to this though, so don't think this is anything close to the final say.

Not so sure on this "Blade of Heaven" (kinda steam-punk in my opinion with the whole chainsaw sword thing). Extra damage is nice, but the effect is... How to put this... Very very situational... I agree with Robo on this.
Kemix, the chip charge ability is a good move. Having to charge it and have a cooldown period really balances the fact that you could charge up some really powerful chips. However, do the chips change names, or does it say elec next to it or something? Example
====
1) Charge chip
2) Charge chip
3) Charge chip
4) Cannon(elec) [(40x2)+ same type element bonus damage]




Nalerenn - The feather attack is interesting. Using it against viruses and other "dumb" enemies would be a good idea, since they might not try to attack the feathers. Wide attack weapons may hit more than one feather, destroying them and causing the attack to be much easier. All in all, Haguro seems like a good strategy attack. I am having a hard time rating the sword move, though.

Now, for my signature attacks.... all I really have are names, and what they do in general.

DeSoul - it would probably attack one enemy with the TriScythe for low damage, but since it removes the enemy's "CoreData" (if a virus) or part of the CoreData (if a navi), it would cause some kind of negative effect on it.

ScytheBoomer - basically using the TriScythe as a boomerang.

Can somebody help me with ideas, please?

I was thinking level 2-3 for the ScytheBoomer, and 2-4 for the Desoul. I know that isn't very helpful, but I'm thinking that one of these should be level 2.0, and one should be 3.0
Adding to my signature attacks - the DeSoul slices "through" the enemy, literally. This pushes the CoreData out. ScytheBoomer - the TryScythe is spun very fast, then thrown. It spins so fast that it looks like a metal disc.
Okay, here's the mechanics:

Scytheboomer
Level of Signature Attack: 2

No other level 2, 3, 4, or 5 upgrades
Damage cap: 90
Damage: 30x3 or 45x2
Cooldown: 3

With the level 3
Damage cap: 100
Damage: 25x4
Cooldown: 3

With both Level 2 upgrades, and the level 3
Damage cap: 115
Damage: 15x7, with a 10 damage slice at the end
Cooldown: Still 3

With the level 2, 3, and 4 upgrades
Damage cap: 115
Damage: 15x7, with a 10 damage slice at the end
Cooldown: 2

With ALL upgrades
Damage cap: 135
Damage: 45x3
Cooldown: 3

Desoul
Level of Signature Attack: 3

No level 4 or 5 upgrades
Damage cap: 100
Damage: 60
Effect: Opponent has a "poison" effect, draining 20 HP for the next two turns (while they restructure their data to compensate for core data loss).
Cooldown: 3

Level 4 upgrade does nothing

Level 5 upgrade
Damage cap: 100
Damage: 80
Effect: Opponent has a "poison" effect, draining 20 HP for the next two turns (while they restructure their data to compensate for core data loss).
Cooldown: 3



Does that work?
This is a Sig attack that Ive had in my mind for a while, but Im not sure How I would implement it on Viruses, because it seems like a NAVI only attack. I dont know What level It should be either.


Static Surge:

Rapidman shoots out pluses of Electric energy at the enemy. While it does not take effect right away, every time the NAVI tried to load a Battle Chip, they take 10 Elec damage. This does not Prevent the Chips use. Lasts 3 turns.
Cooldown: once per battle

Level 2 Upgrades: 15 Damage, 3 turns
Level 3 Upgrades: 15 Damage, 4 turns
Level 4 Updrages: 20 Damage, 4 turns
Level 5 Upgrades: 20 Damage, 5 Turns

Quote (P.A. Master)

Uh...
You might just want to change that to "when they attack" instead of "when they use a chip".


That would probably work, though you'd have to put a limit on it so against a six-action navi it wouldn't do 180 damage at level 1.

Thats why I made it so it only worked against chips, but your way is probably better. Ok then. The Damage Caps for Each level are

Level 1: 90
Level 2: 110
Level 3: 130
Level 4: 150
Level 5: 170


I probably messed it up horribly, but ah well. This thing isnt set in stone anyways. Theres plenty of room for improvement.
Could this work?...

Sig Lvl: 1 [b]
Festival Fire:
As the heat of battle rages on, Alphonse's gauntlet and greaves starts to heat up from his fire based attacks and the friction of his attacks. Both of the armaments starts the turn charcoal black from it's metal luster, each altered separately. The gauntlet blurs the air with it's heat and anything he touches, the part of the gauntlet will catch on a spark of fire. Each time Alphonse punches, his gauntlet would inflict heavier damage with it's new fiery property. The greave's exterior is also charcoal black, but doesn't alter the air from it's heat. But, petit smokes vent out from the sole of the greaves. The sole of the greave is super heated, making every step Alphonse take a burst of fire on his sole, creating a short, but efficient speed boost.

-When activated, lasts thru the entire battle
-When Alphonse uses 5 Punch type attacks, he gains +5 fire-attack to all his buster/charge/offensive sigatk.
-When Alphonse uses 5 Kick type attacks, he gains a higher chance to evade for one turn.