"No great mind has ever existed without a touch of madness."
~Aristotle
Showing posts with label Metallurgy. Show all posts
Showing posts with label Metallurgy. Show all posts

Saturday, 31 March 2018

冬の鎮魂曲~Reworked Pt VIII

Well, originally I planned to do more for this post and release it after Easter. Then something happened. Boro lost 2-1 against Wolves at home and El Spirito's celebration didn't go down well with the home crowd. I'm not going to up the link, but let's just say that people do have emotions and we tend to do crazy things because of that. Say for example Pep ripping his pants due to euphoria. Just don't ask me whether El Spirito will do a Stephen Irish (i.e. Superman. No links from me, though).

Thankfully, the dynamic duo of Barnsley and Sunderland did us a massive favour. I'm not going into the specifics, but let's just say I'm a human being like El Spirito. Hence, I tweeted my thanks to them. For today, I'm gonna up this post in the hope that it'll console my fellow Boro-thers-in-arms. Then again, I truly doubt so unless the whole of SGH from doctors to nurses to radiographers ends up calling Kuok Minghui the best boyfriend material in Singapore. Not that this is going to happen anyway.

Anyway, my original intention was to refrain from posting anything on my blog until Good Friday is over. So yeah... it's pre-Easter Saturday now.

http://glaive-d-barde.blogspot.com/2017/10/blog-post.html
http://glaive-d-barde.blogspot.com/2017/12/reworked-pt-v.html
http://glaive-d-barde.blogspot.com/2018/03/reworked-pt-vi.html
http://glaive-d-barde.blogspot.com/2018/03/reworked-pt-vii.html

Additional info: Inventory
Okay, I'll need to add some things to the inventory (section). Firstly, opening up the inventory can only be done outside combat. Secondly, the usage command for the selected inventory item for direct usage is R2/RT. Please note that this command can only be done outside combat. As for L2/LT, it is now used to bind the selected inventory item to any of the four direct usage slots. Shaped in the same manner as the D-pad, the direct usage slots interface enables the player to use the items during combat. There are two types of inventory items which can be used this way: Potions and thrown weapons.

To use potions, the player only needs to press the relevant D-pad button. For the thrown weapons, however, the attack button needs to be pressed after the relevant D-pad button.

For example, using an inventory item allocated to the upper part of the direct usage interface requires the up button of the D-pad. If that item is a thrown weapon, then the player must press the up button of the D-pad first, after which the player must press the Triangle/Y button.

Additional info: Durability
Plenty of items and gear have such a thing called durability score where the number of points indicates both the expiry period and how close the thing is in being unusable. There are three types of items affected by the durability points system.

1. Gear. This includes armour and weapons. The durability points will decrease with usage during combat and exposure. Armour has the highest durability while weapons have the second highest.

2. Crafting ingredients. This includes things like leather, cloth, and iron. The durability points will decrease during exposure.  Crafting ingredients have the lowest durability

3. Thrown weapon. This counts as a weapon due to its sole purpose. Because thrown weapons are partially/totally concealed before use, durability decrease during exposure will be significantly lower unless used. Thrown weapons like bombs and flaming potions are considered destroyed upon usage, but their durability won't be affected in any way otherwise.

Crafting, brewing, and gear repair
Out of the three types of items affected by durability, only gear items can be repaired. Gear reparation can only be done via a craftsman. There are three types of craftsmen.

1. Blacksmith. This craftsman type deals with metal armour and all weapon types.

2. Leatherworker. This craftsman type deals with leather armour.

3. Fuser. This craftsman type doesn't deal with gear repairing. Instead, a fuser deals with augmenting any gear with the relevant chaotic residue the player has.

For crafting, this means the creation of new gear. Unlike most, if not all, RPGs, newly acquired gear must be crafted in Winter's Requiem (yes, that's the name of the game). The quality of crafting ingredients used will decide the quality and durability of the gear (i.e. common, rare, and epic in the ascending order). Any higher end gear requires a fuser and one other craftsman together with specific rare or epic grade crafting ingredients.

Brewing is the creation of potions. While the common healing potion can be purchased in a supplies store, brewing allows the player to create other potion types which are more potent. There is only one type of brewer. Namely, goblins. At the same time, goblins also sell contraptions known as bombs, thrown weapons which can deal damage ranging from insane to abysmal. Needless to say, throwing a bomb is like throwing a die.

Additional info: Parry
There are two types of parry. Instant parry and stance parry. Instant parry requires pressing the Square/X button once just before the enemy attack hit. Failure results in damage taken per normal, but a successful instant parry will halt the Focus gauge depletion for a short while. This, in turn, results in the Focus gauge increasing instead for the duration. Either way, instant parry will not cause additional depletion of the Focus gauge.

Stance parry requires holding down the Square/X button. Unlike instant parry, stance parrying will continually deplete the Focus gauge at a flat rate. In other words, other sources of Focus gauge depletion won't be applied. However, stance parrying cannot be done if the Focus gauge falls below 30%. For the duration of the stance, all attacks will be parried automatically. However, there will be a 3 seconds cooldown between each parry. So no, you can't spam it. There, I've said it.

Additional info: Dodge, Block, and Dash
Dodging and blocking requires pressing Circle/B once. Dashing requires holding down Circle/B. Using the left analogue stick will decide which direction the character will be facing when dodging/blocking/dashing. For dashing, the direction can be controlled accordingly. For dodging and blocking, however, the direction has to be decided at the same time the button is pressed.

Dashing takes up stamina for the entire running duration while dodging eats up a fixed amount of stamina per execution. Blocking requires a higher fixed amount of stamina when executed, but it can be maintained afterwards at no stamina cost. However, prolonged blocking can easily cause the character to be attacked either from behind or the flank. Damage taken this way will be increased. Again, no broken mechanism intended in the first place. So please don't whine like my fellow S'poreans.

Gauging Stamina
Stamina gauge exists. This is both a #fact and #realnews, unlike the reason why Facebook got trolled by a Tesla guy named Elon Musk. Stamina is used for two purposes. Namely, the Circle/B button and weapon damage bonus. On the first glance, this means both aspects of the gameplay requires stamina usage. Actually, it is only true for the former and quite the reverse for the latter. Yes, Circle/B button requires stamina. The damage bonus, however, is dependent on how much stamina the player's character has. Once the stamina gauge drops below 60%, this bonus will be lost. The amount of bonus given this way can go as high as 40%.

