HoratioVonBecker
Imperfectly Aligned
Lack of immediate utility. What would we even use it for, in space?Why in the heavens would we not be training multiform this month?
Lack of immediate utility. What would we even use it for, in space?Why in the heavens would we not be training multiform this month?
The amount of benefit isn't obvious, which makes it hard to prioritize for training.
Perfect multiform will be incredibly strong even if it confers no additional direct combat power whatsoever. For instance, we could have 1 perfect multiform stalling the royal, whoever they are, and another perfect multiform spend that time taking out their entire fleet. The extra AP makes it a meta training, which I know you understand how powerful that can be,. Add in the fact thatt will give power, especially if we can figure out how to make a multiform spirit bomb, and it's a great pick.While that makes some sense from an in-universe perspective, it isn't good game design. Particularly when the rules have been outright stated to be a defense against QM-blame.
...Also, there's already a way to model the unpredictable synergies of team fighting: situational modifiers. Those are a known factor, and have so far happened primarily in response to good player planning. Most importantly, they're short-term - no basing our entire combat strategy on something that comes down to QM fiat.
Ah, so there aren't formal rules for it. Do you mind if I propose some mechanics?
Hm. I see what you're going for, but at the moment I honestly just think that rolling everybody normally works fine enough. The basic mechanical effect is that the larger team has more chances at hurting the receiving team (and also I interpret roll results more charitably for the team which has more people to interfere with opponents' efforts). I'm happy with my current implementation.Team Fighting is resolved as the currently-leading teammate's Team Fighting roll plus a teammate bonus. Each non-lead teammate adds 5+[half their Team Fighting skill] to the teammate bonus. Teammate bonus is capped at [lead teammate's Team Fighting modifier] x 2.
Resulting in-universe implications: Team Fighting is a viable way of assisting in combat way above your power level. 3-5 people is generally the optimal group size, without Talents or Traits, but it scales up with skill - a Legendary leader could effectively coordinate 20 Unlearned teammates, even if it isn't their specialty.
Implications for Multiform: Tenshinhan must have had a Trait or something, because you'd need Legendary Team Fighting for the teammate bonus to even possibly match a 50% PL drop against a peer-PL opponent. It's really good for supporting other people who are Team Fighting, though.
Ah, I see.I think a lot of my problem is that I didn't think of a "do this last" tag until very recently, so I was unreasonably worried that we'd have a plan with "throw out the rest of the plan halfway through" in it, or at least a plan that looked like such and would therefore not be voted for on common sense grounds. MfD may have been a bad experience that way.
So... can this write-in be valid?
The tally software will use your latest post with a valid vote in it (a text line starting with [X] or [x]) for the tally, including any votes contained therein.Because I care more about building that Relationship and I'm not convinced Potential Unlock does something useful.
@PoptartProdigy do I need to repost my whole plan with my above revised vote? For you to find/see it correctly?
Bulma Kane was intended to be exactly as impressive as you are articulating.Wait a minute. How exactly does PL bonus scale? Bulma Kane was holding her own against someone five times stronger than her, which means she was either beating a +800, or directly neutralizing it somehow.
Golden Oozaru, Grade One, means that it is the application of oozaru to super saiyan -- the first super saiyan -- and thus is the first kind of golden oozaru one will unlock. It just indicates, "Oozaru Super Saiyan One." Kakara did use the full power of the form against Dazarel...I feel you and if @PoptartProdigy confirms, I will switch it out. For now, I'm basing it on this from the character sheet.
The first highlighted portion strongly implies Golden Oozaru can be improved upon. The second very strongly implies that Kakara has never fully tested the form. I figure the worst case scenario is Kakara figuring only out her limits. Which, while disapointing, wouldn't be a complete waste.
...which was very much a desperation move, at the time. It was widely acknowledged that you were splashing your ki signatures all over the first ring of dead systems surrounding Garenhuld; while it was considered a risk worth taking given that there's pretty much never even the transient traffic that sometimes heads through the second ring, it very much was a risk, justified only by the fact that Dazarel had every seer on Garenhuld waking up screaming when he woke up and started heading your way. Under normal circumstances, the full power of the form is forbidden.We fought as a Full-Power Golden Oozaru against Dazarel, so we've done it before.
While that makes some sense from an in-universe perspective, it isn't good game design. Particularly when the rules have been outright stated to be a defense against QM-blame.
