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Mechalomaniac

Prototype Skill-based Pilot System

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Any news on whether the credit-boost ability is going to be rewritten or not? You mentioned that PP-boost isn't, and the mech modification ability is gone, but no-one's said anything about credit-boost either way.

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Well, I'd probably say that it, as well, will go the way of the dodo. I mean, we do have an item or two to boost money winnings as well as a seishin, but still...

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Ok I'll give it a shot.

Name: Arkady

Pilot Class: Mazinger Pilot

Current SP: 200

Starting Max SP: 100

Maximum SP Cap: 200

Skills & Abilities:

- Dodge Cost -0%

- Countercut Cost: 7 AP

- Countershoot Cost: 7 AP

- Anger (Attack lv.1)/Accuracy lv.1

Weapon Damage +10%

Target's Dodge Cost +10%

- Ultimate Defense

Damage Received -20%

- Skill Gauge

Class: Passive (Main)

Ranges between 0 and 10. Gain 1 Skill counter each turn during your Regen Phase. Skill counters can be expended to give different effects. Skill abilities are activated during the Spirit Command Phase.

- Quick Step: Costs 2 Skill. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Focus: Costs 3 Skill. The first hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Untouchable: Costs 4 Skill. Damage Received -40% and Target's Dodge Cost +50% for one turn.

- Never Give Up!: Costs 5 Skill. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

Seishins

1) Resist

2) Belief

3) Direct Attack

4) Iron Wall

5) Greater perseverance

6)

Pilot Skills

1) Guard

2) Revenge

3) Attacker

4) Meikyo Shisui

5) Guts Lv. 3

6) Potential Lv. 3

At less then 30% HP and DP without any seishins or skill gauge, my stats would be as such

+120% Damage Dealt

+50% Targets Dodge Cost

-60% Damage Received

-20% to Dodge Cost

Edited by Arkady

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Pilot Name: Raven Korellian

Statistics

- Dodge Cost: -10%.

- Countercut Cost: 7

- Countershoot Cost: 7

  • Attack: Level 1
  • Melee: --
  • Range: --
  • Defense: Level 2
  • Accuracy: Level 1
  • Evade: Level 2
  • Skill: --

Pilot Skills

  • Newtype
  • Meikyo Shisui
  • Concentration
  • Ignore Size Mastery
  • SEED Mode: Level 2
  • E-Save: Level 3

Will Gauge

  • Newtype Flash: 2 Will
  • Psychic Pressure: 4 Will
  • Finishing Attack: 5 Will
  • Focused Attack: 5 Will

Total Bonuses (Base|Modified)

  • Weapon Damage: +10% | +40%
  • Damage Received: -10% | -15%
  • Target's DC: +10% | +20%
  • Dodge Cost: -10% | -20%

Spirit Commands

  • Concentrate
  • Intuition
  • Hot Blood
  • Resist
  • Greater Perseverance
  • Greater Duty

Pilot Techniques

  • Self-Destruct
  • Reflect Slash
  • Deflect Shot


I know I keep editing this, but I keep getting better ideas. The currant statistics gives me a flat 10% modifier on pretty much all stats (not very strong, but very jack-of-all-trades, which is what I was going for.) Most people are likely to pick up Potential and Guts, but I wanted something I could activate at will, even if the bonus is less. (Also, the PP cost is lower, so it'd be easier to set up.)

It'll do slightly better in a Psychic Energy using unit, especially some of the stronger ones. I suppose I could trade out Newtype for something else and use a pilot emulator, but... eh. Ignore Size is there... well, because I don't like the Size rules, and this lets me ignore them, although the earlier skill requirements take up two slots I'd have to leave something out when building this. E-Save was the main reason I've been using the Genius class (well, that and winning PP/credit bonus), so I took that and Concentration. Those are a lot more useful than they tend to look on paper, so that's pretty helpful even if they aren't something that increases my damage percent.

