Post by Zeich Yajuu on Mar 15, 2019 22:40:07 GMT -5
Alright, second round is mine. Bear with me, I'm the strict one, but we'll hopefully come out of this with both a balanced and strong power.
Shikai:
Durability section has a minor typo. "if the two stats are within 100 units of each other the impact will be reduced 80%, if it isgreater than less than or equal to 250 units 65%, any differences greater then 250 is reduced by 50%" Small thing but it makes a difference in understanding.
Assuming linear in both directions, we get some weird numbers. 18 inches between 100% and 200% would put us at 5.555555% per inch, which is silly. But that's our measurement system getting in the way there. Rather than linearly, how about something like 5% bonus per inch beyond 6? Yeah that puts you at 190% for two feet, but at least you can say it's properly linear rather than trying to finengle some silly numbers. Not a necessary change, just a suggestion - I wouldn't make you lose 10% of that for an uneven number.
One thing I would ask you to change, however; I would like the damage done to the stone to be determined by Yetsuna's base OS, not her stone density. Density gives it more durability (meaning it would take 2-3 consecutive attacks to break even being close to Yetsuna at decent thickness). To put more simply, the stat difference should be OS to OS to determine how much the damage to the stone is reduced, rather than Stone Durability v OS. That amount will come in determining how much damage the stone takes.
To better explain, let's use a 700 OS Yetsuna with a 2-foot wall, durability 1400. A person with 600 OS attacks. With your current system, anyone without Gate, Blut Vene, or a Vizard Mask will generally be consistent in a 50% reduction at all times. This would require five hits to break a standard wall. There's no realistic counterplay there. With it comparing to Yetsuna's own OS, however, we get within 100, meaning the reduction is only 80%, requiring three hits to break. Still requires some work, but it puts the stone's strength at a reasonable level.
Defensive stone summoning should have an additional cost atop normal summoning due to its instantaneous nature. Increase cost of summoning by 25% based on amount summoning when creating defensively to account for this.
Speed = OS = Denied. We generally don't fly well with attack speed scaling so highly. This should be a static speed, and I'd allow for 600 in Shikai, 900 in Bankai. Zeich's is considered one of the stronger Zanpaktou on site, and he performs well enough with 600 in both Shikai and Bankai - I imagine with your control radius and potential directions of attack, you can adapt to these speeds.
Conversion/summoning rates look good, though I'd increase your Bankai size to 200 - Bankai is pretty huge, after all, and I think a little buff here couldn't hurt.
Moving through stone should either require a technique or a notable cost - being able to just shift through a substance is a bit powerful for a passive costless ability, especially since it's rare to need three dodges in a post unless someone is trying hard to combo.
Bankai:
Golem needs a set Instinct, Senses, and ES if it's going to be able to act on its own. Otherwise it's quite literally dumb as a rock and can't act on its own. Cost per post for independent action may increase depending on values.
Golem being able to shift through stone that's not directly connected is essentially teleporthax. Needs a cost, and potentially a range on it.
Armor having passive spell defense? Nope. Low RS has its cost, and that's susceptibility to effects like Bakudo. You can't just passively shrug it off. Armor durability looks good though for the 30/15% passive cut, I'm okay with these numbers for Bankai.
If you could, for my sake, please note that the armor should still be fallible against internal attacks like shockwaves that pierce external defenses. You've done so for temperatures (which I appreciate) but open that up generally if you could.
"While in Bankai, the durability of Yetsuna stone is double what it would typically be for a given thickness. This does stack to some extent with thickness, but only to a total of 3x her offensive stat (4 feet of stone equates to 3x her offensive stat)." This makes no sense with your explanation - if it's doubled, wouldn't it be 3x at two feet? This needs to be clarified.
Also I'm iffy on this - 3x is a LOT for a very minimum cost. The attrition cost is absurd; let's say you summoned a truck-sized dome of stone (let's just throw out a cost of something like 300 Reiatsu, if even that). With two feet in density, that's something like 2400ish durability. Even if someone exceeded your OS and could hit at 100%, that's an average of 2-3 hits if they have the advantage. 100ish disadvantage? We're looking at 4-5 hits. 100-250 disadvantage? Almost six hits. More than 250 disadvantage? Almost eight hits for a single section of stone. This means that you can create your barrier for a minor cost, given the PR bonus to SpPr, and then just chill to rest and recover or attack those outside your barrier with zero fear of retaliation. There's no counterplay short of "I have uber buffs to make my OS hugely higher than yours." We shouldn't be playing a numbers game.
