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# Playthrough
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cryps join game
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stats randomised
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initial stash drops
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6 skills
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6 colours
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6 specs
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play first round
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basically duke it out
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# Colours #
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### Red ###
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Real world concepts
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Aggressive
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Apply Buffs
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Fast & Chaotic
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### Green ###
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Healing Specialisation
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Defensive
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Purge buffs & debuffs
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### Blue ###
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Fantasy concepts (magical)
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Aggressive & Defensive
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Apply Debuffs
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Slow & Reliable
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# Classes #
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Class names to be changed
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====================
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Pure Red `Nature`
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Pure Green `Non-Violence`
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Pure Blue `Destruction`
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Hybrid Red / Blue `Chaos`
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Hybrid Red / Green `Purity`
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Hybrid Blue / Green `Technology`
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Skills
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==========
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Basic Type
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-------------------------------------------------------------------------
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Attack `Basic offensive skill - deal damage`
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Buff `Base ally targetted skill - increase ally speed`
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Stun `Base enemy disable - disable enemy for 2 rounds`
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Block `Base self targetted defensive - reduced damage taken for 2 rounds`
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Debuff `Base enemy debuff - reduce enemy speed`
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# Attack Base #
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RR - Strike
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GG - Heal
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BB - Blast
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RG - Purify
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GB - Decay
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RB - Blast
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# Stun Base #
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RR - Strangle
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GG - Throw
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BB - Ruin
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RG - Banish
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GB - Silence
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RB - Hex
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# Buff Base #
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RR - Empower
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GR - Triage
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BB - Hostility
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RG - Clutch
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GB - Amplify
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RB - Haste
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# Debuff Base #
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RR - Snare
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GG - Purge
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BB - Curse
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RG - Slow
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GB - Siphon
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RB - Invert
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# Block Base #
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RR - Parry
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GG - Reflect
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BB - Corrupt
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RG - Taunt
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GB - Life `rename?`
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RB - Recharge
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## Advanced combos ##
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Two ways of upgrading
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#1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
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#2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
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### T2 / T3 Combos ###
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All current specs / items can be further combo'd into T2 and T3 versions
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# 3 of same base => 1 upgraded tier #
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`3 x T1 Red Damage Spec => T2 Red Damage Spec`
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`3 x T2 Red Damage Spec => T3 Red Damage Spec`
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`3 x T1 Strike => T2 Strike`
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`3 x T2 Strike => T3 Strike`
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Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
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Upgraded skills use the same speed formula as previously
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### Spec / Skill hybrid specs ###
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# Strike #
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2 x Red Damage + Strike => Strike damage bonus (crit?)
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2 x Red Speed + Strike => Strike reduces enemy speed
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2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
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# Heal #
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2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
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2 x Green Speed + Heal => Heal target gets bonus speed
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2 x Green Life + Heal => Heal increases target's max hp for 2 turns
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etc etc
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30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated
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@@ -1,75 +0,0 @@
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# Everything costs money (gold?)
