| Welcome to Zoids: Infinite Era. We hope you enjoy your stay here! You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. While there are a few boards that you can see, not all areas will be visible to you - If you like what you see and you wish to join, please register. We'd love to have you! Join the action! If you're already registered, go ahead and log in! |
| The Specialization System; A topic all about how to make your pilot more... You. | |
|---|---|
| Topic Started: Jan 4 2016, 11:19 AM (39 Views) | |
| Yahtzee | Jan 4 2016, 11:19 AM Post #1 |
![]()
The Ultimate Staff
|
This is the Specialization System, a system that will allow players to become extremely specialized in an area of their choosing. The benefits of the Specialization System become more obvious as the pilot progresses through the levels, and will start out small. This system is character-based and applies to each character individually. Each character, regardless of being a second character or not, can have a totally separate Specialization setup. Please note that Specialization applies to any Zoids that the pilot uses, but Team Zoids are only affected for the duration of whatever battle / mission / etc. they are being used in. There will be 50 points available in total after reaching PL6, with 10 points awarded initially at PL1 and 8 points given for each level-up afterward. Specialization points CAN be rearranged, but at the cost of 10,000 Credits to the user. This is to prevent users from simply rearranging their points whenever they feel the need. It is important to know that there is a maximum of 5 points invested in each Perk, to prevent overcompensation or overpoweredness in any one category. Offense General: Each type of attack deals 2% more damage. Accuracy increases by 3%. Energy Damage: All Energy Attacks deal 3% more damage. Explosive Damage: All Explosive Attacks deal 3% more damage. Impact Damage: All Ballistic Attacks deal 3% more damage. Heat Damage: All Heat Attacks deal 3% more damage. Cold Damage: All Cold Attacks deal 3% more damage. Corrosive Damage: All Corrosive Attacks deal 3% more damage. Defense General: All types of attacks deal 2% less damage. AP of all armor sections + Heat Threshold increase by 5. Vitality: Increases AP of all armor sections of user's Zoids by 15. Energy Resistance: All Energy Attacks deal 3% less damage. Explosive Resistance: All Explosive Attacks deal 3% less damage. Impact Resistance: All Ballistic Attacks deal 3% less damage. Heat Resistance: All Heat Attacks deal 3% less damage. Heat Index increases by 10. Cold Resistance: All Cold Attacks deal 3% less damage. Corrosive Resistance: All Corrosive Attacks deal 3% less damage. Movement General: Speed and Agility, in all areas, increase by 3%. Ground Speed: Ground Speed and Agility increase by 5%. Aquatic Speed: Aquatic Speed and Agility increase by 5%. Aerial Speed: Aerial Speed and Agility increase by 5%. Frugality General: Add 1 Weapon Slot (one section of player’s choice), Armor Slot, and Computer Slot to each of the player's Zoids. Weapon Slot Frugality: Place 1 weapon slot on a section of the player's choice to each of their owned Zoids. Armor Slot Frugality: Add 1 armor slot to each of the player's owned Zoids. Computer Slot Frugality: Add 1 computer slot to each of the player's owned Zoids. Advanced Secondary Actions - Offense - Precision Aim – Increases global accuracy by 5% when using Long or Extra-long ranged weapons at correct range; cannot be used with Sprint secondary action. - Quick Charge – Acts as a second charge action for charging weaponry. - Weapon Vent - Acts as a second action for weapon cooldowns/recharges. - Defense - Block - An armor section of the user's choice is hit by an attack instead of the intended target. - Movement - Sidestep – 45% chance to negate melee attack; only 2 uses per turn. Calculation To calculate statistical changes from these bonuses, use the values from before any and all modifications, weaponry, etc. Bonuses from Specialization stack with each point put into them. Here is a basic equation for the figuring of the end values for them, where "y" equals the end value, "x" equals the beginning value, and “m” equals the total percent increase. (e.g. you have 2 points in Energy Resistance. 2*3%=6%, so that is "m"; for easier calculation, use 0.03 and 0.06 for 3% and 6%, respectively) y = x (No points in bonus), y = x - mx (Equation for calculating amounts if the beginning amount is supposed to DECREASE, such as with damage resistance from Defense perks), or y = mx + x (Equation for calculating amounts if the beginning amount is supposed to INCREASE, such as with damage buffs from Offense perks or speed buffs from Movement perks) Odds indicate that you are EXTREMELY likely to end up with a decimal of some sort. With that decimal, round to the nearest whole number. If you come to a number that is directly in the middle of two such values, such as 77.5 or 83.5, then round UP. F.e. Your cannon does 80 impact DP. You have 1 point in Impact Damage, so you get +3% DP for all attacks that do impact DP. 80*0.03 (or 3%) = 2.4. 2.4 isn't a whole number, though, and 0.4 is closer to 0 than it is to 1, so you would round DOWN to 82. Therefore, your cannon now does 82 impact DP. Please note that the bonuses apply to new and old Zoids alike, as well as new weapons, CAS armors, etc. They do not affect speed modifications, any Mod that increases accuracy, etc. While using CAS armors, the bonuses are calculated BEFORE the CAS armors' speed and agility buffs/debuffs have been applied, but weapons, damage resistances, Frugality bonuses (armor slots, weapon slots, etc.), and armor gain their bonuses AFTER. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Rules & Info · Next Topic » |







6:42 PM Jul 10