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A few questions for a character I'm indexing

Rikimarox2

He/Him
7,959
4,486
Ello! This is a simple question thread that I wanted to make in order to get as much accuracy as possible for a character I'm making. I figured this is better than just making a billion QnA threads.

Anyways, here's the list, if you can answer any of this I'd be eternally grateful:

1. The game in question barely has any lore and cutscenes, as such, It's pretty much impossible to get any feats that aren't gameplay wise. Would it be okay if I index all the feats from gameplay?

2. The game has stats. One particular stat is called evasion. You can almost max this up, and if you do, you pretty much can evade absolutely everything in game, including explosions, lightning, etc etc... Would I be able to index this, and if so, could I index it as speed or something else? Because the character cannot dodge lightning normally, only with evasion it could.

3. There are a few items that straight up ignore defense in-game, especially shock and lightning damage. Could I index list this as durability negation, or is it just a subset of how lightning works? There are also lightsabers that use high temperature plasma to ignore defense. I assume I could list that one as "Durability negation via heat manipulation", or do I just list it as heat manipulation?

4. The character in question can only use 2-4 weapons with 4-6 accessories depending on the food he eats, and has 15 inventory slots. Do I have to specify it in the profile that he can only use 2-4 weapons, a weakness, or do I just count it as a game mechanic?

5. The character cannot change their equipment mid-fight, would that count as a weakness?

6. Would it be okay to count the character's speed as Supersonic due to being able to dodge guns in game? The game has shit like AK-47, normal pistols, etc etc...

7. There is an item in-game that lets you become invulnerable during dashes, would that qualify as invulnerability, or game mechanics?

8. After defeating any enemy (With the exception of bosses), their body disappears, would that qualify as an AP feat or just game mechanic? It should be the latter, no?

9. Do we treat the profile as composite (Ie, having every equipment and weapon), or do we have to specify which abilities and weapons the character have in a VS thread?

10. The character can shoot arrows, guns and hit enemies while moving, whether in the ground or mid-air, would that qualify as a skill feat?

Quite a long list, but if anyone could answer any of this, I'd be really grateful. Thanks!
 
1. Getting feats from gameplay is fine
2. You can use this. If there’s an animation for dodging (even just the character moving to the side) then you can calc based on that (that’s how Pokémon gets its speed).
4. I would assume that’s just the limit to what he can carry directly on his person, unless there’s some reason he should be able to have more equipped.
5. Probably game mechanics, though for some equipment, changing it mid fight would obviously be unrealistic, but that wouldn’t be worth including as a weakness.
6. Probably. If there’s a dodge animation or the characters and bullets move at the same time, then you can calc that. If not you can calc reaction time based on minimum distance from them to the weapon.
7. Probably game mechanics.
8. Is there anything to indicate that the body is disappearing due to damage, or does it just fade? For instance if they crumble to dust, or get burnt to ash, that might be usable, but if they just disappear that’s probably game mechanics.
9. It varies. Some threads will just assume these characters have whatever’s seen as their best weapon. Some might just assume the character starts with a big pile of standard equipment at their feet. Some will list the specific equipment they’re using.
10. Yeah, though whether it’s a very good feat could depend on range, size of target, visibility, etc. as well.
 
Thank you for the reply!

4. I would assume that’s just the limit to what he can carry directly on his person, unless there’s some reason he should be able to have more equipped.

That's what I thought so too, until it turns out that you can just eat some certain food and you can somehow equip an extra accessory. The food has no mention on any side effect like this, so I just thought that this might be game mechanic.

8. Is there anything to indicate that the body is disappearing due to damage, or does it just fade? For instance if they crumble to dust, or get burnt to ash, that might be usable, but if they just disappear that’s probably game mechanics.

Normally, it just fades. Except for bosses, where they get broken a bit and die. A large skeleton boss for example will have his hands disappear and multiple cracks will appear, along with his jaw falling.

For normal enemies, only skeletons and machines for the most part have a death animation. Skeleton have their bones shatters a bit, and they disappear. Machines and robots just straight up explode when you kill them.

2. You can use this. If there’s an animation for dodging (even just the character moving to the side) then you can calc based on that

There isn't an animation, sadly. Just straight up tells you that you evaded an attack, whether it was an explosion or lightning attack. Id assume it's some instinctive reaction or smth, since they can't dodge lightning normally.
 
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2. Are there visuals that could determine the distance of the attacks? You could do minimum distance/speed to get timeframe, and either use that as reaction time, or estimate the minimum distance they’d have to dodge (half of shoulder width might work) for reaction speed. Unsure on instinctive reaction, it could just be reaction speed, since it’s not like you’re guaranteed to avoid every blow that you have the speed to react to, but it’s possible.
4. I see, in that case, I’d treat the effect of the food as game mechanics, and assume that he can wield a number of weapons that would make sense based on their size and his number of hands.
8. The robots sound like it’s just the trope of machinery blowing up when damaged, the skeletons fragmenting sounds usable. If the way the bosses die seems like they’re based on the player character damaging them (as opposed to the trope of the boss self destructing after you hit the weak point enough), you can probably use them for AP.
 
2. I'm not really sure, since the character can just get hit by lightning, or evade an entire explosion despite being in the middle of it. I guess we can just shrug it off as game mechanic?

4. Do we entirely treat the food as mechanic? Cause it can grant shit like resurrection and stuff. Still, if we treat both food and inventory as game mechanic, then do we just assume he can hold 2 or 3 items? I feel like that will be a bit of a downplay, but I can see why it would be game mechanic.
Hard nerf though D:
 
Bump~

Another question btw, how would we treat damage values? Like if a character with a fist deals 1 damage, and yields 9-B, would a weapon with 100 damage be 100x that?
 
Damage values are treated as gameplay mechanics outside of specific instances where stats are explicitly canon. Generally, the player character should scale to whatever enemies they beat. Major enemies like bosses scale to the main character. But it’s questionable if mob enemies scale, if they’re designed more to be annoyances than challenges, they shouldn’t scale (but this is obviously prone to being a subjective issue). If weapons deal more damage than one another, and there’s no contradicting lore, you can treat them as stronger but we can’t quantify by how much (aside from obvious stuff like how one introduced and used when the pc could only fight wall level opponents is probably wall level and one used when they fight building level opponents is probably building level).
4. I take back what I said then, if the food has a variety of effects, then it’s better not to treat them as just game mechanics. Probably just mention the amount of stuff he can wield and bring at once on the page.
 
By damage value, I meant the weapon damage.

For example, the main dude can destroy two crate boxes, and I calculated that and it gives about 0.001 tons of tnt. And that's with fists, which generally deal 1 damage.

Most legendary weapons are known for being the strongest, and can deal like, base 30-40 damage or smth. Some of them, anyways. Do we multiply whatever result the fists gave by the number of damages a weapon does?

Also, do we entirely treat stats in game as game mechanic? A lot of shit, and I mean a lot of shit in game gives either stats, and or lowers the stats of enemies.

There's a stat that's called Power, for example. And each value of power makes your weapon stronger by 1%, and there are a lot of accessories and food that grant a lot of powers and stuff. I feel like it's wrong to just straight up ignore them.
 
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