Name: Mina Vesta Age: 17 True Age: 18 Sex: Female Personality: She's just a regular girl who seriously hates Serions, which makes sense considering they killed her entire family, she doesn't have any abnormal or heightened states of emotion. She just acts and feels normal on a daily basis, aside from her grief from losing her family that is.
Sanity Snap: Upon witnessing her family being brutally massacred by the Serion something in her subconscious snapped. While she remains in perfect normalness most of the time. Times of stress, random moments, or anything really, could set her off and put her into a full psychotic meltdown where she'll just totally go insane beyond all recognition. This persona cannot be persuaded, afraid, or surprised by mental means or magical.
Insanity Shift: Her body visibly changes when her insanity warps out of control. First is her hair goes from it's usually long brown to short black. her eyes turn dark yellow with the pupils being slit like a cat. Her body can contort and do unnaturally creepy motions with ease and without hurting itself and her body is wrapped in madness energy which can cause minor hallucinations of death and crazy crap if people are too exposed to it (but to counter this one must just realize it isn't real and then it stops. This is just an RP tool.) She doesn't respond to danger and in fact laughs at her own blood or the blood of others while in this state.
Likes: Adventuring, Gambling, Smoking Fears: Alligators, Undead, and Dislikes Rainbows.
Clothing: Her Outer Armor "Maximillian" is a dark blue and black scheme full body suit of plate armor completely fitted to her body personally as if from a sculptor. Her Inner Armor "Robe of Lords" has the same color theme to it and is simply a robe over her normal clothes that covers her entire body and her arms while having a "hood" for her head too. Her cloak "Dracula Mantle" is a blood red cloak that goes from her shoulders down to slightly under the back of her calves and is attached to the armor (in caster class it appears as a dark blood red scarf around her neck.). Her magic ring is a simple silver band with a small ingrained blue gem in it on her left hand. Her boots, while matching Maximillian, are enchanted by a magical pair of feathers that are permanently attached to them via magic, two on each foot one on each side of the foot. that are small but noticeable and black in color. Her venetian shield, when usable, is a bronze colored standard shield with a golden thin cross in the middle of it and gold colored trim on the outer edges. the arm straps are leather and tan in color. The hand grip is grey. Her weapon appearance is in it's description. Refer there for those details.
Fighting Style
General Fighting Style: Mina is so new to the fighting aspect of life that she has no choice but to rely heavily on her job class system ability and her power gained through her equipment. She has no set or trained style and has no training whatsoever. Forcing her to use instinct and reflexes and learn on the fly instead of having trained methods of combat to rely on in any situation. While this may make her seem clumsy to some veterans it also can make her hard to predict and she certainly needs that edge to help her in combat.
Strengths: Gear wielder, Class Change Specific (Certain Classes excel at certain things over others) Weaknesses: Weakness of the Class (Class changes bring new weaknesses to the table), Average without the gear enhancements
Primary Stage
Ability Name: Power via Objects Description: This person uses equipment to further augment themselves for combat. These are magical items on par with Zanpaktou and are capable of being repaired when damaged. Her "Maximilian" and "Robe of Lords" can swap out at will as they provide the same function just with different appearances. This is done mostly to reflect her current class.
Weapon - Atkascha, Whispers of Ancient Memory - A sentient zanpaktou equal weapon with the transformation property. Allowing it to take the form of any weapon while still being the same item. In this case it only takes the form of a weapon used by the "Class or Job" the user is currently in. A knight class would thus has a sword or axe of some kind. A caster would have a wand or staff. Etc. Since the user can only job change once per post this weapon in turn can only change once per post. Despite its form changing it always has the same color scheme of dark red, gold, and black in some fashion. The actual damaging part of the weapon usually being dark red while the handle is black with a dull gold hand guard. Generally. This varies slightly from weapon design to weapon design.
Shield - Venetian Shield - brings down the damage resistance of physical and magical/elemental damage the user suffers by an additional 25%. (Will not always have this. Certain classes won't have one.)(This does stack with "Maximilian" and "Robe of Lords" when used however)
Caster/Light Class Armor - Robe of Lords - Covers the user in a protective shell that reduces physical damage and magical/elemental and spell-like ability damage by 25%. (This does not stack with "Maximilian")
Melee/Heavy Armor - Maximilian - Covers the user in a protective shell that reduces physical damage and magical/elemental and spell-like ability damage by 25%. (This does not stack with "Robe of Lords".)
