Post by Edsauce on Oct 13, 2024 1:33:28 GMT -5
Patch 9.3
Its another patch YEAYUH. ROOBEER!! YEAGH!!In all seriousness, the following are substantial tweaks, re-balances and new factors in the wake of the prior two patches that we've been cooking up after seeing how things are playing out.
So, here are the changes... and be ready for Patch 10... Soon...
TRAITS
SPECIES
BURNING KI: Thrice per thread, but once per post, you may spend momentum in increments of 2 to regain KP at a cost of 2 MP to 1 KP.
COMBAT LEARNING/BATTLE WISDOM/ALIEN ARCHIVES: Twice per thread you may add any non-sparking variant to any standard technique you use. Your second use must be on the opposite technique type to the first. These cannot exceed two variants on one technique.
STEAMING MAD/KINETIC GENETICS: You can gain a maximum of 3 MP per post instead of 2. You still have to meet the prerequisites for doing so, and once per thread either taking two separate instances of at least 20% damage or using two techniques on your turn will allow you to gain MP. Additionally, usable once per thread, you can enter negative MP if you have at least half of the MP required to use a Momentum Boost effect.
ABSORBER MODULE: Once per thread, you may use a free 30% defensive technique with the unique 'absorber' variant, this may have its power boosted by items, but not traits or MP. If the barrier remains unbroken, you gain 1 KP, if it breaks you gain 1 MP.
ENDLESS ENERGY CORE: Once per thread, you can damage yourself to regain momentum. Every 1 point of Momentum gained deals 5% damage. You cannot spend MP until you have finished gaining MP through this trait. Additionally, twice per thread, You may use the 2 MP 'Power Boost' for free.
UNDERDOG/SURVIVALIST: Your defensive techniques now fizzle out stronger attack techniques if their power is within 80% of each other. You can still fizzle against Overflowing techniques that are stronger than yours. In addition, Pressure techniques cannot cause bleedthrough if they win against your defensives, your defensive techniques do not lose their variants if they intercept a Sniper technique, and your defensive technique gains +10% power after a Piercing technique cuts it's power.
CURSEWEAVER: Usable twice per thread, extend the duration of an active debuff caused via a Standard Technique by 1 turn, cannot be the same debuff in a row. Additionally your first DEBUFF providing Standard Variant (Bleed, Exhausting, Sticky, Sharpened) has its TP cost reduced by 1.
SELFLESS/COMMUNAL HERITAGE: Once per thread, you may use a free 40% strength defense technique when you block for another player. This has the unique variant 'steadfast', which prevents bleed-through to the initial target if you are defeated by the attack and are within 60% of the attack's initial power level. You may use this trait in response to being defeated in a thread, automatically using this free technique for another player before immediately succumbing to your wounds
EXOTIC CURE/MYSTIC ARTS/DRAGON CLAN: You can heal with your magical abilities. Twice per thread but once per turn, as your Attack Action, you may spend 2 KP to heal yourself or an ally for 60% HP. You may choose to increase the healing effect by 10% for every 2 MP spent, up to a max of 30% additional healing. If you heal at least 50% with the use of this trait, you also cleanse a negative status effect not afflicted by other Traits or Super Items. This heals for your BASE PL value against the target's Base PL.
OUT OF THIS WORLD/ITTY BITTY: Your small size makes you harder to hit. Escape techniques have their effectiveness increased by +20%. If you choose to use the 2MP Power Boost or the 6MP Ki Boost on an Evasive Technique, your next attack technique this turn gains +10% to its power.
SALVAGE: You are able to purchase items in the XP shop at a 20% discount, this price is also used for refunds but NOT your item malus. Additionally, of your items that have a once per thread limit, three may be used an additional time. These extra uses do not apply to healing/restoration items or Super Items.
EXTRATERRESTRIAL: Twice per thread, you may add a sparking variant to a non-sparking technique. Preparation or Expansion added this way reduce the technique's initial power by -20%. Techniques cannot have more than two variants at a time. Variant Booster requires the accompanying Standard Variant as per regular technique rules but gain a +10% bonus to its initial power.
KEEN SENSES >> SPIRIT SURGE (OPT): You gain the tenacious general trait for free. Additionally, once per thread, you may use the Ki Boost MP effect for free.
