With tons o' help from Grim.
Current subtype updates to come later.
The Bug list will be in the next post.
Comments Welcome and appreciated!
--Shield--
Once a turn a shield navi can sacrifice a chip to change its' full damage (Or first damage multiplier if multi, a 10x3 chip would give you a 10 damage shield) to create a temporary HP shield for that amount. These shields cannot be stacked, last until they run out of HP, do not spill over, and take double damage from Break/Impact. Additionally, Break/Impact attacks do spill damage over if they break the shield. (IE: Barrier has 20 HP. Navi takes 100 impact damage. Shield goes down, navi takes 90 damage.)
--Guts--
Guts navis have massive power behind their attacks, adding +30 damage to melee chips (No stacking on Multi), and allowing them to add Microburst to one attack every turn as a free action.
--Custom--
A Custom-type Navi gains a 'charge' for every turn they go without using chips. This charge adds a boost to the damage of all chips used in a turn, and grows for every turn with no chip use. This charge resets on the turn the navi uses a chip, and must be rebuilt from the start.
1 turn with no chip use: 10
2 turns: 20
3 turns: 30
4 turns: 40
5 turns: 60
6 turns (Max): 90
--Ground--
A Ground-type Navi can Burrow/Submerge into any terrain without taking damage, save for terrain that is affiliated with their elemental weakness (If they have one). In addition, Ground navis may burrow/submerge up to 3 times per battle unassisted. This burrow/submerge lasts until you attack.
--Team--
Team navis gain a passive +10 to attacks that are the same element as their allies. So if you had an elec navi with you, your elec attacks ONLY would gain +10. If you had a wood navi and an elec navi with you, both wood and elec attacks would gain +10. On the other hand, if you had two elec navis with you, you would gain +20 to elec attacks. Applies for chips and straight damage in sigs, and stacks on up to three hits of a multiple-hit attack.
One turn every battle, the Team navi can apply this bonus to everyone on their side as a free action.
--Shadow--
Can use Invis once per battle unassisted, and can no longer be heard when using Invis.
Invis Duration:
Levels 1-10: 1 turn
Levels 10-20: 2 turns
Levels 20+: 3 turns
--Bug--
-Gains a 30 damage boost to damage for every bug on them. Damage boost stacks for up to three hits on multi.
-If they do not have a bug on them, one will be generated after 2 turns.
-Actions cap out at 5.
-Healing is half as effective, both given and received.
Bug navis can also apply Bugstrike to an attack once every turn as a free action, which chooses two random bugs and applies one to the target, and one to the user. The bug is applied to the user even if the attack does not land.
Subtype Ideas
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--Bug List (34 bugs)--
-Speed down: Lose 1 action for the duration.
-Health Sap: Lose a percentage (4%?) of HP every turn.
-Damage Down: Your attacks deal 10 less damage.
-Status Horizon: Random (Negative) Status Effect from the sig list.
-Locked Joints: Dodges are half as effective.
-Shoddy Aim: 20% chance to miss.
-Defense Down: You take 10 extra damage from each attack.
-Disabled: You are unable to act for the entire turn.
-Frozen: Your program is frozen. Unable to move.
-Location Error: Randomly teleports around the battlefield. Gives all attacks (Incoming and outgoing) a 50% chance to miss.
-Offense Loss: Buster and Folder Lock.
-Elemental Weakness: You take double damage from a random element.
-Elemental Shift: Your element changes to a random one.
-Elemental Loss: Your element changes to Null.
-Unstable: Your attacks deal 1/4 of their damage to you.
-Chip Loss: Removes 3 chips at random from your folder for the rest of the battle.
-Sig Loss: Disables 3 random signature attacks.
-Buster Loss: Drops a random Buster stat to 0.
-Regret: Your next chip damages you instead of your enemy.
-Spazz: A random number of your actions are spent dodging (poorly).
-Terrain Shift: Panels near you randomly change to Poison.
-Terrain Change: Panels near you always change to Poison.
