almondsAndRain Posted October 27, 2019 Posted October 27, 2019 (edited) Combinatorial; Ghost Lights | 鬼火遁 | Onibiton Effect: The user may learn and perform Ghost Lights techniques. For one turn after being hit by a Ghost Light attack, opponents have an additional 2X% Chance to Fail on any attacks they perform targeting the user. X is equal to the JP value of the technique, based solely off of the technique’s CP cost. This may never apply more than a 20% chance to fail. When a Ghost Lights Element technique is performed, the user may apply the effects of any one ‘Subtle Elements’ skill required to purchase this Element, if they own it. Requirements: Subtle Elements; Fire, Subtle Elements; Water, and Subtle Elements; Wind. Cost: -2. Edited August 17, 2020 by almondsAndRain
almondsAndRain Posted October 27, 2019 Author Posted October 27, 2019 (edited) Alright, I have the time to tackle this again. It no longer inflicts Afraid and the ancillary effect has been dropped entirely. Like the last effect, this effectively scales up with CP cost, though indirectly through JP. And it only cares about it's "base" JP cost, so you can’t push it up higher with Hybrids or Pets or whatever. This gets capped out at with 10+ JP techniques, or in other words, 611+ CP Sennin techniques. This does stack with Afraid. I’d like to keep that effect if possible, and am completely willing to screw with the Chance to Fail this gives and its element tier to keep that interaction. Edited July 16, 2020 by almondsAndRain
Princess Posted October 28, 2019 Posted October 28, 2019 So I'm not super off the rails on the balance of this, it reminds me a lot of radiation where the's a way out of this but the game does kinda punish your path there, so it's rough but counterplay does exist. My biggest issue here is fun. I'm working on an afraid build for my summons to stop them just getting juked out instantly, and on a summon I feel it's not the end of the world just kill the summoner. With Afraid; 4 [1] on a cheap sennin level technique, you can half lock out the game in a 1v1, which most fights that happen are. I'm not really super keen on afraid 4 popping in without cost on every attack, especially considering afraid stacks with other instances. I'm not gonna say no to it because hell I've made just as filthy things in the past and as I stated I'm not mechanically against the resource denial mechanics at all. But if you could sell me a little harder on the existence of free afraid 4 I'd be happier with this.
almondsAndRain Posted October 28, 2019 Author Posted October 28, 2019 (edited) I’m not gonna sell you on a free Afraid; 4 when I was also concerned about that, hahaha. I included it to see what other people thought and to try to keep the effect text as small as I could manage, earlier iterations had it pretty bloated. Anyway, the effect has been changed to have Afraid’s value scale with the base cost of the technique. So inflicting Afraid; 1 is the baseline across every rank. Chuunin techniques can inflict Afraid; 2 at 100 base cost, Jounin at 150, and Sennin at 200. Afraid; 3 requires 300 at Jounin and 400 at Sennin. Afraid; 4 requires 600 at Sennin. EDIT: Following Discord discussion, the price has been dropped a tad. Chuunin techniques now inflict Afraid; 2 at 81 base cost, Jounin at 121, and Sennin at 161. Jounin now inflicts Afraid; 3 at 241, Sennin does at 321. Sennin techniques inflict Afraid; 4 at 481. Edited October 28, 2019 by almondsAndRain
Princess Posted October 28, 2019 Posted October 28, 2019 I'm okay with this maths, capped cost reduction still sets you back 240, which is going to make a dent in the long run. Afraid is nasty, but with the scaling threshold there's never going to be a time where you're just sitting there throwing swings that don't nudge your resources at all and reaping insane benefits. Approved.
almondsAndRain Posted November 2, 2019 Author Posted November 2, 2019 (edited) I changed the Japanese name to fit the English one better. The concept is still the same, but the inexact translation was bothering me. Supposedly in Wales these ghost lights are called Fairy Fires, so this actually worked out fairly well. I also switched out Subtle Elements; Earth for Subtle Elements; Wind in the requirements. While looking for a better name, I read up on these things and they rarely ever appear close to the ground. It's almost always over water or high in the sky. Wind and Afraid both inflict fail chance, but don't stack together because their fail chances effect different things, so I figure this also helps focus the element a bit more in that direction without breaking anything. No other mechanic has been changed. EDIT: I’ve cleaned up the wording a little bit too. It’s still not great. Changed the effect slightly to trigger off of all failed actions, but the cost they pay only increases and decreases based off of you and them exchanging hits, as it was to begin with. Edited November 8, 2019 by almondsAndRain
Yurane Posted December 29, 2019 Posted December 29, 2019 I think this is doing way too much for an element. Inflicting Afraid? Ok... I guess. Caps out at 80CP of value, which is kind of high but not abnormal. Also making Afraid triggers have chakra costs? What? And it stacks? And they have to keep track of how many times they've failed and adjust the number on whether they hit you or not? This is way, way too complicated for an element. 1
almondsAndRain Posted June 29, 2020 Author Posted June 29, 2020 (edited) Alright, I have the time to tackle this again. It no longer inflicts Afraid and the ancillary effect has been dropped entirely. Like the last effect, this effectively scales up with CP cost, though indirectly through JP. And it only cares about it's "base" JP cost, so you can’t push it up higher with Hybrids or Pets or whatever. This gets capped out at with 10+ JP techniques, or in other words, 611+ CP Sennin techniques. This does stack with Afraid. I’d like to keep that effect if possible, and am completely willing to screw with the Chance to Fail this gives and its element tier to keep that interaction. Edited July 16, 2020 by almondsAndRain
Princess Posted August 13, 2020 Posted August 13, 2020 You need to state how long the fail chance lasts for. I assume 'during that turn' or something, but as is, it just...hits them and lingers indefinitely meaning you need only use ghost fire once per battle. Which is a big nope.
almondsAndRain Posted August 17, 2020 Author Posted August 17, 2020 Yup yup, I think the duration got cut accidentally during editing. Fixed!