Edited by Raven Korellian

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And, just for kicks, because the concept has been haunting me for so long and now I actually have an opportunity to make it good..

Raiteos Naito ("Masouki Herald")

- Stats: 2 levels of Evasion, 2 levels of Accuracy, 1 level of Melee, 1 level of Range

- Unit Specialist (Evasive): Masouki

- Guts lv3

- OS Modification (assuming it sticks around)

- SEED Mode lv2

- Infight lv3

- Gunfight lv3

- Will Gauge: Barrage, Lock On, Finishing Attack, Fast Combat

- Pilot Techniques: Rapid Fire, Mega Smash, Ultimate Weapon

- Spirit Commands: Concentrate, Boost, Greater Duty, Raid, Charge, Sure Hit

Far from the "I try to do everything but actually can do nothing" suckage that was my old Masoukishin Herald, he can pull off Dodge Cost -40% -20%, Target's Dodge Cost +105%, and Damage Dealt +130% in any Masouki with Spirit Dependancy Link (with even higher numbers in Cybuster), by himself and with no items attached.

Actually, I'm liking the looks of this, I might keep him around!

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And now, my PT Pilot...

Name: Aiko "Sakura" Kanno

Maximum Starting SP: 100

Maximum Current SP: 127

Maximum Total SP: 200

Countercut Cost: 6 AP

Countershoot Cost: 5 AP

Statistics:

Dodge Cost: -10% (Evade Level 2)

Ace Attacker:

Weapon Damage +25% (Attack Level 4)

Pilot Skills:

Guard (Active)

- Damage Recieved -15% Cost to activate: Turn 1: 40 AP, Turn 2: 20 AP, Turn 3: 10 AP, Turn 4+: Free

Potential Level 3 (Passive: Main)

- While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

- While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead

Guts Level 3 (Passive: Main)

- While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

- While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

Unit Specialization (Evasion) - Personal Trooper Level 3 (Passive: Main)

Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +15%

Counter Level 3 Passive: Main)

- Can attack after blocking or dodging every 3 turns

Bodyguard Level 3 (Passive: Main)

- Gain Damage Recieved -20% when support defending

Will Gauge Skills:

-Barrel Roll Cost 2 Will. Gain Dodge Cost -10%, Target's Dodge Cost +20% for this turn

-Entrenchment Cost 4 Will. Gain Damage Recieved -40%, Target's Dodge Cost +50% for this turn

-Fast Combat Cost 5 Will. Gain extra attack phase

-Iron Will Cost 5 Will. If last attack will reduce your HP past 0 this turn, reduce to 1 instead.

Eh, not much from this end. At full bonus, she'd have DC -35%, Weapon Damage +115%, Damage Recieved -35% (55% when Support Defending), and TDC +55%. Not much, but meh...

-----------

And now, for my Dynamic!

Name: Ashura Blaze

Maximum Starting SP: 100

Maximum Current SP: 100

Maximum Total SP: 200

Countercut Cost: 6 AP

Countershoot Cost: 6 AP

Statistics:

Super Robot Spirits:

Weapon Damage +15%, Damage Recieved -15% (Attack and Defense Level 3)

Pilot Skills:

Guard (Active)

- Damage Recieved -15% Cost to activate: Turn 1: 40 AP, Turn 2: 20 AP, Turn 3: 10 AP, Turn 4+: Free

Potential Level 3 (Passive: Main)

- While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

- While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead

Guts Level 3 (Passive: Main)

- While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

- While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

Meikyou Shisui (Passive: Main)

- Dodge Cost -5%, Damage Recieved -5%, Weapon Damage +20% Cost to activate: Turn 1: 40 AP, Turn 2: 20 AP, Turn 3: 10 AP, Turn 4+: Free

Attacker

- Weapon Damage +25% Cost to activate: Turn 1: 40 AP, Turn 2: 20 AP, Turn 3: 10 AP, Turn 4+: Free

Super Robots Spirits

Earn two extra Will Gauge Skills

Will Gauge Skills:

- Will Power: Pay 1.5 * resource cost to activate a combo attack without the partner unit present. You must pay 1 Will for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific pilot skill (such as Psychic Energy, Meikyo Shisui, etc.) that you do not have.