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Items - Base colours / skills / specs and associated upgrades
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### Sources of money
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- Start with money and gain income after each battle
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- Higher income from winning
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- Selling items in inventory or equipped on character refunds
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- Selling from inventory full refund
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- Selling from charcter 50% refund
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### Uses for money
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- Buying items
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- Rerolling vbox
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### Base Costs
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Base colours have a base 1 cost
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Base skills have a base 2 cost
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Base specs have a base 3 cost
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### Actual Costs
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- Costs increase as more of an item is used on cryps in the game
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- The cost increases by the base cost for every 6 allocations of base item
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- Allocation is based on all cryps in the game
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### Example ###
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Round #1
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All costs are base costs
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# Player #1 and Player #2 (They both bought the same things)
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Cryp #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
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Cryp #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
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Cryp #3 Attack, 2 cost
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Total cost - 10
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Round #2
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Items used on cryps include:
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Red x 8
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Attack x 4
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Buff x 2
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The costs of red for round #2 are now (1 + 1) = 2
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If they were to buy the same skill setup it would be as follows:
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# Player #1 and Player #2 (They both bought the same things)
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Cryp #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
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Cryp #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
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Cryp #3 Attack, 2 cost
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Total cost - 14
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### Philosophy of increasing item costs
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- Two games will never feel exactly the same
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- Costs change over rounds to diversify skill choice and gameplay
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- As optimal builds emerge the paths to reach them will change every game
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- Rewarded for going (hipster) builds nobody else is trying
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- Some reward for hoarding items in your inventory while they cheaper (hodl red)
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### Income values
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Could try with 9 base income
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Income increases by 3 each round and winning bonus of 6
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@@ -1,49 +0,0 @@
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# Stat Multipliers #
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### Defenses ###
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Rare `Increased GreenLife`
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Common `Increased Evasion rating`
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Common `Increased Blue Life rating`
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Common `Increased RedLife rating`
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Common `Increased Healing done`
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Common `Increased Healing received`
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Common `Increased Blue Damage`
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Common `Increased Red Damage`
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Uncommon `Reduced hp loss penalty to evade chance`
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Uncommon `Increased base evasion chance per X evasion rating`
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Uncommon `Increased % mitigation from red_life`
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Uncommon `Increased % mitigation from spell shield`
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Uncommon `Increased damage over time`
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Rare `gain empower on KO`
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Rare `cannot be snared`
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Rare `cannot be silenced`
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Rare `cannot be taunted`
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Rare `25% stun for attack`
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Rare `25% hex for blast`
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Rare `cooldown reduction`
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Rare `effect duration`
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Rare `increased phys damage, 0 spell damage`
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Rare `increased spell damage, 0 phys damage`
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Rare `increased phys damage, silenced`
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Rare `increased spell damage, snared`
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Rare `increased speed, increased durations`
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Rare `increased speed, increased cooldowns`
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# Nature - Technology - Nonviolence - Destruction - Purity - Chaos #
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- Increased power
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- Increased speed
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- Increased stat
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- ??? Related Notables
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# ??? Cryps need to have a minimum of X of the cryp stat to learn a skill #
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@@ -1,141 +0,0 @@
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# Cryps ("creeps")
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## Combat
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skill phase:
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1.1 -> block (sp 10) -> on self
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1.2 -> attack (sp 5) -> on player 2
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2.1 -> hex (sp 3) -> on player 1
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2.2 -> attack (sp 5) -> on player 1
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target phase:
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player 2 targets 1.2 on 2.2
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player 1 targets 2.1 on 1.1
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player 1 targets 2.2 on 1.1
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resolve phase:
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1.1 <- block
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1.1 <- attack (no effect because of block)
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2.2 <- attack (normal resolve)
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1.1 <- hexed (no skills for the rest of this turn and next)
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## Damage Chart
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| Red | Magic | Modifiers |
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| ------ | ------ | ------ |
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| damage | damage | speed |
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| evasion | resistance | cooldowns |
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| reduction | absorption? | durations |
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## Cryp Alignments
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Natural Selection
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================
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Survival of the fittest / Strength of the Individual / Attack & Defense
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-----------------------------------------------------------------------
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they value individual strength and the ability to defend one's self.
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having undergone natural selection they are combative by nature and feel threatened from all sides.
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magic and advanced technology disturbs them as they are unable to understand it;
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their response is to try and crush it and restore their place at the apex.
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their fear is a manifestation of the emotions and prejudices they have grown in order to survive.
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* tactics and strategy
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* rally
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* physical damage
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* rend / expose
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* taunt
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* martial arts and combat
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* blocking
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* evasion and redirection
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* frenzy
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Machine Cult
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=====================
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Everything Connected / Speed & Efficiency
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-----------------------------------------
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members of the Machine Cult worship artificial machines of any sort, from simple spring powered devices to vast self-aware networks.
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they value speed and efficiency above all else.
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the individual has little significance for the machine cult, its members are rushing headlong into state of complete connectedness
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they long to transcend beyond their physical limitations and become vaster and more powerful than the sum of each part
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rigid, often serving a very specific purpose, not as adaptable as the other alignments
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they and their machinations do not think, they simply act.
