Signature Attack Q&A

Is it possible to use a SigAttack to create a multi-swing weapon that lasts across several turns, until overridden or expired?

I would say that I could just make a damaging sig with recovery actions, but clearly, that would be cheating, because recovery actions can't be spread across turns.

If this is not currently possible, why not?
We were thinking about doing something like that, but it is horribly non-cost effective with our current ruleset (i.e. every swing gets 30 extra nerf points as that counts as a charge time action or something, that's well in the scope of acceptable since you don't get the benefits instantly either; a 6 swing 80 dmg sword would still be something like 400 points), and no one wanted to come up with an effect just for this (if you have an idea, feel free to). Your best bet is probably an object with a passive if you want this cheap...
Multiple Use
Cost: 40 Per turn plus two points per point of damage of the sig after first 20.
Effect: Able to use the granted effect as an action for a number of turns equal to the duration.

I did the math out and this is approximately what the cost would be for a reasonably priced effect that was described above. It might be due for some tweaking, but that is about it.
I was more thinking of what Knight said.

Nerf: Split attack
This SigAttack's damage is not done all at once. It is divided evenly into several "swings" in the same fashion as a Sword chip. Effects besides damage are also divided evenly.
Value: 30 points per "swing"

Example sig: Hidden Blade
200 damage over 4 swings
200 points, Nerf 120 (effective nerf 100), 100 points used, Cooldown 5

Example sig: Taser
Stun x4 over 4 swings
160 points, Nerf 120 (effective nerf 80), 160 points used, Cooldown 2

The nerf is worth 30 points because a Recovery Action is worth 40. This is a weaker nerf than a Recovery Action.

RoboTek's idea is a little different (and not perfectly balanced) because it's on a turn duration, not a number of swings.
when would cooldown start?

since it's pretty much an attack with 4 'charges', it would only really make sense when you run out the cool down starts...
Ugh. That would make it unusably weak.
Mine is different from yours as I was attempting to balance the drawbacks of the use.

Yours is actually already an available ability based upon various interpretations of the nerf system.

The problem with balancing it upon the number of actions the player takes is that there are no passive limiting drawbacks (like there are with duration effects), meaning that you either would get an underpowered effect that has a small level of unique variability (like yours) or a clearly overpowered ability that can simply be used to efficiently distribute and increase damage over multiple actions.

Actually looking at mine, it is surprisingly well balanced when you look at what possible sigs can be made.

Will look into how to tweak it.


Oh, and niax, cooldown always starts on the action the sig was activated, for all sigs. It used to be the case that barriers were like what you described, but now there is nothing like that.
Mm. Recovery Action is a ridiculously bad nerf to use anyway. 40 points for cutting your DPS (if you'll pardon the term) in half? No thanks.
I agree. We are working on sorting some other effects out, once they are done we will probably revisit recovery/charge time (BTW they only add 30 points).
If one was to have a Life Drain sig with an element, if that attack was used on an enemy that is weak to set element, would you get double the heal as well?

For example, let's say I have a wood HP Drain attack of 40 HP called Leech (couldn't care less.) If Leech is used on an Elec navi, would it zap 80 HP instead?

Also, can the health absorbed from HP Drain be distributed to another ally?
That first question was already asked before elsewhere, so I remember the precedent.

Damage is doubled for lifedrain by elemental modifiers, healing is not. (Otherwise it would be ridiculously good)

I don't know about distribution to another ally, but it would seem reasonable (definately if it only did that)
Man, I've been gone so long, I almost forgot about this site. I've been looking through here, and I'm wondering, is it possible to make a sig where I temporarily change one of my chips to a random one for that battle? Of course, I would have to use it the next turn.
Don't think so, unless Glitch or Randomize has one such effect that I wouldn't know.

Quote (zyborg)

Man, I've been gone so long, I almost forgot about this site. I've been looking through here, and I'm wondering, is it possible to make a sig where I temporarily change one of my chips to a random one for that battle? Of course, I would have to use it the next turn.

Unless someone stealth changed it, chip assisted sigs are still banned.
*cough cough* Ack. A bit dusty in here. Guess everyone's smart enough to figure things out for themselves nowadays. : |

Anyway, i'm still getting my ass kicked by the Object Summoning rules, since my discussions on the chat elicit rules that don't seem to be written down anywhere. So here's a few things on my mind.

Quote ()

Object W/Sig Cost ((120HP = 120) + ((Movement = 20) Automated = 60) + (("Object Melee Attack" = 60) Automated = 180) + (Buster Lock nerf = -80) = (120 + 60 + 180 - 80) = (360 - 80) = 280/440points) = [210 points, 290 8CD]

"Object Melee Attack":  ((Melee Type + 30 Damage + (Break = 20) + (Knockback = 10)) = 60) 


So this is an object that every turn will move around and smack someone upside the head. Above is the calculated cost of one interpretation of its abilities. The HP, Automated Movement and Automated Attack could come up to 360 points, which is 9 TCD. With the Buster Lock nerf it becomes 280 points, although the total 440 makes it 11 TCD.

This is all straightforward, but then comes in Blueprints which makes object sigs cost 1/4-Of-Total less. If I understand correctly, this only effects the points I put in from my sig pool, which makes the 280 points into 210. So then the 80 nerf puts the total TCD points in the 290s for 8 TCD.

I just wanted someone to verify my thinking in case I balls something up along the way.
You couldn't make that Sig now even if you wanted to due to the cap on Sigs at your level.

Anyway. The turn cooldown is based on the total amount of points. Not the points used for the Sig from your pool, but the points if you add all effects to each other. In this case it would be 11 TCD as you claimed. Blueprints does not decrease TCD, only points used.
Yeah, that's why I don't have any object sigs now. Saving up for when they're worth it.

Thanks for the input. (^.^ )b
In the subtypes section, it lists that Recovery-type navis can heal for the cost of 3:3 sig points instead of 3:4.

Question: What about HP Drain? This is also technically a form of recovery, shouldn't it get a discount as well?

EDIT: Also, if an attack has a Multi-Hit Attribute clause (NOT Spread/Blast/Nova), can the entire attack still be aimed at one target in the absence of other targets to spread to?
No, Drain doesn't and will not get a discount from Recover subtype. Your last question is asking about Multi-Target, not Multi-Hit, since Multi-Hit only has one target. The answer is no, Multi-Target can not be re-combined towards a single or fewer target(s).
Okay. Next question: multi-hitting multi-target attack. Is it allowed? Also, would effects be allowed?

Example: 4 attacks of 5 damage with Break attribute, copied to 3 targets.
( ( 5 x 4 ) + 20 ) x 3 ) = 120 points.