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CallitQuestioning
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Topic Started: Sep 5 2014, 08:24 PM (179 Views)
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Calligrapher
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Sep 5 2014, 08:24 PM
Post #1
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Reading the rules and things, I have a few questions and suggestions - could any staff answer them? Thank you.
Advanced Magic Help
- Expanded Magic Rank Information
- Elements and You
- Multiple parts of the post mention an official element system w/ strengths and weaknesses - I heard that it don't work this way, despite the Naruto vibe that the first five (fire-water-lightning-earth-wind) gave me. Does this still apply, and if so, exactly which ones cancel which? Is there an official table/chart/something on these?
- Movement Techniques
- I feel like the special notes for Flight Techs, especially the required magics, should be put in the front? It would suck to read through all of the rules just to find out that one can't have flight in the first place anyway...
- Do dash/teleport techniques have a required tier/specifications like how flight has?
- Holder Magic
- Do holders get a discount on their holder item(s)? For all intents and purposes, it feels like a worse and more costly version of exquip...
- Barrier and Armor Penetration Techniques
- What's the site stance on barrier/armor bypassing techniques, if granted that they would be at the proper rank to be able to do so - that is, techniques that don't damage the barrier/armor, but for special effect, say, "goes through a single barrier/armor [pick one]"; since these techniques don't result in the loss of the armor/barrier itself? Are they permitted? I feel like it's a yes, but confirmation?
Magic Creation, System, and Techniques
- Magic, Cantrips and Spells of Lower Rank
- Magic system - Tiers - " There are four tiers of magic" - ???
- I've noticed that there are some techniques and/or some degree of versatility between tier 2 and 1 through personal experience that was never mentioned in the official tier designations, such as healing, or teleportation, etc...is there an official list of 'inherently Tier 1'?
Special Magic Systems and Pets- Buffs & Debuffs
- Technique Options: The term itself gives off connotations more complex than they actually are. Why not an easier term, like "Buff/Debuff Technique Bonuses/Additions"?
On a similar note, there be a more uh, easier-to-understand definition? The current one works, but in initial reading it sounds too technical; perhaps something more explicit and clearly defined, like "Technique Options are bonus effects that you get to tack onto your buff/debuff spells as they increase in rank"?
- So to clarify: Unless sufficient technique options are used as a support focused/specialist mage, all buffs only affect oneself; i.e. a general mage cannot use buffs on others?
- Magic Tier Capabilities - I noticed that this isn't about the buff techniques anymore and actually about support magic. In its current location, it's both hard to find for those who're making an actual support mage (hidden deep in spoilers), and confusing for those who aren't (when I first read it, I thought it was just talking about possible techniques for all, not for just support specialist mages; turns out I wasn't alone in that thought). Why not put this section in an entire other spoiler? Make it like
- Buff Techniques - Support Magic - Debuff Techniques
- Anti-Dragon Magic and Dragons
- What Makes A Dragon? - Methinks this section would be a lot more helpful if in the magic/technique creation section.
- Summoning
- Summon Stat Transfers - I know that it's basically a passive anytime-transfer-whenever-wherever-just-give-the-stats-to-the-summons thing, but could that be more explicitly stated? Several people were thinking it actually had a cooldown, other misconceptions, etc, I think some part of the full versatility of this technique wasn't going through/explained clearly enough.
That's about all for now.
Thank you~
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Calligrapher
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Sep 7 2014, 12:09 AM
Post #2
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1st to be Banned by Fumus
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On an unrelated note - is Fiore's Worst Holiday Destination open for tours?
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博 Tenken
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Sep 7 2014, 12:56 AM
Post #3
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Hoennese and proud!
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From the top:
AMH
- No.
- There is no current official chart, at this stage it's more along the lines of rank > other but equal to equal for obvious things (i.e. water would suppress fire, lightning would travel through water/ice, fire would melt ice etc.). The more "obscure" elements like poison/metal/smoke are generally just considered neutral
- Ideally someone should read all the flight rules.
- Dashing does not have a tier limit, teleportation magic is considered "spacial manipulation" and is thus generally dis-allowed on most magics unless you use the 'medium clause' at the bottom of the rulings.
- In general no as you can just use it as a technique and strengthen it that way.
- Not allowable at this stage, piercing only.
MCST
- The "fourth" tier listed is classified for Starter Magic as noted in those rules.
- There is not a definitive list of techniques set per tier excluding certain noted things in other rulings it depends usually on magic description to tier a magic.
SMS
- Noted.
- Yes.
- In general those rules are specific to Buff Mages and the additional possibilities are listed for people who wish to be more dedicated-buff/debuff mages in order to give them a little further thought for the moment.
- This section is linked back to numerous times.
- Noted.
The prison is not currently available for tours.
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Calligrapher
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Sep 7 2014, 06:32 AM
Post #4
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1st to be Banned by Fumus
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Thank you!
I'll post up any more questions I have if/as they appear.
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Calligrapher
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Sep 15 2014, 09:58 PM
Post #5
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1st to be Banned by Fumus
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I heard in the cbox that there are stat ratios?
Like, someone said that, for speed to be used effectively, the accuracy-to-speed ratio must be at least 2:3, and for accuracy to be used effectively, the accuracy-to-speed ratio must be at least 1;1
Are these confirmed, and if so, are there any more of these ratios?
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