New info: Crosshair generator
Hopefully, the c-word won't generate unwanted attention. Recent events involving assault firearms are nothing to laugh about. If you think the loss of lives is funny business, I have every reason to suspect whether your sanity is at the level of Uryuu Ryuunosuke and Gilles de Rais.

Coming from someone who is broken like Kiritsugu, this should say a lot. Mental illness is a social issue that needs to be addressed, the same goes for assault firearms. I'm never a fan of putting one social problem under the microscope at the expense of the rest because it's a very efficient way to breed self-righteousness and hypocrisy. I don't deal with varying standards, I only deal with absolutes.

Enough of my complaining and digressing, let's continue. The crosshair generator will appear whenever the player character is facing the target, be it in melee reach or from a distance. The crosshair is a blue hollow circle with four small red triangular points. Once any target comes within the weapon attack range, the crosshair will be automatically generated above the head. Apart from indicating which target is eligible to be targeted, the crosshair serves no other purposes.

New info: Thaumaturgy reach
Thaumaturgy powers are always AoE based. This is to fit into the concept that the art of thaumaturgy is a controllable form of Chaos. But because no one can truly control Chaos entirely, partial control is the best one can hope for. As a result, thaumaturgy powers reflect this concept via a focus on area effects rather than a highly potent single-target effect.  However, there are two aspects of the AoE range involved.

1. AoE shape. This indicates whether the AoE range is conical, circular, or cylindrical.

2. AoE extent. This indicates the positioning of the AoE range, whether it is surrounding, frontal, rear, or universal (i.e. covering the entire battlefield).

At the same time, certain thaumaturgy powers act like a trap. By that, I mean such powers require the command to be executed twice. The first execution is to "lock" the power for usage. The second execution is to decide the placement via the right analogue stick. Camera zoom will be disabled during this phase.

When executing any thaumaturgy power, there's a chance of creating a chaotic surge. Chaotic surge happens when a thaumaturgy power goes out of control upon activation. The probability scales with the thaumaturgy power's chaotic level. The chaotic level indicates two things.

1. Chances of triggering a chaotic surge.

2. How powerful the specific thaumaturgy power is.

Chaotic surge will result in mass casualties. In other words, everyone will take considerable to high damage. No discrimination between self, allies, and foes. If this sounds like the concept of a natural disaster, it's because that's where the inspiration hails from.

Next: Hopefully the runes and a reworked Aeravor profile.

Thursday, 22 March 2018

冬の鎮魂曲~Reworked Pt VII

Okay, basically I've got nothing better to do. There's only this much Neverwinter gaming I can afford to do before I get myself jumped by a mob consisting of restlessness, boredom, a blank mind, and the fact that I need a girlfriend.
Spoiler: The last member of the mob is the one grabbing me by the collar.

Thankfully, I've got a decent idea when it comes to this post here. At the same time, below is a song for all you emo people like me. And to think Steve Ang Eng Hock always said I needed to quit my interest in manga and anime if I wanted to impress girls. That was during my 32 SIB days at Clementi Camp from 2003 to 2005.
Note: The singer doing the Sino-Cleopatra dance is no longer around.


Total Recall: Thaumaturgy, Metallurgy, and deums
Okay, I'll need to do a Total Recall here. After some pondering, I felt that my previous ideas were more of a Gray Davis than an Ahnuld. Hence, I need to do this.


Right now, I decide to allocate three runes to thaumaturgy powers and one rune to metallurgy power. The thaumaturgy chaining system stays unchanged. In other words, you still can afford to execute three thaumaturgy powers in a row. This comes to the question of whether any major changes in metallurgy are on the cards. Any metallurgy effect now lasts for 20 seconds and will only affect weapons. At the same time, the enchanted weapon will not lose any durability points during the effect (more on the durability points in a later post).

Thaumaturgy powers are generated by random when it comes to the options available. Metallurgy powers, however, are fixed. The idea of Order and Chaos is too fun not to be spammed.

What stays the same is the fact that every character can only use one deum. In other words, only five runes can be used. Three thaumaturgy runes, one metallurgy rune, and one bridge rune.

For the deums, four of them confers certain bonuses while the fifth one (Nihilo) is never meant to be given to any individual. That is unless I enforce some sort of plot device (hopefully, this won't come out as some sort of plot armour).

Stat bonus conferred by the deums (apart from Nihilo)
Earrach:
The deum of spring, Earrach represents rebirth and the presence of vitality. This deum is associated with Strength and Dexterity.

1. Regenerates hit points at 2% of the maximum amount per second whenever outside combat.
2. Maximum hit points increase by 4% per point in Strength.
3. +1 to Dexterity.

Samhradh:
The deum of summer. Samhradh symbolises passion and vigour. This deum is associated with Strength and Dexterity.

1. Stamina regenerates 1% faster.
2. Attacking speed increases by 1.5% per point in Dexterity.
3. +1 to Strength

Fómhar:
The deum of autumn. Fómhar embodies limitations of the body and the importance of the mind. This deum is associated with Wit and Resolve.

1. Depletion of Focus gauge is decreased by 2% per point in Resolve.
2. Resistance against magic damage and any control effect is increased by 2% per point in Resolve
3. +1 to Wit

Geimhreadh:
The deum of winter, Geimhreadh is synonymous with the need to survive and the necessary means to do so. This deum is associated with Wit and Resolve.

1. Maximum capacity of Focus gauge is increased by 3% per point in Wit.
2. Critical hit damage from any weapon is increased by 2.5% per point in Wit.
3. +1 to Resolve.

Note: Should I be blamed for the fact that the Irish folks decided to celebrate the day of St Patrick Bamford here? After all, I happened to know Irish names like Fragarach and Cú Chulainn, unlike the Chinese Sun.

Yggdrasil~A realm where only a tree is there
Okay, that's an exaggeration. It's not just a tree. But yeah, a giant tree will be the first thing you see. When you first start the game, you'll start off as Aeravor. Before stepping forth, you'll be standing before this very tree. A blue circle surrounds it. Enter the circle and wait for a little while. You'll see a window that looks like a bank popping up (i.e. the type you'd see in MMOs). This is your rune bank where you can drag the runes in order of power execution (note that metallurgy runes are an exception because the order of execution only applies to thaumaturgy powers).

At the same time, this is also where available thaumaturgy powers are generated via random probability (in other words, we gamers call it RNG). The number of such powers generated ranges from three to five.