-Shunt: Uninstalls one NC Program at random.
-Uncustomize: Disables the Navicust.
-Unhealthy: Drops your current HP (If above 100) and your max HP to 100.
-Blind: 90% chance to miss, cannot see.
-Reverse: Zombie.
-Seeing Red: Berserk.
-Remove Element: All of your Elemental attacks are treated as Null Element.
-Subconfiscate: Removes subtype (Unless Bug)
-Subchange: Changes Subtype to Bug.
-Chunk: Random terrain near you changes to Broken.
-Delete: Random terrain near you changes to Missing.
-Half a Man: Halves your current HP.
-Speed down: Lose 1 action for the duration.
-Health Sap: Lose a percentage (4%?) of HP every turn.
-Damage Down: Your attacks deal 10 less damage.
-Status Horizon: Random (Negative) Status Effect from the sig list.
-Locked Joints: Dodges are half as effective.
-Shoddy Aim: 20% chance to miss.
-Defense Down: You take 10 extra damage from each attack.
-Disabled: You are unable to act for the entire turn.
-Frozen: Your program is frozen. Unable to move.
-Location Error: Randomly teleports around the battlefield. Gives all attacks (Incoming and outgoing) a 50% chance to miss.
-Offense Loss: Buster and Folder Lock.
-Elemental Weakness: You take double damage from a random element.
-Elemental Shift: Your element changes to a random one.
-Elemental Loss: Your element changes to Null.
-Unstable: Your attacks deal 1/4 of their damage to you.
-Chip Loss: Removes 3 chips at random from your folder for the rest of the battle.
-Sig Loss: Disables 3 random signature attacks.
-Buster Loss: Drops a random Buster stat to 0.
-Regret: Your next chip damages you instead of your enemy.
-Spazz: A random number of your actions are spent dodging (poorly).
-Terrain Shift: Panels near you randomly change to Poison.
-Terrain Change: Panels near you always change to Poison.
-Shunt: Uninstalls one NC Program at random.
-Uncustomize: Disables the Navicust.
-Unhealthy: Drops your current HP (If above 100) and your max HP to 100.
-Blind: 90% chance to miss, cannot see.
-Reverse: Zombie.
-Seeing Red: Berserk.
-Remove Element: All of your Elemental attacks are treated as Null Element.
-Subconfiscate: Removes subtype (Unless Bug)
-Subchange: Changes Subtype to Bug.
-Chunk: Random terrain near you changes to Broken.
-Delete: Random terrain near you changes to Missing.
-Half a Man: Halves your current HP.
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Ok, I can see Ground, Custom, Shadow, Shield and Team sub types being viable...but, Guts is overpowered imensely, and Bug...No...HELL. NO. I shall give reasons for my idea of the "rejected" two subtypes below.
Guts: Overpowered much? Sure, Melee chips are hard to get unless you stockpile zenny, but...+30 power to already strong attacks and Microburst as a free action every turn...No. If the power increase were lowered and Microburst being added on WITH an action or once per X turns, X probably being 2+ turns, It COULD work and be acceptable.
Bug: Sure, a +30 for every bug could be a bit of a deal breaker, less so thanks to the fact all the bugs that are inflicted, to the user and target, are all negative. And the fact one bug every two turns helps lessen the blow for being overpowered...but...capping actions at 5 and making healing half as effective to and from the navi/SP would not make Bug a very ideal subtype unless the navi was a higher level and the like...maybe make it a "special" sub-type that is only avalable to high level players who have had SOME kind of corruption in their busting runs, be it from a corrupted navi or some sort of special event, that can be cured at some point from the navi shop and the navi gains back their original subtype, seeing as how corruption would make the bug subtype over ride the original subtype of the navi.
Guts: Overpowered much? Sure, Melee chips are hard to get unless you stockpile zenny, but...+30 power to already strong attacks and Microburst as a free action every turn...No. If the power increase were lowered and Microburst being added on WITH an action or once per X turns, X probably being 2+ turns, It COULD work and be acceptable.
