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Fairly short history. But maybe I'm just a stickler for detail. That being said this would make our fifth rich kid character, probs wouldn't be too adversely affected by DGO scores. Kinda removes the tension of DGO's importance when you could probably continue to live a cushy life with your parent's money. But hey, for some of us that's just our reality.

Not all parents are interested in putting up with a failure and a disgrace. But yeah, didn't find much point in waxing poetic about the life of a simple minded 14 year old. And also not a super big fan of waving around all the hidden secret tragedies of people's lives in a biography.

As for Avatar abilities, I'm going to guess that she'll be doing a mix up between melee and range since she has vicious strikes, which only affects melee attacks, while it seems like a core of her abilities rely on ranged attacks. Additionally by the combat rules KoL has, reach "round" has at a max a sort of movement action and an attack action, which is generally just one attack. Perhaps two if you're the duel-wielding type of a guy with multiple arms.

It's more of a case where Vicious Strikes was taken because there's literally no value in any other feat. 10% armor piercing for ranged attacks, when her ranged attacks specifically do no damage? Double damage from sneak attacks when her skills are optimized towards longer, drawn out battles? And yeah, I read the whole round thing. Think it's weird that each round takes up an entire minute for a maximum of two attacks, but eh, whatever.

So under the circumstances of duel-wielding, it'll take you about six rounds for a full Stasis proc, though Thirteenth hour does allow it to happen in one if all hits lands. Which brings me to another question: though your passive ability says it doesn't do any damage, does it still proc from simply hitting, even if it would normally be blocked or deflected? Super speedy characters seem to be the current meta right now, so traditional tanks or pretty much obsolete. And what about AoE Ranged attacks like explosive weapons? Would that proc on all opponents hit or does it need to be direct hits?

Six rounds under the assumption that she hits all those shots and doesn't get the Slow debuff cleansed, yeah. It procs from simply hitting. One of those cases where blocking and deflecting is a bad idea, which doesn't seem to matter too much in your speedster meta (though dat all-encompassing stackable slow will~). AOE ranged attacks from explosive weapons will not have AOE. THe missile would fly through the air, hit someone, and that'll be it. A flamethrower will spew out a stream of fuel, and that'll be it.

Also a question. How does attack speed factor in to stuff? So far, stats just seem to be a rather nebulous thing, cause there's no point system or anything here, but the ability to hit multiple times per single action is a keystone to my character's ability to fuck shit up, so yeah...attack speed, how's that work?

Name: Moe Yumekawa
Age: 14
History: The Yumekawa family had always been about competition. Her father was merely a middling academic with an above average score in Deep Ground Online, but through vicious backdoor agreements and cutthroat business deals, Yumekawa Fitness is now one of the largest health and fitness corporations worldwide, filled with sweaty macho men getting swole and 40 year old housewives trying to burn off body fat. On the other side of the spectrum, Moe’s mother was a competitive kickboxer, only recently retiring due to injuries. With such strong-willed parents on both sides, Moe’s childhood was filled with both loud, violent arguments as well as loud, violent love-making scenes.

It became obvious to her at an early age that love was a war she didn’t want to get into, and though she did want to become a princess as a young girl, what she wanted more was to become a princess that could snatch away the prince from some random tramp on the streets.

As she got older, that interest in being a princess faded, but working out and practicing martial arts never did, and Moe went into Deep Ground Online as a small demon child, quickly joining up with the Scarlet Harleys because beating the shit out of real players was way more satisfying than exploding Dissolutions.

Sure, rising to the top was fun, but so was kicking others down.

Personality: Cheeky and aggressive, Moe’s primary personality point is her absolute lack of empathy and her love for simple answers. A friend has crippling depression due to bullying in school? Either suck it up or break a bat over those bullies’ heads. Her cousin wants relationship advice about a messy relationship? Stop dawdling about and fuck the dude already. She’s foul-mouthed and direct, never bothering to hide her intentions or hesitate when it comes to getting what she wants. After all, there’s just so many things to enjoy and so many things to work for. Lazing about is for losers and backpedallers.

A meathead brute in the form of a 14 year old girl, Moe has yet to fully deal with the suffering that is puberty and adolescence.


Avatar Class: Rogue - Ranger
Avatar Title: Mauve Night
Avatar Level: 3
Avatar Guild: Scarlet Harleys


Other: Currently uses a level appropriate hand gun, enchanted to increase accuracy.
Oh man, feels bad when all Lvl 3 Feats are basically useless.

