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Misc. balance changes 
 PostMon Mar 30, 2009 2:50 am
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Attacks generally get more powerful:
  • Chain Combo users under the Meditation effect can skip from Chain Combo to Chain Combo III without using Chain Combo II (though they still can use CC2 if they want). Chain Combo now costs S$950 instead of S$1500. All Chain Combo attacks now cost 20 MP instead of 25.
  • Trickery now lasts for 4/6 rounds instead of 3/4.
  • Head Trauma's effect success rate increased to 25/30 from 20/25.
  • Goo Gulp's critical chance raised to 330 from 300 (making criticals slightly less likely).


If there's an attack you feel is underpowered or that needs a "bigger" version (like Goo Gulp to Straw Suck), post here.
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 PostMon Mar 30, 2009 5:50 pm
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Chain Combo is pretty neat, but I totally missed that I was supposed to advance the combos by clicking on the new moves (I assumed it would combo naturally).

It looks like I'll be able to make use of all of these updates Grin

Chain Combo with Meditation doesn't lead to ComboIII
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 PostMon Mar 30, 2009 6:03 pm
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Twinconclusive wrote:
Chain Combo with Meditation doesn't lead to ComboIII


It does now!
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 PostMon Mar 30, 2009 6:04 pm
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I think the idea that meditation changes the behavior of chain combo is really cool. Will we see any other attacks that are altered by effects?

For example, maybe being under "Diseased" status could turn "Goo Gulp" into "Venomous Bite", or maybe if you are under both "Entranced", and "Stupefy" at the same time then "Bounce Tackle" could become "Reckless Body Slam" or some such crazy combinations.

Also, if you DO add any such effect/attack combos, it might be cool to keep them a secret >:)
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 PostMon Mar 30, 2009 6:06 pm
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I think Mogri said that there was at least one other combo besides the chain combos, but I don't think anyone's found it yet? Confused

But more would definitely make things more interesting.
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 PostMon Mar 30, 2009 6:14 pm
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Twinconclusive wrote:
I think Mogri said that there was at least one other combo besides the chain combos, but I don't think anyone's found it yet? :???:

But more would definitely make things more interesting.


No one uses the requisite attacks anymore. Hint: one of them is Backpoke.

Quote:
I think the idea that meditation changes the behavior of chain combo is really cool. Will we see any other attacks that are altered by effects?

For example, maybe being under "Diseased" status could turn "Goo Gulp" into "Venomous Bite", or maybe if you are under both "Entranced", and "Stupefy" at the same time then "Bounce Tackle" could become "Reckless Body Slam" or some such crazy combinations.


I like these ideas in theory, but I also dislike the idea of debuffs making their target possibly stronger. So maybe more attacks that are affected by buffs, but not your debuff variants.

Quote:
Also, if you DO add any such effect/attack combos, it might be cool to keep them a secret >:)


This is the general idea :)
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 PostMon Mar 30, 2009 6:19 pm
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Mogri wrote:
I like these ideas in theory, but I also dislike the idea of debuffs making their target possibly stronger. So maybe more attacks that are affected by buffs, but not your debuff variants.


Well, if at sometime in the future you decide that a particular debuff is too strong and want a novel way to nerf it, consider this.
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 PostMon Mar 30, 2009 6:53 pm
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Mogri wrote:
No one uses the requisite attacks anymore. Hint: one of them is Backpoke.


You're spading with attacks that weren't even created when I announced the original (here).

Just FYI Smile
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 PostMon Mar 30, 2009 7:38 pm
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Quote:
You're spading with attacks that weren't even created when I announced the original (here).


I just started using everything after my oldest moves were used.
My current guesses for Backpoke's partner(s) are Jiggle, Slime Shuffle, and/or Meteor Dive.
I think you're the only Player who's purchased Meteor Dive.

Also, Mirror Shine's actual effect is pretty nice. V
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 PostMon Mar 30, 2009 7:46 pm
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Hint 2: if the attack fails, the combo doesn't go through. Additionally, Backpoke needs to crit in order to set up its part of the combo.

Given this information as well as what's in the original post, you should have a pretty good guess what the combo is.
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 PostThu Apr 02, 2009 6:55 pm
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I like the idea of Slime Siphon, but it just doesn't seem very useful :(

I think it could use a very small improvement of some kind to make it worth having.
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 PostThu Apr 02, 2009 7:03 pm
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I agree.

I've lowered the crit% a bit, raised the attack power from 15 to 20, and changed the MP drain to 12/turn (from 8). Additionally, MP can never go below 0 now.

I'm thinking of a "Super Siphon" attack that might have the same effect, but for a longer duration (currently 4 rounds).
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 PostSat Apr 04, 2009 7:06 am
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More stuff:

Meteor Dive raised to 90 Power from 80.
Brick Bombard MP cost lowered to 82 from 92.
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 PostSat Apr 04, 2009 3:09 pm
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Mogri wrote:
More stuff:

Meteor Dive raised to 90 Power from 80.
Brick Bombard MP cost lowered to 82 from 92.


Grin Grin Grin

And I guess Goowain can appreciate the Meteor Dive buff. Zombie
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