Post by Staffbot on Feb 16, 2021 16:42:43 GMT -5
Techniques |
Combat on Dragon Ball: Sparking is primarily conducted through the use of customized techniques to deal or mitigate damage. The standard types of techniques are as follows:
Attack Techniques are proactive techniques that can deal damage to other characters. Examples include the classic Kamehameha Wave, or a melee flurry like the Wolf Fang Fist.Defense Techniques are reaction-based techniques that are used in response to the Attack Techniques of others to mitigate oncoming damage. Defense Techniques will be a catch-all that combines skills such as Afterimages or Barriers.Support Techniques are not damage or defense-based, yet still combat-applicable techniques that have a myriad of supportive functions, from increasing your power, escaping threads, or splitting into multiple Multiforms. These techniques cannot be customized like Attack and Defense can be. These do not cost KP to use unless otherwise stated.Utility Techniques are non-combat based techniques that are usually passive or otherwise do not require any KP or MP to use. These range from things like Ki Sensing to Ki Suppression, Telepathy, and even more niche or custom skills like Four Witches.
SPARKING Techniques are powerful techniques that are enhanced versions of an Attack or Defense technique. They have unique abilities and many more options for customization, though in turn they are only useable once per thread and cost certain amounts of Momentum to use as well...
Remember- Standard Techniques refers to all normal Attack, Defense, and Support techniques! This term does not include any Sparking or Utility techniques! Standard Attack, Standard Defense, Standard Variants, etc also refer to non-sparking versions of these.
How to Gain Techniques
Your character earns one new Standard Technique Slot for every 10,000 base PL they have, unless a trait states otherwise. These technique slots can be spent to acquire any standard Attack, Defense, or Support technique. Alternatively, you can buy a new slot for 4,000 XP in the XP shop with a Dojo Coupon under the Techniques and Respec section.
Utility techniques are not gained naturally. Instead, you purchase them for 1,500 Zeni with the "‘Ki for Dummies’ Guidebook," purchasable in the Consumable section of the Zeni Shop.
You gain one SPARKING technique slot 100,000 PL, and start with one Sparking Slot.
You can use one attack and one defense technique per post maximum. In addition, only one of your two techniques per turn can be used to deal with any one incoming source of damage. (You cannot, for instance, fire an Attack at an incoming Attack to reduce incoming damage, and then use an Evasive Technique to dodge the remaining amount.)
All Attack and Defense techniques have their effectiveness calculated in the form of a set percentage of the user's Power Level. For example, if a character has 20,000 PL, a 10% technique will have 2,000 PL, while a 50% technique will have 10,000 PL. You calculate damage by determining what percent a technique is of your current total PL- i.e a 5,000 PL technique will deal +25% damage to a character with 20,000 PL. We encourage use of the Percentage Calculator to easily determine this.
All Attack and Defense techniques have their effectiveness calculated in the form of a set percentage of the user's Power Level. For example, if a character has 20,000 PL, a 10% technique will have 2,000 PL, while a 50% technique will have 10,000 PL. You calculate damage by determining what percent a technique is of your current total PL- i.e a 5,000 PL technique will deal +25% damage to a character with 20,000 PL. We encourage use of the Percentage Calculator to easily determine this.
Status Effects |
Status Effects are simply a way to categorize the effects caused by certain techniques. At the moment, there are only four effects and a limited number of variants or items that cause them. You may use this to clearly label what effects your character is under at any given time during a fight. Effects do not stack unless stated otherwise.
BLEEDING
When this is applied, you take 15% of your own PL as damage at the end of your turn. The amount of turns this lasts varies based on the effect that applied it.
Applied by; Bleed, Bleed+
EMBOLDENED
When this is applied, the next non-sparking technique you use has an additional +20% power. Doesn’t activate if the technique you used costs 0 KP.
Applied by; Inspire, Taunt, Inspire+, Taunt+
EXHAUSTED
When this is applied, the next technique you use has 10% less power. Cannot reduce techniques below 10% power.
Applied by; Exhaust, Exhaust+
POISONED
When applied, this reduces your transformation modifier by -x1. The effect lasts until the end of your turn. The amount of turns this lasts varies based on the source of application.
Applied by; Destron Flask
Standard Technique Customization |
Standard techniques are divided into three types: Light, Medium, and Heavy. Light Techniques do not deal much damage but are much more efficient with their KP use, while Heavies can do much more damage at the cost of more KP, leaving you vulnerable afterwards, and Mediums are a happy middle ground. We encourage you to have a mixture of all types of techniques!
All techniques have a certain amount of Technique Points (TP) that can be used to augment them to have more power, cost less KP, or have certain variant effects that provide special situational properties to your technique, which are listed in depth further below.