Cloak - Dracula Mantle - Prevents blood loss death and grants moderate regeneration as well as Enhanced Stamina
Gloves - Genji Gauntlets - Enhanced Physical and Magical Strength
Ring - Magic Ring - Grants cero equivalent Magic during Caster Class Changes. As such the spells are spammable and cannot exceed cero strength in total per spell. Maximum range of magical abilities is 50 yards. Any status magic lasts one post has a one post grace and can only be up to 50% effective against opponents in a negative way (Such as blindness or something) Healing magic can only be done four times per post and follows the same Cero output limit as the rest of her magic.
Boots - Feather Boots - Allows to walk on the surface of any material without danger to the wearer.
Ability Name: Job Change System Description: The user is able to change the "Class" they are currently in. Shifting their strengths and weaknesses in representation to the class they are currently in and changing how they go about fighting. The classes available to the user through this system are: Freelancer (Base Class), Knight, Monk, Lancer, Sniper, Assassin, Berserker, Black Mage, White Mage, Bard, Samurai, Gunner, Templar, Fencer, and Geomancer. See "Magic Ring" for magic limitations for caster classes. They are only able to change jobs once per post. This power is also how she obtained her equipment in the first place as it generated the items on her body when it awoke inside her.
Additional Class Information:
Spoiler:
Magic List Because Zenke is Lame and this is not possible: Fireballs, Ice Spears, Lightning Bolts, Tornados, Earthquakes, Earth Upheavals, Wind blades, gravity balls,. laser beams, ice bea,s, fire blasts, thunder claps, sonic booms, rain of ice shards, rain of fire, thunderstorms, healing magic, shields, barriers, blindness, deafness, stiffness, numbness, regeneration, smokey misty stuff, steam attacks, poisons, elemental crap, energy crap, lava, darkness, ash, holy, flare, meteors. rain of whatever, conjuring cats, dogs, anything, fire sickles, ice clones, earth clones, water clones, ...clones. Wind drills. Blood blades, spears, telekinesis, telepathy with permission, floating, propulsion, Â You get the point. There isn't a freakin list and I'll probably at some point do something that isn't on this list and I'll kill anyone who complains because it's friggin magic and isn't limited in ways it can be done and used. It's imagination based. This is why I put so many frickin limits on it so no matter what I did it was properly nerfed. D:<
Freelancer Weapons: Any. Pros: Freedom of weapon choices Cons: No specialized function. Average stat spread
Knight Weapons: Sword and shield Pros: High defense and balanced offense capability. Cons: low speed, no ranged.
Monk Weapons: fists, knuckles, gloves, claws. Pros: speed, strength Cons: no ranged or extra defense.
Lancer Weapons: Spear(s), Spear and Shield Pros: High damage output, reflexive combat Cons: lower movement speed than other classes.
Sniper Weapons: Rifles, Longbows Pros: Long ranged comabt specialist. Precise aiming even at large distances, speed. Cons: no melee capacity, low defense
Assassin Weapons: Dual Wielded Weaponry, Single Hand Crossbows Pros: speed Cons: defense
Berserker Weapons: Axes, Greatswords, Large Weapons, unconventional weapons (Car throwing or pole using), Halberds Pros: High damage output, speedy Cons: low defense, no ranged other than throwing things.
Black Mage Weapons: Fans, Rods, Daggers, Grimoire Pros: many many versatile ways to use magic offensively Cons: low speed, low melee capacity, low defense
White Mage Weapons: Staff, Rods, Grimoire Pros: Buffing and Restorative magic as well as holy based attack spells. Cons: low melee capacity, low defense, low speed
Bard Weapons: Harps, Bows, Tambourines, Whistles, Flutes Pros: Sound based Magical abilites can buff or debuff or even attack to certain degrees Cons: no melee capacity, low defense
Samurai Weapons: Katana Pros: quick and powerful with a Katana Cons: not quite as defensive as a knight and not as quick as a lancer but has more than enough dodging/parrying capacity to make up for both.
Gunner Weapons: Twin guns, usually pistols of some kind. Pros: Speedy attacks and rapid fire capacity. Quick on their feet and a viable threat Cons: fixed fire power, no melee capacity, low defensive capacity
Templar Weapons: Sword and Shield Pros: Debuff magic and defensibly sound Cons: not fast or strong
Fencer Weapons: Rapiers, Sabers, Cutlass, Swords Pros: Speedy and capable of great dodging feats Cons: not as strong as other melee but is more defensive due to parry/dodge capacity.