Constructs should have a per-post cost to maintain beyond a certain amount, in order to maintain their fortified state. Otherwise they turn back to normal stone.
No passive resistance to status abilties/Bakudo - to my knowledge, both Bakudo and other status spells can bypass Hierro and similar unless they're a direct blow. A binding spell, for example, holds your arms together - your armor will prevent it from cutting into the skin, but it wouldn't stop the binding from, y'know, binding. Only superior force will overcome that. In this case, your armor and the spell are not clashing - the only "clash" would come from the actual impact with the armor, not the binding effect. That'd be like saying putting handcuffs over a suit of armor would be pointless - they'd still bind the hands. Against Hado or direct offensive spells, the clash comes in the mechanics behind your ability, as you described them - otherwise, you have a passive, costless Class 2 counter at all times, making any Class 4 technique or lower 100% useless, something I will definitely not pass in any way, shape, or form. You should not be able to constantly nullify all things without some sort of drawback to it, and a minor Bankai cost does not count as an appropriate drawback.
"Teleporting" to your golem is only partially fine - with its stone teleport, though, I don't like it - you could have your golem move its arm into nearby stone, come out across the zone, and zip over to it at speeds bypassing any step technique. Honestly, fast movement and transporting to your golem has nothing to do with your overall power, so I'd remove that altogether.
Unbreakable: 100% denied. You cannot just completely remove the Class clash like that, especially not being able to casually break any attack coming at you. And using her Class, not the Releases? No. No no no no no no. Denied. All this says is "at Class 1, you can only hurt me with Class 1 techniques that have greater OS." Not happening. I mean granted, thanks to PR bonus, it's the same either way, but point still remains! Definitely don't want to set a precedent here. Even with only a three-use maximum, that's still again, MASSIVE attrition. A Class 1 technique costs 800ish Reiatsu on average. That means to bypass you having the ability to instant-gib any of their techniques unless you foolishly waste your uses on weak abilities, they have to spend almost three times as much Reiatsu as you are. No.
I'm going to need to think on Unbreakable if I'm going to offer more constructive options, but in the meantime, if you have ideas that might result in a better compromise, I'm all ears.
Shikai:
Durability section has a minor typo. "if the two stats are within 100 units of each other the impact will be reduced 80%, if it is
Assuming linear in both directions, we get some weird numbers. 18 inches between 100% and 200% would put us at 5.555555% per inch, which is silly. But that's our measurement system getting in the way there. Rather than linearly, how about something like 5% bonus per inch beyond 6? Yeah that puts you at 190% for two feet, but at least you can say it's properly linear rather than trying to finengle some silly numbers. Not a necessary change, just a suggestion - I wouldn't make you lose 10% of that for an uneven number.
One thing I would ask you to change, however; I would like the damage done to the stone to be determined by Yetsuna's base OS, not her stone density. Density gives it more durability (meaning it would take 2-3 consecutive attacks to break even being close to Yetsuna at decent thickness). To put more simply, the stat difference should be OS to OS to determine how much the damage to the stone is reduced, rather than Stone Durability v OS. That amount will come in determining how much damage the stone takes.
To better explain, let's use a 700 OS Yetsuna with a 2-foot wall, durability 1400. A person with 600 OS attacks. With your current system, anyone without Gate, Blut Vene, or a Vizard Mask will generally be consistent in a 50% reduction at all times. This would require five hits to break a standard wall. There's no realistic counterplay there. With it comparing to Yetsuna's own OS, however, we get within 100, meaning the reduction is only 80%, requiring three hits to break. Still requires some work, but it puts the stone's strength at a reasonable level.
Defensive stone summoning should have an additional cost atop normal summoning due to its instantaneous nature. Increase cost of summoning by 25% based on amount summoning when creating defensively to account for this.
Speed = OS = Denied. We generally don't fly well with attack speed scaling so highly. This should be a static speed, and I'd allow for 600 in Shikai, 900 in Bankai. Zeich's is considered one of the stronger Zanpaktou on site, and he performs well enough with 600 in both Shikai and Bankai - I imagine with your control radius and potential directions of attack, you can adapt to these speeds.