- Entrenchment: Costs 4 Will. Damage Received -40% and Target's Dodge Cost +50% for one turn

- Defense Pierce: Costs 3 Will. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce

- Finishing Attack: Cost 5 Will. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%

- Iron Will: Cost 5 Will. Any damage that would reduce your HP past 0 this turn reduces it to 1 instead.

- Miracle: Costs 6 Will. Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).

Yep, my Dynamic right here. Not as great as the original (I mean, starting off, he's as weak as the current Yuusha), but with full bonuses, you're looking at DR -60%, DC -20%, TDC +40%, and Weapon Damage +100%. The Super Robot Spirits ability should even be useful in the long run, giving me 6 Will Gauges. My Dynamic can go as both SR pilot AND Battleship captain!

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Skill Lv. 1

Range Lv. 2

Evade Lv. 3

Guts Lv 3

Gunfight Lv 3

Lucky

Potential Lv 3

SEED Mode Lv 2

Sniper LV 3

Barrel Roll

Defense Pierce

Entrenchment

Focused Attack

Dodge Cost -15%

Countercut 6

CounterShoot 5

Dodge Cost: -35%

-15% Evade

-15% Guts

-5% SEED

TDC: +105%

+20% Guts

+10% Gunfight

+20% Potential

+10% SEED

+20% Sniper

+25% Lucky

Damage Delt: 125%

+20% Guts

+20% Potential

+10% SEED

+30% Gunfight

+20% Sniper

+25% LUcky

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Trying to do a yuusha that doesnt require you to be near death to get going. So i would like to present to you

My 4 Count Yuusha

4 count Yuusha

Statisitcs

SP: 200

Countercut: 7

Countershot: 7

Attack: 1

Melee: 1

Range:

Accuracy: 1

Defense: 2

Evade: 1

Skill:

Skills:

1) Guard

2) Meikyo Shisui

3) Recognition

4) Attacker

5) Seed Mode

6) Unit Specialization (Defensive)

Seishin:

1) Great Effort

2) Great Preserverance

3) Flash

4) Greater Duty

5) Direct Attack

6) Courage

Will:

1) Barrel Role

2) Lock On

3) Entrenchement

4) Iron Will

Technique:

1) Weapon Break

2) Feint Attack [F]

3) Ultimate Weapon

With this set up i only need 4 turns to get this going. Although it still has some bugs and i still havent chosen a decen tset of technique

Pros:

1) In a Yuusha unit in 4 turns i can do:

-Damage + 115% for [F] type 95% for everything else

-Damage Received - 40%

-Dodge Cost - 20%

-Target's Dodge Cost +50%

In a non-Yuusha unit i can do:

-Damage + 85% for [F] type 65% for everything else

-Damage Received - 30%

-Dodge Cost - 20%

-Target's Dodge Cost +35%

2) Dont need to be near death to have good buffs so works well with either Greater Preseverance or Greater Duty

3) Will abilities are low cost that works well to support this setup

Cons:

1) Lowsy CC and CS, but i will probably be taking hist anyway so that aint much a problem

2) Due to the skills set, im left with no place to add some of the tool skills like Concentration and E-save

Overall this is a mark improvement over our present yuusha, and this can be changed into other setup for other classes with slight tweaking XD

oh yeah a question, when does the 500 damage cap of Impervious Will ability comes in, before receiving damage or after all reduction are computed?

Edited by Rurounin Mao

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It's after all reductions, just like how Impervious works now.

By the way, people, you are allowed to try out some of these pilot builds in the PA if you want. In fact, it's recommended that you do so.