SPIRIT SURGE (CORE) >> THE WANDERERS' WAY (CORE):
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, but you can use both uses on the same technique.Additionally, you may interact with home region as if you always had a Popo Stone consumable available and your 2 MP Power Boost is granted additional effects;
ATTACK: If your attack technique deals at least 10% damage, the target takes an extra 10% PL damage based on your PL when the attack was launched.
DEFENSE: If your defense technique loses a clash, reduce the remaining damage by 10% of your current PL.
CASH MONEY/FAVORABLE CONTRACTS >> ANCIENT KNOWLEDGE/ASTRAL APTITUDE: You gain Sparking Technique slots every 70,000 PL. Additionally, you gain the Quick Learner general trait for free.
PURE POWER >> COLLATERAL DAMAGE: You gain the Danger Zone general trait for free. When you boost a standard attack technique with a 2 MP Power Boost, you may opt to add the splash variant for free. Additionally, the splitting and quake variants cost 1 less TP.
PURE POWER >> COLLATERAL DAMAGE: You gain the Danger Zone general trait for free. When you boost a standard attack technique with a 2 MP Power Boost, you may opt to add the splash variant for free. Additionally, the splitting and quake variants cost 1 less TP.
CANDY BEAM: Thrice per thread upon dealing a total of 50% damage OR defeating an enemy, you immediately restore 1 MP and 20% HP.
IMPROVED CONSTITUTION: Twice per thread, you may add the mending variant to a standard defense technique. In addition, increase healing from outside sources (healing consumables, heals from other players) by an extra 10%.
CREATOR: You may, at any point, create up to two unique consumable items. These can be duplicates, and do not take up an item slot. Duplicates may be consumed by the same character twice. They disappear at the end of the thread if unused. The items can not be gifted or used on a character if you are under 60% of their PL.
IMPROVED CONSTITUTION: Twice per thread, you may add the mending variant to a standard defense technique. In addition, increase healing from outside sources (healing consumables, heals from other players) by an extra 10%.
CREATOR: You may, at any point, create up to two unique consumable items. These can be duplicates, and do not take up an item slot. Duplicates may be consumed by the same character twice. They disappear at the end of the thread if unused. The items can not be gifted or used on a character if you are under 60% of their PL.
GENERAL
RECEIPT RECORDS: Refunded items return you 75% of their original cost rather than 50%. Once per thread, you may spend 2MP to use a non-super Active Item you already used this thread.
QUICK LEARNER: You gain technique slots every 7,000 PL instead of every 10,000 PL. You also receive a 50% discount to trait respec and technique respec manuals.
AMBIDEXTROUS: You can carry two additional items into threads. You may also use up to two items per turn instead of one. You may not use more than one Super Item per turn, however.
CALCULATED: You can now choose how much power to put into each part of your Splitting techniques. The lowest you can put into a part doing this is 1/10th the original technique strength. In addition, you can add Splitting to any of your standard techniques twice per thread.
TACTICIAN: Once per thread, you can either add the Homing, Stasis or Exhausting variant to a non-Heavy standard attack technique, or Distanced, Stasis or Sustained to a non-Heavy standard defense technique.
LAST HURRAH: When you are brought to 50% or less remaining HP, you immediately gain 1 KP and 1 MP This can only occur once per thread.
WEALTHY: You gain Zeni twice as fast with a ZPW of 1.0.
SELF SACRIFICE: You may opt to use a standard technique for free. In exchange, this trait automatically Wounds you in ATs or KOs you in standard threads after use. When applied, discount the used technique by 1KP. You can further reduce it's KP cost for every 20% remaining HP you have, up to a discount of 6KP at 100% HP. Cannot be activated on the same turn you'd normally be defeated. The technique may be boosted by MP and other effects. At the end of your post you are considered defeated.
PROVOCATION: Your Taunt techniques now grant the Emboldened Status if it survives clashes with any of its power intact. Once per thread, if your technique does not survive a clash and is defeated, gain the Roused Status instead.
MINIMALIST: You may split your consumables into two, half-strength uses. Allies may use these half-strength items, but they only persist until the end of the thread. The effectiveness (both the bonus and any detriment) of these half-strength uses are rounded up. Works with the Creator trait.
HUNTER: Your techniques gain an additional +10% power if intercepted. This power increase is instead +20% if the intercepting technique originates from an item or other trait.
