Board Thread:Important Messages/@comment-26060229-20150115083054

Proposed System Changes:
 * Combat Changes:
 * Tier 4.5 attacks are renamed to Tier 5 attacks. These cost 75 Fatigue and deal Strength*75 damage.
 * Spirit Bomb is now a Tier 5 attack. Otherwise, Tier 5 attacks are obtained as rewards.
 * You can only use 1 Tier 5 attack per turn.
 * All characters start with all Tier 1 Attacks. This includes Ki Blast, Energy Ball, Energy Wave, Explosion Wave, and both Custom Tier 1 Attacks.
 * Tier 2 abilities (Barrier and Solar Flare) are obtained with 10 hours of training.
 * Transformations:
 * MAJOR CHANGE: You may only transform once per turn, and this costs a rush count.
 * Damage types:
 * Damage is split into three different types: Kinetic, Energy, and Magical
 * Kinetic attacks include melee and ranged attacks, such as punches, kicks, swords, and the various guns.
 * Kinetic attacks are further subdivided into Melee and Ranged.
 * Energy attacks include ki attacks, and other energy-related abilities such as energy slashes and the like.
 * Magic attacks, naturally, are magical in nature.
 * A signature attack must specify what damage type it uses.
 * Barriers are changed to Kinetic, Energy, and Magic rather than Melee, Energy, and Magic.
 * Signature Changes:
 * Signature attacks must specify what damage type it uses. This does not count as a pro or con.
 * Signature attacks are unaffected by items, unless the item specifically states that it affects a signature attack. For example, Kinetic signatures will not be affected by swords, Magic signatures will not be affected by scepters.
 * MAJOR CHANGE: You can only have three Signature Abilities and one Ultimate Attack.
 * MAJOR CHANGE:You may only have one signature attack, one signature transformation, and one signature counter.
 * Your Ultimate must be an attack.
 * Ultimates now deal Strength*250 damage, base.
 * A signature transformation now has a cap of two 1.25x multipliers. These can be strength, speed, health, damage, etc. and can be combined into a single 1.5625x multiplier (1.25*1.25).
 * You may have three Team Signature attacks, and one Team Ultimate.
 * These must be attacks.
 * Team Signatures can have a maximum of 3 participants.
 * Team Ultimates can have a maximum of 5 participants.
 * Both use the combined speed and strength to determine to-hit and damage.
 * Item Changes:
 * You must specify ALL items that you bring into a fight, at the beginning of the fight.
 * You must specify what unique items do, if you have any, and include the FULL EFFECT of the item.
 * Equipping an item now costs 1 Rush Count. If you wish to equip two of the same item, each must be equipped separately. Certain equipment, such as combat clothes and android items, does not have to be equipped to use - they begin the battle already equipped, and do not need to be unequipped.
 * Unequipping an item also costs a Rush Count. So, if you are using two swords, and want to use a sword and scepter, you must spend 1 rush count unequipping the sword and 1 to equip the scepter.
 * You can no longer wield 2 scepters and 2 swords. You only have two arms, or in the case of those rare characters with more than two, can only effectively use two handheld items in combat.
 * The above rule also applies to guns.
 * Weapons that are dual-wielded, or count as being dual-wielded, must have all other relevant items unequipped first. For example, machine guns must use both hands.
 * Even if your weapon counts as "only one sword" (ex. Moonlight's Edge, from Carol Aurelia), yet deals dual sword damage, it still counts as two swords, for balance purposes. Yes, that means equipping and unequipping it will cost 2 Rush Count.
 * You MUST track how many items you have used, especially potions.
 * Senzu beans no longer restore fatigue.
 * Senzu beans no longer add stats.
 * Energy Shots now restore 1/4th (25%) fatigue, rather than 1/2.
 * Energy Drinks, Energy Shots, and Senzu Beans now have a maximum stock of 12.
 * Dr. Briefs Specially Formulated Energy Drinks no longer exist. For every Dr. Briefs Specially Formulated Energy Drink you have, you will instead have 3 Energy Drinks. Therefore, your fatigue does not change.
 * All Tomes have a max stock of 2. All Tomes now cost 3,250 zeni.
 * All Tomes now give the entire spell, levels 1-5.
 * Buying a Tome will grant you 250 Magic XP, rather than 500 regular XP.
 * Guns now have an individual Rush Count of 5, and naturally deal Ranged Kinetic damage.
