Re: 7th Dragon 2020 ~ Sympathy for Chisa Inomiko (an LP EOV Anniversary Project)
Posted: Tue Jan 10, 2023 1:03 am
"Unfortunately." I'm sure we'll live.
Live Player Beach
https://lpbeach.co.uk/
Trinitro's skillset is mostly the same between games. The only change was that High Speed Regeneration was changed to this skill in 2020-II.-Heat Breath: Fire-elemental Breath attack to all party members. MAT-based. 1.5x damage. Cannot miss. 75% chance to inflict Burn for 4 turns. The Burn ticks for 11 damage, multiplies ATK and MAT damage dealt by 0.9x, and multiplies ATK and MAT damage taken by 1.05x.
-Flame Bane: Fire-elemental Ranged attack to random party members. MAT-based. 0.35x damage. Hits 7 times. 25% chance to inflict Burn for 4 turns. The Burn ticks for 8 damage, multiplies ATK and MAT damage dealt by 0.9x, and multiplies ATK and MAT damage taken by 1.05x.
-Tail Blade: Non-elemental Melee attack to all party members. ATK-based. 0.75x damage. Cannot miss.
-High Speed Regeneration: Buffs the user. Restores 2% of the user's LIFE (180 LIFE) at the end of the turn for 5 turns.
-Internal Flare: Buffs the user. Multiplies ATK and MAT damage dealt by 1.25x for 4 turns. Multiplies ATK and MAT damage taken by 0.9x for 3 turns.
-Heat Charge: Telegraph skill.
Which is a pretty big nerf and only amounts to like 1.06% of its HP regenerated per turn.-Turboregeneration: Buffs the user. Restores 70 LIFE at the end of the turn for 5 turns.
Over all the nerfs and the lack of changes make it rather pathetic.Routine 1:
-Take 2 actions per turn.
-If self is at or below 55% LIFE, swap to routine 2.
-If counter 1 is at or above 4 and it is the first action in the turn:
--Use Tail Blade. Add 1 to counter 0. Set counter 1 to 0.
-If counter 0 is at or above 3:
--Use Flame Bane. Set counter 0 to 0. Add 1 to counter 1.
-Else:
--1/3 chance to use a Fang attack. Add 1 to counters 0 and 1.
--2/3 chance to use a Ranged attack. Add 1 to counters 0 and 1.
Routine 2:
-Take 2 actions per turn:
-If global counter 2 is at 0:
--Use High Speed Regeneration (Targets the user's side). Set global counter 2 to 10.
-If global counter 2 is at 10 and it is the second action in the turn:
--Use Heat Charge (Targets the user's side). Set global counter 2 to 20.
-If global counter 2 is at 20:
--Use Heat Breath. Set global counter 2 to 30.
-If global counter 2 is at 30 and self is at or below 30% LIFE:
--Use Internal Flare (Targets the user's side). Add 1 to counters 0, 1, and 2. Add 1 to global counter 0. Set global counter 2 to 50.
-If counter 2 is at or above 14:
--Use High Speed Regeneration (Targets the user's side). Add 1 to counters 0 and 1. Set counter 2 to 0. Add 1 to global counter 0.
-If global counter 0 is at or above 7, global counter 1 is at 0, and it is the second action in the turn:
--Use Heat Charge (Targets the user's side). Add 1 to counters 0, 1, and 2. Add 1 to global counter 0. Set global counter 1 to 10.
-If global counter 0 is at or above 7 and global counter 1 is at 10:
--Use Heat Breath. Add 1 to counters 0, 1, and 2. Set global counters 0 and 1 to 0.
-If counter 1 is at or above 4 and it is the first action in the turn:
--Use Tail Blade. Add 1 to counters 0 and 2. Set counter 1 to 0. Add 1 to global counter 0.
-If counter 0 is at or above 3 and it is the first action in the turn:
--Use Flame Bane. Set counter 0 to 0. Add 1 to counters 1 and 2. Add 1 to global counter 0.
-Else:
--1/2 chance to use a Fang attack. Add 1 to counters 0, 1, and 2. Add 1 to global counter 0.
--1/2 chance to use a Ranged attack. Add 1 to counters 0, 1, and 2. Add 1 to global counter 0.
Playing this game in 2020 was a fucking trip, let me tell you!
