CMP Posted December 4, 2014 Posted December 4, 2014 I like the idea, but we'd have to reinforce that players cannot change the names of their artifacts to avoid confusion. That said, I feel it like it could be simplified from Flipz' example: Bone Suit Helm (SP: 2, +3 max health, +1 max health for every other piece of Bone Suit worn, headwear) Quote
Vash the Stampede Posted December 4, 2014 Posted December 4, 2014 Problem then hinges on collecting one artifact out of the set which I think personally would take away from it. Say you had 3 or 4 pieces of Bone Suit artifacts, but not the helm. Rather useless. Although it would make some specials more interesting. Opponent Special: Removes a random artifact from the attacker (If the hero has a set equipped one of the pieces of that set will be removed). Then do you attack again or spend a turn getting the bonus from having the set equipped? Random Note: At the time of writing this CMP has 12345 posts. Quote
Lind Whisperer Posted December 4, 2014 Posted December 4, 2014 (edited) Jester Set: Mosaic Wand: WP:3, physical attacks restore 5 Ether to entire party; wand Mosaic Shoulderpads: SP:2, +2 max Ether; accessory, suitable to anyone Mosaic Shield: SP:3, +2 max Ether, bearer can spend 5 Ether to provide +10 SP to one party member instead of attacking; shield Mosaic Jester Cap: SP:2, +3 max Ether, wearer causes entire party to reflect damage taken (subject to row and SP); headwear, suitable to anyone Mosaic Jester Shirt: SP:3, +3 max Ether; bodywear, suitable to anyone Mosaic Jester Tights: SP:2, +3 max Ether; footwear, suitable to anyone Set Bonuses: 4 items: +1 SP, +1 max health, +1 max Ether 5 items: +2 SP, +2 max health, +2 max Ether, user is Evasive when not attacking 6 items: +3 SP, +3 max health, +3 max Ether, user is Evasive when not attacking, increases gold stolen by 50% for all party members Okay, if this one comes out, I have to collect them. I was so close to having the full set... *looks off into the distance, lost in the memories...* Edited December 4, 2014 by Lind Whisperer Quote
Sandy Posted December 4, 2014 Author Posted December 4, 2014 Can anyone help me out by reminding me how the Chaotic bomb works?? A simple search on the forum or the wiki would have gotten you the answer. Any thought to Artefact Sets? A complete set gets a PC added bonuses/enhancements. I see lots of items with Crocodile and Hydra in the name. The problem lies in where to put the info about the set bonuses. They can't be written in the descriptions, because it would make them too long and possibly get mixed up with what the artifact itself does. Also, what artifacts belong to a set and what do not can cause confusion as well. So while I like the idea, the execution is too problematic for my taste. If a QM wants to introduce a set of artifacts in their own quest, I'm not opposed, though. Quote
UsernameMDM Posted December 4, 2014 Posted December 4, 2014 So while I like the idea, the execution is too problematic for my taste. Agreed. Was hoping you would figure something out. Quote
Zepher Posted December 4, 2014 Posted December 4, 2014 Pie's solution is what my suggestion was going to be, and seems easy enough. Quote
UsernameMDM Posted December 4, 2014 Posted December 4, 2014 Pie's solution is what my suggestion was going to be, and seems easy enough. I like that too. Gives perks and doesn't require a full set. Quote
Flare Posted December 5, 2014 Posted December 5, 2014 A simple search on the forum or the wiki would have gotten you the answer. Except I'm restricted right now to my mobile phone, searching through the forum isn't really feasible. But I didn't think about the wiki, oops Quote
Vash the Stampede Posted December 5, 2014 Posted December 5, 2014 (edited) Pie's solution is what my suggestion was going to be, and seems easy enough. I like that too. Gives perks and doesn't require a full set. Although like I mentioned that hinges on one item out of that set which depending on your luck could make collecting parts of a set worthless if you don't get the critical piece. Edited December 5, 2014 by Vash the Stampede Quote
Myrddyn Posted December 5, 2014 Posted December 5, 2014 Using the bone suit example again, I think "+1 max health for every other piece of Bone Suit worn" would be on every piece of bone suit armour. I suppose technically that might mean if you were wearing three pieces of bone suit armour, you would get +6 max health, (Hat: +2 max health for also having shirt and pants, shirt: +2 max health for also having hat and pants, pants: +2 max health for also having hat and shirt) but that: A) could easily be fixed by adding "(does not stack with set bonuses from other items of the same set)", and B) could be a pretty neat thing to have anyway, especially considering it's only health, not SP, and it requires at least level 20 and takes up 3 artifact slots to get a total bonus of +5 SP, +12 HP, which, compared to... *cough* Yeti fur coat *cough* Lucky Die *cough* ...other artifacts available, isn't that bad. You'd get a +49 bonus at level 50 with all your artifact slots, weapon slot, and shield slot taken up by this stuff, though, I think. Quote