There are two ways to travel to Yggdrasil: Either through any portal known as a steinhenge or upon getting defeated. The former can only be discovered in ruins. But even then, a steinhenge will only pop up here or there based on the RNG. The latter requires your character to die. Okay, not literally since being defeated doesn't mean death. I tried Lord of the Rings Online recently. Sadly, I couldn't get used to the navigation interface without risking motion sickness. One valuable idea I pilfered like a hobbit boss from the people at Turbine/Standing Stone is the fact that getting defeated doesn't mean you're dead. Yes, I did pilfer the idea like a hobbit boss, you don't even have to guess twice to know correctly the answer. After all, no one likes to die even though, to quote a crucified Korean Jew subjected under the Roman white man's rule, we are going to die—there’s no ‘might’ about it.

Day and night in the game
In the real world, a day constitutes of 24 hours. When I was that dumb kid in Henderson Primary School despised by everyone around me. I still remember why I needed to use my saliva to ease the itching caused by a pong pong tree. Needless to say, an unsympathetic classmate chose to be sympathetic towards everyone else except for me when it came to the medicated oil. I still remember their dirty looks and the name of that classmate.
I don't profess to be at Guts' level when it comes to the term "life sucks". But still, I'm pretty sure a lot of my fellow S'poreans never came half as close to my level when it comes to being the closest thing to Guts.

Okay, I need to stop channelling my inner Guts here. In the game, a single day consists of 24 hours all the same. A new day starts at 12 midnight (in our real world speak) and ends at the following 12 midnight. A single hour in the game means one minute in our real world. Therefore, a single day would be equivalent to 24 minutes of gaming time.

This is very important because any thaumaturgy and metallurgy power can only be used once per day. Which now comes to something I have to thank the devs at Turbine/Standing Stone for. Refer to what I manage to pull off below.

Chains of Power system
Chains are cool to use. Gilgamesh uses them in the form of Enkidu. Arcueid uses them on herself because she's too powerful to be restrained. As for Fenrir, we all know what happened to Týr's hand (apparently, Alestrial nearly followed in the footsteps of a god during her dream). Moral of the story? Chains are cool to use. That's why I designated it as Lars' weapon.

Okay, I'm digressing here. Chains of Power is a system where you gain a neat bonus in battle after executing three thaumaturgy powers and one metallurgy power. Upon successful execution, you'll hear the metallic sound of a rattling chain. However, you can only pull it off if your character's hit points drop to less than 50% of the maximum amount. If you manage to execute a chain with at least 70% of the Focus gauge filled, a more powerful version of the chain known as a Renown Drive will trigger instead.

There are two types of chains available: Alfheim and Svartalfheim.

The Alfheim chain involves executing three thaumaturgy powers in a row while the metallurgy power is active. A successful Alfheim chain will be shown via the background having a light bluish hue while the camera momentarily zooms in on the character.

The Svartalfheim chain involves triggering the metallurgy power first, after which the three thaumaturgy powers must be executed immediately. A successful Svartalfheim chain will be shown via the background having a shiny steel greyish hue while the camera momentarily zooms in on the character.

Note: Any Chain of Power effect will last for the entire battle duration. At the same time, the character's hit points will be restored to 100% as a result.

Effects of each Chain of Power

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Alfheim:
With the supernatural force of nature as the foundation, users of this technique gain the power of any one natural element. Augmenting the weapon with the power of either fire, storm, or ice, the resultant choice nevertheless is not decided by the user. Rather, it is commonly said since the Age of Renown that Chaos bends the knee to no one. The character gains one out of any three elemental effects.

Fire-Whenever the character deals critical weapon damage, the surrounding area will conflagrate dealing fire damage. The Renown Drive grants the user the ability to deal 20% of weapon damage as fire damage.

Storm-Whenever the character successfully parries an attack, all enemies will be pushed back by a sudden gale, after which an arcing lightning bolt will chain them on the spot. All enemies targeted this way will take lightning damage and be stunned for 5 seconds. The effect duration cannot be reduced. The Renown Drive grants the user the ability to deal 20% of weapon damage as lightning damage.

Ice-For the next 10 seconds, the character gains immunity to damage and control. After the effect expires, the character will deal critical weapon damage once per every 4 seconds. The Renown Drive grants the user the ability to deal 20% of weapon damage as ice damage.


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Svartalfheim:
With the presence of steel acting as both anvil and hammer, the user of this power effectively assumes the role of a craftsman. As the force of thaumaturgy becomes the metal being worked, power flows out and is subsequently shaped like how Order regulates all things. The character gains the following effects.

Steel-For the entire combat duration, the character gains 40% damage bonus to weapon damage and 20% bonus critical hit chance. The Renown Drive will also increase critical damage by 50%. However, this effect only applies to Steel or Stone.

Stone-For the entire combat duration, the character gains 20% damage resistance and temporary hit points equal to 50% of the maximum amount. The Renown Drive will increase damage resistance by 35% instead. However, this effect only applies to Steel or Stone.

Metallurgy-The metallurgy effect will instead last for the entire combat duration. There is no Renown Drive effect for this one.

Elemental damage and physical damage
There are three types of elemental damage. Per stated in the section above, they are fire, lightning, and ice.

Fire: Deals additional damage over time. Amount of hit points healed from the affected target is reduced by half. This damage effect cannot be stacked.

Lightning: Causes stun for 1.5 seconds. Lightning damage also applies 10% damage debuff on the affected target. This damage effect cannot be stacked. Targets affected by stunned status cannot perform any action.

Ice: Slows down the target by 70% for 4 seconds. After this effect expires, the affected target moves at 20% slower. This damage effect cannot be stacked. Targets affected by slowed status take extra critical damage ranging from 10% to 30%.

As for physical damage, there are four types. Namely, slashing, piercing, blunt, and poison.

Slashing: 5% bonus critical hit chance and 10% chance to cause bleeding damage for 3 seconds per successful hit. Bleeding damage is counted as damage over time. Deals 10% more damage against opponents in light armour and 20% less damage against opponents in heavy armour.

Piercing: Ignores 10% of physical damage resistance from armour and gives 2-8% chance to cause bleeding damage for 8 seconds per hit. +15% critical hit chance against opponents in medium and heavy armour.

Blunt: 20% chance to deal 15% extra damage and 10% chance to daze opponents in heavy armour per hit. Opponents with dazed status move slower, take more damage, and deal less damage.

Poison:
Always deals damage over time for 10 seconds. If stacked with bleeding damage, the damage over time duration is increased by combining the duration of both. Damage over time dealt this way is calculated by adding both damage types together.

