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Transformation Customs
Topic Started: Dec 1 2013, 05:34 PM (1,521 Views)
Togashi
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Warrior of Light
This coming from captain game breaker?

First it specifies dexterity bonus, meaning the most it could reduce is by 50% and that assumes my opponent is slower than I am. And dexterity bonus stops being a bonus at 0 when it's nothing. Anything below that is a penalty so even if I wanted to, I couldn't go below 0 on this.

Next, it's a skill and can be turned off by an opponent.

I would be happy to add, "if deactivated by an opponent's effect, this skill cannot be reactivated." But I would have to drop the ki cost to 1 and allow it to be active at the start of battle.

Unless I were allowed to reactivate it with Tricky Sword Maneuvers even after it was deactivated.
Edited by Togashi, Dec 26 2013, 04:17 PM.
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Ankou
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Honestly, that is still way better than any current custom...
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Strange

I don't know man. This is like Dragon swipes but better because you don't have to use it to "maybe" get the effect from attacking and you'll save tons more ki down the road while potentially getting more out of it. Take into account there are other moves out there you could learn or gain somewhere down the line to help increase dex bonuses. If this was under debate of making a new Hao skill for the second saga, bit better wording I can see it swing but this looks like too much. If it were 5% per dex bonus I can see it having an easier time getting approved.
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Togashi
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Warrior of Light
I'm done defending my stuff. If you don't like one of them, too bad. The other can get approved. That's why I put 2 up at once, if they don't like one choice, the other is there. I'm more than happy with either. And if they refuse Undine then I've got Salamander I can draw on until my next one, which will give me all the time I need to figure out what I want to do with Undine.
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Aiden
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Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
I think the wording would need a fix if it works the way you claim. This system allows for a negative dexterity bonus (just look at Glacier for example - dude is about as dextrous as a refrigerator). To follow your wording it would have to be written as: "When you activate this skill reduce your dexterity bonus by X to a minimum of 0." Otherwise you could reduce your dexterity bonus into the negatives. With that in mind you could still see yourself reducing opponent's attacks by 30% or more which is very powerful for a continuous effect.

There's also the issue of what happens when your dexterity bonus is changed by another effect? For example, you've got a +3 bonus. Opponent has +2. They have lower dex so they get reduced to a +1. Opponent uses an attack (such as Rocket Fire in Midori) so that their dex is increased by a large margin and they now have higher dex for 4 turns. Your dexterity bonus is now reduced by 1 to only a +2 but when you activated the skill you had +3 and gave up 3 bonus for 30%. Does your damage reduction drop by 10%?

What I'm getting at is that with the ability of dex to change through combat it'll get to be a little hard to follow, especially for a constant effect.

If you're still set on a damage reduction why not a constant that activates somehow? Such as "CONSTANT - When you perform an attack that requires a sword with a result of 27 or higher your opponent's next attack deals -X% damage where X is equal to the difference between yours and your opponent's dexterity bonus x 10."

Given that its not continuous and only effects the following attack I'm far more willing to see a 50% or more reduction on an attack.

Alternatively you can go with something with less potential reduction but more guarantee. Similar concept as the above but something along the lines of: "When you perform an attack that requires a sword with a result of 25 or higher, your opponent's attacks do -10% damage for their next two turns."

Don't know why you're getting so upset. Your skill can be made to work. It just requires a bit of tweaking and balancing is all. The one you posted was just too powerful. Mods are more than willing to work with you to find a more appropriate medium.

As a battle mod (and not an admin) I don't have any final say on things but I think your first skill is fine if you'd rather just stick with that.
Edited by Aiden, Dec 27 2013, 06:18 PM.
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Togashi
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Warrior of Light
Again, that's why I posted 2 customs. And I'm not getting upset. I'm simply saying, "I don't give a fuck."
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Kalkavek
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Actual World Ender
Salamander Swordplay looks good, consider it approved.
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Dario Vess
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Well, I've already been batting this idea around with a couple of the guys, but here's an idea for my new custom:

"RESTRICTEDx1. Block. Stop a physical or energy attack. Whenever you STOP an attack, gain 1 KI Point. This effect ends when your opponent lands a SUCCESSFUL attack with an attack roll of 23 or higher. Costs X KI Points."
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Strange

It is in my own opinion at least that if you want ki gaining effects going, you should search elsewhere other then blocks because no block is better then that one you have your eye on for your set and you've said yourself that you wished you had a different AA to swing with so maybe something along those lines.
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Togashi
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Warrior of Light
It's already been said that blocks weren't meant to give you awesome bonuses and effects.
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Dario Vess
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Yeah. In fairness I was looking for an AA but Kalk suggested a block instead.
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Kalkavek
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Actual World Ender
It's true, I did. Let's do a team building exercise: Dario wants a Ki-gaining move, but Dario already has staple AAs and Skills.

Suggestions, go.
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Dario Vess
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Personally I would still like to have a new AA for my custom. I know I have 4/5 but I can really only pick one of three to use when it's my turn in a battle (unless I get countered).
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Togashi
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Warrior of Light
AA doing 30% power damage. SUCCESSFUL - Gain 2 ki. STOPPED - Gain 1 ki. This attack cannot be stopped by a roll of 7 or less.
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Strange

Thinking of a signature to throw in seeing how a custom AA wont get the same effect going for me from my mastery.

Restrictedx1 physical kick attack dealing (10%power) per hit. Base roll for this attack is 10d34. Successful: If 7 or more hit, attacks with a base cost of 2 or higher cost -1 for the remainder of the match. If Vehemence is activated during this attack, you may choose to deactivate it to bring it down to 6 or more dice hits.

Thoughts? Is the attack too high or to low? Should I swing for 6 or more hitting or what? What do you guys think would balance this more? Also what would be a good cost for this you think? Keeping in mind that at a bare minimum to get the Vehemence effect going I'd have to spend between 1-3 ki pending on if blown fuse it. Could also just switch it to Inner Rage, my custom skill instead.
Edited by Strange, Dec 29 2013, 04:56 PM.
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