CMP Posted December 5, 2014 Posted December 5, 2014 Although like I mentioned that hinges on one item out of that set which depending on your luck could make collecting parts of a set worthless if you don't get the critical piece. Each artifact could have a bonus like that. Quote
Flipz Posted December 5, 2014 Posted December 5, 2014 The problem lies in where to put the info about the set bonuses. They can't be written in the descriptions, because it would make them too long and possibly get mixed up with what the artifact itself does. Also, what artifacts belong to a set and what do not can cause confusion as well. So while I like the idea, the execution is too problematic for my taste. If a QM wants to introduce a set of artifacts in their own quest, I'm not opposed, though. The Treasury and the wiki are both good potential places for such an index. Quote
UsernameMDM Posted December 8, 2014 Posted December 8, 2014 Is the Mystic Knight's Spellblade Spin considered a Physical attack or a Spell attack or either? Quote
Sandy Posted December 8, 2014 Author Posted December 8, 2014 Is the Mystic Knight's Spellblade Spin considered a Physical attack or a Spell attack or either? It is a physical attack, unless the player was going for a spell, then it becomes a magical attack since it spends ether. You see, the element imbuing of the skill doesn't happen unless the player initially chose to cast a spell as their action. Quote
Waterbrick Down Posted December 8, 2014 Posted December 8, 2014 It is a physical attack, unless the player was going for a spell, then it becomes a magical attack since it spends ether. You see, the element imbuing of the skill doesn't happen unless the player initially chose to cast a spell as their action. If it's a magical attack, row isn't taken into account? So do Chi Monk's elemental imbued attacks take row into account? Also if it's a magical attack then it would ignore the effects of the weapon correct? Quote
UsernameMDM Posted December 8, 2014 Posted December 8, 2014 It is a physical attack, unless the player was going for a spell, then it becomes a magical attack since it spends ether. You see, the element imbuing of the skill doesn't happen unless the player initially chose to cast a spell as their action. Got it. So if a Mystic Knight intends to cast a spell throw a melee weapon, a Spellblade Spin would still do spell damage (normal damage, not counting elemental mods), and not halfed damage from fighting on the back row? Quote
JimBee Posted December 8, 2014 Posted December 8, 2014 [/size] If it's a magical attack, row isn't taken into account? So do Chi Monk's elemental imbued attacks take row into account? Also if it's a magical attack then it would ignore the effects of the weapon correct? No, a Chi Monk imbues a weaponless physical attack with an element. Because it uses ether, the imbued attack is magical. Martial Hits aren't spells, though, and do take row into account. For a Mystic Knight's Spellblade Spin, the same concept applies but to a weapon. The attack is not a spell, but is physical and additional weapon effects and elements do apply (as does row). I think this was a change made between the old SHIELD roll "Spellspin" (which consisted of spell attacks) and the current one, which I had to check when you were running the Hydra battle in 116. Because if it were a spell, Hoke's Wasabi Blade's fire element would not have come into effect and the battle would not have been won that way. Quote
Waterbrick Down Posted December 8, 2014 Posted December 8, 2014 I guess the main question we're trying to get a ruling on is: Do spell spin's take Row into account if they are elementally imbued? Do spell spin's take a weapon's effects (poison, stunning, gems imbued, etc) if they are elementally imbued? Quote
Lind Whisperer Posted December 8, 2014 Posted December 8, 2014 Inspired by all of the talking about PMs in Gen, I was inspired to create a new variant of Decamon. Whereas a game of normal Decamon requires some simple logic, I tried to create a game that is almost purely luck(since there is no way to find out who is winning until after the game is run): Pirate's Luck Decamon 1. Both players choose their five cards, and make any bets. 2. Both players PM their five card choices to the QM, and the order in which they want the cards to be played 3. The QM tabulates up all five hands, and posts the result. I was thinking of writing it into one of my planned trilogy, any thoughts? Quote