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no motivation / no emotions / no tricks; just action.
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* efficiency
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* reduced cooldowns
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* increased speed
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* replication
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* drones / tokens
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Non-Violence
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===============
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Enhancement & Preservation
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--------------------------
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the philosophy of nonviolence teaches that the sanctity of hp is above all else
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its adherants are defensive and gracious, seeking to minimise the damage done by others and doing no direct harm themselves.
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they seek to prevent damage in any way possible
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* healing
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* hots
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* direct healing
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* defensive buffs
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* protection from effects
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* damage reduction
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Path to Destruction
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===================
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Damage & Destruction
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-------------------------
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cryps walking the path to destruction have forsaken themselves in order to gain ruinous power.
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no price is too high, they gladly harm themselves and allies to amplify the destruction they wreak on everything around them
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specialise in magical damage dealing
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* damage amplification
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* nukes
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* hp leach
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* hp exchange
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* poison
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* aoe
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The Tribunal
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=============
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Fuck Magic
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-------------------
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The Tribunal has ruled that magic is an abomination.
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Its members now scour the lands in search of magic, censoring its teaching, purging its effects and slaying the heretics who wield it.
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* Dispel, removal
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* Silence
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* Magic resistance
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* Information gathering
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* player composition
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* available skills etc
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Universal Chaos
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===============
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The only constant is change.
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----------------------------
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Cryps aligning themselves with the forces of chaos believe that constant change is the only truth in the universe.
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They harness its power to manipulate physical reality as well as control and disrupt the flow of battle.
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They blend between physical and astral forms, constantly shifting throughout time and space.
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* Banish
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* Chaos damage
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* Time control (reverse turn outcomes)
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* increase cooldowns
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* increase durations
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* Slow
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* damage redirection
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## Styles
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* Aztec
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* Yokai / ukiyo-e
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-224
@@ -1,224 +0,0 @@
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### Specs ###
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Numbers are placeholder
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`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
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# Example to meet 5 red gem bonus from skills only
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In your player Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `Snare`
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- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
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- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
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- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
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- RR skill `Snare` contirubtes 2 red gems to the total red gems (5 total)
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# Advanced specs also require a minimum number of Red / Green / Blue gems on the cryp to take effect
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- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
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- Advanced specs will require a certain threshold of red / green / blue gems to be enabled
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- Provided spec requirements are met, all specs will add gems to the cryp
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# Starting from scratch with a vbox
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### Round 1
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- Buy 4 reds (items)
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- Buy two 'Attack' Skills & 1 Stun skill (items)
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- Buy 1 Basic Damage Spec (item)
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Combine 2 Red + 'Attack' -> Strike
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Combine 2 Red + 'Basic Damage Spec' -> Red Damage
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Cryp #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec
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Cryp #2 -> Give Attack -> Attack
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Cryp #3 -> Give Stun -> Stun
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Player Total (4 Red + 2 Basic gems)
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### Round 2
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- Buy 2 reds & 2 green & 2 blue (all available colour items)
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- Buy 2 Basic Damage Spec (item)
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- Cryp #2 Unequip Attack
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- Combine 2 Green + 'Attack' -> Heal
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- Cryp #3 Unequip Stun
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- Combine 2 Blue + 'Stun' -> Ruin
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- Combine 2 Red + 'Basic Damage Spec' -> Red Damage
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Cryp #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R)
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Cryp #2 -> Give Heal item -> Heal (2G)
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Cryp #3 -> Give Ruin item -> Ruin (2B)
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## Round 3
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- Buy 4 reds
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- Buy 1 Attack, 1 Stun, 1 Block (item)
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- Buy 2 Basic Damage Spec (item)
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- Combine 2 Red + 'Stun' -> Strangle
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- Combine 2 Red + 'Block' -> Parry
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Cryp #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R)
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Cryp #2 -> 'No change' -> Heal (2G)
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Cryp #3 -> Give Attack item & 2 Basic Damage Spec -> Attack + Ruin + 2 x Basic Damage Spec (2B)
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## Round 4
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- Buy 4 reds (getting lucky with reds!)
