Delusionaltx2
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I haven't forgotten about this, im just waiting for a recalc on the map size and destructors earthquake to go throughbump
When john craftwrs gets onto the wiki im putting him against a hazbin character cause he funnily enough has attacks to target the soul which counter low godly stuff (Too bad all the characters expect the high tiers got downgraded)I haven't forgotten about this, im just waiting for a recalc on the map size and destructors earthquake to go through
Also I found nukes actually do have minimum standards so I'm working on 7-C for parry!!
This looks like game mechanics. Many dashes/dodges in video games do this to ensure the player doesn't take damage while 'dodging' so they don't have to worry about animating a special dodge animation for every attack.PnA stuffs
The long and lengthy...(oh boy)
- The player gains intangibility for dashes, as outside of I-Frames they also allow them to phase through incoming attacks
I can't really tell what I'm looking at. Could you elaborate?
- The players' ANPR should allow them to predict invisible attacks, as they can predict and parry B.A.S energy blasts, which appear invisible.
Sure.
- Their resurrection goes from 3 to 2 as they start with 2 lives upon spawning in (it says three however when the counter reaches 0 you just die permanently, so it's actually just 2). They can, however, gain more lives by gaining 20000 score.
Not requiring player interaction isn't the same as instinctive reaction.
- The player gains instinctive reactions due to the fact that within the quick time events when they don't put in the commands to do anything they will still automatically react anyway which is shown with both destructor and h4ad-0n. (This basically means they can auto-react to attacks now...)
It looks more like they just throw them, the Explosion Manipulation seems alright though.
- The Players parry now also gains a form of shockwave generation and explosion manipulation, as when parrying a surface (the floor or a wall), they seemingly ragdoll the enemy away, and getting hit with this also makes them explode as well
If it's just briefly it should probably be limited, but I also have to question if this isn't just an interpretation of them being stunned via traditional methods of surprise/shock.
- The Player's parry gains paralysis inducement since parrying the enemy is shown to stun them for a short duration
Sure.
- Player gains NPI for being able to harm jumpos who can phase through walls
I guess.
- The players Parry has layered NPI for intangibles, as with Parry, they can interact with 1x1x1x1, who can't be interacted with normally.
Sure.
- Parry shouldn't have NPI for incorporeal. The main reason I originally put that there was because I thought passive intangibility was a form of incorporeality, but after learning that this isn't the case, I think we should replace it with just layered NPI for intangibility
Sure.
- Parry should also get a limited form of speed boosting and homing attack as when the player parries energy attacks it not only makes them go far faster than they normally do but also makes them auto aim as well
What about a possibly rating then?This looks like game mechanics. Many dashes/dodges in video games do this to ensure the player doesn't take damage while 'dodging' so they don't have to worry about animating a special dodge animation for every attack.
The first link shows them actually parrying the attackI can't really tell what I'm looking at. Could you elaborate?
Can you elaborate on this?Not requiring player interaction isn't the same as instinctive reaction.
I figured the shockwave part would come from the sudden force that seemingly sends him flyingIt looks more like they just throw them, the Explosion Manipulation seems alright though.
Ill add this as limited on the profile thenIf it's just briefly it should probably be limited,
Typically enemies in game can get stunned without demonstrating neitherbut I also have to question if this isn't just an interpretation of them being stunned via traditional methods of surprise/shock.
I'm counting these as an agreeSure.
I guess.
Sure.
Sure.
Because this CRT wasn't getting any traction I mainly wanted to polish destructors and cyborgus's calculations then put that in the OP and force ppl to vote againI'll get to the rest of the CRT later, since I have to go. Don't let me forget.
Sure.What about a possibly rating then?
I think I understand now. You're arguing that since the character is parrying invisible attacks, they must be predicting them somehow?The first link shows them actually parrying the attack
The second link shows what the attack itself actually looks like and it looks like a whole lotta nothing (hence invisibile attack)
If there's a cutscene or the character does something on their own, it's still considered the character doing it the same as if the player commanded them to. That is to say, it may not be instinctual reaction, but just the character themselves reacting without the player's input.Can you elaborate on this?