Geomancer Weapons: Chains, Maces, Flails Pros: Earthly elemental magic, average melee combatant Cons: defensively weak, not the fastest of fighters
Sidenotes: Monk class has leg weights very akin to Rock Lee's. They are ridiculously heavy and have no bearing on anything. They can be removed and cause big craters from their weight but that is it. This is mostly for the giggles. Her total speed would not change just because these are removed. I would just rp her being slower movement wise until I remove them. For lols. No big deal.
Boosts: All boosts are granted by the equipment. Summary list = Durability, Strength, Spiritual Power, Speed, and Stamina x 4 (Makes up for no power up forms)
Fullbring
Weapon / Item(s) / Whatever it is on you: Pokeballs! >:O Appearance: Six of these in their smaller forms appear on her belt.
Last Resort: User powers up and attacks as if it's their last. Charging at an opponent with very little stopping them short of defeat.
Hyper Voice: releases a sonic screech from the users mouth that causes damage to anyone who is caught in it's wide cone effect of 40 feet long and 30 feet wide, being smaller near the mouth but quickly expanding to full length by five feet out.
Covet: A light attack that steals any temporary buffs the opponent may have.
Quick Attack: An extreme speed maneuver very similar to shunpo, but slightly faster. making it's hit very dangerous.
Thunder, Hydro Pump, Psyshock, Dark Pulse, Moonblast and Ice Beam follow the anime/game visuals and have a fifty foot range (Other than Dark Pulse Leaf Blade and Flare Blitz for obvious reasons). They are also completely made of their respective element (Electric, Water, Magic/spiritual Energy, Darkness, Holy, Ice) Flare Blitz covers flareon in flames for one post and allows for many attempts to land a blow but once a blow is landed the move is cancelled. Leaf Blade summons 1 to 3 green blades of "Nature" energy that attempt to strike Leafeon's intended target. Dark Pulse has no range and is instead emitted for fifteen feet from the user's body.
Croagunk:
Poison Jab: Coats the users fists in a highly concentrated poison that deal damage over a post equal to half of the damage the landing blow actually dealt. This poison cannot stack. This poison deals the damage over the course of the following post it is received in. This poison is not as OP as Zenke thought it was. This poison has a clearly stated duration and grace of one post but Zenke is blind so now it's here too. I am bashing Zenke with this poison. This poison is not OP. This poison only deals a max of 3 cero over the course of TWO posts.. which is within my 2 cero per post damage limit I placed on the pokemon. This poison is approved by Rena.
Brick Break: A concentrated power attack that easily defeats defensive abilities.
Mud Bomb: User shoots out a large ball of mud that explodes on contact for up to ten feet with a range of fifty feet for the initial bomb.
Sucker Punch: The user predicts and attacks an attacker quicker than the foe's attack can land. This move does not work against non-physical attacks.
Armaldo:
Ancient Power: summons several large and energy covered mini boulders that are then telekinetically hurled at opponents.
Super Power: A power attack that strengthens the users power output in the next post by 25%.
X-Scissor: Fires an X shaped energy attack from claws.
Protect: Envelopes the user in a defensive shell protecting them from any one attack. Extended attacks, multi attacks, and shield breaking attacks defeat this skill.
Lucario:
Aura Sphere: Fires a large ball of "Aura" or "energy"
Bone Rush: Creates a large bone to act as a weapon or can be used to send a few said bones at any target(s).
Double Team: Creates between four and two dozen after images. These cannot hurt but are removed when hit by anything. Even a thrown rock. These images can move and make sound and even "look" like they are attacking. But only the real one can cause damage.
Counter: At the moment of impact against an attack in Melee range (physical or not) the user of this skill bounces the force back at the attacker. (much like Bakudo 8 Seki)
Flygon:
Draco Meteor: Fires a large ball of energy into the air, or otherwise, that splits into two dozen smaller "meteors" upon impact or after reaching a distance of 100ft. whichever comes first.
Dig: Allows the user to move through the ground like it was water.This is subject to the one post rule in sidenotes.
Fly: Allows the user enhanced flying speed. This is subject to the one post rule in sidenotes.
