- 5,892
- 3,565
The line for me gets drawn at things like Crit damage and crit rate that really feels gameyConsidering everything said above, I can agree with only those who display the ability or should very logically possess the ability can have Elemental Intangibility.
Dragonmaster does bring up a correct point in that abilities that may not be displayed in other media but are represented in canon material should still be considered valid unless they fall completely under Game Mechanics. So things like Baron Bunny's "taunt" would be Game Mechanics, but abilities like Jean's healing would be kept, and vice versa. It's basically what we did for Persona and god knows half the things they have on the profiles aren't exactly "explicitly displayed" in either gameplay, the anime or manga.
Anyway-
While we're on the topic of distinguishing game mechanics and valid abilities, we still haven't settled the matter of talent scaling. Personally, using the percentage multipliers of attack strings and base skill/ult damage feels too "gamey" for me, but there are things like Healing potency and Stat Amp/Reduction potencies that are also only represented in talent scaling. I feel like we need to use at least some of the values they give us, but we need to draw a line there somewhere. Any thoughts?
Max hp and even likely defense is also too gamey
I’m fine towards using percentages for the bursts and elemental skills and it wouldn’t be too extreme, mostly just some characters would be Low 7-B+ to 7-B with their Bursts
I’m especially a fan of stat amps and reduction potencies too