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...Okay? Huh.

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My Masouki Herald build will face your Yuusha build in Cybuster. Go ahead and pick a rank equivalent Yuusha to face off against him in.

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Would anyone be interested in fighting my own Yuusha-Build? It's on page 3, if anyone wants to check.

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I could... but I want to test my offensive and defensive builds, BTH. Also, what mechs?

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If you want a SAMW match, I'll just have to re-create my Genius on those grounds. I was intent on bringing out RekkaRyu (as always)

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This is an experiment!


Name: The Unknown Swordsman

Age: ??

Gender: Male

Pilot Class: The Unknown Swordsman

Maximum SP: 200

Class-Inherent Skills

- Countercut Cost: 2 AP

- Countershoot Cost: 5 AP

- Blade Mastery (Passive(Main))

[F] Weapon Damage +35%; Countercut Cost -3.

- The Sword is Your Defense (Passive(Main))

Countercut Cost -2; Countershoot Cost -2; Shield Usage +2.

Seishin

- Sure Hit (25 SP)

Next attack phase: Accuracy +50%, target cannot use secondary evasive defenses

- Direct Attack (25 SP)

Next attack phase: Target cannot use secondary defenses or be Support Defended

- Hot Blood (40 SP)

This turn: Base Weapon Damage x2

- Greater Perseverance (50 SP)

HP +100%

- Flash (10 SP)

Dodge Cost -20%

- Concentrate (15 SP)

Dodge Cost -10%; Next attack phase: Accuracy +20%

Pilot Skills

- Blade Mastery 2 L1 L2 L3

[F] Weapon Damage +30%, [F] Accuracy +10%.

- Schielhau

Every third attack phase: Weapon Damage +25%, Accuracy +25%.

- Offensive Stance

Weapon Damage +25% while active. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4: Free.

- Parry L1 L2 L3

Can Defend/Evade and attack in the same turn. 3 turns to charge.

- Sword of Light

Can negate (B) attacks with [F] (B) attacks of equal or greater strength. Cannot be used against Status Attacks.

- The Double Offensive L1 L2 L3

Target's Countercut Cost +100% with Nitou-Ryu weapons.

Pilot Techniques

- Weapon Break

Weapon Break technique.

- Shield Crush

Shield Crush technique.

- Feint Attack

Fient Attack technique.

Will Gauge

- Thrust (1 Will)

Next attack phase: Target's Countercut Cost +50%.

- Demoralizing Blow (4 Will)

This turn: One damage dealing attack receives SP Damage (20).

- Fast Blade (4 Will)

Receive an additional attack phase. Can only use [F] attacks during.

- Coup de GrĂ¢ce (5 Will)

Next attack phase: Weapon Damage +100%, Accuracy +25%.


Basically what I'm doing here is... a not-Gundam Fighter, almost: somebody who specializes entirely in (M) weapons, intended to capitalize on the now much higher Countercut/Countershoot costs while completely neutralizing this own weakness, at the expense of having literally no other defense augmentation (aside from the extra two shields and I guess Counter). He can also knock out some fairly respectable damage numbers, able to hit +90% on the first turn and increasing that to +115% every third turn. Lastly, he makes great use out of Nitou-Ryu-reliant machines (Rekka and its upgrades spring to mind here); I was considering giving him Martial Arts Mastery but that would kind of ruin the whole theme.

Edited by Fleed Arsus

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Relger Thatchell, Fighting Scientist Genius

SP: 100

Countercut Cost: 6 AP

Countershoot Cost: 4 AP

Dodge Cost: -5%

TDC: +15%

Stat Levels:

Skill Level 1: Countercut/shoot Cost -1, Shield Usage +2

Evade Level 1: Dodge Cost -5%

Accuracy Level 2: Target's Dodge Cost +15%, Countershoot Cost -1

Range Level 2: [+]-type Weapon Damage +25%, Countershoot Cost -1

Seishins:

1) Greater Duty: 65 SP to cast. Recover 3000 DP.

