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 every 100,000 PL, and start with one Sparking Slot.
You can use one ATTACK ACTION (AA) and one DEFENSE ACTION (DA) per turn. Support Techniques do not use an action unless explicitly stated. You may only use one of your actions to respond to a unique instance of incoming damage, but you can use a single action to respond to several instances of unique damage so long as it is a Defense Action. (You cannot, for instance, fire an Attack Action at an incoming Attack to reduce incoming damage, and then use an Evasive Technique to dodge the remaining amount. You MAY use a Defense Action to block multiple attacks.)
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.
Rounding Rules: When calculating the damage result, sometimes you'll get strange results with decimal percentages, in this case we use rounding. 0.5%+ rounds up, everything else rounds down. Any mechanical source of damage dealt is always rounded to 1% damage dealt at minimum.
Status Effects |
Status Effects are simply a way to categorize the effects caused by certain techniques. At the moment, there are NINE 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. The POTENCY, but not necessarily duration, of effects cannot stack unless stated otherwise. Ex: Multiple applications of Bleed will not increase the damage per turn, but decide how many turns the victim has the status applied for.
BLEEDING [DEBUFF]
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. Damage begins to tick the turn after this status is applied.
Applied by; Bleed, Bleed+, Sharpened, Sharpened+
EMBOLDENED [BUFF]
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 [DEBUFF]
When this is applied, the next technique you use has 10% less power. Cannot reduce techniques below 10% power.
Applied by; Exhaust, Exhaust+, Sticky, Sticky+
POISONED [DEBUFF]
When applied, this reduces your PL by -15%. 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, Beast Within, Toxic
POWERED UP [BUFF]
When applied, this increases your PL by +15%. The effect lasts until the end of your turn. The amount of turns this lasts varies based on the source of application.
Applied by; Transformation Boost, Bolster
DESTRON [DEBUFF]
When this is applied, you are afflicted with POISONED, additionally taking 5% of your own PL as damage at the end of every turn for four turns.
Applied by; Destron Machine
CHARGING
When applied, you are rendered temporarily defenseless while gathering energy. The +% gained varies based on the source of application. While in this state, you cannot use Techniques and do not regain KP, but you gain MP normally.
Applied by; Wind-Up, Preparation, Expansion
WINDED [DEBUFF]
When applied, you are unable to gain Momentum Points (MP) on your current turn or the following turn.
Applied by; Max Power*
ROUSED [BUFF]
When this is applied, the next non-sparking technique you use has an additional +10% power. Doesn’t activate if the technique you used costs 0 KP.
Applied by; Warrior Heritage, Extensive Training, Gang-Up
WINDED [DEBUFF]
When applied, you are unable to gain Momentum Points (MP) on your current turn or the following turn.
Applied by; Max Power*
ROUSED [BUFF]
When this is applied, the next non-sparking technique you use has an additional +10% power. Doesn’t activate if the technique you used costs 0 KP.
Applied by; Warrior Heritage, Extensive Training, Gang-Up
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: 40% Cost: 4 KP | Heavy Techniques 5 TP BASE STATS Power: 70% 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.
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
{Spoiler}
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. This Variant costs 1 TP.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 starting the turn after the initial hit.
Overflowing: Your technique gains an additional 10% strength when clashing with any other technique, and cannot be fizzled unless beaten in power.Inspiring: Your technique grants the Emboldened Status to a chosen character other than yourself, provided your technique deals at least 10% damage to a non-ally.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. This variant costs 1 TP.Wind-Up: Your technique gains +20% power, but it only launches at the start of your next turn. Others can clash with the technique before it's ready to deny this benefit. You gain the Charging status until this technique is used or clashed with, whichever comes first. This Variant costs 1 TP. Can be paired with Preparation, but this variant is the first to give you the Charging status and allows others to react to it before the other variant.Splash: Choose one character other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at the chosen character equal to 20% of the technique's power. Do not apply variants to this additional technique. This variant costs 1 TP.Pressure: Your technique now does minimum bleed through when it wins against defensive techniques. It can only be reduced to a minimum of 40% of its original power in defensive clashes. In addition, the defensive technique clashing with this one cannot be used to clash with any other technique on their post unless it has the Sustained or Sustained+ variant.Lock-On: Your technique has +40% 'Effective' power against Escape techniques for purposes of blocking the Escape. This does not increase the damage value of your technique.Sniper: Your technique gains +60% power if intercepted by another player. In addition, if intercepted, this technique will nullify non-evasive standard variants (except for Distance and Stasis) on a defensive technique clashing with it if said defensive technique is not of a tier higher than this technique.
