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Hohotaro's Starting Ability

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1Hohotaro's Starting Ability Empty Hohotaro's Starting Ability 18/09/15, 10:06 am

Hohotaro

Hohotaro
A-Tier
A-Tier

Name: Defensive Stance
Tier: D-tier
Cost:10/5
Weapon Type:Unarmed
Class: Defense
Range: Close
Cool-Down: 2 + 1 sustain
Description: Hohotaro raise his arm at 10m/s to chest height with palms forward then move his right foot forward and lowers his stance ready to parry incoming attacks up to C-Tier.

Name: Hook Slash
Tier:D-Tier
Cost:10/5
Weapon Type: Hook Sword
Class: Offensive
Range: Close
Cool-Down: 2+ 1 sustain
Description: Hohotaro uses his sword to slash an opponent doing D-Tier damage at 10m/s

Name: Spin Attack
Tier: D-Tier
Cost: 10/5
Weapon Type: Dual Hook Sword
Class: Offensive
Range: Close
Cool-Down: 2 + 1 Sustain
Description: Hohotaro extends his hook sword outwards and spins doing D-Tier damage around Hohotaro at 10m/s.

Name: Grapple
Tier: D-Tier
Cost: 10/5
Weapon Type: N/A
Class: Supplementary
Range: Close
Cool-Down: 2+1 sustain
Description: Hohotaro tries to tackle the enemy at 10m/s and pinning them on the ground.

Name: Double Slash
Tier: C-Tier
Cost: 20/10
Weapon Type: Hook Swords
Class: Offensive
Range: Close
Cool-Down: 3 +1
Description: Hohotaro uses his two hook swords to slash the enemy doing 2x D-Tier damage at 15m/s



Last edited by Hohotaro on 19/09/15, 03:17 am; edited 5 times in total

2Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 18/09/15, 07:39 pm

Azix Niraj

Azix Niraj
Ω-Tier
Ω-Tier

Cooldowns for D-Tier should be 2 post + 1 Sustained, while C-Tier would be 3 posts + 1 sustained.

Hip Throw: This ability deals both damage and has a supplementary effect, which is not possible at D-Tier. The way Offensive/Supplementary abilities work is both effects are reduced a tier (i.e. The throw deals D-tier damage and the immobilization is D-tier for a C-Tier ability). Since a D-tier ability can not be any lower, that is the reason that Off/Supp abilities are only available at C-Tier and higher.

Pissed: Magoi Manipulation is not unlocked until B-Tier Specialization rank for strength, so Hohotaro wouldn't be able to use this yet. To answer your question, the Strength buff works by increasing your base melee damage to X-Tier (An A-tier strength buff allows a character to deal A-Tier melee damage). Since it affects the melee damage, it wouldn't stack with ability damage. The ability guidelines cover this in the "Ability VS Ability" section (Link Here).

Hook Trap: This should be an offensive/supplementary ability. As stated above, both effects should be reduced a tier.

3Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 18/09/15, 07:58 pm

Hohotaro

Hohotaro
A-Tier
A-Tier

edited!

So for clarification... str buff Melee damage = normal attack and the buff can't be used with abilities? Like if you use A-Tier Buff you can use normal attack and clash with an A-Tier ability? Or in clashing it's still all ability will win against a normal attack it's just the added damage if it hits.

Oh and what does immobilization do? Like if you immobilize right hand/left hand/left leg/right leg what happens?

4Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 18/09/15, 09:39 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

To answer your questions first:

The strength buff just makes it so that your normal attacks deal damage of that buff's tier. It doesn't add anything to abilities, or anything of that sort. In a clash, even if you have a B-Tier Magoi Manipulation strength buff attack a D-Tier ability attack would defeat it.

Immobilization: It holds the limb in place so that the player or NPC cannot move it. This can be struggled against with an equal tier ability and broken. It can also be broken if, for example, a player pins another player with their body and then gets back up (they are no longer pinning the opponent, so there is no longer immobilization).


Defensive Stance: I want to make sure that you are aware that blocking a sword with your body will invalidate the block. Body Manipulation users can block with their body, but if you don't at least have some sort of bracer for your arms, or whatever body part you are using to defend with (it doesn't need to be an item), then your body would not be able to defend against the attack. I would be fine with unarmed strikes. A way to defend against weapons without weapons would be parry, which would suffer no penalties and require no additional descriptions added to your character (such as armor and the like).

Hip Throw: This deals damage and throws the opponent to the ground. This means that it would have to be at least a C-Tier ability, because it has an Offensive portion and a Supplementary portion to it. I have a similar ability that looks like this:

Nage Waza:

You will note that the speed retains the 20m/s, because it is a B-Tier ability, but the damage is based off of a C-Tier because it is a split between Offensive and Supplementary, and the distance of the throw is reduced to C-Tier scale.

Turtle up: Similar thing as Defensive stance. If you use this ability, and the opponent uses a sword/other weapon against your skin, then it will impart full damage. With Turtle Up, you are covering up your vitals which means that your extremities would simply take full damage from the attacks. Depending on the scale of the attack, it might be completely ineffective (ex.: A 1 meter spear has an A-Tier attack that is coming towards your heart. You cover your body up with your arms with Turtle up, but the spear is A-Tier-> it pierces through your arm and is long enough to continue and pierce through your heart still).

