Post by Zou ۞ on Aug 30, 2013 19:40:14 GMT -5
A while ago something called the "Reform Act" was passed on this forum. The Reform Act had many functions. The most important of these functions was a rule that we have come to refer to as the "3x Rule." The basic premise of this rule is like so; no physical or reiatsu based stat can exceed 3x its base value. Basically, whatever your final stat comes out to be after Type, you cannot use booster techniques to exceed 3x that value.
Example. Let's say you have 300 Reiatsu strength, and have a Type that doubles it, making it 600. Your final value, 600, can be tripled at best. You cannot exceed 1800. We're going to talk in this guide about the ramifications of such an ability.
We'll begin with a very simple ruling. Regardless of the ramifications of the ability, reiatsu strength can NEVER exceed 3x your base value. This means that whether it be an armoring technique, your actual reiatsu strength, or a reiatsu based defense or attack separate from your body, your reiatsu strength for it cannot exceed 3x your given base value. Some people speculated when the rule was first released that projectiles, which are separate from you, can exceed this value. In other words, Kido could be boosted above the 3x value, as could similar techniques. This is untrue. Neither Kido nor other types of techniques can exceed 3x your base value. There are no loop holes to this ruling. In other words, under no circumstances can reiatsu EVER exceed 3x your base value. There is no way for this to be possible, and there are virtually no exceptions.
Any techniques which list a higher value than 3x as a booster, or anything that would place you above the 3x cap, will simply cap at 3x. For example, if in a technique it says your reiatsu strength will go up by 4x (this would simply be an outdated description from before the rule was passed), then you would only go up to 3x instead. If you were to use a doubling technique twice, and stack two 2x increases, then logically one would expect either that it amounts to 4x, or that the second increase simply cannot be used. Rather, it would cap at 3x, and you would lose one of the extra multipliers. Reiatsu strength cannot exceed 3x your cap value.
TWO EXCEPTIONS exist to this rule.
The first exception is via conversion. Let's say you have 300 spiritual pressure and 300 reiatsu strength. Normally, you cannot exceed 900 reiatsu strength. However, through the pressure to reiatsu strength conversion talked about in the explanation of stats in the stat template, one can transfer from pressure to reiatsu strength. Let's say you transfer 100 pressure to reiatsu strength. You are left with 200 in spiritual pressure, reducing your possible maximum value for pressure to 600, as opposed to 900. However, by contrast, reiatsu strength's base is now 400, and therefore your final maximum can hit 1200. This is not so much bypassing 3x your base as simply increasing the base amount itself. (That said, techniques which state "this increases the base amount" as an attempt to get around the cap are illegal.)
The second exception is FINAL techniques. Other names would be ULTIMATE or OUGI (Japanese term meaning "FINAL ATTACK" roughly.) These are techniques which are super powerful, among the strongest your character possesses, if not THE strongest, and have such devastating drawbacks that combat is completely impossible after the technique has been used. This includes but is not limited to final Zanpakuto techniques in the final release stage, charging all pressure into reiatsu for one final super slash attack, and Saigo No Houmen. MODES are NOT finals. This means the like of Vollstandig (Quincy) still cannot exceed the cap.
Next, we have speed and spiritual pressure. Much like reiatsu strength, they are inflexible. However, unlike reiatsu strength, spiritual pressure has ZERO exceptions, while speed only has ONE. This means that not even a final is allowed to boost spiritual pressure or speed above the 3x cap. Neither stat can ever exceed the 3x cap, minus one exception with speed. There is no possible way to increase spiritual pressure however beyond the 3x cap, excluding the conversions, which do not technically alter the pressure's final so much as they alter the base value. However, as with reiatsu strength, spiritual pressure's base value cannot be altered by techniques. It cannot be specifically targeted as an attempt to get around the cap. This means that except for conversions, pressure is inflexible and can never exceed 3x the base value.