Also, question about this.
Adaptive Ability: Allows you to take any Feat level 7 or lower you do not have.

Does that mean any Lvl 7 Feat, regardless of class restrictions?

Feats can't be custom made, right?
@TheWindel
It's more of an equalization thing? Don't really understand what you're getting at, but essentially...

It requires 12 successful hits in order to attain Stasis debuff, so that Good Night can be activated. Thus, it made sense in my head that Good Night would be doing at least the damage of 12 hits in a single instant, because, well, those 12 hits didn't do any damage before, so it'll do it now.
@TheWindel
Are you talking about the barrage of attacks that happens upon activation? It's more like...instantaneous? Basically what happens after someone gets Za Warudo'd.

Which character is it? Main idea for mine was just an ability that gave me more Actions, so if I can get away with adding on even more extra Actions, I'm down for that. :3

@KoL
So at Lvl 3, it'd be 600% auto-crit defense-piercing? And at Lvl 8, it'd be 1600% auto-crit defense-piercing? Sure. Is that same damage thing applied to Dissolutions, or is it auto-kill in that case?

And yeah, I'm fine with making it 10 rounds for the cooldown.
@KoL
1st: I don't think it needs to have stacks coming slower than they are, 12 successful attacks would take a lot of time to land anyway. What it needs is clarification on the duration of the debuff, which shouldn't really be longer than 01, at most 02 rounds since it's stackable and remove the part about the Stasis being unable to be removed by status cleansing effects, I don't think this is necessary.

Yeah, was thinking that it'd have a limitation of 1-2 rounds in terms of duration due to how retarded an all-encompassing speed debuff is. However, I personally do think that Stasis being unremovable is necessary, because it takes a long time to land AND is her only source of actual damage. The slow part can already be removed, so making Stasis removeable when it's so difficult to reach against a half-decent healer is sorta like, wow, why even live lol. It's a passive that can't be toggled off, after all, so if someone can just remove her slow every turn with Esuna or whatever, she'd actually be useless.

2nd: Switch the effects around, we really don't allow PC auto-killing, this is unfairly powerful. Also, reduce the damage to something more reasonable like like 400% or so. 1200% is just too much. Say that it consumes the debuff as well, for fairness sake, otherwise you still could cheap shot people to death with ease. A cool down of 03 to 05 rounds would be fair here, I think.

I mainly came up with things such as 'auto kill' and '1200%' because it requires 12 stacks. And 12 stacks = 12 hits. Sorta operating under the assumption that if you got hit twelve times, you SHOULD be dead. I'm fine with consuming the debuff though. Was going to assume that because debuffs don't matter when you're dead. Perhaps we can have it be a percentage damage thing, where if there's a disrepancy in levels, it effects how much damage is done? Like, if they're equal levels, it can kill them from 100% HP, but if there is a level difference of 5, it only does 40% of their HP?

Seriously though, 400% is pretty small, considering how a level 3 Feat allows you to do 200% in a single blow in your first attack, instead of taking 12 hits before you can do 400%.

3rd: I didn't understood the second part of this ability, the first one seems ok, I think, but the second feels a bit confused, so I cannot judge it well. A clarification would be good before I can place an opinion.

Essentially, Thirteenth Hour is supposed to serve as a 'Finisher'. You sacrifice all your HP except for 1%, and then you go ham for a single round. After that, you are debuffed to prevent you from 'erasing' your sacrifice by having your allies heal you, or it'd just be a ridiculous adrenaline boost that doesn't actually have a downside. If the enemy survives Thirteenth Hour, you're gonna have to fight them for five rounds in a situation where you literally would die if you got scratched.
Dropping this as a concept first. Tell me if it's too stronk or something. Don't mind if the amount of stacks to trigger Stasis is 24 instead of 12, because attack speed and accuracy stacking would make this character insane. Also don't know what suitable cooldowns to put on those two actives.

Seems like current roster is out of date, and 50+ CSes is a bit much. Who's active right now? Alternatively, main concept Avatar-wise is going to be a stack-based Ranger who uses ice bullets. Does that overlap with anyone else?
Be looking at making a shitty Caster, probs.
Feels bad when my OC Gawain from before Extra Gawain now can't exist, but alas.

Because this shit always fucking happens, what do you do if people disappear until there's like, a handful of PCs compared to the 14 characters that you'd start with? Furthermore, do you have plans outside of Grail War-centric stuff, or is this basically just a complicated Arena RP?
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