I don't really see a shockwave necessarily, and the slam motion makes it seem like they're just rebounding off the ground.I figured the shockwave part would come from the sudden force that seemingly sends him flying
But how do you know they're not just flipping from the force of being parried?Typically enemies in game can get stunned without demonstrating neither
For example silly dudes when stunned are forced to flip into the air for a duration
You may.I'm counting these as an agree
Ok thenSure.
Oh nononoI think I understand now. You're arguing that since the character is parrying invisible attacks, they must be predicting them somehow?
But this is a quick time event which typically forces the actual person playing the game to react (at least in other games)If there's a cutscene or the character does something on their own, it's still considered the character doing it the same as if the player commanded them to. That is to say, it may not be instinctual reaction, but just the character themselves reacting without the player's input.
I'm talking about him getting flung after the player makes contact with the groundI don't really see a shockwave necessarily, and the slam motion makes it seem like they're just rebounding off the ground.
Because you also have other Melee enemies with the exact same model (meaning these guys have the same weight too) like sword runners who don't flip but stop insteadBut how do you know they're not just flipping from the force of being parried?
NeatYou may.
I see, that is probably fine then.The games tutorial already explains that they just have the ability to see enemy attack windows as red and white respectively (although with projectiles the color varies)
I'm arguing that their level of prediction should extend towards invisible attacks
That is a good point, but even then it requires speculation as to the intent.But this is a quick time event which typically forces the actual person playing the game to react (at least in other games)
The physics are weird but I just don't see a reason to assume it's a shockwave.I'm talking about him getting flung after the player makes contact with the ground
Well different people react differently to being hit really hard. Some ragdoll, some get rigid like they're paralyzed, etc.Because you also have other Melee enemies with the exact same model (meaning these guys have the same weight too) like sword runners who don't flip but stop instead
okI see, that is probably fine then.
fairThat is a good point, but even then it requires speculation as to the intent.
For the sake of consistently comparing to industry standards, though, I will allow a Possibly then.
ok then (I'll just count this as a disagree)The physics are weird but I just don't see a reason to assume it's a shockwave.
But if we were to assume the shock from getting hit hard is what's causing enemies to react this way, then how come enemies don't react to getting stabbed?Well different people react differently to being hit really hard. Some ragdoll, some get rigid like they're paralyzed, etc.
Again comparing to other games, most of the time enemies are briefly 'stunned' because they were just hit by something, and it's not actually paralysis in the traditional sense.
Well that one's explainable in real life, actually.But if we were to assume the shock from getting hit hard is what's causing enemies to react this way, then how come enemies don't react to getting stabbed?
then what about the player punching them alot with their fists?Well that one's explainable in real life, actually.
Blunt force causes shockwaves through the body that rattle the brain, while being stabbed doesn't.
Many people barely even notice they're stabbed due to the adrenaline, but can still be stunned with blunt force.
You got me there.
okYou got me there.
Don't want to lean too much on game mechanics, but I suppose Minor or Limited Paralysis Inducement is probably fine then.
That would make it easier for future evaluations, yes.I just realized I should probably change the sandbox to match the new changes
Oh yeah, whats your opinion on the resistances and stat buffsThat would make it easier for future evaluations, yes.
Some people prefer to keep their original proposals in case staff disagree, though.
It's possible what I rejected another staff member might be fine with, or vice versa.
They seem fine.Oh yeah, whats your opinion on the resistances and stat buffs
Last question thenThey seem fine.
That seems alright too.Last question then
What's your opinion the pulser upgrade?
ToNon-Physical Interaction [Energy, Gassess & 1 layer for Intangibility](Description)
Non-Physical Interaction (Energy, Gasses & Intangibility [1 Layer] - Description)
To qualify for Danmaku, the user has to be shown to create tens or dozens of projectiles in a very short timeframe (i.e., at least 20 to 24 minimum). The projectiles don't need to be created simultaneously but they should all be shown in motion at roughly the same time.