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Post by Son Shoru on Nov 13, 2014 14:15:26 GMT
Here, we use the tier system that was inspired by another DB site. The tier system is based on how powerful a users attack will be, varying on what level it is. This applies to offensive as well support techniques. An example of this would be..
Kamehameha [N1*] -> Super Kamehameha [UP2*] -> True Kamehameha [MP3*]
..as read, the Kamehame would lead to a Super and finally a True. This would either be based on leveling up (gaining PL) or sacrificing two of your given “Skill Points”. A question may be: "But, Shoru, how would that even work for support??" Fear not, my children for I have the answer.
Wild Sense [SU*] -> After Image [SU2*] -> Enhanced After Image [MSU3*]
-or..-
Ki Suppression [SU] -> Enhanced Ki Suppression [SU2] -> Mastered Ki Suppression [MSU3]
..Understand? Aha, I almost forgot: Offensive moves are leveled by charge time.
N1 = 1P/5% | 2P/10% | 3P/11% | 4P/13%.
UP2 = 1P/10% | 2P/13% | 3P/15% | 4P/20%.
MP3 = 1P/20% | 2P/25% | 3P/27% | 4P/32%.
Attacks can be increased by users PL. If the user is at least 200PL over his opponent he/she gains 4% added on. This is multiplied by twos to where the max is over 1000/80% added. Restrictions do apply.
*Novice 1/Support 1 *Upgraded Power 2/Support 2 *Mastered Power 3/Mastered Support 3.
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