Brickdoctor Posted December 8, 2014 Posted December 8, 2014 Pirate's Luck Decamon 1. Both players choose their five cards, and make any bets. 2. Both players PM their five card choices to the QM, and the order in which they want the cards to be played 3. The QM tabulates up all five hands, and posts the result. This sounds really familiar. Didn't you do something like this before, Pie?Wait, it was somewhere in the Writeboard pseudo quests that we played while EB was down during the switch to IP.B 3, wasn't it? Quote
Flipz Posted December 8, 2014 Posted December 8, 2014 I think he ran it in 51 and possibly 69 as well--Melvin ran it, I think. Question for Sandy: what happens when there are two Skirmishers in a party and one rolls Phalanx while the other one's Phalanx is still active? Do the timers stack collectively (which would sort of make sense with the whole "teamwork" concept of the class), or do they both get separate timers (a la Knights and Paladins rolling double Sentinels/Guardian Angels)? If it's the latter, does the damage reduction stack while both are in effect? (It would make sense to me--if a Phalanx blocks half of all incoming blows, a second Phalanx could block half of the blows that get past the first Phalanx.) Quote
CMP Posted December 8, 2014 Posted December 8, 2014 This sounds really familiar. Didn't you do something like this before, Pie? Wait, it was somewhere in the Writeboard pseudo quests that we played while EB was down during the switch to IP.B 3, wasn't it? All three, plus Quest 89. Heroica RPG. Quote
Sandy Posted December 9, 2014 Author Posted December 9, 2014 If it's a magical attack, row isn't taken into account? So do Chi Monk's elemental imbued attacks take row into account? Also if it's a magical attack then it would ignore the effects of the weapon correct? Got it. So if a Mystic Knight intends to cast a spell throw a melee weapon, a Spellblade Spin would still do spell damage (normal damage, not counting elemental mods), and not halfed damage from fighting on the back row? I guess the main question we're trying to get a ruling on is: Do spell spin's take Row into account if they are elementally imbued? Do spell spin's take a weapon's effects (poison, stunning, gems imbued, etc) if they are elementally imbued? Ah, sorry. I should've worded it more clearly. The difference between physical and magical attacks really only concerns the blinded-, sealed- and immune to [physical/magical attacks]-effects. Both Mystic Knight's Spellblade Spin and Chi Monk's Martial Hits do take row into account, they are not ranged. And Spellblade Spin also takes weapon effects into account, since it is weapon-based and not a "fireball" you shoot at enemies (Martial Hits would, too, but there's no weapons involved). Quote
UsernameMDM Posted December 9, 2014 Posted December 9, 2014 So the Decamon Tournament weapons will do NO damage at all or their WP is not calculated in damage? Do these have a gem that can be removed? Etc, etc. Aquatic Axe (WP:9, triple damage against fiery and luminous enemies, no damage against electric and flying enemies; axe) Dark Lance (WP:9, triple damage against plants and flying enemies, no damage against fiery and luminous enemies; lance) Electric Rod (WP:9, triple damage against aquatic and flying enemies, no damage against rock and icy enemies; staff) Icy Halberd (WP:9, triple damage against plants and electric enemies, no damage against fiery and rock enemies; halberd) Fiery Sword (WP:9, triple damage against icy and dark enemies, no damage against aquatic and luminous enemies; longsword) Flying Boomerang (WP:9, triple damage against rock and aquatic enemies, no damage against electric and dark enemies; throwing weapon) Luminous Bow (WP:9, triple damage against dark and fiery enemies, no damage against plants and aquatic enemies; bow) Plant Whip (WP:9, triple damage against rock and luminous enemies, no damage against icy and dark enemies; whip) Rock Club (WP:9, triple damage against electric and icy enemies, no damage against plants and flying enemies; club) Quote
Sandy Posted December 9, 2014 Author Posted December 9, 2014 So the Decamon Tournament weapons will do NO damage at all or their WP is not calculated in damage? Do these have a gem that can be removed? Etc, etc. They act like Hunter's favoring, meaning the whole damage is tripled against the mentioned types. Likewise, the weapons do no damage at all to the other types mentioned. And no, these are not elemental weapons, so they do not contain gems. Quote
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