Damage Tiers and a small change to Spell Variants
Sept 22, 2019 0:39:07 GMT -5
Post by Ziya on Sept 22, 2019 0:39:07 GMT -5
Hi everyone! Thanks to some talking between Lord S-Sha, Siothrún, and myself, we've decided to put in a damage tier system. It's not anything like HP or any numbers though, and it will only apply to characters and updates going forward. Current characters are fine as is until they get an update. We're not that cruel! XP
Anyhow, I'm hoping that it will allow for an easier understanding of what can block what, what each thing can do, why something needs a longer cooldown, etc. You could even have an ability block x number of light moderate, and so on!
The tiers are Light, Moderate, Heavy, and Finisher/Fatal. Everything is based off of standard elemental spell tiers' damage, and I'll explain that more now:
Light damage is the amount of damage a Fira spell would do, or a single unguarded strike from a trained warrior. Cooldowns should be 1-2 posts, usually.
Moderate damage is the equivalent of a Firaga spell, and is what most abilities and spells will likely be. Cooldowns should be 2-4 posts, usually.
Heavy damage is on par with a Firaja/za spell, and is what a strong ability or spell would likely be. Cooldowns should be 4-6 posts, usually.
Finisher/Fatal is something like the finish ability from KH3 keyblades, or possibly a tier-five Fire spell. There really isn't an upper limit for these technically though, hence the name. Form finishers and a character's most powerful attacks would be this. Accordingly, cooldowns should be 6+ for the lower end of the scale, and once per form/battle for the more powerful.
Also, spell variants can have different cooldowns than "double the original spell's" now. It will still likely be more than the original, and please remember that if you use a variant it puts both it and the original spell on cooldown for the variant's duration.
If you have any questions please contact me through Discord or on here, though please give me a few days to get home since I'm driving cross-country right now! Thre of my characters have been modified to the new standards and are either in Update Applications or the most recent in Update Database depending on if they got approved already.
Anyhow, I'm hoping that it will allow for an easier understanding of what can block what, what each thing can do, why something needs a longer cooldown, etc. You could even have an ability block x number of light moderate, and so on!
The tiers are Light, Moderate, Heavy, and Finisher/Fatal. Everything is based off of standard elemental spell tiers' damage, and I'll explain that more now:
Light damage is the amount of damage a Fira spell would do, or a single unguarded strike from a trained warrior. Cooldowns should be 1-2 posts, usually.
Moderate damage is the equivalent of a Firaga spell, and is what most abilities and spells will likely be. Cooldowns should be 2-4 posts, usually.
Heavy damage is on par with a Firaja/za spell, and is what a strong ability or spell would likely be. Cooldowns should be 4-6 posts, usually.
Finisher/Fatal is something like the finish ability from KH3 keyblades, or possibly a tier-five Fire spell. There really isn't an upper limit for these technically though, hence the name. Form finishers and a character's most powerful attacks would be this. Accordingly, cooldowns should be 6+ for the lower end of the scale, and once per form/battle for the more powerful.
Also, spell variants can have different cooldowns than "double the original spell's" now. It will still likely be more than the original, and please remember that if you use a variant it puts both it and the original spell on cooldown for the variant's duration.
If you have any questions please contact me through Discord or on here, though please give me a few days to get home since I'm driving cross-country right now! Thre of my characters have been modified to the new standards and are either in Update Applications or the most recent in Update Database depending on if they got approved already.