Grapple: This ability has 2 supplementary effects. Putting aside that currently we do not allow 2 supplementary effects in an ability (this may change, because it seems pretty legit), the ability is D-Tier and it would have to obey the normal rules of having a 2 part ability which means it would have to be C-Tier to both knock an opponent down and immobilize an arm.

Range should be close on all of your abilities.

Hooktrap, Hip throw and Turtle up are all missing speed. Once these are fixed, please bump thread ^_^

5Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 02:25 am

Hohotaro

Hohotaro
A-Tier
A-Tier

Sorry I have many questions the systems have more nuances than I though lol.

For future reference what are the difference of Block, parry, deflect? And whats the advantage and disadvantages of each?

Edited!

6Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 03:40 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

It's quite alright ^_^. There are so many things to keep in mind on this forum, lol. I would be happy to answer any questions you might have.

Block: To take the attack directly and absorb the blow.
Advantages: Sometimes you want to stop a weapon dead in its tracks in order to set up an ability that you have that would be advantageous, such as attempting to disarm them, or maybe you have a Jitte and you can deal damage to it.
Disadavantages: This works for them, as well; if they have a technique that is good if it is close to your body, then you would be in trouble by just blocking. Similarly, most people cannot straight block an attack from a weapon with just their body. Exception is Body Manipulation users.

Parry/Deflect: This is one in the same. Parrying, or deflecting, is changing the route of the opponent's attack so that it does not strike you.
Advantages: You are able to position yourself better and may have a chance of creating an opening by deflecting their weapon.
Disadvantages: Deflecting a weapon can potentially leave yourself open to follow up attacks if the opponent has them.


There are other advantages and disadvantages to both, I'm sure, but those are the ones I could think of off the top of my head.

I have changed your Grapple to have just 1 effect, as it is still a D-Tier ability. Everything else is good to go as written below. Bump if you are fine with the edits:


Code:
[b]Name:[/b] Defensive Stance
[b]Tier:[/b] D-tier
[b]Cost:[/b]10/5
[b]Weapon Type:[/b]Unarmed
[b]Class:[/b] Defense
[b]Range:[/b] Close
[b]Cool-Down:[/b] 2 or sustain+1
[b]Description:[/b] Hohotaro raise his arm at 10m/s to chest height with palms forward then move his right foot forward and lowers his stance ready to parry incoming attacks up to C-Tier.

[b]Name:[/b] Hook Slash
[b]Tier:[/b]D-Tier
[b]Cost:[/b]10/5
[b]Weapon Type:[/b] Hook Sword
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 2 posts or sustain+1
[b]Description:[/b] Hohotaro uses his sword to slash an opponent doing D-Tier damage at 10m/s

[b]Name:[/b] Spin Attack
[b]Tier:[/b] D-Tier
[b]Cost:[/b] 10/5
[b]Weapon Type:[/b] Dual Hook Sword
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 2 or sustain+1
[b]Description:[/b] Hohotaro extends his hook sword outwards and spins doing D-Tier damage around Hohotaro at 10m/s.

[b]Name:[/b] Rush
[b]Tier:[/b] D-Tier
[b]Cost:[/b] 10/5
[b]Weapon Type:[/b] Body
[b]Class:[/b] Supplementary
[b]Range:[/b] Close
[b]Cool-Down:[/b] 2 or sustain+1
[b]Description:[/b] Hohotaro tries to tackle the enemy at 10m/s.

[b]Name:[/b] Double Slash
[b]Tier:[/b] C-Tier
[b]Cost:[/b] 20/10
[b]Weapon Type:[/b] Hook Swords
[b]Class:[/b] Offensive
[b]Range:[/b] Close
[b]Cool-Down:[/b] 3 posts or sustain+1
[b]Description:[/b] Hohotaro uses his two hook swords to slash the enemy doing 2x D-Tier damage at 15m/s



Last edited by Garret on 19/09/15, 06:14 pm; edited 1 time in total

7Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 04:21 pm

Hohotaro

Hohotaro
A-Tier
A-Tier

Thanks! I didn't know tackle was an effect. What does it do? XD

8Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 05:04 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Tackle forces the opponent from having footing/being in a standing position to being on the ground.

Normally if it is in an ability, it forcibly occurs unless clashed against. This is generally why we are pretty picky about removing flavor text for things like 'impossible to dodge because it's so fast'.

Since the ability forces the action to occur, each action is considered separate. So tackling a person and forcing them to lose their footing would be one ability, and pinning them down would be another. It would be better to call the effect a 'knockdown' effect, similar to a 'knockback'.

9Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 06:03 pm

Hohotaro

Hohotaro
A-Tier
A-Tier

Oh then I'll change the name from grapple to Rush :D

10Hohotaro's Starting Ability Empty Re: Hohotaro's Starting Ability 19/09/15, 06:14 pm

Vardreth

Vardreth
Ω-Tier
Ω-Tier

Sounds good to me ^_^

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