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- Buy 1 Attack, 1 Buff
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- Combine 2 Red + 'Attack' -> Strike
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- Combine 2 Red + 'Buff' -> Empower
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- Cryp #1 Unequip 2 x Red Damage spec, Equip Empower -> Strike, Stun, Strangle, Empower (8R)
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- Combine 'Strike' + 2 x Red Damage spec -> 'Increased Strike Damage spec'
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### Note 'Increased Strike Damage spec' requires 8R on the cryp
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Cryp #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R)
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Cryp #2 -> 'No change' -> Heal
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Cryp #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec
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## Round 5
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We already lost cause we went all in on 1 red cryp like a noob
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### Generic Specs
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# Basic % GreenLife
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`Base` -> 5% inc hp
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`Player Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
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Maximum 35% inc hp
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# Basic Speed
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`Base` -> 5% inc speed
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`Player Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +20%
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Maximum 50% inc speed
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# Basic Class Spec
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`Base` -> +2 red, +2 green +2 blue gems on cryp
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# Basic Duration
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### Increased Damage Combos ###
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Generate by combining `Generic Spec (Basic Damage)` with respective RGB
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# Red Damage (Dmg + RR)
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Add 2 `red gems`
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`Base` -> 10% inc red dmg
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`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +25%
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Maximum +60% red damage
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# Blue Damage (Dmg + BB) #
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Add 2 `blue gems`
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`Base` -> 10% inc blue dmg
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`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +25%
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Maximum +60% blue damage
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# Healing (Dmg + GG) #
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Add 2 `green gems`
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`Base` -> 10% inc healing
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`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +25%
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Maximum +60% inc healing
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# Red damage and healing (Dmg + RG)
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Add 1 red 1 green gem
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`Base` -> 5% inc red damage and 5% inc healing
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`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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Maximum +35% inc red damage and 35% inc healing
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# Red and blue damage (Dmg + RB)
|
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Add 1 red and 1 blue gem
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`Base` -> 5% inc red damage and 5% inc healing
|
||||
`Player Bonus` (2 red + 2 green gems) -> +5% + 5% // (5 red + 5 green gems) -> +10% + 10% % // 20 green gems -> +15% + 15%
|
||||
Maximum +35% inc damage and 35% inc healing
|
||||
|
||||
# Blue damage and healing (Dmg + BG)
|
||||
Add 1 blue and 1 green gem
|
||||
`Base` -> 5% inc blue damage and 5% inc healing
|
||||
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
|
||||
Maximum +35% inc blue damage and 35% inc healing
|
||||
|
||||
### Increased GreenLife Combos ###
|
||||
|
||||
Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
|
||||
|
||||
# Increased % Red Life (Basic %HP + 2R)
|
||||
Add 2 `red gems`
|
||||
`Base` -> 10% inc red shield
|
||||
`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
|
||||
Maximum +55% inc red shield
|
||||
|
||||
# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
|
||||
Add 1 red 1 green gem
|
||||
`Base` -> 5% inc red shield and 5% inc hp
|
||||
`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
|
||||
Maximum +35% inc red shield and 35% inc hp
|
||||
|
||||
# Increased % Blue Life (Basic %HP + 2B)
|
||||
Add 2 `blue gems`
|
||||
`Base` -> 10% inc red shield
|
||||
`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
|
||||
Maximum +55% inc blue shield
|
||||
|
||||
# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
|
||||
Add `1 blue and 1 green gems`
|
||||
`Base` -> 5% inc red shield and 5% inc hp
|
||||
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
|
||||
Maximum +35% inc blue shield and 35% inc hp
|
||||
|
||||
# Increased % GreenLife (Basic %HP + 2G)
|
||||
Add `2 green gems`
|
||||
`Base` -> 10% inc hp
|
||||
`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
|
||||
Maximum +55% inc hp
|
||||
|
||||
# Increased % Blue and Red Life (Basic %HP + 1B1R)
|
||||
Add `1 blue and 1 red gem`
|
||||
`Base` -> 5% inc red shield and 5% inc hp
|
||||
`Player Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
|
||||
Maximum +35% inc blue shield and 35% inc red shield
|
||||
|
||||
## Upgraded Attack Spec Combos
|
||||
|
||||
# Increased Strike Damage (Combine Strike + Red Damage Spec x 2)
|
||||
Cryp Requires `8 red gems`
|
||||
Adds `6 red gems`
|
||||
`Base` -> 15% increased strike damage
|
||||
`Player Bonus` 15 red gems -> +15% // 20 red gems -> +20% // 30 red gems -> +30%
|
||||
Maximum 80% increased strike damage
|
||||
|
||||
# Improved Heal (Combine Heal + Healing Spec x 2)
|
||||
Cryp Requires `8 green gems`
|
||||
`Base` -> 15% increased heal healing
|
||||
`Player Bonus` 15 green gems -> +15% // 20 green gems -> +20% // 30 green gems -> +30%
|
||||
Maximum 80% increased heal healing
|
||||
|
||||
# Increased Blast Damage (Combine Blast + Blue Spec x 2)
|
||||
Cryp Requires `8 blue gems`
|
||||
`Base` -> 15% increased blast damage
|
||||
`Player Bonus` 15 blue gems -> +15% // 20 blue gems -> +20% // 30 blue gems -> +30%
|
||||
Maximum 80% increased blast damage
|
||||
|
||||
# Increased Slay Damage (Combine Slay + Red Damage Spec + Healing Spec)
|
||||
Cryp Requires `4 red 4 green gems`
|
||||
`Base` -> 15% increased slay damage
|
||||
`Player Bonus` (8R + 8G) gems -> +15% // (10R + 10G) gems -> +20% // (15R + 15G) gems -> +30%
|
||||
Maximum 80% increased slay damage
|
||||
|
||||
# Increased Banish Damage (Combine Slay + Red Damage Spec + Blue Damage Spec)
|
||||
Cryp Requires `4 red 4 blue gems`
|
||||
`Base` -> 15% increased slay damage
|
||||
`Player Bonus` (8R + 8B) gems -> +15% // (10R + 10B) gems -> +20% // (15R + 15B) gems -> +30%
|
||||
Maximum 80% increased banish damage
|
||||
|
||||
## Other Combos
|
||||
|
||||
# Increased % Red Speed (Basic Speed + 2R)
|
||||
Add 2 red gems
|
||||
`Base` -> 15% inc red speed
|
||||
`Player Bonus` 5 red gems -> +15% // 10 red gems -> +20% // 20 red gems -> +25%
|
||||
Maximum 80% inc red speed
|
||||
|
||||
# Nature Affinity (Basic Class spec + 2R)
|
||||
`Base` -> Add 10 red gems
|
||||
@@ -1,166 +0,0 @@
|
||||
# Key Mechanics
|
||||
* 10d chaos maths, not rock paper scissors
|
||||
* phys is faster and chaotic
|
||||
* spells are slow and reliable
|
||||
* defensives are implicit
|
||||
* red_life is restored, not gained
|
||||
* players can feel aggressive
|
||||
|
||||
- build archtypes
|
||||
fast blue
|
||||
slow blue
|
||||
red + aggro green
|
||||
blue + defensive green
|
||||
|
||||
|
||||
# WORK WORK
|
||||
## NOW
|
||||
|
||||
*WARDEN*
|
||||
|
||||
* games
|
||||
check updated timestamps
|
||||
once a second?
|
||||
add a timestamp to each player
|
||||
after 30s issue warning (client)
|
||||
after 1m automove
|
||||
increment warnings
|
||||
after 3 warnings forfeit
|
||||
|
||||
* instances
|
||||
add timestamp to each player
|
||||
after 60s force ready
|
||||
|
||||
|
||||
|
||||
*CLIENT*
|
||||
* general
|
||||
* icons change with %
|
||||
* find new icons for colours / life
|
||||
|
||||
* game
|
||||
|
||||
*SERVER*
|
||||
authentication endpoint
|
||||
hit /auth with un/pw or token
|
||||
invalidate previous token
|
||||
generate new token and return
|
||||
attach token to websocket
|
||||
ez
|
||||
Base Items - Buff / Debuff / Stun should be equippable / usable skills
|
||||
|
||||
var / skill info rpc
|
||||
thresholds / bonuses
|
||||
sell cost
|
||||
etc
|
||||
|
||||
put ticks on stack at start of phase
|
||||
|
||||
push events
|
||||
|
||||
make strike *really* hit first / resolve at same time?