Bug: Sure, a +30 for every bug could be a bit of a deal breaker, less so thanks to the fact all the bugs that are inflicted, to the user and target, are all negative. And the fact one bug every two turns helps lessen the blow for being overpowered...but...capping actions at 5 and making healing half as effective to and from the navi/SP would not make Bug a very ideal subtype unless the navi was a higher level and the like...maybe make it a "special" sub-type that is only avalable to high level players who have had SOME kind of corruption in their busting runs, be it from a corrupted navi or some sort of special event, that can be cured at some point from the navi shop and the navi gains back their original subtype, seeing as how corruption would make the bug subtype over ride the original subtype of the navi.
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These seem more in-line with past subtypes. Our current process is more of a one-trick thing.
I would be perfectly fine with a change in this, but the change should apply to all, both new and old. Just applying new ones that do not fit in with the current style of other subtypes is awkward.
I would be perfectly fine with a change in this, but the change should apply to all, both new and old. Just applying new ones that do not fit in with the current style of other subtypes is awkward.
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I'm drolling over Guts type XD
I'll give my thought on each Subtypes~
Shield: A good idea for those who wants to be defensive. But I think half the damage is a good way to balance with the other subtypes
Guts: YES! THIS IS THE PERFECT SUBTYPE FOR MY NAVI....However, I do agree with dark about how it is heavily over powered. If anything, it should be +10 minimum/+20 Max. Or even raise the cap as the level raises.
Custom: Not really sure what to say about this. This is a very tough subtype for those who would start out, especially since they don't have too many chips that are powerful and their busters are very weak (As well as most of the players). I'm not sure how you can balance it, make it per action and lower the buff? *shrugs*
Ground: I haven't tried submerging or any of those in the RP, so I'm not sure about the full benefits of it
Team: Very cool, but again, like Custom Subtype, it won't work too well with the beginners and would be fully beneficial to later players.
Shadow: Like Ground...I haven't used an Invis yet >__>
Bug: Errrr...tl;dr
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These ideas are really good, but I think (if anything), they should be put up as a "high-level subtype". Where these Subtypes are available when they reach certain level.
Keep it up! and I can't wait for the Original Subtype update.
I'll give my thought on each Subtypes~
Shield: A good idea for those who wants to be defensive. But I think half the damage is a good way to balance with the other subtypes
Guts: YES! THIS IS THE PERFECT SUBTYPE FOR MY NAVI....However, I do agree with dark about how it is heavily over powered. If anything, it should be +10 minimum/+20 Max. Or even raise the cap as the level raises.
Custom: Not really sure what to say about this. This is a very tough subtype for those who would start out, especially since they don't have too many chips that are powerful and their busters are very weak (As well as most of the players). I'm not sure how you can balance it, make it per action and lower the buff? *shrugs*
Ground: I haven't tried submerging or any of those in the RP, so I'm not sure about the full benefits of it
Team: Very cool, but again, like Custom Subtype, it won't work too well with the beginners and would be fully beneficial to later players.
Shadow: Like Ground...I haven't used an Invis yet >__>
Bug: Errrr...tl;dr
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These ideas are really good, but I think (if anything), they should be put up as a "high-level subtype". Where these Subtypes are available when they reach certain level.
Keep it up! and I can't wait for the Original Subtype update.
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I think having a branching subtype system with more advanced characteristics might be interesting. This feeds in fairly well to that. New subtypes would exist as they grow more powerful. Most of these seem like a second tier subtype.
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Shield confuses me a little. Is it actually a shield? Or is it a barrier? Having it weak the both Break and Impact makes me unsure. And yeah, full 1:1 conversion is a bit much.
Guts... That's powerfull. Really, really powerful. I love a 100 damage GutPunch as much as the next guy, but... Maybe that's just a touch TOO powerful. <__<
Custom's an interesting idea, although I imagine the only ones who'd be able to take true advantage of it would be buster Navis, who don't really focus on chips in the first place. For the average player, even holding off 1 turn on chips can tough if you don't blow out all your sigs at once.