ADVENTURER: You can select one additional ‘home area’ on a different planet from your initial home area, or expand your home area to cover an entire planet. This allows you to bypass ordinary Action Thread restrictions. Additionally, once every 2 months, you may change this extra home region for free.
IMPOSSIBLE RECOVERY: Your wound HP Penalty is reduced by -25%. You may choose to use Second Wind even if you have already transformed, instead of during a transformation.
IMPOSSIBLE RECOVERY: Your wound HP Penalty is reduced by -25%. You may choose to use Second Wind even if you have already transformed, instead of during a transformation.
*NEW!* HAMSTRING: Once per thread, you may double the effect of an EXHAUST you applied to the enemy (-20% to a standard technique). It's use isn't spent if EXHAUST doesn't proc.
*NEW!* MASOCHIST: Once per thread, after being afflicted with a debuff, you may at any point immediately grant yourself the Emboldened buff.
*NEW!* HI TENSION: Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less.
LUCKY, NOMADIC, HOMECOMING AND DEEP POCKETS ARE EXPLODED
VARIANTS
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.
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.
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.
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.
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.
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.
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.
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.
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.
SWERVE >> IMPULSE: If your technique is defeated and you take at least 20% damage, immediately gain 1 MP, ignoring MP regeneration caps.
SWERVE+ >> IMPULSE+: If your technique is defeated and you take at least 20% damage, immediately gain 2 MP, ignoring MP regeneration caps.
SWERVE+ >> IMPULSE+: If your technique is defeated and you take at least 20% damage, immediately gain 2 MP, ignoring MP regeneration caps.
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.
Armor Lining - Active Item - 5,000 XP || This lining can go under your armor or your clothes to provide an overall increase to your durability. This gives you +10% HP and 10% Critical Resistance. Additionally, 1/Thread, you can delay all active debuffs on you - they do not proc any effects until the next turn, but keep their timers/potency.
Blood Ruby - Active Item - 4,000 XP || This shiny, life-sapping ruby provides +10% power increase to any Standard Technique once-per-thread.
Elite Flare Gun - Active Item - 5,000 XP || Appearing to be a standard tool on the surface is actually chock full of probably illegal Ki-infused bright powder, igniting with a massive flash when the trigger is pulled! The distraction allows you to make use of a 1/Thread 50% ESCAPE technique. This Escape is IMMUNE to the effects of Lock-On and Eagle Eyed. This can be boosted by momentum and other effects. You cannot use another escape technique on the following turn.
Destron Flask - Active Item 7,000 XP || A throwable vial of noxious Destron Gas. Once per thread, when used in conjunction with any single Standard Attack Technique, inflict the Poisoned Status effect on your target, should the attack hit and deal at least 10% damage.
Destron Machine - Active - 20,000 XP || A compact machine that you can fasten onto your arm, back, or wherever else. It takes in oxygen and corrupts it into vile Destron Gas that saps away at a foe's stamina when breathed in. Once per thread, when used in conjunction with any single Standard Attack Technique, inflict the unique Destron Status effect on your target, should the attack hit and deal at least 10% damage.
Training Weights - Passive - 1,000 Zeni || Heavy weights that allow you to lower your fighting power. Allows use of the Ki Suppression technique, though only one BASE power level may be set and used per thread via the weights.
COST CHANGES
- Charged Blood Ruby base XP cost decreased to 3,500 XP.
- Chipped Potara base XP cost decreased to 5,000 XP.
- Grand Tour Travel Brochure base XP cost decreased to 3,000 XP.
- Medical Machine base XP cost decreased to 10,000 XP. Fee for using Medical Machine decreased to 1,500 XP or 5,000 Zeni.
- Capsule Carry Kit base XP cost increased to 5,000 XP.
OTHER CHANGES
- Defenses now only fizzle stronger attacks if they are within 5% of each other in power. They still provide their usual abilities. No bleed through, and unable to be fizzled themselves by attacks.
- Homing reduced to 1 TP.
- Buddy 6 MP damage split effect cost reduced to 3 MP.
- Guardian 'Main' characters are now restricted from having utility traits. Guardian type companions can now pick them if the overall account wishes to use them.
- XP items can no longer be traded to other players permanently. They can be 'lent' during a thread for the character to use and are automatically returned at the end of the thread. Consumables can still be consumed by any character they are lent to. Zeni items, but not XP items purchased with Zeni, are exempt from this. Instead you are able to purchase XP items in your shop FOR another character if you desire.