Speed's only exception is step techniques. Step techniques, which by default are far faster than a 3x movement, can bypass the cap. Step techniques include but are not limited to Shunpo, Sonido, Caelmintro, Schiene, and Bringer Light. Any other step techniques which are universal to the race for which the technique is made can also bypass. This means reserved step techniques cannot bypass the 3x limit. VARIATIONS of step techniques can bypass the limit, though they must be individually graded and debated by staff members first. Senka for example, a variation of Shunpo, can still exceed the 3x cap. The same is true of the likes of Shunpo Karin or Sonido Garra. CERTAIN movement techniques can also bypass the 3x cap. Hirenkyaku Constant is one of these, as is Utsusemi. When creating customs like this, see staff first.
HOWEVER! Step technique offensive variations cannot be stacked with other speed boosters. This mean that if one were to have a technique that increases speed by 3x, then Shunpo Karin or similar techniques, which hold offensive value, cannot be used. During the time of the 3x speed increase, regular step techniques can still be used, though the stamina cost becomes so much higher that it is probably impossible to do it multiple times, least of all in succession.
Moving on from speed, we get to strength. Strength, unlike previous stats, has a very clear exception. While under most circumstances, physical strength cannot exceed 3x the base value, it is possible to increase IMPACT strength. This is not the actual physical strength of the character, but of the impact of the technique alone. An example of this is the Human World Dweller's technique, Push, which increases strength beyond the 3x cap for the impact of a single punch only. This remains consistent in all attacks. IMPACT force can exceed 3x. This does not mean strength. Only the hit power. An example is like so. Player A punches toward Player B. Player A has 100 strength, Player B has 150. Player A uses an impact increase technique to triple the impact strength of the hit. If the punch connects, it will be worth 450 strength. HOWEVER, if Player B catches Player A's wrist, then at that moment, Player A's strength is valued only at 100. The impact does not affect the actual strength of the punch or user, only of the impact itself, the force that does the damage.
This is the primary exception to the strength rule. Another is finals. Like reiatsu strength, physical strength can exceed the 3x cap during all final techniques.
That's all thus far for this guide. Understand yet? Good. You should. More may be added later as issues arise.
Example. Let's say you have 300 Reiatsu strength, and have a Type that doubles it, making it 600. Your final value, 600, can be tripled at best. You cannot exceed 1800. We're going to talk in this guide about the ramifications of such an ability.
We'll begin with a very simple ruling. Regardless of the ramifications of the ability, reiatsu strength can NEVER exceed 3x your base value. This means that whether it be an armoring technique, your actual reiatsu strength, or a reiatsu based defense or attack separate from your body, your reiatsu strength for it cannot exceed 3x your given base value. Some people speculated when the rule was first released that projectiles, which are separate from you, can exceed this value. In other words, Kido could be boosted above the 3x value, as could similar techniques. This is untrue. Neither Kido nor other types of techniques can exceed 3x your base value. There are no loop holes to this ruling. In other words, under no circumstances can reiatsu EVER exceed 3x your base value. There is no way for this to be possible, and there are virtually no exceptions.
Any techniques which list a higher value than 3x as a booster, or anything that would place you above the 3x cap, will simply cap at 3x. For example, if in a technique it says your reiatsu strength will go up by 4x (this would simply be an outdated description from before the rule was passed), then you would only go up to 3x instead. If you were to use a doubling technique twice, and stack two 2x increases, then logically one would expect either that it amounts to 4x, or that the second increase simply cannot be used. Rather, it would cap at 3x, and you would lose one of the extra multipliers. Reiatsu strength cannot exceed 3x your cap value.
TWO EXCEPTIONS exist to this rule.