Note: Any damage over time effect will have its duration refreshed if the same damage type is applied again.

Next up: Need to go eat dinner now.

You know one entire nation's educational system has screwed up big time if it nearly created the closest thing to someone sharing the name of a person who was Rome's worst nightmare.

Sunday, 18 March 2018

冬の鎮魂曲~Reworked Pt VI


Okay, after such a long time, I'm back. In a previous post of mine, I mentioned the need to do a total recall. At the same time, recent events have messed me up. I won't say badly since I don't want to make myself sound super emo. But still, it's screwed up. There were times where I felt I was a few steps closer to being the real Emiya Kiritsugu.

Koyama-san was right in likening Kiritsugu to a katana sharp but brittle. Like father like son.


Of course, I could have done a worse comparison. Namely, myself and Guts.

Lyrics

Speaking of Guts
Pretty much plenty of (if not all) things I've done for Aeravor has become some sort of self-deprecating dark comedy. Originally, my own struggles were the last thing on my mind. Then Murphy's Law struck my life once again for the N time. The next thing I realised, Aeravor became someone more like myself and any character one would expect from the likes of Miura Kentaro, Urobuchi Gen, and G.R.R Martin. Needless to say, this means I've created Aeravor to be an accidental version of Guts since my original plan was to create the silent anti-hero. Interestingly enough, I'm much more satisfied with the current version instead of what I planned initially.

The reason why I'm saying this is very simple: It should be a no-brainer by now that Alestrial Eliaden was inspired by Park Shin-hye when it comes to her looks. Coupled with the fact that there's also a bit (?) of myself in Gael Kodr and the whole thing warped into a catalogue of tales weirder than whatever stories coming from China. Initially, I never paid any heed to it. In fact, I did a very nasty thing as a payback to my sis over her act of denial where in fact she could have tried proving me wrong by fact-checking. It's called renaming Sarel Aphros' previous self as Nanaya no Hye'Jung. Members of SHynCorp should know this is the name of the protagonist in the K-drama Doctor Crush played by their beloved Korean Athena (or Freyja depending on whether one is pro-Greek or pro-German).

Then came the news which could/should/would have crushed the hopes of every hwandudaedo-crazy salty Korean. Namely, a much better Park-Choi than the previous Park-Choi. One is a star couple which I've got no problem in wishing all the best sincerely while the latter case is... well, a political scandal. This means I need to do my own PR firefighting.

Please note that from this day on, Alestrial Eliaden should no longer be seen as a visual substitute for Park Shin-hye. This is to prevent me from getting burnt over a prolonged case of being an East Asian jackass from Singapore (i.e. being a Singaporean Chinese means I'm technically an East Asian due to my ancestors taking a one-way trip from China to some island colonised by the Celts... erm, sorry I mean the Brits). Just because I have a history of being a creative jackass instead of trying to be the next Jack Neo doesn't mean I'm utterly insane beyond cure.

Since my intention has always been nothing less than this, it means I need to make a few things official.

1. Because of my vindictive act towards my sis last time around, I need to rename Sarel Aphros' former identity. Previously known as Nanaya no Hye'Jung, she is now Nanaya no Tae'Jin.

2. There is no way I can ever do a name-change for Alestrial Eliaden since there's nothing Korean about her apart from the nature of her ethnicity. Hence, the only thing I can do is to pull off a John Constantine.
(Note: Apparently, the powers-that-be were worried that fans of Sting would hire Drew & Napier to sue them until their pants drop due to Sting's image rights. That's despite Sting being absolutely chuffed over the fact that he's... well, John Constantine)

3. Because of this, it means I won't (and don't) have to put myself under unwanted pressure. Trust me when I say I've got no problem with G.R.R Martin trolling the fans by wiping out 70% of the Starks (90% if we're talking about the HBO version).

4. Emma Watts-Eliaden is now officially renamed as Eirlanna Ulst-Eliaden. Originally inspired by Emma Watson, I realised it's much better for me to play the game of absolute standard. And besides, I believe it'd be better in the light of the #MeToo movement. Eirlanna Ulst-Eliaden... now that's a very... Irish name, I guess? When you got Aeravor wielding a sword named Fragarach, you should know where this is going.

5. Jeska Lews Brynhilda is now officially renamed as... well, just Brynhilda. C'mon, just admit it. Brynhilda as a title should sound badass, no? Jesseca Liu is the reason why I have to do this.

6. Emhylea von Stormhearth is now officially renamed as Gráinne von Stormhearth. I thank Peter Berresford Ellis for giving me the license to pull this off. Needless to say, I'm not interested in creating shallow female characters. Although there's no way I can do this for 50 female characters so as to speak. I am but a fallible man, for I am never the infallible God.

7. I don't have to tell you the reason why I have to implement point 6. So what if she's still single? I may be crazy, but I'm not about to risk the ire of every Anglo-Saxon male. And besides, I don't want to get into trouble with Buckingham Palace over a lady and the fact that the A-word has always been synonymous with my life.

8. I nearly forgot her. Thank goodness I didn't. Kagetsu no Hyo'Ah is officially renamed as Kagetsu no Ji'Yeon. And no, it has got nothing to do with the banner girl of South Korea's #MeeToo movement. The world is screwed up enough and I don't want to make it worse.

The changes will be implemented asap. Once I finish the job, I'll re-upload the latest chapter (i.e. Talking Gods) since I've already linked the previous chapters there. At the same time, I need to thank the people working in every Asian's favourite source of carbohydrates for reminding me that I'm no less broken than Emiya Shirou.

Total Recall: Dualshocked

Wonder whether this will mean Bill Haslam running for president come 2024...


I need to do an Arnie here (no Terminator Genisys jokes please). Okay, I have to admit doing the parrying and dodging thing is a nightmare. Initially, it didn't feel right to me. Now I know why: Because my ideas back then weren't the best. So let's go back to the drawing board.
And with that, Le Président d'République Française himself.


Because I need to be fair to both parties, it's better for me to do both controllers instead of just one. However, I have to admit the Nintendo controller interface is a different monster altogether in the same way Rafael Nadal is a different monster from Roger Federer and Stan Wawrinka.