...Also, there's already a way to model the unpredictable synergies of team fighting: situational modifiers. Those are a known factor, and have so far happened primarily in response to good player planning. Most importantly, they're short-term - no basing our entire combat strategy on something that comes down to QM fiat.
Actually, Poptart said that the extra AP is from extra clones, and that we're at cap for that barring a specific Elite Talent. Otherwise I'd be all for doubling down on it. As-is, though, it seems to be a near-exclusively combat power which we can safely train in space, and that makes it quite low on my current priority list.The extra AP makes it a meta training, which I know you understand how powerful that can be,.
Oh, okay. That seems reasonable. (Do you mind adding it to the rules screen?)Hm. I see what you're going for, but at the moment I honestly just think that rolling everybody normally works fine enough. The basic mechanical effect is that the larger team has more chances at hurting the receiving team (and also I interpret roll results more charitably for the team which has more people to interfere with opponents' efforts). I'm happy with my current implementation.
That is good to hear, although it looks like consensus is that we aren't doing a helldive this month. (Or next one.)Ah, I see.
I quite enjoy reading MfD, but it's not my QMing style. The Helldive is obviously something meant to be done after substantial preparation and it's not urgent on a monthly basis. I don't see myself deriving any enjoyment from being a malicious genie about ordering. It will occur last. No write-in is necessary.
How? Assume Legendary skill, which is +50. Mastered style is +40. Assume whatever skill she's using counts as a Signature technique, which is another +40, for a total of +130 so far.Bulma Kane was intended to be exactly as impressive as you are articulating.
Tomorrow.Oh, okay. That seems reasonable. (Do you mind adding it to the rules screen?)
Also bear in mind that, at the time, power level only gave +10 per 10%.How? Assume Legendary skill, which is +50. Mastered style is +40. Assume whatever skill she's using counts as a Signature technique, which is another +40, for a total of +130 so far.
Posit some kind of Trait or Talent that halves the effects of PL disadvantage. Posit a combination of Talents and Traits that grant +200 while in the ring. She's up to 330 so far, versus +400 for the halved PL bonus and +40 for Cynthia's mastered Krillin style. She still can't make it on a natural 100, so posit a trait that neutralizes any Style she's mastered. In fact, posit that this trait grants a +80 against any style she's mastered, equal to a mastered style using its' signature techniques.
That's 410 versus 440, which sounds about right. Except I forgot Cynthia's Skill. Still, that won't have been more than another +30. And this is close enough to be a slow and very impressive loss, which is all we need to reach, anyway.
Second pass: Her style is probably some kind of overpowered hybrid build. Doubling its' bonus gives us another 80; the ring bonus stack only needs to reach ~+100.
Final talley: Around five major traits/talents roughly on par with Hopeful, not counting the ones that aren't relevant to that fight. A custom Style at least on par with Jaffur's. A whole bunch of Legendary skills and Mastered styles. With dedicated training, maybe 600 AP? Sounds about right for a dying-of-old-age woman who's spent most of her life mastering the arena, anyway, if she used multiforms like Kakara but didn't have the advantage of FPSS speed.
At an average of 5AP per month for training, it'd be achievable in about twelve years.
You've got Team Fighting twice. We are noted to be "on the edge of a breakthrough" on our Character Sheet, so we only need one action to break into Exceptional, at which point we won't be getting any more experience, as we lack a relevant Elite Talent. I would suggest replacing one of them.[X] Plan: Last Month Rush
-[X] Sight (2 AP)
--[X] Continue Your Training (1 AP):
--[X] Looking Abroad (1 AP) [The Invasion Fleet, especially the leader]:
-[X] Training (3 AP)
--[X] Improve a Skill (1 AP) [Genki Dama]:
--[X] To Go Beyond (1 Free AP) [Perfect Multiform]
--[X] To Go Beyond (1 Free AP) [Ki Sense]:
--[X] Broken Precedent (2 AP):
-[X] Social (2 AP)
--[X] Strange Sister (1 AP):
--[X] General Training (2 Free AP):
--[X] Unlock Potential (1 AP)
-[X] The Outside World (2 AP)
--[X] Adventures (2 AP):
--[X] Instruction (1 Free AP)
-[X] A Cause (1 AP)
--[X] Improve a Skill (1 AP) [Team Fighting]: Baring an unexpected decapitation strike against Dandeer, Kakara can expect to be fighting against Dandeer's mindslaves alongside the Senzus and whoever else escaped the spell.