 * Machine Guns now have their own Rush Count of 8, and naturally deal Ranged Kinetic damage.
 * Military-Grade Railguns now have an individual Rush Count of 5, and naturally deal Ranged Kinetic damage. They do not use a Rush Count to equip or unequip.
 * You can only use one type of Ranged Weapon (ex. Gun, Machine Gun, OR Military-Grade Railgun) per turn.
 * Combat Gloves now only boost Melee Kinetic damage, and do not apply to signatures or ultimates.
 * NEW ITEM: Focus Gloves: Boost Energy Damage by 10%. Cannot be equipped at the same time as Combat Gloves. Does not apply to signatures or ultimates. 10k zeni.
 * Skill Changes:
 * Silent Speed cannot be applied to school, signature, or ultimate attacks.
 * The above also applies to Stone Spit.
 * Energy Restoration regenerates 5% Fatigue, instead of a flat 25.
 * Saiyan Extra Health is changed to "x1.25 Health Increase on Level-Up."
 * Saiyan All Stats +100 is changed to "x1.25 Speed and Strength, only happens once per ally. Can stack infinitely, lasts for your next two turns."
 * Energy absorption is capped at 250 stolen speed/strength.
 * Zenkai is also capped at 250 speed/strength.
 * Zenkai is increased to +5/+10, instead of +4/+8.
 * Zenkai and Energy/Physical Absorption must track how many stats you have gained.
 * Slow Regeneration is increased to 10%.
 * Minor Changes:
 * Move Shop Attacks to their own page.
 * Standardize attacks as such:
 * First Tier 3 attack: 50 hours.
 * Second Tier 3 attack: 75 hours.
 * Third Tier 3 attack: 100 hours.
 * Custom Tier 3 attack: 100 hours.
 * First Tier 4 attack: 125 hours.
 * Second Tier 4 attack 150 hours.
 * Third Tier 4 attack: 175 hours.
 * Custom Tier 4 attack: 175 hours.
 * Spirit Bomb requires 200 hours, and is now a "Tier 5" Attack.
 * All attacks of a race belong to only that race.
 * Gravity x50 + Weighted Clothes now takes 100 Health per hour.
 * Effect Changes:
 * Stun is changed to "Opponent loses their next turn. Cannot be stunned until after their next turn, after the stun wears off. Any effects that occur per-turn will still apply to the missed turn, such as regeneration and bleed effects."
 * Toliman Academy Changes:
 * Storm of Blows now requires 3 Rush Count, and costs 100 Fatigue.
 * Cataclysm Burst cannot be used with a school, signature, or ultimate attack.
 * All Combat Stance multipliers are changed to 10%, rather than 25%, and do not cost Fatigue to change.
 * You cannot start in a Combat Stance.
 * Elemental Fury actually deals Kinetic damage, and costs 75 Fatigue.
 * Energy Disruption is renamed Neural Disruption.
 * Neural Disruption now selects randomly between Kinetic, Energy, and Magic abilities, rather than specifically negating Energy abilities.
 * Lucien will not accept items that prevent other users from participating in certain events, such as Dragon Balls.
 * Magic Changes:
 * Charge-Up only applies to Melee Kinetic damage, not Ranged Kinetic damage.
 * New Fire Spell: Flare-Up: Identical to Charge-Up, except applies to Ranged Kinetic damage.
 * New Thunder Spell: Arc Lightning: Deals 3,750 damage per level. If an opponent is hit, this spell automatically attacks another, randomly-selected opponent.
 * New Thunder Spell: Electrocute: Deals 3,750 damage per level. Has a 5% chance to stun the opponent per level.
 * Stun Freeze is replaced with Icy Tomb: Imprisons an enemy in ice. They cannot target anyone other than themselves until they deal 17,500 damage per level to the ice.
 * Bleed Freeze is renamed to Frostbite.
 * Mana is removed entirely.
 * You now gain Magic XP equal to 0.01x the damage you deal with magic. As such, hitting an enemy with a Dark Slice Level 5, augmented by two magic scepters, will give you 1,125 Magic XP.
 * Maximum Magic Level increased to 30.
 * You can now cast one spell level per Magic Level per turn. As such, at level 10, you could cast 10 Level 1 spells, 5 Level 2 spells, 2 Level 5 spells, etc. per turn.
 * Character Creation Changes:
 * Characters may opt to start with ONE of the following:
 * One Spell.
 * One Sword.
 * Focus Gloves. 