Character movement: Left analogue stick
Camera zoom: Right analogue stick
D-pad: Inventory browsing (press any directional button to open the inventory)
Triangle/Square/Cross/Circle or Y/X/A/B: Select inventory item for usage
Triangle/Y: Standard attack (hold down the button for heavy attack)
Square/X: Parry (hold down the button to adopt parrying stance; your character cannot move while in this stance)
Cross/A: Tactic (a move unique to the character used)
Circle/B: Dodge/Block (hold down the button to dash)
L2/LT: Thaumaturgy
R2/RT: Metallurgy
L2+R2/LT+RT: Overdrive

Changes to gameplay
Firstly and foremost, no more auto dodge chance. Secondly, no more auto parry chance (okay, that one is technically a lie which I'll have to address in the next post). Thirdly, no more auto hit chance. The stats remain the same, though.

Strength: Affects base damage (+1% per point above the score of 4), maximum hit points (+2% per point), and resistance against any physical control effect (+1% per point above the score of 4)
Dexterity: Affects movement speed (+1% per point), attacking speed (+1% per point), and critical hit chance (+2% per point above the score of 4)
Wit: Affects maximum capacity of the Focus gauge (+2% per point) and critical hit damage (+2% per point above the score of 4)
Resolve: Affects depletion speed of the Focus gauge (-1% per point), duration of magic effects (+1% per point), resistance against magic damage and any control effect (+1% per point), and critical effect chance (+1% per point above the score of 4)

Note: Magic effects consist of those of thaumaturgy and metallurgy. Also, stats apply to both PCs and NPCs.

Focus gauge will always start off at 100% at the start of any combat. Whenever a character hit an opponent or gets hit, the Focus gauge will be reduced by a certain amount. However, the Focus gauge will automatically refill if no hits are being dealt, be it by the opponent or the character. Note that Focus gauge is applicable to both PCs and NPCs.

Resistance against magic effect has two aspects. Namely, damage based resistance and duration based resistance. The former reduces the amount of damage taken while the latter reduces the duration of any debuff targeting the character. However, this type of resistance only applies to thaumaturgy effects.

Duration of magic effect also has two aspects. This time around, it is separated into thaumaturgy and metallurgy.

Critical chance and damage refer to the weapon(s) used. Unlike these two stats, critical effect refers to both the chance and effect/damage. At the same time, critical effect applies only to thaumaturgy and metallurgy instead of weapons. Should any weapon damage causes physical control effect without any magic applied, the duration will be decided by the critical chance instead.

Inventory space is capped at 20 slots. Each piece of loot/item ranges from 1 slot to 4 slots when it comes to size. So consider carefully what to carry and what to throw. At the same time, non-potion inventory items have an expiry date where said items cannot be used (or sold) once they reach their respective expiry dates. However, you can increase the total inventory slots by having allies in your group.

Next: Further elaboration on the updated gameplay system. Hopefully, I can do a revamped gameplay profile on Aeravor. And yeah, here one more Berserk below.

Sunday, 31 December 2017

冬の鎮魂曲~Reworked Pt V

I need to do something. I really do. For the past N days, I've been playing Neverwinter non-stop because this year's Simril event happened to be the best one so far. In fact, the event will only end on 4th Jan 2018. However, I did do a bit where the latest chapter of A Requiem From Winter Past was concerned. As of now, the word count has breached the 2000 mark. What this means is that I've broken the halfway glass ceiling. Recently, I went on an adventureship (i.e. searching stuff 4 teh lolz like a boss named Marco Polo). In that particular voyage, I realised the average chapter length which we're all accustomed to is basically around 3000 plus. More specifically around 3.5K to... like maybe 3.8K or so. Believe it or not, I was crazy enough to manual count the words on a random page of a book I happened to own. After that, my curiosity was further piqued. And guess what? Setting sail on the waters of Google actually reaped some interesting findings. So it's not that bad. I'd expect something like 4000 to 5000 words per chapter. Apparently, I actually overestimated the likes of J.K Rowling, Stephenie Meyer, and Suzanne Collins. At the same time, here's a tip for aspiring novelists especially if you happened to be a Singaporean just like me.

Also, a shout out here to R.A Salvatore here. The book I mentioned here happened to be entitled Exile. The Dark Elf trilogy was definitely the best read so far where Salvatore's stuff is concerned together with the Hunter's Blades trilogy. Of course, it must be said that I never covered as much ground as what one might expect from someone like me. I've actually yet to get my hands on the Sellswords trilogy and Paths of Darkness series. A conniving Jarlaxle, a heartless Artemis Entreri, and a BSOD Wulfgar aren't exactly your typical Singaporean Disney fare when it comes to the choice of protagonist. I won't say I'm proud to be a Singaporean, but I'll say I'm proud to be an anti-typical Singaporean. So much for other Singaporeans envying others, I guess. Now if only Elaine would do something about continuing the story of that unscrupulous Elaith Craulnober. And no, the Elaine I'm talking about is Elaine Cunningham, not Elaine Jasmine Heng.


I wonder how the song would sound if the likes of Jam Hsiao and Ah-mei are to sing it. Please note the present tense here.

http://glaive-d-barde.blogspot.com/2017/10/blog-post.html
http://glaive-d-barde.blogspot.com/2017/12/reworked-pt-iv.html

So what this post is all about?
I'll be doing mainly two things. The level up system and... well, putting up an updated version of Aeravor's in-game info. On a side-note, I'm now toying with a couple of modifications where Arondight is concerned. The first aspect of consideration would be his looks. I'm not going to spoil anything, but when I did his looks in the current draft, something felt amiss. As for the second aspect of consideration, it has got something to do with his weapon of choice.

Cory Barlog mentioned Hulk and Bruce Banner, but he forgot to mention Logan and LauraNot to mention as well the Showman of Oz.

If I decide to go ahead with the changes, most likely it will come in a bundle. Simply put, I'll be upping both the latest chapter and the relevant changes.

I suddenly recalled something about full auto
The only problem? I forgot what kind of full auto. My best guess is auto hit and auto parry. For auto parry, I don't have an issue with it. For auto hit, it really feels dodgy. At the same time, auto dodge feels... well, equally dodgy. If I can make things less complicated, then why not?

The stat in question is Dexterity. Allow me to copy and paste the details.

Dexterity: Confers chance of successful dodge if manual dodge fails (1% per every 2 points beyond the score of 4; 10 seconds cooldown) and the chance to automatically hit if weapon attack misses (1% per every 2 points beyond the score of 4; 30 seconds cooldown).
Deums affecting Dexterity:
Earrach [+1 Dexterity]
Fómhar [Chance to automatically hit if weapon attack misses increases to 2% instead of 1%]

See how needlessly complicated the above auto system looks? The self-critic in me calls it an act of absurdity, I won't be surprised if the likes of IGN and Angry Joe would be less merciful and more merciless (Fyi note: Apparently, there was really a fight between the two).

