Dial up Heroine (Worm/Ben 10)

[X][Plan] Long-term gain, short-term pain!
-[X][AttUp] Martial
-[X][AttDwn] Diplomacy
-[X][Trait] You are actually stronger than one would expect, a benefit that transfers over to your transformations
-[X][Trait] Your body seems to be more durable than expected, a benefit that transfers over to your transformations
-[X][Flaw] The Omnitrix has formed a particularly weak Genetic Bond with the Omnitrix, decreasing your Base Sync Ratio
-[X][Flaw] Your DNA is particularly Brittle, limiting how long you can stay transformed

This appears to be a reboot of "Would you look at the time", with the same mechanics. As such, I'm going with Brittle and weak Base Sync Ratio, as IIRC, the modifier to the Base Sync Ratio is +/- 5, and Brittle would make the forumla 600/1.2(1-Synch). A Sync of 15% would thus result in a Transformation time of 588 seconds, or 9 minutes and 48 seconds.

However, while this is an impediment in the short-term, it's not crippling: taking neither would give a Transformation time of 12 minutes and 30 seconds. Meanwhile, we pick up two traits that will remain useful permanently.
So the Transformation duration is 600 / X sec where X= 1-.(Sync Ratio)
For instance, having a Sync rate of 20% would be X= 1-.2
Thus 600 / .8 = 750 or twelve and a half minutes

The Recovery Rate is also a function of Syncro Rate, the formula being 300 * X sec where X= (1-.(Sync Ratio)) * .8
which means that at Sync 20% x = (1-.2) * .6 or .8*.6 = .48
Thus 300*.48= 625 or approx 10 minutes
You may want to check your calcs. Also, wasn't the Recovery Rate's X 1-Sync Ratio, with the *0.8 being due to Hardy DNA? And even then, you mess with the example, it should have been 300*0.8*0.8 = 192.

You also somehow turned 300*0.48 = 144 into 300*0.48 = 625.
 
So, here's every combination of traits that would have an effect of transformation and recharge time:
Base Transformation: 600/0.8 = 750 seconds, or 12 minutes and 30 seconds
Flexible Transformation: 600/(0.8*0.8) = 937.5 seconds, or 15 minutes and 37.5 seconds
Increased Sync Transformation: 600/0.75 = 800 seconds, or 13 minutes and 20 seconds
Both Flexible and Increased Sync: 600/(0.75*0.8) = 1000 seconds, or 16 minutes and 40 seconds

Brittle: 600/(0.8*1.2) = 625 seconds, or 10 minutes and 25 seconds
Decreased Sync: 600/0.85 = 705.88 seconds, or 11 minutes and 45.88 seconds
Brittle and Decreased Sync: 600/(0.85*1.2) = 588.23 seconds, or 9 minutes and 48.23 seconds

Flexible and Decreased Sync: 600/(0.85*0.8) = 882.35 seconds, or 14 minutes and 42.35 seconds
Brittle and Increased Sync: 600/(0.75*1.2) = 666.67 seconds, or 11 minutes and 6.67 seconds
Base Recharge: 300*0.8 = 240 seconds, or 4 minutes
Hardy Recharge: 300*(0.8*0.8) = 192 seconds, or 3 minutes and 12 seconds
Increased Sync Recharge: 300*0.75 = 225 seconds, or 3 minutes and 45 seconds
Both Hardy and Increased Sync: 300*(0.75*0.8) = 180 seconds, or 3 minutes

Fragile: 300*(0.8*1.2) = 288 seconds, or 4 minutes and 48 seconds
Decreased Sync: 300*0.85 = 255 seconds, or 4 minutes and 15 seconds
Fragile and Decreased Sync: 300*(0.85*1.2) = 306 seconds, or 5 minutes and 6 seconds

Hardy and Decreased Sync: 300*(0.85*0.8) = 204 seconds, or 3 minutes and 24 seconds
Fragile and Increased Sync: 300*(0.75*1.2) = 270 seconds, or 4 minutes and 30 seconds
 
As I recall (information gotten second hand from multiple sources, some countering eachother) either they don't have Therapist this early or the therapist are hired to twiddle their thumbs and pick the lint out of their belly buttons. Will have to vote or subvote for a Therapist request if that comes up. Hopefully they will be available.