2) Flash: 10 SP to cast. Gain Dodge Cost -20%

3) Sure Hit: 25 SP to cast. Target Dodge Cost +50%, disable all Evasive Secondary Defenses.

4) Boost: 40 SP to cast. Gain Dodge Cost -40%.

5) Concentrate: 10 SP to cast. Gain Dodge Cost -10% and Target Dodge Cost +20%

6) Reload: 50 SP to cast. Recover all Ammo.

Skills:

1) Guts (Level 3): Gain bonuses as DP decreases:

-While DP is 60% and below, Dodge Cost -10%, Damage Dealt +15% and Target's Dodge Cost +15%.

-While DP is 40% and below, Dodge Cost -15%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

2) Ranged Weapon Training (Level 3): [+]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10%.

3) Ammo Management (Level 3): Increase Ammo capacity by 45%.

4) Energy Redirection (Level 3): Decrease EN cost by 30%.

5) Leadership (Level 3): Give Dodge Cost -5% and Target's Dodge Cost +10% to 6 target allies.

6) Rebellious Will: Gain two additional Will Gauge abilities.

Techniques:

1) Rapid Fire: Rapid Fire technique

2) Ranged Double Attack: Double Attack technique

3) All-Out Attack: All-Out Attack technique.

Will Gauge Abilities:

1) Barrage: Costs 3 Will. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

2) Lock On: Costs 3 Will. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

3) Volley: Costs 4 Will. Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

4) Barrel Roll: Costs 2 Will. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

Extra: 5) Strafe: Costs 5 Will. Instantly evade all attacks in the first attack phase you receive this turn. This is considered an Evasive Secondary Defense. One (X) or (F) type weapon on your unit has its limit increased by 25% this turn, rounded up.

Extra: 6) Evasive Maneuver: Costs 6 Will. Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

=========

I kinda had fun for this one. I wanted a real-robot pilot with good things. And that's what I got. I dunno how it'll work and if it has weaknesses, but it's quite good in range-based real robots.

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Your on Tilus, ill use my mach Sperion, also note i have updated my 4 count yuusha so it now have techs, so whats the stips?

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Melee-oriented pilot

100 SP

Countercut: 5

Countershoot: 6

Melee Lv 2

- [F]-type Weapon Damage +25%

Evade Lv 2

- Dodge Cost -10%

Accuracy Lv 1

- Target's Dodge Cost +10%

Skill Lv 1

- Shield Usage +2

Will Gauge

- Defense Pierce (Last hit gains Armor/Barrier Pierce) [3 Will]

- Lock-On (Negate Secondary defenses) [3 Will]

- Rush (Addition Attack Phase/[F] only) [4 Will]

- Impervious (Cap damage @500/hit) [6 Will]

Skills

Martial Arts Mastery

- Countercut cost -10%, CC in any unit with Req: MAM

Meikyo Shisui

- Dodge Cost +5%, Damage Received -5%, Delt +20%

Attacker

- Damage Delt +25%

Infight Lv3

- [F]-type Weapons deal +30%, TDC +10%

Potential Lv3

- HP <50%: DR -15%, Damage +15%, TDC +15%; Below 30%, 15%->20%

SEED Lv 2

- DC -5%, TDC +10%, Damage +10%

Abbreviated a lot.

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Hm, is anyone willing to go up against the Newtype I created back on page one? I wanna see if my guy is worth what I built...

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I'll challenge your defensive build (wanna see how it holds up). Any particular items/stips/whatever? If Jupiter wasn't so tough to deal with, I'd say we use something with THE POWER

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It's more a dodger than a tanker, but... we can virtualscape Space: THE POWER, if you like.

Oh, back to the skill system deal... what happens to Martian Successor and IFS?

Edited by Alicia

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