The first exception is via conversion. Let's say you have 300 spiritual pressure and 300 reiatsu strength. Normally, you cannot exceed 900 reiatsu strength. However, through the pressure to reiatsu strength conversion talked about in the explanation of stats in the stat template, one can transfer from pressure to reiatsu strength. Let's say you transfer 100 pressure to reiatsu strength. You are left with 200 in spiritual pressure, reducing your possible maximum value for pressure to 600, as opposed to 900. However, by contrast, reiatsu strength's base is now 400, and therefore your final maximum can hit 1200. This is not so much bypassing 3x your base as simply increasing the base amount itself. (That said, techniques which state "this increases the base amount" as an attempt to get around the cap are illegal.)
The second exception is FINAL techniques. Other names would be ULTIMATE or OUGI (Japanese term meaning "FINAL ATTACK" roughly.) These are techniques which are super powerful, among the strongest your character possesses, if not THE strongest, and have such devastating drawbacks that combat is completely impossible after the technique has been used. This includes but is not limited to final Zanpakuto techniques in the final release stage, charging all pressure into reiatsu for one final super slash attack, and Saigo No Houmen. MODES are NOT finals. This means the like of Vollstandig (Quincy) still cannot exceed the cap.
Next, we have speed and spiritual pressure. Much like reiatsu strength, they are inflexible. However, unlike reiatsu strength, spiritual pressure has ZERO exceptions, while speed only has ONE. This means that not even a final is allowed to boost spiritual pressure or speed above the 3x cap. Neither stat can ever exceed the 3x cap, minus one exception with speed. There is no possible way to increase spiritual pressure however beyond the 3x cap, excluding the conversions, which do not technically alter the pressure's final so much as they alter the base value. However, as with reiatsu strength, spiritual pressure's base value cannot be altered by techniques. It cannot be specifically targeted as an attempt to get around the cap. This means that except for conversions, pressure is inflexible and can never exceed 3x the base value.
Speed's only exception is step techniques. Step techniques, which by default are far faster than a 3x movement, can bypass the cap. Step techniques include but are not limited to Shunpo, Sonido, Caelmintro, Schiene, and Bringer Light. Any other step techniques which are universal to the race for which the technique is made can also bypass. This means reserved step techniques cannot bypass the 3x limit. VARIATIONS of step techniques can bypass the limit, though they must be individually graded and debated by staff members first. Senka for example, a variation of Shunpo, can still exceed the 3x cap. The same is true of the likes of Shunpo Karin or Sonido Garra. CERTAIN movement techniques can also bypass the 3x cap. Hirenkyaku Constant is one of these, as is Utsusemi. When creating customs like this, see staff first.
HOWEVER! Step technique offensive variations cannot be stacked with other speed boosters. This mean that if one were to have a technique that increases speed by 3x, then Shunpo Karin or similar techniques, which hold offensive value, cannot be used. During the time of the 3x speed increase, regular step techniques can still be used, though the stamina cost becomes so much higher that it is probably impossible to do it multiple times, least of all in succession.
Moving on from speed, we get to strength. Strength, unlike previous stats, has a very clear exception. While under most circumstances, physical strength cannot exceed 3x the base value, it is possible to increase IMPACT strength. This is not the actual physical strength of the character, but of the impact of the technique alone. An example of this is the Human World Dweller's technique, Push, which increases strength beyond the 3x cap for the impact of a single punch only. This remains consistent in all attacks. IMPACT force can exceed 3x. This does not mean strength. Only the hit power. An example is like so. Player A punches toward Player B. Player A has 100 strength, Player B has 150. Player A uses an impact increase technique to triple the impact strength of the hit. If the punch connects, it will be worth 450 strength. HOWEVER, if Player B catches Player A's wrist, then at that moment, Player A's strength is valued only at 100. The impact does not affect the actual strength of the punch or user, only of the impact itself, the force that does the damage.
This is the primary exception to the strength rule. Another is finals. Like reiatsu strength, physical strength can exceed the 3x cap during all final techniques.
That's all thus far for this guide. Understand yet? Good. You should. More may be added later as issues arise.