Balcerzak Posted April 17, 2016 Share Posted April 17, 2016 (edited) Is there a minimum damage value to a successful attack? Edit: Also, are we all still running off the default Will gains you mentioned earlier? Edited April 17, 2016 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 17, 2016 Author Share Posted April 17, 2016 Minimum damage in this is gonna be 1, since it was 10 in original SRW. I feel as though 10 here would mount up very quickly. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted April 17, 2016 Share Posted April 17, 2016 (edited) Alright, that helps me out with my move. I'll throw it out there for the others to weight the benefits of and toss their own comments on. I was planning to have Thorvald advance to 8,6 (or 7,7). Putting him in a nice central position means the Command Aura will likely get to apply its maximum benefit. It's just out of range of the leading edge of fighters' missiles too, so if they want to engage him, they'll need to use their 1 range postmove, which should basically tickle him. Close range weapons with high hit are probably going to be our greatest ally here, as with enemy pilot stats included, if I did my math right, those buggers will be subtracting 38 off of our hit rates, meaning we'll have a lot of coin flips on our hands. I'd hold off on using much if any SP on the initial wave here, as judging by the enemy list there's probably reinforcements somewhere along the lines. Edited April 17, 2016 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 17, 2016 Author Share Posted April 17, 2016 (edited) Look at you go Bal :3 You are correct! The Messer mobility adds up to 38, while the Schwerts are only 30, as they have no S rank. I would be tempted to make it 39 on the Messers, for rounding up, but I don't mind rounding down on adaptabilities. It would probably be best to leave initiating or chipping to Ether since his character has max Accuracy (for the test) and Genius, for a big 30% hit boost (in total, just to clarify, 10 accuracy, 5% bonus, 15% from genius. 30% from genius alone would be obscene). Edited April 17, 2016 by Melissa Quote Link to comment Share on other sites More sharing options...
Phoenix Posted April 17, 2016 Share Posted April 17, 2016 Too tired to think right now. Get back to you on that later ... zzz Quote Link to comment Share on other sites More sharing options...
Toogee Posted April 17, 2016 Share Posted April 17, 2016 Bobby will move to 4,4 to catch up with the others :P. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted April 17, 2016 Share Posted April 17, 2016 I would be tempted to make it 39 on the Messers, for rounding up, but I don't mind rounding down on adaptabilities.I forgot if pilot stats were affected by adaptibility or not, if you want to keep a consistent system for rounding, feel free to do what makes the most sense. 38 or 39 is unlikely to break anything either way, as long as everyone knows in advance, there'll be nothing to complain about... Quote Link to comment Share on other sites More sharing options...
scorri Posted April 17, 2016 Share Posted April 17, 2016 I'll go to 6-4 Quote Link to comment Share on other sites More sharing options...
Oersted Posted April 17, 2016 Share Posted April 17, 2016 Abigail moves to 2,7. Quote Link to comment Share on other sites More sharing options...
Sandalphon Posted April 17, 2016 Share Posted April 17, 2016 I'm gonna plop THE BOYâ„¢ on (5, 7) Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted April 18, 2016 Share Posted April 18, 2016 Locking in (8,6) before I go to sleep so I don't hold anything up if everyone else shows up with their moves. Unless I fucked up somewhere, that should leave us looking something like: Quote Link to comment Share on other sites More sharing options...
Ether Posted April 18, 2016 Share Posted April 18, 2016 Louise to 7,5 Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 18, 2016 Author Share Posted April 18, 2016 (edited) Locking in (8,6) before I go to sleep so I don't hold anything up if everyone else shows up with their moves. Unless I fucked up somewhere, that should leave us looking something like: How did you move the sprites without messing up the map...? Interesting o3o I obviously don't mind you doing this if people are missing stuff, tho' I have everything on layers in a GIMP file, so I can do it instantly if it's ever needed x3 Need Mickey and Theron's moves, and I'll process the enemy phase. Also will be adding a translucent command aura to Thervold's gespenst so people can tell his range. edit: man you even greyed them out x3 gimme your secrets. Edited April 18, 2016 by Melissa Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted April 18, 2016 Share Posted April 18, 2016 How did you move the sprites without messing up the map...? Interesting o3o I obviously don't mind you doing this if people are missing stuff, tho' I have everything on layers in a GIMP file, so I can do it instantly if it's ever needed x3 Need Mickey and Theron's moves, and I'll process the enemy phase. Also will be adding a translucent command aura to Thervold's gespenst so people can tell his range. edit: man you even greyed them out x3 gimme your secrets. I used the sprites from the spritesheet you gave earlier, as it was way easier to isolate them on the uniform background. I put those on the new tile locations, then I covered up the old tile locations with grids that seemed to have a similar enough background to at least blend in convincingly. (e.g. I covered up 2,1 with 3,1; 3,2 with 4,2; 7,3 with 8,3; 2,5 with 3,5; the most tricky was replacing 1,3 with a vertically flipped 2,10.) As for greying them out, I believe I just pulled the saturation slider for each of the gespensts' layers all the way to zero. And yeah, I didn't mean to step all over your plans as far as updates go, but I just find that sometimes I need a little help visualizing everything when it gets to be half a dozen actions in or so. Figured other people might also prefer not accidentally moving on top of where somebody else has moved to, or remembering that a spot has been vacated and is actually open to move into. The command aura thing is also a pretty great idea, should be easy to throw down too, just a new layer chained to and centered on Thorvald, with about 50% opacity or something. I like that a lot, actually. Quote Link to comment Share on other sites More sharing options...
charlie_ Posted April 18, 2016 Share Posted April 18, 2016 (edited) Mickey to 8,5 Edited April 18, 2016 by SB. Quote Link to comment Share on other sites More sharing options...