Flamethrower: User breaths out a line of fire that extends for up to forty feet and is ten feet at it's widest. (cone effect)
Mewtwo:
Psychic: This allows Mewtwo to perform a variety of things, but he is limited to one "attack action" at a time. So he could either make a bunch of objects fly around. Attack with a psychic blast, or slow down an attack or even possibly divert it depending on it's strength. but he could not do all of them at once. This ability is also the only reason Mewtwo can speak to Mina or others through telepathy. Mewtwo is the only pokemon Mina has that can communicate in a way someone other than Mina can understand.
Shadow Ball: He can fire this "bala" esque attack by the dozen or he can "charge" it to make it be as big as his body and fire it in that manner. Either way the total damage dealt  by the move does not exceed 2 cero.
Hyper Beam: This is essentially a Cero of a light purple/pink color (As mewtwo's energy is that color) except twice the size and range in terms of visuals. The power is still 2 cero worth and the speed is of a regular cero.
Earthquake: This move allows Mewtwo to cause a earthquake(duh), shifting, jutting, and otherwise re-shaping in a destructive manner the battlefield around him for two hundred feet. This causes gaps to form under opponents rock spikes to jut out all over the place trying to stab opponents and constant balance shifting making it harder for normal foes to stay on their feet. It also causes a shockwave that extends from Mewtwo for half the distance that deals half the damage the rest of the ability would cause.
Sidenote 1: With the SOLE EXCEPTION of Mewtwo's Psychic ability Each move is once per post, can only last one post, only effects for one post, etc. other than that the pokemon simply use their "natural" weapons to fight with (fists feets claws teeth etc). Each move's damage is 2 cero's worth. The functions of the abilities are reflected here to the best of nerfed abilities as to be useful but not OP. Each Pokemon (Regardless of Mina's tier at the time) fights on Mina's behalf thus takes her tier when called on. (As Mina can't fight on her own with this Fullbring) Only one Pokemon can be used at a time. Each pokemon can be substituted at will, but this leaves Mina vulnerable until the new pokemon appears.
Sidenote 2: Eevee's move "Last Resort" becomes a different move when Eevee changes forms. Thunder for Jolteon, Hydro Pump for Vaporeon, Flare Blitz for Flareon, Dark Pulse for Umbreon, Psyshock for Espeon, Ice Beam for Glaceon, Leaf Blade for Leafeon, and Moonblast for Sylveon. Limits on how strong these are are in Eeveelution Mutation. Summary of move effects will be added to Eevee's movelist.
Individualized Pokemon Special Ability
Spoiler:
Ability Name: Eeveelution Mutation! (Eevee) Description: While Eevee is in battle Mina is able to use her power to trigger it to mutate into one of it's evolutionary states. (Think of this Eevee as Red's eevee which could evolve into more than one eeveelution and back..then put that eevee on steroids.) This new form lasts one post and has a CD of one post.
Ability Name: Mega Evolution (Lucario) Description: This is a burst of power that Lucario can sustain for two posts before needing a post to recover from the energy release. It increases his strength and speed substantially as compared to normal. (30% boost to offense 25% boost to speed.)
Ability Name: Black Sludge (Croagunk) Description: Â Croagunk's item gives him minor renegeration and causes physical touch of him, other than Mina and social moments, to cause slight damage to the touchers.
Ability Name: X Defense (Armaldo) Description: At the start of battle Mina activates X Defense and makes Armaldo the tanker of her pokemon, excluding Mewtwo. Raising his defensive abilities by fifty percent what they would be otherwise.
Ability Name: Dragon Scale (Flygon) Description: Flygon is more durable than most of the other pokemon, excluding Mewtwo. He is tougher and generally more effective in all ways than the others, except Mewtwo. making him 20% more capable than he would be normally.
Ability Name: Battle Armor (Mewtwo) Description: This armor fine tunes and restrains Mewtwo's immense power. He wears it only because Mina requests it of him so that he doesn't accidentally kill someone without her permission. This armor can be broken however as it is recreated by Mina's ability and mewtwo's own power and is not considered equipment or zan steel material. This armor grants him "perfect homing" to his moveset when worn but cuts his attack by half (to one cero worth). However using this homing addition has a post CD. In which time his abilities would function as normal (Though still reduced strength) until the CD is up. Example I gave Jun. Hyper Beam 1 is homing Hyper beam 2 cannot be. Hyper beam 3 can be. Etc.