Therefore, I need to repair what is broken. If it's not broken, don't fix it. But if it's indeed broken, then fix it like Joe Fixit. How the full auto works in this reworked version details as below:

1. It is now officially full auto instead of half auto. Auto dodging now doesn't require a manual (dodge) fail to trigger.

2. However, auto hitting stays the same.

3. Manual dodge execution will disable auto-dodging.

4. The 30-second cooldown rule still applies to both.

Levelling up without the level
Yes, I know that's an oxymoron. How can a character level up without the level? It's like pizza minus the cheese, only perhaps a tad more absurd. Because I want to stay true to the plot rather than the gameplay, I decided to think out of the box. Or at least I tried to.

How levelling up works is very simple:

1. Character level is non-existent. However, levelling up still does affect certain aspects of the character gameplay. Stats increment is definitely ruled out.

2. Any stat increment where character class is concerned, however, is retained.

3. Levelling up will boost the efficiency of the character in three aspects.

4. The three aspects are the character's profession and traits. Note that character traits actually cover two aspects of the gameplay instead of just one.

5. Every level up will offer one upgrade point. Boosting character efficiency requires a certain amount of upgrade points stated.

6. Each aspect has three ranks.

7. While Aeravor is your default PC, it doesn't mean other characters cannot be used. The progress of any character upon unlock will reflect Aeravor's actual progress. Simply put, how many upgrade points he has earned at the point of unlocking will carry over to the relevant characters.

Error 404: Playing God Not Found
There are many ways to play God. Or at least more than one. Success, on the other hand, should be a different matter altogether. Likewise, trying to be God will result in a 404.

What this means is very simple: There is no way Aeravor (or any other character for that matter as well) can ever fully master all the three aspects. It's like choosing a girlfriend. There's no way I can ever afford to enter a relationship with more than one girl. The choice is very simple: Which ones to take and which ones to ditch.

Every aspect has three ranks (like what you've seen above). In total, levelling up should occur only 60 times. So what this means is this below:

1. The total number of upgrade points should be 60. However, it is possible to get up to 70 upgrade points.

2. In various locations, ruins can be found. Such ruins hailed from the long gone Age of Renown. While these places won't guarantee you extra upgrade points by default, some of them do offer one bonus upgrading point per location.

3. There is a catch, though: You'll need to clear the whole damn place of anything that lurks. That includes demons. Actually, I won't be surprised if only demons would be there. And even then, it's not a given that you'll get your top prize by default. The whole damn thing is really random. Seriously.

4. Specific side quests do give bonus upgrade points, one point per quest completion. 

5. The amount of upgrade points needed per rank goes like this: Rank 1 requires 1 upgrade point, Rank 2 requires 9 upgrade points, and Rank 3 requires 20 upgrade points.

Points exchange
Upgrade points are not just used for ranking up the aspects. Once you got a Rank 1 for each aspect, you'll be able to use your upgrade points to upgrade any primary stat of your choice. For every 2 upgrade points spent, you can add 1 point to the primary stat of your choice.

And now for the upgraded bio (done via copy and paste)

Aeravor
Primary stats:
Strength-10
Fortitude-9
Dexterity-15
Wit-6
Resolve-19

Deum:
Geimhreadh
[Damage resistance bonus via Fortitude increases to 1.5% instead of 0.5%]
[Base bonus critical weapon damage via Wit increases to 15% instead of 10%]
[+1 Resolve (Original Resolve score-18)]


Class:
Fighter
[1% damage bonus per point in Strength]
[0.5% critical chance bonus per point in Resolve]
[5% critical damage bonus]
[+0.5% damage resistance per level up]



Fighting style:
Swift
[Fast attack deals 3% more damage per hit]
[Heavy attack deals 25% less damage but will deal bonus damage according to the amount of Focus built up (bonus is equivalent to the percentage of the Focus gauge filled)]
[Whenever holding ground, default chance of auto-parry is set at 35% instead]
[Attacking speed increases by 0.5% per point in Dexterity]

Traits:
Vánagandr
[Hit points always regenerate at 2% of the maximum amount per second]
[Force attack always deals critical damage against demons]
[15% critical chance]
[12% movement speed]

Requiem From Winter Past
[Gain 1 stack of Ferocity whenever taking damage or after a successful parry, but lose 1 stack of Ferocity whenever interrupted, dazed, or stunned. Gain 0.5% critical chance bonus per stack in play. Once Ferocity reaches 10 stacks, all stacks will be cleared and Steelborn will be triggered]
[Steelborn-Automatically parries a single attack once per every 10 seconds whenever holding ground. For every such parry, gain 15% critical damage bonus for the next 5 seconds. Critical chance bonus gained via Ferocity will be retained for the entire duration. Steelborn lasts for 2 minutes and cannot be triggered again for the next 3 minutes. Ferocity cannot be gained for the next 30 seconds after Steelborn effect expires]



Profession:

Ranger
[8% movement speed]
[The first attack always deals critical damage against any unaware target]
[10% automatic dodge chance]
[10% automatic parry chance]
[Terrain sensor gauge is always set at 25% and builds up 5% faster]

Starting secondary stats:
Weapon damage bonus-13.5%
Base damage resistance-7.5%
Maximum hit points-32000 [23000 default hit points+9% maximum hit points bonus (1000 hit points per 1%)]
Critical chance-24.5%
Critical weapon damage-220% of normal damage [200% default critical damage+20% critical damage bonus]
Automatic dodge chance-10%
Automatic parry chance-10%
Movement speed-20%
Attacking speed-10.5% [10% default attacking speed+7.5% attacking speed bonus]
Bonus focus gain-8%

Tactic:
Monster of Ván
Enables Aeravor to change his choice of deum if either all five usages of thaumaturgy are spent. Tap on the cross button to select which deum to use. Hold down the button again to set the selected deum to usage. At the same time, the number of runes usable for metallurgy is increased to twenty-four. Using metallurgy will result in a burst of direct damage per usage instead of increasing the gear durability.

Focus:
Chaos Incarnate
Aeravor enters a berserk state for five seconds. As Chaos Incarnate, Aeravor gains 150% increase in attacking speed and weapon damage. Any critical damage cannot be reduced. Usage of any thaumaturgy or metallurgy effect automatically results in a critical effect/hit. After Chaos Incarnate expires, Aeravor takes 20% more damage with his Focus gauge disabled for ten seconds. 

