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Return to: Espers
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#Post#: 9688--------------------------------------------------
Re: Abilities
By: bpayne00 Date: November 2, 2013, 5:13 pm
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that's true. I think because of that we should have them be
plant or grass types (yes you're right QM some were both plant
and toxic. I can see one plain as day but don't remember the
name lol)
#Post#: 9692--------------------------------------------------
Re: Abilities
By: QueenMuser Date: November 2, 2013, 5:40 pm
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Ok... And for metal element, two new families:
Battlefield
ULTIMATE: Killshot (only 10% probability to hit the enemy, but
when hits, OHKO)
THIRD TIER: Counter Attack (enemy's attack or ability will have
the damage of 20% returned); Fierce Blade (high damage)
SECOND TIER: Sharpen (permanently increases attack and energy);
Wounding Strike (medium damage, enemy loses hp every turn for
three turns)
FIRST TIER: Inox (esper's resistance momentanealy increased);
Clash (low damage)
Alkaline
ULTIMATE: Potassium Bomb (huge damage, enemy loses hp every turn
for five turns)
THIRD TIER: Platinum Immunity (permanently increases esper's
defence and resistance); Sodium Hydrossid (high damage)
SECOND TIER: Ductility (permanently increases esper's accuracy);
Litium Conductor (medium damage, steals one energy point from
enemy)
FIRST TIER: Malleability (momentanealy increases esper's speed);
Magnet Strike (low damage)
Emperiorz, at this point that esper drew by Dugoneon, called
Magnetar, could have at least the Metal element with the
Alkaline tree...
#Post#: 9750--------------------------------------------------
Re: Abilities
By: Emperiorz Date: November 3, 2013, 6:08 am
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I like the battlefield tree :) (a lot) So now we have two metal
trees (mech and battlefield), which is the right number for an
element. It could use some minor adjustments, but otherwise it's
fine.
But as for the alkaline tree... it reminds me too much of
chemistry. I mean, it's nice... but it wouldn't really make
sense. It would be like the plant element having a biology tree
with "microscope" and "dissect". No, I'm not trying to ruin your
hard work, but I just don't think it would work very well. :-\
Magnetar can be metal/electric ;) ability trees still to be
decided.
#Post#: 9752--------------------------------------------------
Re: Abilities
By: QueenMuser Date: November 3, 2013, 7:52 am
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But the alkine are METALS in the periodic table (Litium, Sodium
and Potassium are metals, and I played with the properties of
the metals in the periodic table)
#Post#: 9753--------------------------------------------------
Re: Abilities
By: Emperiorz Date: November 3, 2013, 7:55 am
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[quote author=QueenMuser link=topic=144.msg9752#msg9752
date=1383486720]
But the alkine are METALS in the periodic table (Litium, Sodium
and Potassium are metals, and I played with the properties of
the metals in the periodic table)
[/quote]
I know. But this is a mechanical element, not a chemical
element. As much as I like chemistry, a chemistry ability tree
would not work. ;)
#Post#: 9756--------------------------------------------------
Re: Abilities
By: QueenMuser Date: November 3, 2013, 9:33 am
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Then it's perfect or for toxic (hydrossids made by alkalines are
extremely CORROSIVE), or for PHYSICAL (Platinum Immunity,
Malleability and Ductility remind me also physical properties of
the body). Maybe the Alkaline tree is perfect for Espers with
physical-toxic element ;)
#Post#: 9757--------------------------------------------------
Re: Abilities
By: Emperiorz Date: November 3, 2013, 9:43 am
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A chemistry ability would not work for any element :-\
Hydroxides catch on fire when in contact with water, but that
doesn't mean that the fire or water element should have a
chemistry ability tree. All things are connected, but not so
many are connected well. Auramon and inorganic chemistry just
don't integrate with each other in my opinion. Most auramon
players wouldn't be interested in chemistry, or are too young
too understand much of it. Pokemon, geomon, digimon, and weamon
don't have chemistry-based abilities for a reason. ;)
#Post#: 9758--------------------------------------------------
Re: Abilities
By: Emperiorz Date: November 3, 2013, 9:47 am
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However, your battle/battlefield ability tree is fine. Auramon
is about catching espers and battling with them, so it fits the
theme perfectly, unlike chemistry :D
#Post#: 9759--------------------------------------------------
Re: Abilities
By: QueenMuser Date: November 3, 2013, 9:50 am
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Well, it's just a way to oblige American people to have a wider
culture! AHAHAHAHA ;D And for me all sciences are culture. If
people want to grow with videogames, they should enhance also
their INTELLIGENCE with videogames, so I'm just giving an
opportunity, but do whatever you want...
#Post#: 9769--------------------------------------------------
Re: Abilities
By: Emperiorz Date: November 3, 2013, 10:25 am
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I think that's a good idea, but I don't think they would learn
much from those abilities, other than that chemistry exists. :P
But the main problem is that many of them don't actually want to
learn, especially in a game, and our players probably wouldn't
like us forcing them to. :)
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