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Hidden 9 yrs ago Post by Ashifili
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Piledriver does more damage to large Dissolutions because the knockback effect doesn’t apply (too fat to be moved), so it would ‘penetrate’ instead of knock back. That’s also why, originally, it was going to do 350% damage to human-sized targets that get pincered. 300% to account for how they’re pretty much in the same situations as structures/large Dissolutions, and an extra 50% because they’re smaller and fleshier, meaning relatively more surface area to messed up.

Would Heavy Arms scale with level? Like, at Lvl 1, it’d be an average lvl 1 weapon? Or is she pretty much just going to be reliant on base stats?
Hidden 9 yrs ago Post by Lucius Cypher
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Piledriver does more damage to large Dissolutions because the knockback effect doesn’t apply (too fat to be moved), so it would ‘penetrate’ instead of knock back. That’s also why, originally, it was going to do 350% damage to human-sized targets that get pincered. 300% to account for how they’re pretty much in the same situations as structures/large Dissolutions, and an extra 50% because they’re smaller and fleshier, meaning relatively more surface area to messed up.

Would Heavy Arms scale with level? Like, at Lvl 1, it’d be an average lvl 1 weapon? Or is she pretty much just going to be reliant on base stats?


Hmm. First part makes a bit of sense, though you should mention it's Armor Piercing (AP) properties instead. 200% on non-structural targets, 10% AP against large dissolution. The second part about the Princer attack is fine though.

I'm thinking of a damage system to incorporate. As I said, it'll be very fast and loose, but I suppose we do need some scalable numbers to work with. I'll need to talk to Windel first, and we'll get back to you guys about base stats and what not.
Hidden 9 yrs ago Post by Lucius Cypher
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I'm surprised that she managed to get to level three with her abilities, but whatever. Looks good to me. @TheWindel? Thoughts? Comments?
Hidden 9 yrs ago 9 yrs ago Post by ReaptheMusic
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<Snipped quote by ReaptheMusic>

I'm surprised that she managed to get to level three with her abilities, but whatever. Looks good to me. @TheWindel? Thoughts? Comments?


To be honest, I would have started her at level one if it weren't for the rule that everyone must start at level 3 ^^;;;
Edit: Also I figured that with the usual witch-doctor healing/cursing factors that these were just embellishments. did I misunderstand?
Hidden 9 yrs ago Post by TheWendil
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@ReaptheMusic

Looks good. All I would suggest though is that his Cat Nap ability can only be activated during a battle and not at the immediate start of it, since he's rendering both himself and a Player unable to move for the full remainder of said battle. He should wait to at least his third turn before that ability is ready to use.

Other than that, accepted. Please place him/her into the Character Tab.
Hidden 9 yrs ago Post by Lucius Cypher
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<Snipped quote by Lucius Cypher>

To be honest, I would have started her at level one if it weren't for the rule that everyone must start at level 3 ^^;;;
Edit: Also I figured that with the usual witch-doctor healing/cursing factors that these were just embellishments. did I misunderstand?


You don't have to start at level three, that's just the highest you can start at. And yeah, the witch doctor thing is just flavor text and a basic guideline of how they function. By no means do you actually have to be a witchy doctor thematically.
Hidden 9 yrs ago Post by TheWendil
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To be honest, I would have started her at level one if it weren't for the rule that everyone must start at level 3 ^^;;;


The rule is that the maximum Level people can start at is Level 3. You can make Level 1 and Level 2 characters.
Hidden 9 yrs ago Post by Unlucky0013
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*was not aware of this either xD*
Hidden 9 yrs ago 9 yrs ago Post by deadpixel101
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I am sure I have done something that breaks some sort of rule in there, so when you find it please point it out~


Hidden 9 yrs ago Post by TheWendil
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*was not aware of this either xD*


The rule has been edited to clear up any confusion.
Hidden 9 yrs ago Post by Lucius Cypher
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@deadpixel101 Looks good, but I want to see some cool down levels. If I may suggest?

