The "Everything you ever wanted to know" Thread

Alright so... Bugfrags.

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You only gain Bugfrags while the SP is out. If some else has their SP out, and you do not, you do not gain any BugFrags.

You gain 1 Bugfrag/per 20 HP of the Viruses you destroy. This is per virus, and is rounded up. If multiple Navis are present, the one in control of the SP only gets BugFrags for viruses they actually delete. BugFrags are similarly split in this manner when multiple Navis have SP's.


-Do you gain bugfrags from deleting navis?

-What if you don't delete them and only cause them to EJO?

-What if they ran from battle rather than you causing their defeat?

-Regarding "the one in control of the SP only gets BugFrags for viruses they actually delete" part, does the number of bugfrags gained have to do with the amount of damage dealt or do the total rewards of the kill simply go to whoever dealt the finishing blow?
Some bosses have deceptively low HP, but that's for another day.
Personally, I'd have hits tracked to HP, then rounded per 20HP for bugfrag count.

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Actually, that's wrong. There is debate on the matter, but as of the moment, Undershirt has no limit on activation. So long as you have more than 1 HP, Undershirt will protect you. Whether that's once per battle or once per action, it doesn't matter.

So how do you 'kill' someone with an Undershirt if it protects you against every hit as long as you have 1 hp?

Quote (Azureink)

Quote (Bomber)

Actually, that's wrong. There is debate on the matter, but as of the moment, Undershirt has no limit on activation. So long as you have more than 1 HP, Undershirt will protect you. Whether that's once per battle or once per action, it doesn't matter.

So how do you 'kill' someone with an Undershirt if it protects you against every hit as long as you have 1 hp?

Undershirt puts you at 1 HP if you had over 1 HP before the attack hit. If you hit someone who has 1 HP, they will EJO regardless of an Undershirt.

Additionally, Undershirt will not protect you from the sacrifice nerf.

Quote (Pocket)

Quote (Azureink)

Quote (Bomber)

Actually, that's wrong. There is debate on the matter, but as of the moment, Undershirt has no limit on activation. So long as you have more than 1 HP, Undershirt will protect you. Whether that's once per battle or once per action, it doesn't matter.

So how do you 'kill' someone with an Undershirt if it protects you against every hit as long as you have 1 hp?

Undershirt puts you at 1 HP if you had over 1 HP before the attack hit. If you hit someone who has 1 HP, they will EJO regardless of an Undershirt.

Additionally, Undershirt will not protect you from the sacrifice nerf.

Ah. So as long as I keep in the 2 hp every time and not sacrifice, then I would be effectively invincible. Assuming I can keep at 2 hp after every attack.
Theoretically. But in practice that's pretty much impossible due to multihits/multiple opponents/delayed damage/terrain/probably some other stuff too.
If I played an elemental navi and used a battle chip that is the same element, do I list the extra damage done in the summary of the post?

Quote (Azureink)

If I played an elemental navi and used a battle chip that is the same element, do I list the extra damage done in the summary of the post?

Yes, you should show what elemental bonuses you utilize (especially since the amount of bonus dmg depends on if you target only 1 enemy as opposed to multiple). This helps mods keep track of damage easier, since your elemental bonuses eventually increase as you level up.
I have seen many people use actions that I have not seen in the rules, such as burning a use of a multi-use weapon to enhance another action, as well as moving and increasing accuracy without aiming. Is there a thread that lists these optional rules?

Quote (Azureink)

I have seen many people use actions that I have not seen in the rules, such as burning a use of a multi-use weapon to enhance another action, as well as moving and increasing accuracy without aiming. Is there a thread that lists these optional rules?

To my knowledge, there is no such list. But I like to think as an RP board we encourage people to try unorthadox methods of attacking and moving so long as the effects are still entirely determined by mods. You are free to do whatever you want, but the success rates of various actions vary depend on RP quality and plausibility to some extent.

So, it is not listed anywhere that you may throw a sword in order to deal damage to a target that is not within melee range, but many people have done it. The logical conclusion, however, is that you don't get to keep swinging the sword after you've thrown it.

The hyperbole to this example is the "40% metal" meme where it was claimed that Magbolts had an effect on the trajectories of Boomerangs because they contained 40% metal.

One final note, please do not dictate the desired effects of your unconventional actions in the turn summary, as it may confuse the mods as to how you achieved such an outcome.

Something like "Heatshot + Cactball = ? damage" would be acceptable.
Something like "Heatshot + Cactball = 4 x 70 damage", not so much.

Quote (Azureink)

I have seen many people use actions that I have not seen in the rules, such as burning a use of a multi-use weapon to enhance another action, as well as moving and increasing accuracy without aiming. Is there a thread that lists these optional rules?

Yeah, I do this a lot with my chips (using 2 actions/chips at the same time as '1' attack) and the way I think it works is by 2 means, RP quality and the actual move(s).

Think of this way, the actions you actually take/list are the base, and the RP quality are bonuses to suceed.

If you take an action to do anything, it has a certain chance to succeed. If you write better with more description, it has a better chance of working. You could write a bit about aiming it without actually using an action for aiming, and it will still give a 'boost' to succeeding since it helps describe the attack.

However, actually spending an action to help with aiming, adding speed or concentrating will 'guarantee' it will work; especially for those who can't write goods, likes I does.

as for the "Heatshot + Cactball" example, I always consider anything like that to be 2 separate attacks...

...Especally after a wood type navi got the idea to combine a flamehit and a dash(?) chip an wound up setting herself on fire...
I have two questions:

1. I have seen multi-target to one-target signatures. As in: 30 damage to two targets or 60 damage to one target. Is this legal? I thought it was one or the other.

2. Going off the first question. Is it possible to add six stuns to the same signature, thereby canceling someone's entire turn or multiple one action virii? I thought stuns were limited to one per signature.
1. The only way for that to be legal is if the person in question paid 120 points for all possible damage. If they only paid 60, then no, it's not legal.

2. Stun stacks, yes. However, Stun gets less reliable for each additional instance of it, meaning that someone could very well RP their way out of 6 actions of Stun.
1. Well if that is the case, of having to pay for the combination of signatures, then I will use the example of Red's Caramel Stickiness, which would be 180 pts and 5 TCD. Which it isn't.

Caramel Stickiness: [Stun three opponents for 1 action, or one opponent for 3 actions](3).

By your explanation, Caramel Stickiness should be 90 (Stun 30 x3, multi-target) + 90 (Stun 30 x3, one target) = 180 pts. Which is 5 turns of cool down, not 3.

If it was 3 turn cool down, then Red is using three instances of Stun to multi-target or one target, without paying for both combined.
Apparently I could pay 30 + 35 + 40 for that, but that was 2 years ago, and the rules certainly changed, and no one had any problems with it.

I blame Demonstar.

((Random link to topic in question: http://z10.invisionfree.com/RockmanChaosNe...howtopic=3203))
I don't know where he learned math, but that doesn't make sense. Maybe it did at the time.
At the time, there was an additional cost for stacking effects.
Then signatures need to be changed! It is confusing the newer members... aka me.
At any rate, what Bomber said is true, and the sig system right now isn't too bad really. It's good to always have questions.... sometimes.
Two questions:

1. Is it possible to find a thread or something that explains the effects of things you cannot put into signatures, such as piercing, line attack, and aura?

2. Since the rule was handed down about minimum 20 hp for barriers and casings, does that 20 rule apply to things like strengthens, heals, and the like?