These costs can be difficult to understand at first, so we've created a handy TP Calculator for you to use when making your techniques - just be sure to make your own copy for personal use.
These costs can be difficult to understand at first, so we've created a handy TP Calculator for you to use when making your techniques - just be sure to make your own copy for personal use.
Light Techniques 3 TP BASE STATS Power: 10% Cost: 2 KP | Medium Techniques 4 TP BASE STATS Power: 30% Cost: 4 KP | Heavy Techniques 5 TP BASE STATS Power: 50% Cost: 6 KP |
Technique Point Upgrades |
All techniques have a certain amount of TP to spend, which you can allocate to any of the below upgrade options freely:
POWER UPGRADE: Gain +10% to your technique's power per 1 TP spent.
KP COST REDUCTION: Reduce KP cost by -1. Costs 2 TP. Purchasable twice at maximum. Reducing KP cost a second time only costs 1 TP.
ADD VARIANTS: Standard Variants cost 2 TP, with any exceptions stated at the end of the description of the variants, such as Splitting with a cost of 1. You can have a maximum of two Standard Variants on a single technique. See the variant selection below.
Variants are purchasable upgrades that add unique functions to your technique in certain scenarios. Both Attack and Defense techniques have separate variants that can be applied to each. Some variants have a different cost to the standard 2, stated at the end of their description.
ATTACK STANDARD VARIANTS
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Homing: Your technique completely ignores Defensive Techniques of the same or lower tier that have the Evasive Variant. When used against a higher tier Evasive Variant, Homing attacks instead gain 20% to their power.Splitting: Your technique will split into two even, half-strength attacks. All variants are applied equally to both halves. These halves must target two different characters. This Variant costs 1 TP.Merging: Your technique may combine with up to two other techniques with this Variant. These techniques will be considered as a single technique for damage calculations, and may carry a single additional variant from one of the techniques used to merge.Bleed: Your technique will inflict the Bleeding Status if it deals more than 20% damage to a target. This will last two turns.
Overflowing: Your technique gains an additional 10% strength when clashing with any other technique, and cannot be fizzled.Inspiring: Your technique grants the Emboldened Status to a chosen character other than yourself, provided your technique deals at least 10% damage.Exhausting: Your technique applies the Exhausted Status when it deals at least 10% damage to a target. This will last until your target uses their next technique.Piercing: Your technique halves the power of all Defensive Techniques that do not have the Evasive Variant.
Stasis: Your technique may be held in reserve for up to three turns. Each turn, you may use it as normal or pass it to another character with the relevant action.
DEFENSE STANDARD VARIANTS
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Distanced: Your technique may be used to defend an ally without you putting yourself in danger. Any bleed-through that results will be dealt to your ally, though they may still use an action to defend themselves. Characters can only benefit from Distanced Variants once per post.Splitting: Your technique will be split into two, even-strength defensives. All variants are equally applied to both halves. The user deals with all bleed-through resulting from damage calculations. This will target the user as well as one other ally. This Variant costs 1 TP.Evasive: Your technique gains +40% power, but can only be used if it would exceed the total strength of an oncoming attack. May only be used to defend yourself, and may only be used to avoid one attack. Cannot be paired with any other Variant.Shield: Your technique will reduce any bleed-through from a failed defense by 30%, if your PL is within 60% of the attack's remaining PL.Reflective: Your technique will unleash any remaining PL at an opponent in the event of a successful defensive clash. This will function as an Attack Technique, and will gain a +20% bonus to its offensive power.Sustained: Your technique lasts for three posts, including the post it was deployed on, or until broken. Sustained Variant techniques do not require an action to be used for defense.Taunt: Your technique grants the Emboldened Status if it survives a defensive clash with 40% or less of its power intact.
Stasis: Your technique may be held in reserve for up to three turns. Each turn, you may use it as normal or pass it to another character with the relevant action.
SPARKING Techniques |
SPARKING techniques are extremely powerful, upgraded Attack or Defense techniques. Sparking techniques can be Light, Medium, or Heavy just like their standard counterparts. However, Sparking Techniques have DOUBLE the TP to spend. Light Sparkings have 6 TP to spend, Mediums have 8, and Heavies have 10.
In addition to this, Sparking Techniques have unique Sparking Variant options that all cost 2 TP each. These options do not count to the normal variant's cap of two per technique- however, you can only purchase two Sparking Variants maximum as well. Sparking Variants are a different category of variant that variant-affecting traits and items cannot alter unless Sparking Variants specifically are stated.