Boosts: Speedx2 (Mina), Â All Capabilities x3 (Pokemon) (Makes her not totally helpless and makes them capable of fighting Toukai level equals.
Back Drop
Background: Mina Vesta was orphaned during the battle of new york brought on by the Serion and only survived because her power as an advent human awoke to defend her. It generated the equipment she now uses and gave her the strength she needed to fend off the few Serion that had attacked her neighborhood. Her life until that point, having been so close to the headquarters of the Coalition in New York, had been fairly normal and safe. She had normal friends and didn't suffer any dramatic or traumatic events in school. She had only been thrown into the chaos of the world by sheer coincidence that Serion found earth and attacked it.
She had no bad memories, never had to suffer or starve, never trained a day in her life other than regular physical activities and her own stay fit work out routine so she didn't get fat. She had nothing special about her at all and was a very normal girl in every way until now. She grew up normal, lived normal, and was just..Normal, but now she swore hateful vengeance for her families murder against the Serion and strove towards trying to help make that goal come to fruition.
It turned out, however, that in the deep recesses of her mind her sanity and concept of reality crumbled away. Being replaced by a split personality who has totally succumbed to absolute madness. She cannot fight to suppress it because it was caused by the trauma of witnessing her entire family be killed by the Serion. So unless every single one of them dies.........yeah. Her powers of "generation" warp when she has a meltdown which changes her appearance a bit.. and wraps her in a nice loving blanket of insanity energy. Her personality is beyond reason and is almost like she got totally friggin blitzed on every drug known to man all at once. Causing her to blabber on and contort in weird ways and just generally act....... well crazy.
Luckily.. this doesn't seem to effect her "creature" helpers in fact it freaks them out..but it does tend to alter her appearance when she is relying on her Job Change System ability. Fortunately.. but also not.. for Mina..this is a split personality..and not a true insanity disorder. Otherwise she would be constantly out of her mind. Hah.
~~~~~~~~~~~~~~~~~~~ Mina's Favorite Video:
InSaNiTy SnAp:
Last edited by Rena on Wed Mar 09, 2016 9:44 pm; edited 34 times in total
Zenke Staff
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Subject: Re: Mina Vesta Mon Feb 29, 2016 6:01 pm
Shield- for the shield, i think the buff is too powerful. i mean if you block with it your negating attacks completely, unless its an explosion or the shield isn't as strong as zan steel  and just gets cut in half or what ever(I'm assuming it is). So I dont see it needing a 25% extra buff to all the stuff listed on top of what your armor gives you. 5% or 10% maybe but more than that is unnecessary.
For all of the above, what exactly is the extent of the enhancements to physical and magical strength, speed, durability and stamina granted by these? Or am i correct in thinking these are giving you your x4 boosts?
magic ring- I know this is a pain but can you give me a short list of the things you can do. Like cast fire, ice, thunder, haste, shell, protect, I assume these would all be on the list? Anything else? Its just to give an idea of the extents of her attack spells, buffs and debuffs and stuff.
other than that I think everything is ok. Lets see what jun has to say on it though.
Rena Founder
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Subject: Re: Mina Vesta Tue Mar 01, 2016 1:55 am
Everything aside for the moment. Recall she is gear based. Meaning if for any reason she is disarmed of any of her equipment pieces she loses it's effect until she gets it or the threads over and her power reconstitutes a new one. Now take into account only four of her classes can even have a shield, with only two of those actually receiving boosts to their defenses with a third of the 4 being completely averaged.
Now we move on to physics. I have a shield. You fire a cero. I block with shield. There is no way on gods earth that shield is going to stop that Cero from hurting me. Zan steel or otherwise. Shield may be fine. I sure as hell won't be. It'll AT BEST protect my important body parts and organs from extreme trauma. That's about it. This shield is not a cure all for defense. No shield is.
Thus we can proceed to the actual character, first, she has no power outside of cero level magic. Without such a high defense she will never last against almost any of the forum because in a pure power battle they would all win. Her only main choice is physical combat and even then she's average without her gear and her gear only keeps her from being considered weak for her tier.
The 3 pieces you mentioned. Yes. They are her boosts of x4. Thats why her boost section doesn't have any and refers to her equipment boosts.