Force attack:
Thviti
More than just an ability unique to one individual, Thviti is the official name used for any Vánagandr's ability to teleport and attack within a fifty feet radius so long the target can be detected. Known as "hitter" to the dwarves and "batterer" to the elves, this ability can target up to five enemies within range with a total of five hits dealt. If less than five targets are available, the number of attacks dealt per target will be randomly allocated. However, the amount of attacks still stays at five.

List of aspects: Wolfblood, Contra Mundum, Survivor

Wolfblood
Wolfblood refers to the lineage of the Vánagandr even though no one knows exactly what manner of beings they are. Despite boasting elven features, the stark white hair and unnatural capabilities hint at something far more fearsome. Hence, 'tis a little wonder that they are called monsters of the gods by the Teutonians who first gave them the fief of Ván.

Rank 1 effect-Wolf of War: Whenever combat starts, 40% of the maximum hit points will be converted to temporary hit points until the battle ends. This ability has a 15 second cooldown period.
Rank 2 effect-Endless Pursuit: Critical chance is increased by 10% and movement speed is increased by 4%.
Rank 3 effect-Monster of the Gods: Whenever a thaumaturgy effect is triggered, the following bonus effect is gained according to the deum type.
[Earrach: Instead of the ability to self-heal, the user enters an ethereal state immune to physical damage. Resistance to thaumaturgy and metallurgy effects is increased by 50% and self-heal is still usable under such circumstances. Repeated usage of thaumaturgy will extend the duration]
[Samhradh: For every percentage of hit points missing (temporary hit points included), the user inflicts bonus damage. Repeated usage of thaumaturgy will increase the damage bonus by 0.5%]
[Fómhar: Whenever an attack is dodged or parried successfully, the user gains a shield absorbing up to 200% of the maximum hit points. Repeated usage of thaumaturgy will refresh the shield]
[Geimhreadh: User gains 2% damage bonus once every three seconds. If the user is attacked, the damage bonus is increased to 3% instead. Repeated usage of thaumaturgy will reduce the target's damage resistance by 1% per any attack up to a maximum of 5%]

Contra Mundum
Being the enemy of the world is never something a sane person would gladly take up. In fact, one cannot be blamed for saying only the truly insane would desire such a calling. Despite this term existing since the Age of Renown, Contra Mundum is now nothing more than a term known to archaeologists, scholars, and well-learned collectors. Yet ironically, the Age of Renown still remains an obscure chapter in the pages of history.

Rank 1 effect-Foebane: Critical chance bonus given by Ferocity per stack is increased to 1%.
Rank 2 effect-Enemy of the Odds: When Chaos Incarnate is triggered while Steelborn is active, the penalty imposed after Chaos Incarnate expires will be reduced by half.
Rank 3-Mocking Death Itself: Ferocity can no longer be lost through any means.

Survivor
To fight is never to win, but rather to survive. In the same way beasts and birds of the wild fight to achieve this end, civilisation has always been doing the very same thing despite justifications from those benefitting from it. Yet, those furthest away from the civilised world have never forgotten the roots of greatness as historians and scholars call it.

Rank 1 effect-Master Tracker: Movement speed increases by 10%. Enables potion brewing.
Rank 2 effect-Steel and Instinct: Automatic parry chance is increased by 15% and critical damage is increased by 12%.
Rank 3-Battlefield Assassin: If at least one ally is present during combat, enemies cannot target the character unless the first attack is made. Any unaware non-boss target attacked will have a 5% chance of being slain outright regardless of a first strike or otherwise. Terrain sensor gauge is now set at 100%.


Next up: Yes, I did add something that reads like terrain sensor gauge. However, I think I've spent too time burning my focus on this post.

Thursday, 7 December 2017

Les Scélérats (aka the X-Men game design which needs a Total Recall)



I swear the Total Recall running gag is getting lamer with every run. But still, I can't stop laughing at my ability to do the occasional retcon like Capcom and DC.


I need to be fair, though. Like how DC has the tendency to retcon itself into no man's land (or no woman's land, depending on whether you're a Wonder Woman fan), Marvel has given its fans their own fair share of WTH moments. For every retcon, there's always a convolution. I don't know how many alternate universes DC has so far, but Marvel indeed got tons of them (arguably the most famous one being the Age of Apocalypse universe where I actually like the fact that Kurt Darkholme was an anti-hero unlike his Earth 616 self). The most amusing decision from Marvel (not that I'm complaining anyway) was killing off Nightcrawler (i.e. Earth 616 ver), only to rez him 11 years later (i.e. he died at 2003 and was rez'd at 2014).

With that being said, the ability to auto-rez means something for Marvel to work on. No, I'm not joking. Kurt really has that weird auto-rez ability in-plot now (although it's only shown once and no one knows how that thing works).
Any wager on Amanda Sefton having a hand in the whole auto-rez deal? After all, she's still alive. Well, technically speaking that is.

Things to be DC'd
Firstly, I need to fix the Infinity Gems system. When I look back at it, the whole thing now seems terribly broken. More specifically, I might have created a convoluted mess. The more I tried wrapping my brain around it, the more it didn't feel right.

Secondly, I need to fix the stat parameters. Unlike the Infinity Gems system, the reason lies in trying to be consistent with the powers-that-be. In other words, I'm going to change the attributes to the list below:
Intelligence, Strength, Speed, Durability, Energy Projection, Fighting Skills

Thirdly, the so-called class system needs a Total Recall (or Total DC depending on whose side you're on). Actually, there's no point for me to do the class system now. Total Recall/DC or not in the future, only time will tell. Or Ulysses Cain for that matter.

Stats (and what they exactly do)
I'm going to simplify the whole thing. Every attribute will affect two stats. Which means there are twelve stats in total (i.e. 2 x 6=12). The attributes and stats are elaborated as below.