Regardless of how many Sparking Techniques you have, you can only use ONE of ANY OF YOUR SPARKING TECHNIQUES per thread. In addition to its KP cost, Sparking Techniques cost momentum to fire. Lights require 3MP, Mediums require 4MP, and Heavies require 5MP.
The unique variant options for Attack and Defense Sparking Techniques are as follows:
The unique variant options for Attack and Defense Sparking Techniques are as follows:
ATTACK SPARKING VARIANTS
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Disappointment: If an opponent takes less than 20% damage from your attack, regain half of the KP used to fire it. This rounds down in the case of decimals, and stacks with other KP regaining effects.Preparation: You charge your attack for up to two posts. Charging for one post adds +20% to your Sparking Technique’s power, while two posts adds another +20% atop (40% total). You fire the post after you finish, but your KP and MP is consumed when you start the charge. You cannot regain KP naturally while charging, but your passive MP regeneration continues normally as you charge. You cannot use any other techniques while charging unless you fire or cancel your charged attack.Back-Up Plan: When you use your Sparking, you generate a sustained Defensive Technique. Value depends on the size of your Sparking. Light: 20%, Medium: 30%, Heavy: 40%.Quake: When you fire your Sparking Technique, you fire additional attacks equal to 20% of the attack's power to all other participants in the thread. Any additional variants or effects applied to the Sparking Technique do not carry over to the extra attacks given by Quake. If you spend an extra 1 TP this variant becomes Quake+ and also ignores up to 3 other characters of your choice when used.Counter: When you fire your Sparking Technique, you may also use a 60% Evasive Technique to dodge an incoming damage.Fatigue: If you successfully deal at least 30% damage to your opponent, reduce their KP by 1. Only activates on one target.Careful: You may fire your Sparking with less than full momentum. Must still use all available momentum. For every point below the required amount of Momentum you are, your Technique loses 10% of its total power.Variant Booster: You may enhance the effects of one existing variant listed below, provided you have its original version on your technique as well. You may select this trait multiple times if you have multiple normal variants.Homing+: Your technique gains an additional 20% power when intercepted by a character other than the original target, and inflicts -1 KP. This can reduce the new target to negative KP.
Splitting+: Your technique may now split into four, and gains +10% to its total power prior to splitting.
Merging+: Your technique may now merge with up to three Standard Merging Variant techniques.
Bleed+: Your technique deals two consecutive Bleeding Statuses, causing the target to bleed for four turns instead of two.
Overflowing+: Your technique cannot be reduced below 75% after winning a clash against an offensive technique.
Inspiring+: Your technique grants Emboldened Status to both yourself and an ally of your choice, upon dealing at least 10% damage.
Exhausting+: Your technique applies two consecutive Exhausting Statuses, causing their next two techniques to be reduced by 10%.
DEFENSE SPARKING VARIANTS
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Heavy Metal: After your barrier breaks, you gain +20% to Defensive Techniques for 3 rotations. Cannot be paired with Evasive.Mending: If any amount of this Defense technique’s PL still remains after damage calculation; the user heals by 20%. This bonus goes to whoever is defended if Distanced is part of the technique, and heals for 20% of the original user's power-level. Cannot be paired with Evasive.Vengeance: If your barrier breaks and you are defeated as a result, you can send a parting shot to the attacker for 60% of your PL for 0 KP before being KO/Wounded/Killed. Cannot be paired with Evasive.Lightspeed: If you use an attack technique on the same turn as your defense technique, your attack gains +20%.Stress Test: For every technique targeting the user of this technique, it gains +10% power, to a maximum of +40%. Cannot be paired with Evasive.Careful: You may fire your Sparking with less than full momentum. Must still use all available momentum. For every point below the required Momentum you are, your Technique loses 10% of its total power.Variant Booster: You may enhance the effects of one existing variant listed below, provided you have its original version on your technique as well. You may select this trait multiple times if you have multiple normal variants.Distanced+: Your technique now grants the target a 20% bonus to their next defensive technique, provided it is used on an ally.
Splitting+: Your technique can target up to four others and gains +10% to its total power before splitting per ally targeted.
Evasive+: Your technique may be used to dodge multiple attacks, so long as they do not combine for more than your technique power.
Shield+: Your shield now reduces bleed-through damage by 50%, up from 30%.
Reflective+: If your shield loses at least 50% of its power, double the power of the attack generated by Reflective.
Sustained+: Your technique now lasts for four posts, and regains 10% of its total power each turn until it is broken or expires.
Taunt+: Your technique now grants two stacks of Emboldened Status, which you may use on different techniques.
You can see examples of completely set-up techniques in the Pre-Built Techniques thread.