Board Thread:Roleplaying/@comment-28270366-20170406111602/@comment-27101994-20170410142952

Vergel Nikolai wrote: Fairy27 wrote: Second character:*Name: Palmer Braysen - Title: Durable Dancer


 * Zombie Type: Breakdancer Zombie


 * Lore: Palmer breakdanced to earn money and improve his house. After receiving enough of it, he bought a cap no one bothered to own despite being special. When he wore it, his dancing moves were more recognized as a durable fighter. Now, he joins the army of Dr. Zomboss to fix the timelines.


 * Gear:


 * Holo-Sword (Weapon) - Increases physical attack, and energy power.


 * Blue Cresent Clothes (Bodygear) - Increases physical defense and magical resistance.


 * Cap of the Soaring Skies (Headgear) - Where Palmer's moves got improved; default health increases by 15%.


 * Trait: Battle Endurance - Critical Chances cannot land on the user.


 * 3 Basic Abilities: Abilities that you learn and improve in progressing levels.


 * Turn Around Kick - Deals physical damage having the chance to stun the target by 30%.


 * Revolving Spin - If the user takes a hit from Magical Power, the user's Magical Resistance increases by half of the damage done.


 * Willing Refresh - Deals magic damage to a target, then heal the user by half of the damage done (requires around 25 EP).

Reaction Time:
 * Ultimate Ability: Breaking Surprise - Depletes Energy Points to godmod In exchange for a movement speed decrease of the user by 10%, the user will stun all enemies for 3 turns and increase physical attack by 15%.

Abilities


 * Trait: Battle Endurance - What do you mean by "Critical Chance cannot hit"? Critical Chance actually means "Critical Hit Chance", which is the chance for a character to apply a critical hit. This stat (like said above) isn't really basic and isn't in everyone (yet). And the way you put your description makes it sound like it is an active ability. Need clarifications.


 * Turn Around Kick - Is this melee? Sounds like it. Is this a dash? Can be. I would like to remove the stun chance, it's not like this is your basic attack and, of course, this has a cooldown so you cannot spam stuns all the way. Need clarifications.


 * Revolving Spin - OK, this is typically weird. You gain magic resistance from half the dealt damage from a magic attack shot at you or the target ally? Imagine having a 300 damage magic attack, they you'll gain 150 resistance. I would likely give this a nerf. My rule. Also, the way you use the term "user" makes it sound like a supportive ability. Need clarifications.


 * Willing Refresh - This one seems fine, but again with the term "user". Can't you just say the nae of the hero. This needs optional clarifications since I can change it myself.


 * Ultimate Ability: Breaking Surprise - Just 10% movement speed reduction, in exchange for a 3 turns stun? Make it 25% or 30%. This need clarifications.

//I'll tally you randomly for now, there are still things to clarify. //Got too used of "something" that uses "user" instead of other terms. That "user" terms all refer to Palmer himself (although I need to not do that anymore, I feel too old about it now).


 * Maybe I should've asked you to clarify about the Critical Chance (Wait, it's Critical Hit Chance! Derp to self.) before, I seem confused when I saw its description. Now that I think of it, that sounds OP for no Critical Hit Chance. Make that "The Critical Hit Chance is reduced", then again I forgot what percentage critical hits occur in this RPG. Gonna check.


 * Melee. ...I did not balance out the stun part, huh, and just outright guarantee it. Let that get a cooldown or a small chance to stun the target.


 * That's pretty much a complete weird idea in my mind; change Revolving Spin to "Magical Resistance increases by 5% for 4 turns".


 * Refer to the double slash above.


 * Make the percentage 25%.