|
Post by Zafun Strider on Aug 16, 2011 23:01:07 GMT -5
Divvy up the assets of Ba'Ggun (username: link) and Brezzen (username: brezzen)*, and give them to Miff (username: miff) and Isolde (username: isolde)*. Isolde is to receive the remainders. *accounts to be dismantled linked here and here. *accounts to benefit linked here and here. The math should equal out to something like this- Miff: 67 Posts 75 Rupees Isolde: 68 Posts 75 Rupees
|
|
|
Post by Owen Enders on Aug 18, 2011 7:46:05 GMT -5
Very generous. Done. ACCEPTED!
|
|
|
Post by Zafun Strider on Aug 21, 2011 15:24:31 GMT -5
Between the health change and factors that came to light during my boss battle, I understand these revised abilities are more appropriate. Please look over them thoroughly and respond when you can.
Magic Slot: Gigawatt Hammer-On Taking time to build up extreme amounts of bio-electric energy the rock cowboy's arms and hands glow brighter and brighter with blue energy. While collecting energy he focuses completely on the intended target to maximize accuracy as he is unable to move around or take other actions while charging. After reaching their peak of his power the Zora's hands burn bright white with electricity and, thrusting them forward together, a stream of white lightning as thick as he is tall jets out with great force, attacking anyone in its path at both close range and out of range. The rock cowboy's increased attention to accuracy combined with the size and speed that the bolt travels in makes completely dodging the Gigawatt Hammer impossible without the use of an evasive ability of a greater or equal level to it. Because he is vulnerable during the time it is charged up, however, the blast can be stopped entirely if the first move/action slot an opponent uses is something that attacks the rock cowboy immediately, such as a close range blow or a long-range shot from an arrow. Anything that takes longer than a moment to reach and strike him from the beginning of the enemy's turn, however, will be too slow to stop the Gigawatt Hammer-On from unleashing. If an interruption is successful then the energy buildup is lost completely and the Zora must wait at least 1 turn before another attempt can be made. [2 Action Slots, Massive Damage, 3 Turn Cooldown]
Magic Slot: Bio-Electric Riffing The rock cowboy's guitar is powered by his own bio-electric energy, but that means more than just a free, mobile energy source. By super-charging his guitar the Zora will be able to play a blast of rock so awesome that it distorts the very air around him, creating a wide pulse of force that can last for either part of or for an entire turn. Bio-Electric Riffing will blast away anything within five meters of the guitar in addition to guarding against incoming physical and magical attacks from an enemy's last action by either outright stopping them or forcibly pushing them along a different course that will miss the rock cowboy if it can not be entirely halted. In LS Style this means anyone in-range of Zafun who he doesn't want to be there will get knocked out of range in addition to taking damage. If an entire turn is used to play the Bio-Electric Riffing then its required Action Slots and Cooldown for the ability are doubled, but the ability will end by sending a wide wave of sound force shooting forward from the Zora's instrument to attack at long range, possibly damaging a target who was knocked out of range by the initial assault a second time. [1 Action Slot, Moderate Damage, 2 Turn Cooldown]
[b]Magic Slot: Gigawatt Hammer-On[/b] Taking time to build up extreme amounts of bio-electric energy the rock cowboy's arms and hands glow brighter and brighter with blue energy. While collecting energy he focuses completely on the intended target to maximize accuracy as he is unable to move around or take other actions while charging. After reaching their peak of his power the Zora's hands burn bright white with electricity and, thrusting them forward together, a stream of white lightning as thick as he is tall jets out with great force, attacking anyone in its path at both close range and out of range. The rock cowboy's increased attention to accuracy combined with the size and speed that the bolt travels in makes completely dodging the Gigawatt Hammer impossible without the use of an evasive ability of a greater or equal level to it. Because he is vulnerable during the time it is charged up, however, the blast can be stopped entirely if the first move/action slot an opponent uses is something that attacks the rock cowboy immediately, such as a close range blow or a long-range shot from an arrow. Anything that takes longer than a moment to reach and strike him from the beginning of the enemy's turn, however, will be too slow to stop the Gigawatt Hammer-On from unleashing. If an interruption is successful then the energy buildup is lost completely and the Zora must wait at least 1 turn before another attempt can be made. [2 Action Slots, Massive Damage, 3 Turn Cooldown]
[b]Magic Slot: Bio-Electric Riffing[/b] The rock cowboy's guitar is powered by his own bio-electric energy, but that means more than just a free, mobile energy source. By super-charging his guitar the Zora will be able to play a blast of rock so awesome that it distorts the very air around him, creating a wide pulse of force that can last for either part of or for an entire turn. Bio-Electric Riffing will blast away anything within five meters of the guitar in addition to guarding against incoming physical and magical attacks from an enemy's last action by either outright stopping them or forcibly pushing them along a different course that will miss the rock cowboy if it can not be entirely halted. In LS Style this means anyone in-range of Zafun who he doesn't want to be there will get knocked out of range in addition to taking damage. If an entire turn is used to play the Bio-Electric Riffing then its required Action Slots and Cooldown for the ability are doubled, but the ability will end by sending a wide wave of sound force shooting forward from the Zora's instrument to attack at long range, possibly damaging a target who was knocked out of range by the initial assault a second time. [1 Action Slot, Moderate Damage, 2 Turn Cooldown]
|
|
Vriska
Global Moderator
RESTITUTE EXPATRIATE[M0n:-250]
Posts: 331
|
Post by Vriska on Aug 21, 2011 15:33:33 GMT -5
Do you have a pair of Magic Upgrades?
|
|
|
Post by Zafun Strider on Aug 21, 2011 16:19:10 GMT -5
They're not upgrades, they're updates, aimed at staff who had previous issues with my abilities. This would hopefully reconcile those issues with the original intent of the abilities.
That said, I would like the staff members who had those issues to be the one who overviewed these changes, since they are more likely to know what changes are desirable.
Don't worry. I understand it's already up for consideration.
|
|