......................................................................I will make the list but I will make it known I am not pleased about it. I made so many nerfs and rules concerning the magic that this should be highly unnecessary. Also let it be known it will not be a COMPLETE list.. because it's friggin impossible to have one. ;P
Zenke Staff
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Subject: Re: Mina Vesta Tue Mar 01, 2016 10:10 am
It depends on how you use it. But fair point.
Eh I didn't expect everything on the list. I mean you'd think i'd be complaining about the fact that you can use so many different elements or something. Or straight up say, no this is to vague, i need you to give a detailed list of every oen of her abilities she can use as a mage. Na I just wanted a list so I could get a good idea of what she can do, limitations or not. And its not just for me, others will wonder about everything she can do too.
I have no further issues. Approved. 2-4
On a side note, how do you conjure a cero worth of dog? XD
Rena Founder
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Subject: Re: Mina Vesta Tue Mar 01, 2016 3:54 pm
I am glad you asked! First I take the necessary stance. Grip my wand. Jerk it around a little. and poof. I have now summoned a dog that can hit one time with the power of a cero. Or explode. with the power of a cero. or take one cero worth of damage and be destroyed.
Think about it. I have now legitimately created a way to have the almighty power.
Of Exploding Sheep.
.....Aren't I a clever girl..?
Jun Tomoshibi Owner
Posts : 1990 Join date : 2011-12-01 Age : 33 Location : Where am I again?
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Subject: Re: Mina Vesta Tue Mar 01, 2016 11:07 pm
Seconded.
Tier may be technically high, but considering most characters are like 2-2 to 2-1 and up...at least currently, there's still plenty of room for her to grow and it may still take a bit for her to get there.
Rena Founder
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Subject: Re: Mina Vesta Thu Mar 03, 2016 6:26 am
Added a fullbring.
Notes 1. Don't you dare laugh. It's fucking cool. Notes 2. She doesn't have her "equipment" during Fullbring as her Job Change System is responsible for her gear and Fullbring doesn't allow for primary powers during use. So don't think it's OP right off the bat. Notes 3: Although they are a bit...vague.. I did properly nerf them and give them a power limit and all that fun jazz. Notes 4. Admit it. You are jealous I thought of this first. Notes 5. This actually goes along with her "dependant" power theme. As now instead of relying on equipment, which she can still do, she can choose to rely on these six instead. Yay ideas. Notes 6. The pokemon's in-game stats and weaknesses/strengths don't matter here. Because as stated they run off Mina's tier and app putting them as all average for whatever tier she's at at the time. With the exceptions of their "boosts" and their personalized ability. Notes 7. Moved Back to mods. So. I'll post with her for Zenke and just NOT use these until they are approved.. that way he doesn't have to wait for her to be re-approved when he finishes Thanatos. Notes 8. Don't forget she gets a new pokeball unlocked via her tier. So right now she would only have Eevee anyways. ;P Notes 9. Mewtwo is awesome. Bow before the Clone. Notes 10. I foresee lots of clarifications. But little else. So yay.
Zenke Staff
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Subject: Re: Mina Vesta Sat Mar 05, 2016 10:45 pm
Covet: Needs a cooldown.
Poison Jab: Poison needs a grace period.
Brick Break: To what extent? like, can this smash a shield capable of blocking a cero oscuros?
Mud Bomb: Blast radius, if it has one?
Crush Claw: needs a cooldown. How much exactly does it weaken durablity by and how? remove hierro like effects for a post?
Counter: can it be dodged?
Fly: how much force? all these moves do 2 cero worth of damage as it is.
Rena Founder
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Subject: Re: Mina Vesta Sat Mar 05, 2016 11:21 pm
Quote :
Sidenote 1: With the SOLE EXCEPTION of Mewtwo's Psychic ability Each move is once per post, can only last one post, only effects for one post, etc.
I do believe that covers Covet, Crush Claw, and Poison jabs stuff (cept crushes durability thing)
Fly: nah nah... it's still maxed at two cero no move they have can outdo that. Ever. not even mewtwo.. it just means that for the one post he has greater flight speed and thus would be more likely to get to that two cero cap than he would normally with his "natural" abilities.
Counter: well.. I'd say yes but it'd be difficult. I mean it's essentially blasting you with kinetic force..which..can't really be seen..? but I suppose it could be sensed? So this isn't perfect by no means.
Mud Bomb: my bad. ten feet. I'll put it in.