- Zeni price for purchasing AT consumables increased from x3 base to x4 base.
- Un-Archival now no longer has a maximum post count threshold.
- You can no longer archive or standard transfer a character until you have all seven slots filled. Attempts to bypass this check by spamming filler applications will be softly rejected. Characters eligible for NG+ Pro are still permitted to archive/transfer regardless, if all NG+ Pro rulings are met.
- Though already a soft rule, characters who are being unarchived must stick to their original species* and core traits choices. They may change techs, optional traits, and general traits as they see fit. Changes to appearance are allowed with minimal justification so long as it's in line. *Non Oni or Android characters may return as Cyborg or Ghosts with no further XP loss, provided they died beforehand.
- Rounding Rules have been clarified on the Techniques page: 0.5%+ rounds up, everything else rounds down. Any mechanical source of damage dealt is always rounded to 1% damage dealt at minimum.
TECHNIQUES
MAX POWER
Max Power must be your post's first action and requires at least 1 MP to activate. While active; it empowers your Techniques by +10% and drains 1MP at the start of each turn, you cannot naturally gain MP unless specified by a trait, you can't block escapes, use Evasive or Escape techniques, or defend others. It can only be deactivated as the last action on a post BUT only on your next post or later. If you hit 0 MP for any reason, Max Power ends immediately and you gain the Winded status effect.
Max Power must be your post's first action and requires at least 1 MP to activate. While active; it empowers your Techniques by +10% and drains 1MP at the start of each turn, you cannot naturally gain MP unless specified by a trait, you can't block escapes, use Evasive or Escape techniques, or defend others. It can only be deactivated as the last action on a post BUT only on your next post or later. If you hit 0 MP for any reason, Max Power ends immediately and you gain the Winded status effect.
KI SUPPRESSION
Skilled control over your ki allows you to suppress your base Power Level to a minimum of 1 PL to either hide or use this lower PL to fight characters weaker than your full strength on even footing. Whatever PL you end up suppressing to, it acts as though you were at that level normally for all mechanics interactions. You may choose if transformation multipliers change this Power Level. This technique is passive and does not require KP use.
SOLAR FLARE
SOLAR FLARE
This is an ESCAPE TECHNIQUE. You release a blinding flash of light, replicating the sun's rays. This allows you to attempt to escape any thread or travel between splits in an Action Thread more safely. This technique valued at 60% of your total power and requires 2 KP to use. In order to stop you, a player must use an attack that is superior in power to your Solar Flare. You cannot undo your escape via Solar Flare if you are successful, but you can use KP to defend if it is overcome.
HOW WILL THIS EFFECT YOUR CHARACTERS?
- ANY of the Species who had updates to their Traits must update their plotters to reflect the changes, if you're wanting to swap the trait that has had changes made to it, you can do so in tech apps (only for traits with changes made to them!)
- Species who have had trait changes but don't have the effected traits may also opt to change only to the changed trait if they wish to respec (I.E. A Saiyan may choose to pick up Burning Ki or Combat Learning instead but not Noble Blood)
- Cash Money Earthling users MUST pick a new Earthling Optional (Tech Apps for Applications)
- Herans who had Pure Power MUST pick a new Optional as well (Tech apps for Applications)
- Konatsians who had Keen Senses MUST pick a new optional as well (Tech apps for Applications)
- People who have Wealthy and wish to keep it rather then respec to a new General Trait must also post in tech apps so their ZPW can be adjusted.
- Guardian 'Main' characters can no longer take Wealthy, and Aftermarket Contacts and Receipt Records, and are required to change them.
- You will then need to go to Tech Apps to apply for your Optional and General Traits (You may choose to switch them out completely or keep them the same if possible.
- If you wish to try out the new Technique Variants you may apply to switch out a variant you have on an existing technique for a new or changed one in Tech Apps. Make sure to list the original stats and slot of your techniques alongside the revisions.
- For characters who have items that had the price decrease they can post to their shop thread WITH A LINK TO THE UPDATE asking for a refund of the decrease in price (if it was 5k and is now 4k they get back 1k)
- People who have items that had the price increase do not need to do anything except let us know to update the item malus.
- Salvage Havers - Just your item malus is different and will be recorded on your page to reflect the change.
- When re-applying please list what Traits you had initially/ What your Technique was prior and what they are being changed to.