Intelligence:
Affects the hero's ability to analyze the situation and read the opponent's moves during combat.
Stats involved-Critical damage (5% per point in Intelligence) and critical hit chance (5% per point in Intelligence)

Strength:
Affects physical damage dealt by the hero against any opponent.
Stats involved-Physical damage (10% per point in Strength) and physical critical damage (5% per point in Strength)

Speed:
Affects the hero's mobility and the ability to dodge.
Stats involved-Evasion chance (5% per point in Speed) and movement speed (10% per point in Speed)

Durability:
Affects the hero's physical fortitude against all sorts of injuries.
Stats involved-Maximum hit points (4000 per point in Durability) and damage resistance (10% per point in Durability)

Energy Projection:
Affects the hero's power control and non-physical damage dealt.
Stats involved-Power usage (5% reduction per point in Energy Projection), non-physical damage (10% per point in Energy Projection)

Fighting Skills:
Affects the hero's fighting technique.
Stats involved-Deflection chance (10% per point in Fighting Skills) and critical hit chance (5% per point in Fighting Skills)

What does what: Further stats breakdown 
Critical damage: Default critical damage is fixed at 250% of normal damage dealt. Any critical damage bonus will be added to this amount.

Physical damage: The most common form of damage in the game. Effective against non-mech enemies, but least effective against mech enemies. Physical damage attacks do not require using the power gauge. Physical damage can be dodged or deflected.

Non-physical damage: Such damage can either be energy, psionic, or telekinetic. All non-physical damage attacks require using the power gauge.

Energy damage: Highest average damage in the game. Especially effective against mech enemies. Non-mech enemies take additional burning damage after being hit. Energy damage attacks carry a base critical hit chance of 20%. Energy damage cannot be deflected.

Psionic: Average damage is the same as physical damage in the game. Non-mech enemies deal 10% less damage and take 10% more damage after being hit. This effect can be refreshed by continual psionic damage. Mech enemies, however, are immune to psionic damage (i.e. they do not take damage and are unaffected by the effects). Psionic damage cannot be dodged or deflected.

Telekinetic: Average damage is the same as physical damage in the game. Instead of dealing psionic damage, telekinetic damage works like physical damage with the difference being that it is equally effective against mech enemies. Telekinetic damage attacks carry a base critical hit chance of 10%. Telekinetic damage cannot be dodged or deflected.

Evasion: Chance of automatically dodging an attack without taking damage. Keeping a distance from the attacker will improve the chances of an evasion by 5% to 15% depending on the distance. At the same time, evasion chance will decrease by 2% per attack beyond the first if simultaneous attacks are dealt.

Movement speed: Whenever the hero is moving, evasion chance will increase by half the movement speed in terms of percentage. The same amount of percentage bonus also applies to damage resistance.

Deflection: Chance of blocking an attack. Unlike evasion, deflection cannot be modified via movement speed. Against low to mid damage attacks, successful deflection will result in no damage taken. Against higher damage attacks, successful deflection will result in half damage taken instead.

Level up, no XP, and... this?!?
Upon levelling up, the hero will not see an upgrade in the attributes and stats. Instead, two things will happen.

1. The hero's attacks will increase in damage.

2. The hero's mutant ability will cost less to use.

3. The hero's superhero powers will have better efficiency. However, they will use up more of the power gauge as a result.

4. A default X-Treme Team-up attack can be unlocked once the hero reaches level 30.

5. Omega Drive attack can be unlocked once the hero reaches level 50.

6. Gem points will be given per level up.

So what are gem points, one might ask.

Infinity Gems: What they do and why Thanos wanted them so badly
Infinity Gems now confer certain bonuses to the respective heroes instead of giving some sort of super-charged bonus powers. In order to use them, you need to complete a certain quest with any hero (one will do). Afterwards, visit the relevant NPCs (e.g. Scarlet Witch in the X-Mansion, Iron Man in Avengers Tower, and Valkyrie in Asgardia) for an upgrade. Please note three things:

1. In order to enable any upgrade, you'll need sufficient gem points.

2. To ensure the upgrade is done, you'll need to pass a test offered by the relevant NPC. Please note that any test given doesn't necessarily require victory so long the stated requirements are completed. Victory in this case, however, will result in bonus gem points upon turning in the test result to the NPC.

3. You can only use the gem points upon unlocking the option to use the Infinity Gems. By my own estimation, it should be via a quest given at level 25.

Gem points are used to power the Infinity Gems. Because absolute power corrupts absolutely (which may explain why Thanos is so crazy), only one such gem can be allocated to each hero. There are 4 tiers to each of the Infinity Gems. They are listed as below.

Power:
Tier 1-Grants the hero 2% chance of invulnerability upon hit or when being hit. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Any critical hit or effect triggered by the hero will result in increasing both Strength and Durability to the maximum score of 7. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Time:
Tier 1-Once every 60 seconds, the hero has 2% chance of looking into the future. All of the hero's attributes are increased by 1. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Any critical hit or effect triggered by the hero will affect all relevant targets on the map. 

Reality:
Tier 1-Once every 60 seconds, the hero has 2% chance of using powers and attacks at no power gauge cost. This effect lasts for 3 seconds and has a cooldown period of 60 seconds.

Tier 2-The chance of triggering this effect is increased to 5% and the effect will last for 5 seconds.

Tier 3-The chance of triggering this effect is increased to 15% and the effect will last for 10 seconds.

Tier 4-Reality Gem effect applies to all allies with the chance of triggering set at 4% and effect duration lasting 5 seconds.

Soul:
Tier 1-Grants the hero 2% critical hit chance bonus, 5% critical damage bonus, and the ability to deal psionic damage equivalent to 8% of damage dealt upon hit.

Tier 2-Psionic damage dealt this way is increased to 12%.

Tier 3-Critical chance is increased to 4%; critical damage bonus is increased to 7%.

Tier 4-The hero is immune to psionic damage.

Mind:
Tier 1-Grants the hero the ability to deal psionic and telekinetic damage at 5% of damage dealt upon hit for psionic and 5% of damage dealt upon hit for telekinetic.

Tier 2-Psionic damage dealt this way is increased to 8%.

Tier 3-Telekinetic damage dealt this way is increased to 8%.

Tier 4-All allies in the map gain +1 to all attributes.

Space:
Tier 1-Whenever the hero deals critical damage, all opponents on the map take damage from the same attack. This effect has a cooldown period of 60 seconds.

Tier 2-Critical damage caused by this effect is increased by 10%.

Tier 3-Critical damage caused by this effect is increased by 10%.

Tier 4-Critical damage caused by this effect is increased by 10%.

Oh oh...
I suddenly realised I got nothing else to write. It's like... yeah, my brain is a blank. In fact, above post was written way before today over a span of... well, a few days. Which means perhaps I should have upped this before that.

Therefore, let me up a few vids before ending this post. The reason why being that I realised Nasuverse is the same as Marvelverse as in they both thrived on the concept of multiverse.