...no I don't? Could you highlight them both?You've got Team Fighting twice. We are noted to be "on the edge of a breakthrough" on our Character Sheet, so we only need one action to break into Exceptional, at which point we won't be getting any more experience, as we lack a relevant Elite Talent. I would suggest replacing one of them.
i don't think we actually STOP getting experience. more like we need a special event for the final "push" into elite.You've got Team Fighting twice. We are noted to be "on the edge of a breakthrough" on our Character Sheet, so we only need one action to break into Exceptional, at which point we won't be getting any more experience, as we lack a relevant Elite Talent. I would suggest replacing one of them.
...It's not in the one I quoted, but is in the tally just above, somehow? One under training, and one under A Cause.
That's really weird. I'll see if the error is repeatable or something. Worst case, I just have to repost my plan....It's not in the one I quoted, but is in the tally just above, somehow? One under training, and one under A Cause.
...You're right, my plan's screwed up too! I think I'll make a thread in the support forum.It didn't work. Not only is Team Fight still listed twice, but the formating is as screwed up as Plan: Crash Test.
from this tally it actually seems like a 3-way tie. you might have missed theVote Tally : Dragon Ball: After the End Sci-Fi | Page 1481 | Sufficient Velocity [Posts: 37007-37091]
##### NetTally 3.0.2
[X] Plan Crash Training
-[X] Sight - 2 AP (2)
--[X] Looking Abroad (1 AP) [The Invasion Fleet, especially the leader]
--[X] Continue Your Training (1 AP)
-[X] Training 3 AP (3+4)
--[X] Improve a Skill (1 AP) [Team Fighting]
---[X] Do this before anything else
--[X] To Go Beyond (1 AP) [Perfect Multiform]
--[X] Improve a Skill (1 AP) [Ki Refinement]
--[X] Broken Precedent (2 AP)
--[X] Style Training (1 AP) [Tien Style]
--[X] Spirit Bomb Experimentation (1 AP)
-[X] Social- 2 AP (2+1)
--[X] Strange Sister (1 AP) x2
--[X] Potential Unlocking (1 AP)
-[X] The Outside World - 2 AP (2)
--[X] Instruction (1 AP)
--[X] Historical Insights (1 AP)
-[X] A Cause - 1 AP (1)
--[X] Improve a Skill (1 AP) [Ki Refinement]
No. of Votes: 5
[X] Plan: Last Month Rush
-[X] Sight (2 AP)
--[X] Continue Your Training (1 AP):
--[X] Looking Abroad (1 AP) [The Invasion Fleet, especially the leader]:
-[X] Training (3 AP)
--[X] Improve a Skill (1 AP) [Genki Dama]:
--[X] To Go Beyond (1 Free AP) [Perfect Multiform]
--[X] To Go Beyond (1 Free AP) [Ki Sense]:
--[X] Broken Precedent (2 AP):
-[X] Social (2 AP)
--[X] Strange Sister (1 AP):
--[X] General Training (2 Free AP):
--[X] Unlock Potential (1 AP)
-[X] The Outside World (2 AP)
--[X] Adventures (2 AP):
--[X] Instruction (1 Free AP)
-[X] A Cause (1 AP)
--[X] Improve a Skill (1 AP) [Team Fighting]: Baring an unexpected decapitation strike against Dandeer, Kakara can expect to be fighting against Dandeer's mindslaves alongside the Senzus and whoever else escaped the spell.
No. of Votes: 5
[X] Plan Preparations and Foundations
-[X] The Sight (2 AP automatically Assigned)
--[X] Continue Your Training (1 AP)
--[X] Looking Abroad (1 AP) The Invasion Fleet Plans and Composition]: Information on the movement and plans of the invasion force. Goal is to understand how they're attacking and with who/what, with secondary focus on as much exact "when" as possible.