DEFENSE STANDARD VARIANTS
{Spoiler}
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. If the resulting technique costs 1 KP, the bonus granted by evasive is reduced to +20%. It can only be used if it would match or exceed the power of an oncoming attack. May only be used to defend yourself against one attack. Cannot be paired with other Variants unless specified. Evasive Techniques do not generate MP.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. An ally damaging your reflective technique will not trigger its effect.Sustained: Your technique lasts for three posts, including the post it was deployed on, or until broken. You may choose not to respond to or respond to certain techniques only with sustained. If used after it's initial cast turn, it does not take your defensive action and doesn't prevent further mitigation against potential bleedthrough.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. This variant costs 1 TP.Wind-Up: Your technique gains +20% power, but it only launches at the start of your next turn. Others can clash with the technique before it's ready to deny this benefit. You gain the Charging status until this technique is used or clashed with, whichever comes first. This Variant costs 1 TP. Can be paired with Evasive. Can be paired with Expansion, but this variant is the first to give you the Charging status and allows others to react to it before the other variant.Layered: Your Technique gains +20% power for every offensive technique it survives, up to a maximum of +40%.Spiteful: If your technique is defeated and you take at least 20% damage, gain the Emboldened Status. The technique you use this stack of Emboldened on can only be an offensive technique.Impulse: If your technique is defeated and you take at least 20% damage, immediately gain 1 MP, ignoring MP regeneration caps.Sticky: If your technique is defeated, you take at least 20% damage, and are no weaker than 60% of your opponent's PL, inflict the Exhausted Status on one character who overcame your technique.Sharpened: If your technique survives a defensive clash with 30% or more of its power intact, afflict one character that has hit your barrier with one turn of the Bleed Status if you are within 60% of their PL.
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.
In terms of using your Sparking Techniques, you can only use each of them ONCE 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
{Spoiler}
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: After initiating your technique, you enter the Charging state for up to two turns, after the turn you initiated it. Your technique gains +40% power for each turn spent in the Charging state.
This takes your attack action on the turn it is initiated but not the turn it is fired, provided they are on different turns. On the turn it is fired you can only recover 1 KP naturally and do not generate MP from the technique.
This can be clashed with early with any attack technique. This will end Charging immediately, but allies may intercept this early clash. The technique can only be boosted on the turn it is fired.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.
Triple Threat: Your technique may now have three Standard variants, but no other Sparking variants. You receive a 1 TP discount on the bonus variant gained from this.Toxic: If you successfully deal at least 30% damage to your opponent, inflict the Poisoned Status on them for two turns, including the turn they are hit.Slowing: If you successfully deal at least 30% damage to your opponent, reduce their MP by 2. Only activates on one target.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. Additionally, if intercepted by a technique that is not a higher tier than this technique, it instead splits into two halves. With variants intact, one half clashes with the interceptor's technique while the other continues onto the original target. This only occurs once.
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 to a non-ally.
Exhausting+: Your technique applies two consecutive Exhausting Statuses, causing their next two techniques to be reduced by 10%.
Piercing+: Your technique cuts the power of all Defensive Techniques without the Evasive Variant if they are not of the same tier of technique or higher by two thirds, and otherwise cuts their power in half. In addition, neither Shield nor Shield+ techniques can activate against this technique if they aren't a higher tier than it.