Ether Posted April 18, 2016 Share Posted April 18, 2016 Louise to 7,5 Mickey to 7,5 Oops =P Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 18, 2016 Author Share Posted April 18, 2016 I used the sprites from the spritesheet you gave earlier, as it was way easier to isolate them on the uniform background. I put those on the new tile locations, then I covered up the old tile locations with grids that seemed to have a similar enough background to at least blend in convincingly. (e.g. I covered up 2,1 with 3,1; 3,2 with 4,2; 7,3 with 8,3; 2,5 with 3,5; the most tricky was replacing 1,3 with a vertically flipped 2,10.) As for greying them out, I believe I just pulled the saturation slider for each of the gespensts' layers all the way to zero. And yeah, I didn't mean to step all over your plans as far as updates go, but I just find that sometimes I need a little help visualizing everything when it gets to be half a dozen actions in or so. Figured other people might also prefer not accidentally moving on top of where somebody else has moved to, or remembering that a spot has been vacated and is actually open to move into. The command aura thing is also a pretty great idea, should be easy to throw down too, just a new layer chained to and centered on Thorvald, with about 50% opacity or something. I like that a lot, actually. Wao, that's pretty smart Never think you're doing me wrong by doing that, by all means, if I'm not around to shuffle stuff and you can, do whatever you want with the map I'll be remembering that saturation bar trick as well. Command aura will get thrown in next turn. Now we just need Phee and SB to edit. Quote Link to comment Share on other sites More sharing options...
charlie_ Posted April 18, 2016 Share Posted April 18, 2016 I'm incredibly smart. Quote Link to comment Share on other sites More sharing options...
Phoenix Posted April 18, 2016 Share Posted April 18, 2016 Didn't have a particular position in mind so I'll have Theron stay put for this turn. Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) Mmmmmmkay, so I have just realized their may be a small hitch in this, in that I need to be able to contact you when you're being attacked by an enemy so you can choose your counter attack So Bal, if you have skype or anything, hit me up. Same goes for the rest of you, though I think Phee is the only person I don't have quick, direct access to. Edit: This time it's not gonna matter, since Thorvald has a good melee weapon and there are no enemies at range further than 1, but it'll matter for the future. Edited April 19, 2016 by Melissa Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) Click Enemy Phase and Player Phase for neat music while posting! Enemy Phase Messer 4 flies in! Target: Thorvald Weapon: Gatling Gun Final Hit: 80 (as a note to Bal, Thorvald's command aura does not affect himself) Final Crit: 8 Roll: 25,77 Hit! No crit Damage: 1 Thorvald counters! Target: F-28 Messer 4 Weapon: Divine Blade Final Hit: 59 (as another note, I ended up rounding up for the plane's adaptability bonus) Final Crit: 32 Roll: 7,27 Hit! Crit! Damage: 85 Crit damage: 128 F-28 Messer 4 Explodes! Thorvald gains 100 EXP Thorvald gains 1 PP Schwert 2 flies in! Target: Thorvald Weapon: Gatling Gun Final Hit: 80 Final Crit: 8 Roll: 96,14 Miss! Thorvald Counters! Target: F-32 Schwert 2 Weapon: Divine Blade Final Hit: 68 Final Crit: 32 Roll: 52,6 Hit! Crit! Damage: 80 Crit Damage: 120 F-32 Schwert 2 Explodes! Thorvald gains 100 EXP Thorvald gains 2 PP Messer's 1 and 2 hold their place and fire! Target: Thorvald Weapon: Missile Final Hit: 70 Final Crit: 3 Roll: 93,42 Miss! Second plane's attack! Same stats! Roll: 94,73 Miss! Schwert 1 holds its place and fires! Target: Thorvald Weapon: Split Missile Final Hit: 70 Final Crit: 3 Roll: 86,7 Miss! Players Phase! Sheet That should be everything, lemme know if I missed stuff! Edited April 19, 2016 by Melissa Quote Link to comment Share on other sites More sharing options...
scorri Posted April 19, 2016 Share Posted April 19, 2016 8-6, divine blade the thingy Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted April 19, 2016 Share Posted April 19, 2016 quick thing, I thought I had moved to 8,6 and it looks like you placed me at 8,7? Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted April 19, 2016 Author Share Posted April 19, 2016 Whhhhhhhhooops Uhhhh free extra move for one turn for Bal '3' It's late, etc., other excuses my bad (not that it's exactly a bad thing) Quote Link to comment Share on other sites More sharing options...
Oersted Posted April 19, 2016 Share Posted April 19, 2016 7,7 Mega Beam Rifle Schwert 4. Quote Link to comment Share on other sites More sharing options...
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