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Deepwoken Verse 3 intermission additions

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AthelChan

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Deepwoken upgrades in this economy​

(pls layer 3 save us)

-Resistance Additions:

 
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Deepwoken upgrades in this economy​

-Resistance Additions:

Shouldn't this just be indexed as damage reduction?
  • Acid Manipulation (The Pathfinder can swim in highly acidic pools that are powerful enough to wear down steel armor in seconds. They can also drink the same acid without dying)
You should get the scan for them swimming in the highly acidic pools and also the scan for those pools wearing down the steel armor
Why did you add that to the profile if you were gonna make a CRT about it

I feel like you should probably list in that blog whats standard for the pathinder to have and whats optional for simplicity
this is fine
this is fine
this is fine
 
I feel like you should probably list in that blog whats standard for the pathinder to have and whats optional for simplicity
everything is standard there honestly, they can shuffle around the buffs if the other is on cooldown
 
everything is standard there honestly, they can shuffle around the buffs if the other is on cooldown
A minor nitpick but can you put in the blog what stat each buff actually effects? (would make it easier for people to read)
 
You should get the scan for them swimming in the highly acidic pools and also the scan for those pools wearing down the steel armor
hold on i gotta do this rq
Why did you add that to the profile if you were gonna make a CRT about it
Huh? never added that on the profile that'd be legit vandalism
Shouldn't this just be indexed as damage reduction?
Probably? Idk i just want to pad out his resistances
A minor nitpick but can you put in the blog what stat each buff actually effects? (would make it easier for people to read)
does weapon attack buff counts as physicals? I'd add it legit
 
im reworking the acid scan, they reworked how acid works now
 
Yeah I think the sharp/blunt force trauma and the elemental stuff should just be damage reduction (maybe limited since it's only for physical attacks but tbf if you just type it a certain way the justification will explain that itself) ig ya'll can make it smth like this maybe?

Damage Reduction to Blood Manipulation (Via their armor and equipment, which provides damage resistance against blood attacks, typically ranging from 30~60% with the variable changing depending on what type of armor or equipment they have. They can also tank Bloodcurdle, which is a move that makes the target's blood pop from their body. Can survive freezing their own blood to train their Frostdraw)

Up to ya'll really but yeah, other than that agree with the CRT. Speaking of, I have to actually hop back on to finish my summoner build 🤧
 
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hopefullly this looks minor enough
unfortunately, I wouldn't classify this as minor. so I cannot save you from this hell alone.

Resistance stuff looks good (please condense the Damage Reduction stuff for the page, though, I don't think you should list it 70 times when you can just write "Damage Reduction to Blood, Blunt, Fire, etc, etc")

There's no justification listed for the 1.75x multiplier.

Damage Reduction shouldn't be listed in the durability section at all. It's a separate thing.

that's not even a ******* beam, that's a sphere, a blast perhaps
Additional Healing and Regeneration Negation with "Hemorrhaging Blow", if the Pathfinder breaks the guard of a target with a blood mantra, their healing will be turned into damage
Additional Paralysis Inducement with Night Terror, each hit with the Pathfinder's weapon will activate the talent Fear the Dark
Concerns here. The first one doesn't specify the level of regen affected, we're not going to assume this works on High-Godly by default.

Night Terror has two things. Firstly, I worry that it might not appropriately recognize that the Paralysis Inducement still requires the target to run away, and secondly, it seems to be more like Fear Manip, if this wiki is to be used as a source? It states as much.
 
that's not even a ******* beam, that's a sphere, a blast perhaps
oohh, he fired it at close range. Let me give you a better scan, it's a ranged move
The first one doesn't specify the level of regen affected, we're not going to assume this works on High-Godly by default.
Does it need to for one? It's hard to classify anything related to regen negation in this game. Like i can only go off by values but i am fine with affecting low-mid while not affecting high-godly regen.
Damage Reduction shouldn't be listed in the durability section at all. It's a separate thing.
How do you increase your Dura if damage reduction isnt possible? Or is it unquantifiable?
There's no justification listed for the 1.75x multiplier.
there's a blog linked for it, but alright let me find decent videos for it. I found this one (Do mind that everything i listed on my blog is accurate on this persons explanation)
 