Conversion/summoning rates look good, though I'd increase your Bankai size to 200 - Bankai is pretty huge, after all, and I think a little buff here couldn't hurt.
Moving through stone should either require a technique or a notable cost - being able to just shift through a substance is a bit powerful for a passive costless ability, especially since it's rare to need three dodges in a post unless someone is trying hard to combo.
Bankai:
Golem needs a set Instinct, Senses, and ES if it's going to be able to act on its own. Otherwise it's quite literally dumb as a rock and can't act on its own. Cost per post for independent action may increase depending on values.
Golem being able to shift through stone that's not directly connected is essentially teleporthax. Needs a cost, and potentially a range on it.
Armor having passive spell defense? Nope. Low RS has its cost, and that's susceptibility to effects like Bakudo. You can't just passively shrug it off. Armor durability looks good though for the 30/15% passive cut, I'm okay with these numbers for Bankai.
If you could, for my sake, please note that the armor should still be fallible against internal attacks like shockwaves that pierce external defenses. You've done so for temperatures (which I appreciate) but open that up generally if you could.
"While in Bankai, the durability of Yetsuna stone is double what it would typically be for a given thickness. This does stack to some extent with thickness, but only to a total of 3x her offensive stat (4 feet of stone equates to 3x her offensive stat)." This makes no sense with your explanation - if it's doubled, wouldn't it be 3x at two feet? This needs to be clarified.
Also I'm iffy on this - 3x is a LOT for a very minimum cost. The attrition cost is absurd; let's say you summoned a truck-sized dome of stone (let's just throw out a cost of something like 300 Reiatsu, if even that). With two feet in density, that's something like 2400ish durability. Even if someone exceeded your OS and could hit at 100%, that's an average of 2-3 hits if they have the advantage. 100ish disadvantage? We're looking at 4-5 hits. 100-250 disadvantage? Almost six hits. More than 250 disadvantage? Almost eight hits for a single section of stone. This means that you can create your barrier for a minor cost, given the PR bonus to SpPr, and then just chill to rest and recover or attack those outside your barrier with zero fear of retaliation. There's no counterplay short of "I have uber buffs to make my OS hugely higher than yours." We shouldn't be playing a numbers game.
Constructs should have a per-post cost to maintain beyond a certain amount, in order to maintain their fortified state. Otherwise they turn back to normal stone.
No passive resistance to status abilties/Bakudo - to my knowledge, both Bakudo and other status spells can bypass Hierro and similar unless they're a direct blow. A binding spell, for example, holds your arms together - your armor will prevent it from cutting into the skin, but it wouldn't stop the binding from, y'know, binding. Only superior force will overcome that. In this case, your armor and the spell are not clashing - the only "clash" would come from the actual impact with the armor, not the binding effect. That'd be like saying putting handcuffs over a suit of armor would be pointless - they'd still bind the hands. Against Hado or direct offensive spells, the clash comes in the mechanics behind your ability, as you described them - otherwise, you have a passive, costless Class 2 counter at all times, making any Class 4 technique or lower 100% useless, something I will definitely not pass in any way, shape, or form. You should not be able to constantly nullify all things without some sort of drawback to it, and a minor Bankai cost does not count as an appropriate drawback.
"Teleporting" to your golem is only partially fine - with its stone teleport, though, I don't like it - you could have your golem move its arm into nearby stone, come out across the zone, and zip over to it at speeds bypassing any step technique. Honestly, fast movement and transporting to your golem has nothing to do with your overall power, so I'd remove that altogether.
Unbreakable: 100% denied. You cannot just completely remove the Class clash like that, especially not being able to casually break any attack coming at you. And using her Class, not the Releases? No. No no no no no no. Denied. All this says is "at Class 1, you can only hurt me with Class 1 techniques that have greater OS." Not happening. I mean granted, thanks to PR bonus, it's the same either way, but point still remains! Definitely don't want to set a precedent here. Even with only a three-use maximum, that's still again, MASSIVE attrition. A Class 1 technique costs 800ish Reiatsu on average. That means to bypass you having the ability to instant-gib any of their techniques unless you foolishly waste your uses on weak abilities, they have to spend almost three times as much Reiatsu as you are. No.
I'm going to need to think on Unbreakable if I'm going to offer more constructive options, but in the meantime, if you have ideas that might result in a better compromise, I'm all ears.