Stasis+: Your Stasis technique now lasts for six turns, and can be traded between players multiple times.
Splash+: Choose two characters other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at both chosen characters equal to 30% of the technique's starting power. Do not apply variants to these additional techniques.
Pressure+: Your technique now does minimum bleed through when it wins against defensive techniques. It can only be reduced to a minimum of 60% of its original power in defensive clashes. In addition, the defensive technique clashing with this one cannot be used to clash with any other technique on their post unless it has the Sustained or Sustained+ variant. Neither Spiteful nor Sticky techniques can activate against this technique if they aren't a higher tier than it.
Lock-On+: Your technique has +50% 'Effective' power against Escape techniques for purposes of blocking the Escape. This does not increase the damage value of your technique. Upon a successful hit, prevents the target from attempting to escape again for three turns.
Sniper+: Your technique gains +80% power if intercepted by another player. In addition, if intercepted, this technique will nullify non-evasive standard variants (except for Stasis) on a defensive technique clashing with it if said defensive technique is not of a tier higher than this technique, and Standard Distanced outright cannot be used against this technique. If still intercepted, the interceptor cannot use attack techniques on the round they intercept this technique unless they are aimed at you.
DEFENSE SPARKING VARIANTS
{Spoiler}
Heavy Metal: After your barrier breaks, you gain +20% to Defensive Techniques for 3 rotations.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 base power-level against the recipient's Base PL.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.Lightspeed: If you use an attack technique on the same turn as your defensive technique, your next offensive technique this turn gains +20%. In instances where more than one attack technique is used only the first technique gains the +20%. Can be paired with Evasive.
Triple Threat: Your technique may now have three Standard variants, but no other Sparking variants. You receive a 1 TP discount on the bonus variant gained from this.Expansion: After initiating your technique, you enter the Charging state for up to two turns, after the turn you initiated it. Your technique gains +50% for each turn spent in the Charging state.
This takes your defense action on the turn it is initiated but not the turn it is fired, provided they are different turns. On the turn it is fired you do not generate MP from the technique.
This can be clashed with early with any attack technique. This will end Charging immediately, but allies may intercept this early clash. The technique can only be boosted on the turn it is fired.
Bolster: Your technique grants the Powered Up Status if it survives a defensive clash with 40% or less of its power intact. This status lasts for two turns, including the turn this variant is successfully used.
Misdirection: Upon beating an offensive technique with this technique, turn its remaining power into an offensive technique that steals one standard variant from the losing technique and gains stasis. This technique can be aimed at anyone in the thread. Cannot be paired with Reflective or Reflective+. Can be paired with Evasive, and in such a case the difference between the Evasive technique and the offensive technique is used for Misidrection's calculations.
Do Or Die: Your technique gains 40/80/120 'Death Resist' for Light/Medium/Heavies. If an offensive technique would normally defeat you but the remaining % damage is within your Death Resists, you instead survive with 1% HP remaining. This Sparking Variant costs 3 TP.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.
Stasis+: Your Stasis technique now lasts for six turns, and can be traded between players multiple times.
Layered+: Your technique gains +30% power for every offensive technique it survives, up to a maximum of +60%.
Spiteful+: If your technique is defeated and you take at least 20% damage, gain two stacks of Emboldened Status, which you may use on different techniques. The techniques you use these stacks of Emboldened on can only be an offensive techniques.
Impulse+: If your technique is defeated and you take at least 20% damage, immediately gain 2 MP, ignoring MP regeneration caps.Sticky+: If your technique is defeated, you take at least 20% damage, and are no weaker than 60% of your opponent's PL, inflict the Exhausted Status at double effectiveness (-20% instead of -10%) on one character who overcame your technique.
Sharpened+: If your technique survives a defensive clash with 20% or more of its power intact, afflict one character that has hit your barrier with two turns of the Bleed Status if you are within 60% of their PL.
You can see examples of completely set-up techniques in the Pre-Built Techniques thread.