Izumi is an incredibly nasty support, and her 2 actions per turn lets her keep up the pressure too. If she lands any of her blinds, your offensive party members are going to have a much rougher time with a 60% accuracy cut!Izumi (LV. 44/40)
-Air Slash: Non-elemental Melee attack to all party members. ATK-based. 0.9x damage. 0.9x speed. 0.8x accuracy. 30% chance to inflict Blind for 3 turns. Blinded targets have their accuracy multiplied by 0.4x.
-Straight Cut: Non-elemental Melee attack to one party member. ATK-based. 1.3x damage. 0.8x accuracy.
-Pour It On: Multiplies the damage of the next ATK-based attack from all enemies by 1.5x.
-SECT Combo: Non-elemental Melee attack to all party members. ATK-based. 1.2x damage. 1.1x accuracy. 99% chance to inflict Blind for 4 turns. Blinded targets have their accuracy multiplied by 0.4x.
-her blade to hide her disappointment.: Debuffs the user. Multiplies ATK damage taken by 2x for the entire battle.
Shouji (LV. 45/41)
-Attack: Whenever the user uses a basic attack, they will attack their target 2 times for 1x damage per hit with a chance to deal critical damage per hit.
-Salute: Non-elemental Ranged attack to one party member. ATK-based. 0.7x damage. Hits 2 times. 1.2x speed.
-Wide Shot: Non-elemental Ranged attack to all party members. ATK-based. 1x damage. 0.9x accuracy.
-Ricochet: Non-elemental Ranged attack to random party members. ATK-based. 0.95x damage. Hits 3 times. Has a priority level of 5. 0.6x accuracy.
-Grenade: Non-elemental Ranged attack to all party members. ATK-based. 0.6x damage. 80% chance to inflict Blind for 4 turns. Blinded targets have their accuracy multiplied by 0.4x.
-Furious Roar: Buffs the user. Multiplies ATK damage dealt by 1.5x for 5 turns.
So at level 1, using a basic attack has a weight of 100. All other skills, if learned, have a weight of 50 each. Resulting in a total weight of 250. You have a 100 out of 250 chance (40%) to see a regular attack come out from the Samurai. And a 150 out of 250 chance (60%) to see them use a skill instead. 50 out of 250 (20%) for that specific skill to be used. If the skill isn't learned, it just isn't added to the roulette. So not knowing 1 skill would cause the total weight to be 200.-Attack
-Whirlwind Roll (Battou Stance only)
-Flying Slash (Battou Stance only)
-Sunset Kata (Battou Stance only)
The Black Bloom covering the fast travel UI is a really nice touch.
And its 2020-II skills:Jigowatt
-Discharge: Non-elemental Ranged attack to all party members. MAT-based. 0.65x damage. Cannot miss. 75% chance to inflict Paralysis for 4 turns. Paralyzed targets have a 45% chance to not act.
-Rail Charge: Telegraph skill. Display message: "Jigowatt is storing energy!"
-Rail Charge: Telegraph skill. Display message: "The energy charge is complete!"
-Railgun: Non-elemental Ranged attack to all party members. MAT-based. 4x damage. Cannot miss.
-Clean Sweep: Non-elemental Ranged attack to random party members. MAT-based. 0.4x damage. Hits 6 times. 1.5x accuracy.
-Aimed Shot: Non-elemental Ranged attack to one party member. MAT-based. 1.5x damage. Cannot miss.
Some of the damage on the skills were toned down, but that's to counteract the stat boosts Jigowatt got so it wouldn't vaporize you.Jigowatt (LV. 52/48)
-Discharge: Lightning-elemental Ranged attack to all party members. MAT-based. 0.65x damage. Cannot miss. 40% chance to inflict Stop for 2 turns.
-Rail Charge: Telegraph skill. Display message: "Jigowatt is storing energy!"
-Rail Charge: Telegraph skill. Display message: "The energy charge is complete!"
-Railgun: Non-elemental Ranged attack to all party members. MAT-based. 3x damage. Cannot miss. 70% chance to inflict Paralysis for 4 turns. Paralyzed targets have a 30% chance to not act.
-Clean Sweep: Non-elemental Ranged attack to random party members. MAT-based. 0.3x damage. Hits 6 times. 0.8x accuracy.
-Aimed Shot: Non-elemental Ranged attack to one party member. MAT-based. 1.4x damage. Cannot miss.