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Pirate Swordplay At It's Finest (Complete)

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Julius Virgil

Julius Virgil
C-Tier
C-Tier

Flurry
Tier: D
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: The user must have a firm grip and arm must not be crippled. Needs two swords in order to scale this ability.
Scaling: Amount - The number of hits or projectiles will double for every 10 magoi/stamina that is invested.
Sustain: 0
Cool Down: 1 Turns
Cost: 10 Stamina | 5 sustained
Description:

    The user slashes their sword horizontally cutting towards the target for D-tier damage. If scaled, the user will slash with their other sword from the opposite direction.







Critical Strike
Tier: C
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Character must be using a bladed weapon. Needs two weapons.
Scaling: Damage
Sustain: 0
Cool Down: 2
Cost: 20
Description:

    Julius raises both swords into the air and brings them both down in a mighty thrust. He's able to leap to his target.






Power-Kick
Tier: D
Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Users legs can't be crippled.
Scaling: Longer throwback
Sustain: 0
Cool Down: 1 Post
Cost: 10
Description:

    Julius delivers a swift and powerful kick to his opponent that has enough force behind it to send them flying around 10m in the opposite direction.






Cowardly Run
Tier: D
Class: Warrior
Type: Defensive
Range: N/A
Requirements/Drawbacks: Can't use weapons during this time. Needs to run in the opposite direction of the opponent... Needs to scream at the top of his lunges.
Scaling: Faster running speeds.
Sustain: 0
Cool Down: 1 Post
Cost: 10
Description:

    Julius, in a cowardly display, fleeing (usually for his life)in the opposite direction of his enemy. He moves faster than his normal speeds.  Most projectiles usually miss his figure. This is also based around adrenaline, so his body ignores most pains and poisons that could potentially weaken him and his sprint. He can't stop until he's out of immediate danger.






Throw Sand
Tier: D
Class: Warrior
Type: Offensive
Range: Short
Requirements/Drawbacks: User must take a split second to bend down and throw sand, usually used before a fight for early advantage. User needs to be on loose ground in order to use properly.
Scaling: Longer blindness
Sustain: 0
Cool Down: 1 Turn
Cost: 10 Stamina
Description:

    The user picks up whatever's loose and close, such as sand, gravel, or dirt and throws it to temporarily blind a person. Partially blinds someone for 1 post.



Last edited by Julius Virgil on 25/11/16, 06:42 pm; edited 5 times in total

Duquin

Duquin
A-Tier
A-Tier

Alrighty, so it looks like there is a lot of "game logic" being used in most of your abilities. While we do use "game logic" for some things, the forum strives to be as close to "real life/anime" logic as can be while remaining balanced and still based in the Magi anime universe. I'll point out these logic issues in the individual changes.

However, I'm not going to go through and mention all the cost and scaling errors you've made. Please read the following two systems I've linked to refresh yourself with the rules and systems before making your edits:

https://magiworld.forumotion.com/t6472-ability-systems
https://magiworld.forumotion.com/t6470-combat-systems





Dual Wield Flurry:

Scaling - The standard "Amount" scaling should be used here.

Cooldown - This should only be 1 post

Description - No coin flips. Players have full control over their character actions so it us up to them which side they attempt to block. This is what I meant by us not using "game logic".

Also, a D-tier ability is limited to just one attack and its damage can't exceed D-tier(weapon quality can increase the damage output, but the ability description shouldn't account for that).

For this first ability only, I will go ahead and edit it for you so you can see an example of how to properly get the same type of ability with proper wording/use of the systems:

Spoiler:


Escape Artist:

Range - This should only be Close range since the most your ability will allow you to move without scaling is only gonna be 3m or so.

Requirements - We don't have armor on the site so that's kinda irrelevant. This should be stuff like needing good footing and being on a solid surface.

Scaling - Scaling always costs 10. Also what is the base ten scales? This doesn't make much sense. If you want to increase the distance you can dodge, then the basic Range scaling is appropriate.

Cost - Should only read "10 stamina | 5 Sustained" which tells us that the base cost is 10 and the cost to sustain it is 5. When you are using the ability in a thread that is when you add any sort of scaling costs. For example, if you already used it once and then sustained it, but scaled the sustained use twice, the total cost would read "25 stamina". 5 as the base sustained cost and then +20 for the scaling cost.

Description - You can't just make abilities with super vague and general descriptions like this. An ability is a specific trained action or technique. You must state exactly how this dodge is performed. This is so people need to word their abilities carefully and create multiple dodging/blocking abilities with their own unique requirements and capabilities in order to suit different situations.


