Post by zer0gravitea on Oct 17, 2019 10:56:23 GMT -8
Patch 1.15 -- A Few Fixes!
Spars
To help continue playtesting the system, we are expanding the number of spars you may be in simultaneously to 2 for the remainder of the year.
Artifacts
It's been brought to our attention that a few artifacts are not really working as intended-- we're currently working on a much larger sweep of wording clarifications for the majority of Lost Artifacts currently, but the ones found below were ones that we felt needed to be fixed as soon as we could!
Changes:
Vegeta the IVth's Armor: The solo thread reward was shifted to a percentile bonus rather than a "true" wordcount-based fix, as it was brought to our attention that the rewards could very easily scale out of control in the previous iteration.
Ma Cape of Piccolo Junior: This was made into an Outfit.
Gi of Son Goku: Removed the weird wording about "once per character". That was just a formatting copy-paste error!
Sacred Water of Korin: Also changed the "once per character" wording to instead read "once per thread".
Vegeta the IVth’s Armor
A navy blue training outfit with white armor over the chest with white accents and white gloves and boots. It is well taken care of despite its centuries of age and being lost for a good deal of it.
Type: Lost Artifact - Outfit
Zeni Value: 600,000
Zeni Cost: 120,000 (This must be paid to quest for it, to gain information)
Activation: Passive
Effect: You gain an additional 50% EP and PL Rewards when doing a solo Personal Saga and an additional 25% EP and PL rewards when doing any other thread solo. While in combat, increase your Fighting and Energy Control skills by +10 each. As an item of great power, simply possessing the Armor of Vegeta the IVth generates an increase of 10% to the user’s base power level.
Questing Word Requirement: 10,000 words.
Limit: --
Ma Cape of Piccolo Junior
A heavy white cloth cape which seems to billow in the wind. Its true weight is belied by the way it moves.
Type: Lost Artifact - Outfit
Zeni Value: 600,000
Zeni Cost: 120,000 (This must be paid to quest for it, to gain information)
Activation: Bonus Action
Effect: While this item is equipped decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +15% for each turn that your PL was reduced by this outfit, to a maximum of +60% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +2 MP for Spars or Non-Deadly Events and +3 MP for Battles or Deadly Events. In addition, four times per battle the user may use Focus Energy as an at-will action, and make all techniques with "Charging" double their bonus.
Questing Word Requirement: 10,000 words.
Limit: --
The Gi of Son Goku
A simple Orange Gi with a blue undershirt, this Gi greatly resembles that of the gi's worn under the Turtle School of Martial Arts, but has the kanji for 'Go' written upon it.
Type: Lost Artifact - Outfit
Zeni Value: 600,000
Zeni Cost: 120,000 (This must be paid to quest for it, to gain information)
Activation: N/A
Effect: Receive half of your total HP as Temp HP while this item is equipped. After you have been reduced to 0 Temp HP from the HP this item provides, it is shredded. While the Gi of Son Goku is shredded it may not be used in battle until the user has written 5% of their Natural Power Level in words restoring the Gi or seeking someone to restore it. As an item of great power simply possessing the Gi of Son Goku generates an increase of 10% to the user's base power level.
Questing Word Requirement: 10,000 words.
Limit: --
The Sacred Water of Korin
Gathered from a secret fountain, or perhaps the precipitation of the clouds itself, this mystical item is a small bottle of sacred water, as bottled by Korin himself. It has the symbol for Kami upon it, and is said to provide a great amount of power to the user.
Type: Lost Artifact - Supplementary
Zeni Value: 600,000
Zeni Cost: 120,000 (This must be paid to quest for it, to gain information)
Activation: Bonus Action
Effect: Choose one of your skills, and increase its value to 50 until the end of that thread. As an item of great power simply possessing the Sacred Water of Korin generates an increase of 50% to the user's base power level.
Questing Word Requirement: 10,000 words.
Limit: One use per thread.
Classes
As always, the affected classes may respec their class feature choices for free(for one week) following these changes!
Martial Artist - We're moving Genius Technician to class level 3, as nobody would realistically get Legendary Techniques by class level 1 even once they're officially released. Assault is being moved down to take its place.
Witch/Wizard - We found that the stat spread of this class was universally too good and are bumping it down as a result. Their HP Modifier is being adjusted to -15/-15/-10/-10 and their damage modifier to 0/0/+1/+1. Additionally, the "Divinate" option of Sorcery is much too strong currently and we are reducing its defense bonus from +20 to +10.
Techniques
Special Techniques, Major Effect Draining - After considerable review, we've found that the +10 damage modifier on this is just too large. It is being reduced to 5 damage. Techniques with this Major Effect may be resubmitted to be changed.
Poison - We found that this was just... too weak to be considered by basically any build. We've buffed it up to a 75% affliction rate and allowed it to apply to any melee attack. We will continue to monitor the performance of this technique as it is utilized.
Feint - This is being slightly buffed. It now allows you to avoid Utility Techniques and Grenades targeting you, though still only one of any kind per turn.
Kiai - This is being buffed to now also apply to Utility Techniques and Grenades.
POISON
You imbue your fists or weapon with a deadly poison.
Type: Utility
Action. Bonus Action
Effect: All melee techniques you use have a 75% chance to inflict the Poison status and the effect lasts for +1 turn.
Duration: 3 turns.
Cost: 10 ki
Limit: Once per battle.
Ranks: Rank 2 increase the duration to 4 turns. Rank 3 increases the duration to 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
FEINT
You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits.
Cost: 15 ki
Limit: Twice per thread, once per turn.
Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Traits
We are allowing everyone to respec their traits for free(for one week) if, and only if, they are changing to or from the traits changed below.
Cyber Augmentation - Increased to +15 Accuracy.
Technique Slots - May now allow techniques filling the additional slots to be learned instantly.
Improved Initiative - Now also increases Accuracy by +10 for all attacks on the first 3 turns of combat.
Cyber Augmentation
Activation: At-Will
Effect: When you activate Cyber Augmentation, your attack gain an additional +10 to their Accuracy modifiers on your turn.
Limit: 3 times per thread.
Technique Slots
Activation: Passive
Effect: You gain 2 additional technique slots(may learn them instantly)
Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Improved Initiative
Activation: Passive
Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle.
Limit: --