Crush Claw: ...how? do I really need a way? It's meant to weaken defenses. If I hit you with it. Guess what. your defense is weakened. Also.. it'd say since the in-game equal was one stage and one stage was 25%. I'd go for that here. Also no. it wouldn't remove heiro-like effects it would just make them weaker for a post. it's a weakening. not a destroyer.
Brick Break: ....it has the power of two cero and is designed to bash shields/barriers/etc. How then would it bash a shield able to block greater than two cero? It wouldn't have the strength necessary. Two cero is a little weaker than a gran ray and a gran way is what. twice as weak? as a cero oscuras? If I remember right? I can't even attempt to hope to match that kind of shield blocking. So this kind seems like a redundant question.. but I hope I answered it.
Orgoth Platinum Member
Posts : 615 Join date : 2012-02-02 Age : 33 Location : Ireland
Subject: Re: Mina Vesta Sun Mar 06, 2016 3:58 pm
The only things I got are:
- As stated in Da Rulez, any ability with homing must have a minimum of 1 post cooldown. This needs to be applied to Swift and all of Mewtwo's abilities when in his suit. I assume this doesn't apply to earthquake, because that would make no sense.
- Draco Meteor: Certain distance? CERTAIN DISTANCE?! XD It would have been quicker to just write an actual distance. Jeez. Kids these days with their skateboards and arbitrarily vague ability descriptions. I need an actual distance is basically what I'm saying XD
- I'm operating under the belief(from looking at the rules) that Fullbring is just an alternate form of Final Stage. This means that the max boosts in this form are x3.
Mewtwo has it from a totally destructible armor that he will most likely lose every single fight. He also gets half power attacks while in the suit in exchange for the homing. So I decline.
Draco meteor: I didn't know a distance because the anime doesn't exactly give you a clear view of it >_> so you give me one.
Boosts: Alright. I'll fix that in a second. All I remembered was maximum was x4.
Crush Claw: I hit you. If I hit you. You lose durability for a post. Fine then since it's such a big deal even though you can't counter it if I hit you. It's a supernatural poison. There. done. Drop it. I already had it detailed properly and making it a "how it works" is like asking how any character can do any of their abilities. When we never actually explain that. It's his power. He can do it. How is irrelevant cuz you can't counter it if he lands the blow to activate it.
Orgoth Platinum Member
Posts : 615 Join date : 2012-02-02 Age : 33 Location : Ireland
Subject: Re: Mina Vesta Sun Mar 06, 2016 6:29 pm
Swift and Mewtwo's stuff: Once per post is not the same as one post cool down. Mewtwo's suit may be destructible, but a cool-down still needs to apply while the homing is active. This is in the rules. We cannt bend the rules just because they don't suit you. I'm sorry.
Draco Meteor: You know, if you're gonna use attacks and stuff from anime, you gotta go the whole way and fill in all the gaps. I had to. But if you insist, I recommend 100 ft.
Crush Claw: Fine, but your grace period for a 25% reduction in durability is not good enough it seems. Orange was forced to put a 2 post grace for his ability that does the same amount of reduction to durability.
Rena Founder
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Subject: Re: Mina Vesta Sun Mar 06, 2016 8:04 pm
Quoting the rules to the person who hasn't broken them is annoying. The rules state a power equal to a cero can have homing with no CD. In his armor his power is halved to one cero. Thus a CD enforcement by your own rule quoted isn't needed. I am upset that you seem to disagree with the very rule you are spouting.
If he has the power reduction removed I will agree to the CD. otherwise you've barked up the wrong tree. with the wrong info. For the wrong reasons.
Draco Meteor: Hey I already admitted I didn't know and asked for your input. Thats a staff thing to do. This sounds more snarky than it needed to be in response to me. 100 ft is fine I'll add it in a second.
Crush Claw: This attack is a hit or miss situation. Unlike Croagunk's poison jab where it deactivates when it lands a blow and not before hand. Or when the post ends if I didn't land at all anyways. You mean to tell me that one attempt once per post for a measly number that can easily be avoided, parried, blocked, or diverted is too much?
I got no issues picking a different move to replace this if that is the case. I'm just making sure I understand right cuz you make it sound like i just suddenly get to cripple the person's defense. Which isn't even the case. If I hit. great. If I don't. then fuck. I have to wait til next post to try.
You also seem to be coming off as pissed off or upset. Which confuses me. I'm merely pointing out I have proper nerfs in place. no need to seem testy. You are doing your job and I am doing mine.