For Ground, what does "unassisted" mean? Is it a free action 3 times per battle...?
Team... I'm worried that it might be abused a little in single-element focused areas. Throw 2 or 3 Elec/Team Navis into Sharo... Yeeeeah.
Can I assume Shadow's "unassisted" Invis means free action too?
It's funny seeing Bug being so much more involved than the others, but I guess that can't help, it being as weird as it is. I honestly have no idea if it's balanced or not, since the pros and cons are both so extreme. <__<
Guts... That's powerfull. Really, really powerful. I love a 100 damage GutPunch as much as the next guy, but... Maybe that's just a touch TOO powerful. <__<
Custom's an interesting idea, although I imagine the only ones who'd be able to take true advantage of it would be buster Navis, who don't really focus on chips in the first place. For the average player, even holding off 1 turn on chips can tough if you don't blow out all your sigs at once.
For Ground, what does "unassisted" mean? Is it a free action 3 times per battle...?
Team... I'm worried that it might be abused a little in single-element focused areas. Throw 2 or 3 Elec/Team Navis into Sharo... Yeeeeah.
Can I assume Shadow's "unassisted" Invis means free action too?
It's funny seeing Bug being so much more involved than the others, but I guess that can't help, it being as weird as it is. I honestly have no idea if it's balanced or not, since the pros and cons are both so extreme. <__<
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shield:
I'd say half of the chip's attack/heal becomes the sheild, or that it only lasts one turn. most viruses do 10-15 dmg a turn(that I've seen, I stick to low level areas mostly, I think 30 is tops outside of boss) so you could sac' a chip like a cannon and be safe for while...
Guts
so melee chips are the swords, hammers, claws, and fists that already have high damage? I'd just say the micro burst once a turn, maybe a better accuracy at close range once a turn, it's stuck at b rank right?
Custom
so it'd be navi's who spend time picking up navicusts that boost busters and stuff instead of right? it seems ok, and the +90 would only happen in really long boss fights, and that's with really good sigs too...
ground
seems ok...
team
seems a little stong, but then again only really useful in events, plus a lot left to plan out...
also flashbacks to the draken fight and the 4 armed gender swappng robot and that stun he pulled...
Shadow
again, as much as I want it, it's really strong. like bull in a vdeo game store full of ceramic WII's game breaking...
I thought it'd be a passive haste...
bug
I'd say just that last bit, that once per turn you could add a bug effect to an attack, but it lowers accuracy. or make it completely random on which attacks/heals are effected, like 1 in 10 odds...
and maybe the ability to eat bugs for health...
I'd say half of the chip's attack/heal becomes the sheild, or that it only lasts one turn. most viruses do 10-15 dmg a turn(that I've seen, I stick to low level areas mostly, I think 30 is tops outside of boss) so you could sac' a chip like a cannon and be safe for while...
Guts
so melee chips are the swords, hammers, claws, and fists that already have high damage? I'd just say the micro burst once a turn, maybe a better accuracy at close range once a turn, it's stuck at b rank right?
Custom
so it'd be navi's who spend time picking up navicusts that boost busters and stuff instead of right? it seems ok, and the +90 would only happen in really long boss fights, and that's with really good sigs too...
ground
seems ok...
team
seems a little stong, but then again only really useful in events, plus a lot left to plan out...
also flashbacks to the draken fight and the 4 armed gender swappng robot and that stun he pulled...
Shadow
again, as much as I want it, it's really strong. like bull in a vdeo game store full of ceramic WII's game breaking...
I thought it'd be a passive haste...
bug
I'd say just that last bit, that once per turn you could add a bug effect to an attack, but it lowers accuracy. or make it completely random on which attacks/heals are effected, like 1 in 10 odds...
and maybe the ability to eat bugs for health...