-[X] Training (3 AP automatically Assigned)
--[X] To Go Beyond (1 AP) [Multiform]
--[X] Style Training (1 AP) [Tien Style]
--[X] Improve a Skill (1 AP) [Team Fighting]
-[X] Social (2 AP automatically Assigned)
--[X] Strange Sister x2 (2 AP)
-[X] The Outside World (2 AP automatically Assigned)
--[X] Instruction (1 AP)
--[X] Historical Insights (1 AP)
-[X] A Cause (1 AP)
--[X] Use Sight (Past Sight) to view Tien, and other masters of Tien Style from Garenhuld, to get a better understanding of how the masters practice this style, to give ourselves more direction. Having our Style be stronger means we have a better chance of taking on Dandeer's thralls in a non-lethal manner, especially if we eventually unlock Perfect Multiform.
-[X] Free AP (5 AP free to use anywhere)
--[X] Improve a Skill (1 AP) [Dodonpa]
--[X] Broken Precedent (2 AP)
--[X] General Training (2 AP)
No. of Votes: 3
[X] PLAN BEST OF BOTH! (i hope)
[X] Plan Preparations and Foundations
No. of Votes: 2
[X] Plan Preparing for a Sea Change
-[X] Sight - 2 AP (2)
--[X] Looking Abroad (1 AP) The Invasion Fleet, especially the leader
--[X] Continue Your Training (1 AP)
-[X] Training 3 AP
--[X] (Write in) Spirit Bomb Studies (1 AP)
--[X] Broken Precedent (2 AP)
-[X] Social- 2 AP
--[X] Strange Sister (1 AP)
--[X] Potential Unlocking (1 AP)
-[X] The Outside World - 2 AP
--[X] (Write in) Specific Historical Insights: Powerful Galactic figures since the days of the Z Fighters
--[X] Instruction (1 AP)
-[X] A Cause - 1 AP
--[X] Improve a Skill (1 AP) [Team Fighting]
-[X] Free AP - 5 AP
--[X] To Go Beyond (2 AP): Multiform x2
--[X] Improve A Skill (2 AP): Spirit Saiyan x2
--[X] Improve a Skill (1 AP) Ki Refinement
No. of Votes: 2
[X] Plan Scout Camp
[X] Continue Your Training (Sight AP #1)
[X] Looking Abroad: NCE Invasion (Sight AP #2)
[X] Improve a Skill: Team Fighting (Cause AP)
-[X] Should be done first. If this training period still isn't enough to make Combat tick over, break for vote on what AP to reassign.
[X] Go Beyond: Ki Sense (double down, Training AP #1 and #2)
[X] Go Beyond: Multiform (Training AP #3)
[X] Broken Precedent (Free AP #1 and #2)
[X] General Training (Free AP #3 and #4)
[X] Strange Sister (Free AP #5)
[X] Potential Unlocking (Social AP #1)
[X] Strengthen Host Bond (Social AP #2)
[X] Instruction (double down, Outside World AP #1 and #2)
[X] Plan Helldiver
[X] Looking Abroad: NCE Invasion (Sight AP #1)
[X] Piercing The Veil: Those Below (Sight AP #2)
[X] Improve a Skill: Team Fighting (Training AP #1)
-[X] Should be done first. If this training period still isn't enough to make Combat tick over, break for vote on what AP to reassign.
[X] Go Beyond: Multiform (double down, Training AP #2 and #3)
[X] Improve A Skill: Spirit Saiyan (double down, Cause AP, Free AP #1)
[X] Broken Precedent (Free AP #2 and #3)
[X] Potential Unlocking (Free AP #4)
[X] Strange Sister (Free AP #5)
[X] General Training (Social AP #1 and #2)
[X] Instruction (double down, Outside World AP #1 and #2)
[X] Special: Set aside 1AP from the very beginning of next month for gathering a Spirit Bomb and speeding through Hell.
No. of Votes: 2
[X] PLAN BEST OF BOTH!
No. of Votes: 1
[X] Plan Perika Smash
[X] Plan Crash Training
No. of Votes: 1
Total No. of Voters: 13
Hm. Seems to be having some issues with the approval voting, but at the moment, it looks like Crash Training is in the lead, albeit by a slim margin. Cast your votes now, folks!
[X] PLAN BEST OF BOTH! (i hope)
[X] Plan Preparations and Foundations
No. of Votes: 2
which is probably for my plan, but lacks the "(i hope)"
Not happy with Last Month Rush, or is it just too much bother to find at the moment?[X] Plan Preparing for a Sea Change
[X] Plan Crash Training
Approval vote addition go