Riposte:

Range - This should only be Close range. You're gonna lose the returning fire aspect for reasons explained later.

Requirements - Instead of saying "energized magical attacks" you should just say, "intangible attacks." As not all non-physical attacks will be magical. There are beasts that can breath fire and classes that use poisons.

Scaling - Same issue as above on cost. Also, the wording used here doesn't make sense. What does "to the base ability every stacking tier above C" even mean?

Cost - should be "20 stamina | 10 sustained"

Description - Similar to the dodge, you need to have a specific action/method you are using to parry.

You can't counter projectiles and melee strikes no matter the move. If the specific action/method of your parry is a horizontal motion and your enemy is performing a horizontal melee attack, you won't be able to parry them simply due to the nature of how the two abilities are moving in relation to each other.

You're gonna have to lose the aspect of sending attacks back at the enemy with the same force. That would be a very advanced action limited to an A-tier ability. The abilities tiers do set the base damage/power of an ability but that aspect can be increased through scaling. The real limiting factor of an ability tier is the complexity and skill level involved in executing it. You can read more about this in the ability systems I linked above.


Throw Sand:

Description - just reduce the blindness to 1 post. Also, remove the line about eye bleeding from magoi loss. Getting sand in your eyes is nothing like that.


Lunge:

Range - Set the range to short.

Requirement - This should have some kind of requirement on needing good footing or the ability to take a long step unobstructed.

Scaling - Triple D-tier damage does not equal B-tier damage. That would be C-tier and one D-tier. Quadruple would get you to B-tier. Regardless, you should just use normal Damage scaling which doubles damage for every 10 stamina invested. More on this in the ability systems.

Description - All this needs is the addition of how exactly you're executing the attack and how far it travels. For example, You kick off the ground leaping forward up to 3m, thrusting your weapon forward aiming to stab the opponent for D-tier damage.(You don't calculate scaling bonuses to damage in the description. That is something you do in the middle of combat.)

Julius Virgil

Julius Virgil
C-Tier
C-Tier

Hopefully these new and approved abilities should better suite this site :D

Duquin

Duquin
A-Tier
A-Tier

Much better, only minor edits needed throughout which I'll go ahead and make for you. Approved with following edits:

Code:
[center][b]Flurry[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The user must have a firm grip and arm must not be crippled. Needs two swords in order to scale this ability.
[b]Scaling:[/b] Amount - The number of hits or projectiles will double for every 10 magoi/stamina that is invested.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1 Turns
[b]Cost:[/b] 10 Stamina | 5 sustained
[b]Description:[/b]
[list]
The user slashes their sword horizontally cutting towards the target for D-tier damage. If scaled, the user will slash with their other sword from the opposite direction.[/list]






[center][b]Critical Strike[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Character must be using a bladed weapon. Needs two weapons and must raise them overhead before executing.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20
[b]Description:[/b]
[list]
Julius raises both swords into the air and brings them both down in a mighty thrust. Each sword deals D-tier damage.[/list]





[center][b]Power-Kick[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Users legs can't be crippled. At least one leg must be planted firmly.
[b]Scaling:[/b] Range - Distance the enemy is kicked back increases by 5m for every 10 stamina invested
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1 Post
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
Julius delivers a swift and powerful kick to his opponent that has enough force behind it to send them flying around 3m in the opposite direction.[/list]





[center][b]Cowardly Run[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Defensive
[b]Range:[/b] N/A
[b]Requirements/Drawbacks:[/b] Can't use weapons during this time. Needs to run in the opposite direction of the opponent... Needs to scream at the top of his lunges.  
[b]Scaling:[/b] Range - Distance fled increases by 5m for each 10 stamina invested.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1 Post
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
Julius, in a cowardly display, fleeing (usually for his life)in the opposite direction of his enemy. He moves faster than his normal speeds traveling up to 3m. This is also based around adrenaline, so his body ignores most pains and poisons that could potentially weaken him and his sprint. He can't stop until he's out of immediate danger.[/list]





[center][b]Throw Sand[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] User must take a split second to bend down and throw sand, usually used before a fight for early advantage. User needs to be on loose ground or next to something like a bag of rice in order to use properly.
[b]Scaling:[/b] 1 post added to blind effect for each 10 stamina invested
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1 Turn
[b]Cost:[/b] 10 Stamina
[b]Description:[/b]
[list]
The user picks up whatever's loose and close, such as sand, gravel, or dirt and throws it to temporarily blind a person. This creates a .5m cone of sand which can partially blinds someone for 1 post if it gets into their eyes. Victims suffer tearing and blurry vision along with irritation.[/list]

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