The only Therapist I can remember in Worm is Dr. Yamada, who I think is currently working at an asylum for Parahumans and victims of Parahumans who can't function in normal society.
 
The only Therapist I can remember in Worm is Dr. Yamada, who I think is currently working at an asylum for Parahumans and victims of Parahumans who can't function in normal society.
She's not the only one in all of existence. I'm talking about the nameless others. Weld for instance ordered Vista to go to therapy and was surprised that wasn't a mandatory thing. Indicating that Yamada is no more the only therapist in existence in all of Wormverse no more than Lando is the only black guy in all of Star Wars. Though it often seems like it neither of them aren't. They are just the only ones worth talking about till the Authors choose to spot light another.
 
The only Therapist I can remember in Worm is Dr. Yamada, who I think is currently working at an asylum for Parahumans and victims of Parahumans who can't function in normal society.
She does do work with the Wards, but Doccer is sorta correct, in that they do have access to therapists, but it's currently voluntary.
 
Are the strength and endurance flaws due to simply being out of shape, or a genetic flaw?
According to the previous quest, genetic:
So to a degree yes and no.

Yes, the flaws you get are essentially permanent, however they can be trained so that they are less of a problem than they would be normally...

And once you get to the point of having a particularly high Sync Ratio these issues will begin to be corrected by the Omnitrix repairing your Genome.

However, yes. These are flaws that will hit you heavily for a good while.

And I will say that some of the Flaws are worse than others, but I am not going to which how that order goes. At least, not until this vote is over at the least.
 
I don't even have words to explain how absolutely bad all my math was.

Give me a few minutes and I will edit the update to have more in-depth information about each of the traits and flaws since I also forgot to do that.
 
Why is everyone so stubbornly trying to reduce the already low diplomacy? If we want to solve at least some problems in her life soon, like the discord between her and her father, don't we need maximum diplomacy? (Not even talking about Emma's problem, where diplomacy may even be necessary for us in the worst-case scenario to reduce the damage) Also, it can give us noticeably more control over our lives.
[X][Arm] Examine the thing on your arm
[X][Plan] De-Escalation
 
As far as stats that she can take a hit on, I should think Learning would be the most expendable?

Diplomacy is key to how people perceive/how much they like you, which... well, I think diplomacy is more often useful than not (and may factor into intimidation).

Martial is obvious, and is definitely going to be necessary given how hostile BB is - not to mention it affects prowess. So this is actually probably the most worthwhile/useful stat. And that's without really taking into consideration that the primary function we'll use the omnitrix for is to fight (at least to start).

Stewardship... honestly, I think this is the other contender for least necessary/least important stat for Taylor - per word of QM it's how effective Taylor is with money, which... well, we can always hire someone to take care of that? There are people who's professions/lives revolve entirely around that, so doubtlessly they'll be better than Taylor ever will unless she were to specifically devote herself to it, which just isn't feasible. And this is assuming Taylor ever has enough money to make such things necessary. The only reason I'd be hesitant to decrease this stat is that qm said it related to having a cool head, which would definitely be useful/important.

Intrigue... well it affects prowess to a degree, so it's kinda like the covert equivalent of martial. And since it factors into spotting ploys in the like, it'll definitely be useful where Coil is concerned.

And then there's learning... honestly, the only thing I can think this might factor into is learning to use the omnitrix, which while important... is kinda like stewardship in that we can delegate it to a thinker/sharp mind like Lisa?

And then there's prowess. Since it's affected by martial and intrigue, this is the stat that's likely the most able to take a hit, come to think of it. It's also probably the easiest to raise since it'll presumably increase just by getting into fights.

Hmm...

Actually, if take the hit to prowess, that might be the best choice here.

Especially since I'm thinking the fighting trait is definitely one of the best, since it'll always be relevant whereas some of the other will seemingly be lessened/negated by the Omnitrix over time.

Thoughts?
 
I will also add that while prowess and stewardship can be delegated to our allies, most of the diplomacy and intrigue rolls will probably have to be done in person if we want to be the leader. Also, prowess can probably be increased, for example, by enrolling in a dojo or something like that.
 
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