However in regards to Swift I'm a bit confused on what should be done. If I half it's power (to one cero) can I keep it without the CD (as similar to the Mewtwo case)? except for Mewtwo who I knew exceptions to the sidenote rules would need to be made.. I made those rules to cover all the weaker pokemon. Having it once per post and then having a full post where it cannot be used its brutal for an already greatly limited substitute for a character.
So..if I halve that swift power do I keep it without CD? Cuz thats what "Da rulez" say. o..o just checking.
Important side note though. As I pointed out earlier. It seems like you guys have been coming off as more pissy to me lately. Did I do something?? It's not like I don't usually come up with compromises or some degree. Even with the mewtwo things I offered one up. So...what gives? Or am I imagining things? that's always possible *rubs chin*
Orgoth Platinum Member
Posts : 615 Join date : 2012-02-02 Age : 33 Location : Ireland
Subject: Re: Mina Vesta Sun Mar 06, 2016 8:33 pm
I'm not trying to come across as pissy or upset, but I was hoping that this kind of stuff would be a straight-forward fix rather than becoming an issue. I'm sorry if I come across that way, but it was not my intention. I can't speak for the others of course, but that is my point of view.
With regard to the rule that you say I am disagreeing with the rule I am spouting
Quote :
--Rule No. 14-- Homing abilities and direction abilities (meaning you can control it) must have at minimum a 1 post cooldown as a guideline. Minor homing abilities and direction abilities may not require it, but if they have anything else with it, then it does. As the guideline, that is for a cero's worth of damage. But it is up to staff discretion for any other implications.
Unless I have misinterpreted this, I can't really see where you are coming from. This rule that is written in the ability rules section is where I got my backing from. Minor homing and direction abilities may not require it, yes. But you have perfect homing on your things. Also, as you can see, the guidline for a cero-powered ability is a 1 post cooldown. I have checked with both Zenke and Jun and they have confirmed my conclusion. I don't know what else you want from me to convince you.
Zenke Staff
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Subject: Re: Mina Vesta Sun Mar 06, 2016 8:35 pm
Na i'm not pissy with you or anything. I'm just being thorough. I missed the homing thing but Orgoth is right. And Jun agrees. But no one's picking on you or your characters or anything like that.
Rena Founder
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Subject: Re: Mina Vesta Sun Mar 06, 2016 11:11 pm
you said a one cero worth of power. His armor already limits him to that much. Thats what I keep trying to point out. o..o thus should he not fall under the correct guidelines for not needing the CD? Considering he would only be usable at 1-1 and you cannot even begin to tell me that a homing cero is OP for a 1-1 cuz ALL of our 1-1's are MUCH worse????
I'm not arguing the rules. I did write most of them. I'm saying that by the rules own description I'm not in violation of them unless they are being totally misworded which is always possible O..o Also.. cero is spammable... ..so.. why does it matter if i'm only doing it once per post..? That's kinda a nerf of it's own right there.
Point is I'm trying to point out the nerfs already present because no one is taking them into account and telling me if thats okay or not. Which is utterly annoying. You just keep saying I can't do it because he's too strong..which is horse crap and we all know it. O.o he's got a 50% damage nerf already!
but like I mentioned with my last post. I got no issues having the CD enforced in his armor IF I am allowed to remove his power reduction. Because making me cut his power to a cero and still having to have the CD is unfair for a 1-1. Any 1-1.
Also we forgot to mention the swifty thing.. cuz Eevee halving the power isn't all that big an issue.. as it's a 2-4 starter and even at 1-1 will be outclassed by other characters and even Mina's other pokemon. o..o
I'm trying to work wiff you dammit D:
but again. I'll just remind you if the CD is still being enforced. which it sounds like it. I'd like to be able to remove his damage reduction while in the armor. Because thats only fair. If thats the case I got no issue. Like I already said.
......Kinda making me feel like a broken record guys. o.o I mean..I literally said this in my last post.. and it wasn't even discussed..
Bright side at least we all are aware no one is getting upset or pissy which is good cuz that was bugging me
Orgoth Platinum Member
Posts : 615 Join date : 2012-02-02 Age : 33 Location : Ireland
Subject: Re: Mina Vesta Wed Mar 09, 2016 9:14 pm
I will acquiesce to Jun's compromise. Approved once edits have been made.