|
||||
|
||||
## SOON
|
||||
|
||||
* Add missing combo - (Red + Blue + Attack) - Duplicated ???
|
||||
* Client side confirmation that you've made all decisions
|
||||
|
||||
* vbox drops chances
|
||||
* 50% spec, 25% colour etc
|
||||
|
||||
* confirm cryp without skill ready
|
||||
* draw big warning !
|
||||
* confirm all (turn timeouts) 10 - 15 seconds
|
||||
|
||||
* iconography
|
||||
* combo skills
|
||||
|
||||
* skills
|
||||
* private fields for opponents
|
||||
|
||||
* flavour text
|
||||
* chat wheel trash talk
|
||||
* KO animations and trash talk
|
||||
|
||||
## LATER
|
||||
* redis for game events
|
||||
|
||||
* store instances / games in redis?
|
||||
* not sure hwo to get sets of player games
|
||||
* set joined_games_$account [game_id]
|
||||
|
||||
* move player -> player
|
||||
|
||||
* chat
|
||||
* notifications
|
||||
* elo + leaderboards
|
||||
* constants
|
||||
* change to ownership pattern
|
||||
|
||||
|
||||
$$$
|
||||
* Items
|
||||
* Colour scheme
|
||||
* number of cryps
|
||||
* Highlight (dota) colour
|
||||
* fx colours + styles
|
||||
|
||||
# Db maintenance
|
||||
|
||||
# Art Styles
|
||||
* illusions
|
||||
* Aztec
|
||||
* youkai
|
||||
* Pixel
|
||||
* Industrial
|
||||
|
||||
# notables
|
||||
* prince of peace
|
||||
* bonus healing / no damage
|
||||
* fuck magic
|
||||
* empower on ko
|
||||
|
||||
# Mechanic Ideas
|
||||
players
|
||||
1v1 2v2 3v3
|
||||
|
||||
gem td style attr combinations
|
||||
stoney + spikey = jagged
|
||||
|
||||
plants
|
||||
animals
|
||||
viruses
|
||||
fungus
|
||||
artificial
|
||||
elementals
|
||||
|
||||
techno artists for the soundtrack
|
||||
|
||||
slimey
|
||||
ghostly
|
||||
|
||||
# Principles
|
||||
* Experience something
|
||||
* Express something
|
||||
* Prove something
|
||||
|
||||
* 1: Fighting against human nature is a losing game
|
||||
* 2: Aesthetics matter
|
||||
* 3: Resonance is important
|
||||
* 4: Make use of piggybacking
|
||||
* 5: Don't confuse "interesting" with "fun"
|
||||
* 6: Understand what emotion your game is trying to evoke
|
||||
* 7: Allow the players the skill to make the game personal
|
||||
* 8: The details are where the players fall in love with your game
|
||||
* 9: Allow your players to have a sense of ownership
|
||||
* 10: Leave room for the player to explore
|
||||
* 11: If everyone likes your game, but no one loves it, it will fail
|
||||
* 12: Don't design to prove you can do something
|
||||
* 13: Make the fun part also the correct strategy to win
|
||||
* 14: Don't be afraid to be blunt
|
||||
* 15: Design the component for its intended audience
|
||||
* 16: Be more afraid of boring your players than challenging them
|
||||
* 17: You don't have to change much to change everything
|
||||
* 18: Restrictions breed creativity
|
||||
* 19: Your audience is good at recognizing problems and bad at solving them
|
||||
* 20: All the lessons connect
|
||||
Reference in New Issue
Block a user