Battle implants: 3 minute duration, 2 minute cool down. Takes at least twenty seconds for the cybernetics to be fully installed.

Clear: 30 second cool down.

M.O.T.V (Mark of the Vanguard): One minute cool down per halo. So if you tag three players with the halos, it's a three minute cool down, but tag just one and it's a one minute cool down.
Hidden 9 yrs ago Post by deadpixel101
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Ah yes, cooldowns.

See I knew I was missing something.

I will add those to her page now!
Hidden 9 yrs ago Post by ReaptheMusic
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@ReaptheMusic

Looks good. All I would suggest though is that his Cat Nap ability can only be activated during a battle and not at the immediate start of it, since he's rendering both himself and a Player unable to move for the full remainder of said battle. He should wait to at least his third turn before that ability is ready to use.

Other than that, accepted. Please place him/her into the Character Tab.


Oh, sorry for the confusion, that is what the intention was ouo to be used in the middle of a battle, not the beginning.

<Snipped quote by ReaptheMusic>

You don't have to start at level three, that's just the highest you can start at. And yeah, the witch doctor thing is just flavor text and a basic guideline of how they function. By no means do you actually have to be a witchy doctor thematically.

<Snipped quote by ReaptheMusic>

The rule is that the maximum Level people can start at is Level 3. You can make Level 1 and Level 2 characters.


OOOHHHH okay I see. Good to know that he has basic healing and whatnot as well as my embellishments~

Hidden 9 yrs ago 9 yrs ago Post by Bubsy 2
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@Diggerton
1. I want to see a cool down level for your Fiery Sword.
2. Nerf the cool down to your portal to a minute. Remember: One Post = One Round = One Minute.

1. That's already there, it's two minutes.
2. Done. Where was this rule established? I'm pretty sure that I didn't see that in the OP, so it might be handy to slip it into the rules if I'm not just missing it.
Hidden 9 yrs ago 9 yrs ago Post by deadpixel101
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So with the addition of these cooldowns, may I movv my character into the character tab?

EDIT: Ah I will wait for GM to accept it then.
Hidden 9 yrs ago 9 yrs ago Post by Lucius Cypher
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It's an unspoken rule, as in I'll tell Windel to add it or add it myself at some point once everything get's organized. Anyways @Diggerton you're good to go for me, though wait for @TheWindel to give you the final say.

@deadpixel101 Looks good to me, get Windel's opinion.
Hidden 9 yrs ago Post by Bubsy 2
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Clear: 30 second cool down.


So wait, they can get a 30 second cooldown but I can't? :/

Unless you think that 30 seconds is OP, but I'm under the understanding that you asked me to switch it because of the timing of posts.
Hidden 9 yrs ago Post by Ashifili
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Alright then. To confirm everything…
Non-Structural Targets: 200% with variable knockback effect.
Structures: 300%
Large Dissolutions: 200% with 10% AP
Pincer: 250% per Land Demolisher
Cooldown: 60s
Hidden 9 yrs ago Post by TheWendil
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2. Done. Where was this rule established? I'm pretty sure that I didn't see that in the OP, so it might be handy to slip it into the rules if I'm not just missing it.


Information

Deep Ground Online is, in its most basic form and components, an indirect fighting game. The environment of Deep Ground Online is a massive city with spanning levels and wide open complexes for players to utilize. Labeled as “Faded City”, there are five main districts each respectively reserved for each faction. Guilds may conquer other districts to further grow in power and strength. Furthermore, one round (Post) of a combat is one minute total. This round doesn't end until all the combatants go, so the actions of two, three, or even ten fighters will all happen in one-minute, after each of them post. Collab battles if you can, but keep in mind the one-round/one-minute rule.
[@Windel]


Also, accepted. Please place them in the Character Tab.
Hidden 9 yrs ago Post by Ashifili
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@Diggerton
I mean, there's a 200% damage attack that, if I recall correctly, is on a 15 second cooldown. I think that the one minute rule is basically just used as an idea of how long the round is. Essentially, how many times that ability can be used in a single post.
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