03-01-2016, 04:53 PM
Paul Atreides Wrote:So what I was saying was:
It can remain active for an hour, but the first time it comes into contact with something, it goes "poof" for a bit before it can be used again. Would you rather it be a short, active, thing rather than a passive "save your butt once" thing? (Totally willing to change it)
I was saying attacks made by characters who have an attack value of 5 or higher basically can bypass it, weakening the attack rather than the attack saving Paul (the attack delivered against Paul would be like it was 2 lower). I just kind of arbitrarily selected 5. Could be 4? If it was lower than that- the first attack doesn't hurt Paul but secondary effects (like poison, or freezing, or whatever) would still work so long as they are not contingent on injury.
OOOOH that makes so much more sense. Yeah make it a shorter active thing because that would increase the shields strength. Also, we generally don't like to use concrete numbers here so a better description would be "It severely decreases the momentum of *blank number of attacks* to make them effectively nullified" or however you'd like the move to be. If you REALLY want a number i'd probably add more caveats in order to let it be 5 ATK or less.
Colonel Wrote:And now, some of my own.
Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Charge Shot (Requires: Ranged Proficiency) -- 300 OM
An upgrade to the standard Colonel Buster, incorporated by studying Megaman.EXE's combat data. Funneling a charge similar to a Screen Divide as normally — taking roughly three seconds — it is discharged through the buster as opposed to the blade, letting loose a burst of green energy roughly one foot in diameter, trailing a meter-long trail of excess energy. It reaches approximately thirty meters before beginning to lose power and fizzles out entirely after forty meters. Upon impact, it produces a moderately-sized explosion, but only the initial blast itself deals any real damage.
Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
Screen Divide: Rain- Is this move inaccurate or what relative accuracy does it have. (Mostly asking cause 80 is a big number)
Charge Shot- approved at 300
Induct Missle- Seems properly balanced and capable with your ATK considering.Approved at 900
Side Note- Leaving Mickey for Colonel since he was working on Mickey's earlier moves
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- Credit to Ezzy