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Shield: Get BigHammer1. Put up 160 HP barrier. Never take damage again against viruses without Breaking/Impacting/NorthWind effects. And with some chips...Barrier320 with NOBeam3? Ouch.
Guts: 100 damage from GutsPunch? Aqua Navis can do 120+ with ColdPunch and a high enough level. Enough said.
Custom: THE IRONY. ...Yeah, I think it's really weird how something that originally focused on using a lot of chips would benefit buster/sig heavy Navis. There's gotta be a way to make this a better choice for chip-focused Navis...though I can't think of it, unless it's just 'auto chip power boost'.
Ground: Again, I think this one's weird, since that effect actually contributed towards Shadow instead of Ground in the games. But considering how the site works...I guess I've got nothing. Aside from the fact that typeless Navis can do anything they dang well please terrainwise, while elemental ones are stuck being weak to something. Plus, without FloatShoes, a Navi could conceivably be able to dive into lava unscathed, yet take one step on it and feel the burn. That's non-sensical even by BN standards.
Team: GROUP HUG OF DOOM! ...Yeah, this can't be exploited at all. Just wait for Blower while groups of Fire Navis gang together and use GrassStage beforehand...
Shadow: At least with regular Invis you still have a chance to hit the opponent. With good movement, anything short of something like MarkCannon has no chance during its duration. And even that might not work. And that's not even counting the offensive possibilities it opens up.
Bug: Bug style was fun as heck in BN 3 due to the randomness, and this looks like it'd hold up the legacy. Probably not one I'd use myself here, but I couldn't blame anyone that took it for the sheer random factor.
And that's what I find wrong with each styles...aside from Bug, which is just plain awesome. Also, you're welcome for providing the sarcasm that led to this being made. >:O
Guts: 100 damage from GutsPunch? Aqua Navis can do 120+ with ColdPunch and a high enough level. Enough said.
Custom: THE IRONY. ...Yeah, I think it's really weird how something that originally focused on using a lot of chips would benefit buster/sig heavy Navis. There's gotta be a way to make this a better choice for chip-focused Navis...though I can't think of it, unless it's just 'auto chip power boost'.
Ground: Again, I think this one's weird, since that effect actually contributed towards Shadow instead of Ground in the games. But considering how the site works...I guess I've got nothing. Aside from the fact that typeless Navis can do anything they dang well please terrainwise, while elemental ones are stuck being weak to something. Plus, without FloatShoes, a Navi could conceivably be able to dive into lava unscathed, yet take one step on it and feel the burn. That's non-sensical even by BN standards.
Team: GROUP HUG OF DOOM! ...Yeah, this can't be exploited at all. Just wait for Blower while groups of Fire Navis gang together and use GrassStage beforehand...
Shadow: At least with regular Invis you still have a chance to hit the opponent. With good movement, anything short of something like MarkCannon has no chance during its duration. And even that might not work. And that's not even counting the offensive possibilities it opens up.
Bug: Bug style was fun as heck in BN 3 due to the randomness, and this looks like it'd hold up the legacy. Probably not one I'd use myself here, but I couldn't blame anyone that took it for the sheer random factor.
And that's what I find wrong with each styles...aside from Bug, which is just plain awesome. Also, you're welcome for providing the sarcasm that led to this being made. >:O
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lolz to +30 on 11/15 or so of MeleeMan's future folder.
Team and Guts (especially compared to our current sword) seem overpowered, most of the others are kind of okay.
Team and Guts (especially compared to our current sword) seem overpowered, most of the others are kind of okay.
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All seems good apart from those mentioned previousley. I think that the ground style would be better if like submerged ground navis get a accuracy or dodge boost.
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Quote (Leiquan)
All seems good apart from those mentioned previousley. I think that the ground style would be better if like submerged ground navis get a accuracy or dodge boost.
Well burrowing under the ground makes you pretty hard to hit, so it's really a dodge in itself. ^^
Hm.... these look... ok, so I say after one day of thinking about it.