Live Changes 01/18/2020
- ND Changes "It's Gonna Sting"
ND Changes Dubbed The "San Patch" Locked In...Kinda...?: So, after testing it out Live for a bit. The San patch seems to have fixed a few of the problems we were having with Clashes. Hits were hurting just a tiny bit too much, which was having a ripple effect elsewhere, not unlike the San Patch as a whole. But overall, the changes all look great. And with the damage multipliers tweak just a tiny bit we're in a good spot. Just so you know what all to look at: Direct Hits (x4) - Counter Class Direct Hits (x5) - Visionary Reduced Critical Hits VS Tanks (x5) - Critical Hits (x6) - Visionary Class Critical Hits (x7) - Broken Shield/Barrier (x5 Difference) - Clashes
Brute/Genius Class Combat Skill Update: The San Patch Hit Clashing as a defensive option for the Classes that are supposed to excel at it pretty hard. Especially with the increased net value of Attacks. The argument can be made that Brutes/Genius as the Power Classes should be more focused on using their resources to attack anyway. As it stands with the, changes in most cases Brute/Genius lose more from Clashing than the other classes. To meet somewhere in the middle ground "Brutes/Genius Get 1 Free Defensive Clash. It will always default to a Tied Clash when possible. If the Brute/Genius is weaker it registers as a Normal Loss Clash."
Natural Defense Thread
SEALS & GRAPPLING mechanics are going to officially be added to the ND System soon. A General rundown.
- Fatigue Mechanic "Thought This Was Already Up, Honestly"
"Fatigue" sets in when a character uses the maximum capability of their stats without having sufficient Stamina to do so. An example of this would be an Agile frequently using 200 Speed while having only 100 Stamina. The General Rule is that characters can use their maximum stats for the duration of battle as long as they have the appropriate Stamina.
Fatigue Cost ND = Value of Stat Used Per Action.
11-20 Point Difference: Mild Fatigue. You get 16 actions using the insufficient stat. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina.
21-30 Point Difference: Moderate Fatigue. You get 8 actions using the insufficient stats. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina.
31+ Point Difference: Major Fatigue. You get 4 actions using the insufficient stats. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina.
Fatigue Added To ND Thread
- Visionary "Mind's Eye" Update:
"Mind's Eye Strike": With the changes to the Brute/Genius Combat Skill. Mind's Eye needs a rework. Currently it grants a Free Clash which is kinda cool but not really in line with the Class. The Perk should complement the Class Skill which for Visionary is Critical Hits.
"After Landing Three Critical Hits the Visionary can attempt a Mind's Eye Strike. Mind's Eye Strike Hits For Attack Value (x8)."
- Hollow Race Changes Are Live
Hollow Race Thread
Hollow Race Techs System Updated
- Shinigami/Vaizard Race Changes
Shunko Is Up.
Full Vaizard under works
Mukyu Shunko under works
- Fate Point Shop Update
Following Items Changed To Majors:
[3 POINTS] SHUNKO: [Shinigami Exclusive] (CANNOT be purchased if your character has Hollowfication: VAIZARD.)
[3 POINTS] Hollowfication - VAIZARD: (CANNOT be purchased if your character has SHUNKO.)
[4 POINTS] Resurrección - SEGUNDA ETAPA: [Arrancar Exclusive]
[3 POINTS] REISHI HEISŌ: [Quincy Exclusive]
[3 POINTS] POWER TRANSFERENCE: [Fullbring Exclusive] (CANNOT be purchased if your character has Duality.)
Following Items Changed To Minors:
[10 POINTS] Shinigami - MUKYŪ SHUNKŌ: [Shinigami Exclusive] W.I.P [Ultimate]
[10 POINTS] Vaizard - FULL HOLLOW FORM: [VAIZARD Extension] W.I.P [Ultimate]
[9 POINTS] Hollow - HŌGYOKU FUSION: [Hollow Exclusive] W.I.P [Ultimate]
[10 POINTS] Fullbringer - AWAKENED: [Fullbringer Exclusive] W.I.P [Ultimate]
[4 POINTS] ENHANCED HIGH-SPEED REGENERATION: [Hollow Exclusive] (Only Hollows Who Evolved To Arrancar From Vasto Lorde)
[4 POINTS] ENHANCED HIERRO: [Hollow Exclusive] (Only Hollows Who Evolved To Arrancar From Vasto Lorde)
[7 POINTS] REIRYOKU SPECIALIST TRAIT
- Talisman Updates "San Patch Did Some Stuff, Yada Yada Yada"
Talisman of Might: "This o-fuda is inscribed with the word 'might'. It imbues its bearer with incredible power." [Prevents Connor's Attacks from being Clashed for 1 Turn.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Connor Knight★
Talisman of Karma: "This o-fuda is inscribed with the word 'karma'. The bearer of this talisman is bestowed karmic favor and will reap the swift rewards for the transgressions of others upon them." [Enemy Loses 210 ND for every Attack issued against Masato for 1 Turn.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Masato Hizorashi
Talisman of Clarity: "This o-fuda is inscribed with the word 'clarity'. It grants unclouded clarity, clearness of mind, and wards off illusions and confusion." [Oriru's next attack to land on an enemy within the next 2 turns is counted as an (Attack Value)x7 Critical Hit regardless of where it lands. Applies to Partials as well. If the attack lands on true Critical Hit Zone (neck and above) the next attack afterwards will also be an (Attack Value)x8 Critical Hit.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Oriru Kusho★
Talisman of Dominance: "This o-fuda is inscribed with the word 'dominance'. It imbues its bearer with unrivaled might." [Prevents Ryūnosuke's attacks from being Full Blocked/Partially Blocked for 1 Turn. His attacks will break shields and barriers to hit their target.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Tamura Ryūnosuke★
Talisman of Vitality: "This o-fuda is inscribed with the word 'vitality'. It imbues its bearer with great youthful vigor and tenacity." [Allows San to gain 300 ND for each of his attacks that Partially Hit. 600 ND for each of his attacks that Critical Hits/Direct Hits. (ND Gain Caps at 2,100). For the next 2 turns.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: San Salvatore
- Character Kits That Could Use Some TLC
Kaeru Xarius★: Minor Tweaks
Connor Knight★: Minor Tweaks
Yamashiro Gamazi: Full Rework
- Clarification For Equipment Item Fate Points Price Ranges.
The Maximum amount of FP an Equipment Item can cost is 5 Fate Points. The Equipment Item itself can cost anything from 1-4 FP based on the strength of the item. If the Equipment Item costs less than 5FP there are other features that can be bought as augments.
1 FP: Insurance #1 "Indestructibility" (Cannot Be Destroyed Upon Defeat)
1 FP: Insurance #2 "Anti-Theft" (Cannot Be Stolen Upon Defeat)
1 FP: Trade/Gift (Can Be Traded or Gifted To Another Player)
1 FP: +10 ??? Stat (Adds +10 To A Single Stat - Limited To 1 Per Item)
Note: This is the system for grading and pricing Personal Equipment Items purchased from the Fate Points Shop. May not necessarily apply to Equipment Items from Events or loot from NPCs.