Night Terror has two things. Firstly, I worry that it might not appropriately recognize that the Paralysis Inducement still requires the target to run away, and secondly, it seems to be more like Fear Manip, if this wiki is to be used as a source? It states as much.
Uhhh, you see. The Night Terror Talent doesnt need you to run away to proc fear of the dark talent (it basically upgrades it to paralysis). After getting hit, you just froze in place after getting hit by a an attack (refer to the first few seconds).
 
three bumps in one day is ****** up, man.

oohh, he fired it at close range. Let me give you a better scan, it's a ranged move
I was being humorous, I understood what was happening lol

Does it need to for one? It's hard to classify anything related to regen negation in this game. Like i can only go off by values but i am fine with affecting low-mid while not affecting high-godly regen.
Generally, yeah. Low-mid works.

How do you increase your Dura if damage reduction isnt possible? Or is it unquantifiable?
I don't really understand what you mean here. Durability is the ability to withstand increasing amounts of damage. Damage Reduction is an ability that outright reduces incoming damage. The two are similar but different.

there's a blog linked for it, but alright let me find decent videos for it. I found this one (Do mind that everything i listed on my blog is accurate on this persons explanation)
Respectfully, I don't think you did? The links above are to YouTube and a reference note just stating the value of 6.04 kilotons in a Sandbox.

Uhhh, you see. The Night Terror Talent doesnt need you to run away to proc fear of the dark talent (it basically upgrades it to paralysis). After getting hit, you just froze in place after getting hit by a an attack (refer to the first few seconds).
If it doesn't work like that, then alright ig. It seemed to suggest it did from those sources.
 
uhhh do i need to do a formula for this?? i dont sure how will i implement this.
Because you cant see these damage multipliers in game, you can only count the total of your damage boosts. So i just give an example of it? I can't show proof for this.
 
Because you cant see these damage multipliers in game, you can only count the total of your damage boosts. So i just give an example of it? I can't show proof for this.
So I don't really understand what the dilemma here is. What do you mean you can't show proof of your claim?
 
What do you mean you can't show proof of your claim?
im aksing how im gonna show proof of the multiplier when you cant see it physically in game, do i just add a note on how the damage multiplier works or not?
 
im aksing how im gonna show proof of the multiplier when you cant see it physically in game, do i just add a note on how the damage multiplier works or not?
If there's literally no proof of it in the game, then how would it possibly exist?
 
If there's literally no proof of it in the game, then how would it possibly exist?
Its the talent cards, the talent cards that gives damage boost stacks multiplicatively. Everything else is a numbers game, which i've shown in the blog what cards stacks to each other.
 
Honestly, if that doesn't work as a proof. I might just drop the AP/Dura changes if i have to do math formula for damage/resistances, I'll just tackle it next time (which means i have to grind a new build for the sole purpose of this).
 
With access to verified info being so limited, I must admit that it does make me a bit uneasy. You are a user in good standing, and I believe that it works how you say it works, but at the same time, it falls against our standards to rely on user vouching and wiki pages. With no proof in-verse, we're left in an odd position.

Would it be tolerable to simply list it as "higher"?
 
With no proof in-verse, we're left in an odd position.
because the proof is me hitting a dummy with all of the damage boosts in hand and doing maths to explain how the damage boosts affected my basic attack, that's what im gonna do in the future just to apply this. I just dont want to make the profile's AP deceptive because it can almost doubled its AP with damage boosts.
Would it be tolerable to simply list it as "higher"?
It's already higher before, it's just me giving it concrete numbers on how high because its a tier change if you think about it. But alright i'll just remove those above and put it back to Higher.
 
Okay, i just adjusted it. Now that'll be a can of worms for next CRT (I'll have to prog a full slot for this)
Anyway that's pretty minor enough.
 
Alright. With that at the very least postponed for Weirdness, the CRT can be applied.
 
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