04-14-2018, 12:42 PM
(This post was last modified: 04-14-2018, 12:45 PM by Dane Regan.)
Bump on my Ebony/Viola moves (see the post above CP's). Pls notice me senpais.
Approved. (Also... I kinda assumed she could originally move about while charging since you never said she had to stand still... And I wouldn't call your old effects foddery. Anyway, your extra drawbacks for better/longer buffs look good, so approved.)
@Morene: Regarding Vision's comment, I'd expect something medium-high if someone got hit by every shot. Since 5 second reload. Individually a bullet would be fairly weak though. Also, you're good with the fire rate - you've only got 50 shots per reload, and it takes just over 4 seconds to fire them all. Faster shots = Less damage per shot, generally (but a higher max dps overall, since it can't shoot for as long). As a suggestion, you might wanna make it clearer that it's tiring to use or quickly aim or something like that to emphasise some drawbacks.
(04-09-2018, 04:25 PM)Clownpiece Wrote: Making a buncha adjustments to Lampad's Torch.
Mostly because it occurred to me how dumb it is to have a 5 second, completely stationary charge time for what amounted to super short-lived, almost-foddery effects >.>
First change: Lampad's Torch.
(Changes in the bold paragraph only)
Old:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.[/spoiler]
New:
[spoiler]Lampad’s Torch (Physical, Ranged, Buff, Debuff, Area Attack, Homing, Suppression, Stealth) (2400):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. Despite its rather small size, Clownpiece still lacks the ability to easily store it on her person (since her dress lacks pockets). Fortunately enough, she's capable of magicking it away and back, making it disappear and reappear in her hands about as quickly as if she was stashing it in/retrieving it from a bag. Should she lose it for whatever reason, she's capable of summoning it back into her hand with a similar amount of concentration.
If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would. Essentially, it trades physical damage for a mind-scrambling effect.
Aside from that, the main use of the torch is messing with the sanity of those who look at the glow.
Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging, but does not need to stand still. She's capable of moving about as normal, but since she must focus on her torch, her dodging ability (as well as her general ability to keep an eye on the battlefield) is hindered. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she doesn't need to upkeep the effects unless explicitly stated in a variation. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, without really needing to worry about overexerting herself.[/spoiler]
Second Change: Agitation
(Increased Duration, but wears them out even faster)
Old:
[spoiler]A light that induces restlessness and energy in allies. For 10 seconds, allies are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel the need to attack/defend/move about, and once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
New:
[spoiler]A light that induces restlessness and energy in allies. For 15 seconds, friends of hers that succumb to the light are struck by an inexplicable antsiness coupled with a sudden boost in energy. Any moves/powers/etc they use (save for supers) they use during this time take half the time to charge and don’t wind/wear them out at first. However, due to the restlessness, those affected feel a need to attack/defend/move about, and thus act with more fervor, burning more energy than if they did that action normally. Additionally, once the hyperactivity wears out, they’re hit with the combined wear of everything they used all at once. They burn brighter, but also burn out faster.[/spoiler]
Third Change: Focus
(Increased Duration, put a larger emphasis on the tunnel-vision)
Old:
[spoiler]A light that throws allies into a state of hyper-focus. For 10 seconds, their concentration (whether it’s being directed towards moves/powers/or whatever) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision, and they might not notice another enemy coming up on them while they’re focused on one.[/spoiler]
New:
[spoiler]A light that throws allies into a state of hyper-focus. For 20 seconds, their begin concentrating so intently that their focus (no matter what it's being directed towards) cannot be broken by normal means, though a dedicated distraction/disruption move can still do it. Additionally, they don’t notice smaller wounds while in this state, allowing them to fight on relatively unhindered. However, with focus comes tunnel-vision. Their intense concentration renders them completely unable to be distracted unless their life is in immediate danger, and don't notice enemies they're not focused on coming up on them, even if they should be able to.[/spoiler]
Fourth Change: Paranoia
(Increased Duration, but people get more resistant the more it's used)
Old:
[spoiler]A light that induces very weak paranoia in her enemies. For 15 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss, "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a relatively flat surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
New:
[spoiler]A light that induces very weak paranoia in her enemies. For 30 seconds, her foes have a seed of anxiety planted in them that doesn't do anything on its own, unless Clownpiece backs it up with something to make it bloom. For this, she uses one of the cantrips taught by Dane during Dante's Abyss; "Ping."
With a quick moment of concentration, and a sound of some sort to go with it (be it a whisper, snap, footstep, or whatever), Clownpiece can throw that noise at a surface within 10 meters, copying the sound where the spell hits and bouncing it off in a straight line. This process is repeated up to five times, each quieter than the last, as long as there’s a surface within 10 meters of the last bounce, creating an echoing effect. There’s approximately a 1-second delay between each bounce. On its own, this spell does absolutely nothing except sound cool. To those under the effects of her paranoia, however, this is the sound of an approaching foe, a spirit whispering in their ear, an ally trying to get their attention. The sounds spawned by Ping steal away precious seconds of their attention, fray their nerves, and just in general mess with their sanity. However, the more Clownpiece's Pings an enemy, the more resistant to the effects they get. She can only distract someone for so long without something actually dangerous happening before they catch on.
Paranoia has the standard drain associated with it. The Ping portion, however, is incredibly easy to do, with almost no noticeable energy drain. It’s just a fun little party trick, after all.[/spoiler]
Final Change: Reckless Fervor
(Because even after initial adjustments it was still weaker than Hijiri's Undaunted Stance ._.)
Old:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame.[/spoiler]
New:
[spoiler]Clownpiece’s most favored application of madness. Everyone within range of her torch, enemy and ally alike, is driven into a powerful fervor for as long as they can see the flame. While under the effects of this madness, everyone is less likely to fear, falter, or flee but at the same time, this zeal also makes them more impulsive and prone to mistakes, as well as able to shrug off most wounds, even stronger ones. Furthermore, the torch also makes them feel a burst of adrenaline, giving them a false sense of energy. Though while everyone is influenced by both the positive and the negative, allies receive slightly more positive, while enemies receive slightly more negative. However, these differences are minute due to the wide and indiscriminate nature of the move.
Since Clownpiece uses this move so much it’s basically second-nature to her, meaning that when she activates it, it lasts nearly indefinitely as a passive effect, though it does slowly fatigue her. Additionally, it requires little focus to upkeep, meaning she can use other moves at will, but is unable to use any other Lampad’s Torch moves while it’s active. The madness fades away quickly over about 10 seconds after losing sight of the flame. Due to this, the rush many people feel from looking at it, as well as the lull once they look away, it can almost become addictive - less so for Clownpiece's long-term allies who are exposed to it more often and able to cope, or people with a higher TEC. When Clownpiece is using this move, people want to be under its effects.[/spoiler]
Approved. (Also... I kinda assumed she could originally move about while charging since you never said she had to stand still... And I wouldn't call your old effects foddery. Anyway, your extra drawbacks for better/longer buffs look good, so approved.)
@Morene: Regarding Vision's comment, I'd expect something medium-high if someone got hit by every shot. Since 5 second reload. Individually a bullet would be fairly weak though. Also, you're good with the fire rate - you've only got 50 shots per reload, and it takes just over 4 seconds to fire them all. Faster shots = Less damage per shot, generally (but a higher max dps overall, since it can't shoot for as long). As a suggestion, you might wanna make it clearer that it's tiring to use or quickly aim or something like that to emphasise some drawbacks.