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View Full Version : Elbow, Knee and Shoulder Ram


Mado
03-01-2010, 03:31 PM
Reno suggested giving these attacks a small chance to stun, giving them more than just role play value.

So here's what they do now:
Shoulder Ram - 6% damage
Knee - 4% damage
Elbow - 4% damage

Shin kick does 1% damage, we could add something to it, but it was really added to humiliate your opponent rather than having much effect. Dast and I just thought it would be funny :)

So we should probably have the higher damage one (Shoulder Ram) have the lowest chance for a stun, right? Otherwise, it'd kinda defeat the purpose of giving the lower damage moves an added effect.

Shoulder Ram - 6% damage; 8% chance to stun the target for one turn.
Knee - 4% damage; 12% chance to stun the target for two turns.
Elbow - 4% damage; 20% chance to stun the target for one turn.

How does that sound?

Reno
03-01-2010, 03:42 PM
I like the numbers. I only wonder how stacking "stun" type attacks will work. Solar flare, stun custom moves, the new grenades, and now these.

I like shin kick being 1% damage with no bonus. Maybe there could be a 1% to stun the opponent also. Then you have to win a coin flip. Then you have to beat the ref in a best of seven paper rock scissors match. If no winner is found, we'll hold sack races on consecutive sundays until one is found.

Mado
03-01-2010, 03:51 PM
I like the numbers. I only wonder how stacking "stun" type attacks will work. Solar flare, stun custom moves, the new grenades, and now these.

I like shin kick being 1% damage with no bonus. Maybe there could be a 1% to stun the opponent also. Then you have to win a coin flip. Then you have to beat the ref in a best of seven paper rock scissors match. If no winner is found, we'll hold sack races on consecutive sundays until one is found.

Well, definitely no stacking stun effects. And the grenades completely immobilize someone, so it'd be pointless to stun them if they can't move, but no stacking those either. As far as Solar Flare and stunned? Hmm...my first thought is to just say no. Not only is it a bit unfair, but then we have to come up with numbers on someone being blinded and stunned. Sounds like no fun and too much confusion to me.

Dalun
03-01-2010, 03:53 PM
Well, definitely no stacking stun effects. And the grenades completely immobilize someone, so it'd be pointless to stun them if they can't move, but no stacking those either. As far as Solar Flare and stunned? Hmm...my first thought is to just say no. Not only is it a bit unfair, but then we have to come up with numbers on someone being blinded and stunned. Sounds like no fun and too much confusion to me.

I say, kick 'em while they're down!

SSArga
03-01-2010, 04:10 PM
I say, kick 'em while they're down!

I second that

SSArga
03-01-2010, 04:10 PM
Reno suggested giving these attacks a small chance to stun, giving them more than just role play value.

So here's what they do now:
Shoulder Ram - 6% damage
Knee - 4% damage
Elbow - 4% damage

Shin kick does 1% damage, we could add something to it, but it was really added to humiliate your opponent rather than having much effect. Dast and I just thought it would be funny :)

So we should probably have the higher damage one (Shoulder Ram) have the lowest chance for a stun, right? Otherwise, it'd kinda defeat the purpose of giving the lower damage moves an added effect.

Shoulder Ram - 6% damage; 8% chance to stun the target for one turn.
Knee - 4% damage; 12% chance to stun the target for two turns.
Elbow - 4% damage; 20% chance to stun the target for one turn.

How does that sound?

I like that because if he strongest attack has the most chance to stun that would be unfair

Epyon
03-01-2010, 04:26 PM
I don't like it. It just gives me more shit to do. :-P

We should add 5% chance to hit your funny bone and stun yourself to elbow. :-D

Roner
03-01-2010, 04:50 PM
I like the numbers. I only wonder how stacking "stun" type attacks will work. Solar flare, stun custom moves, the new grenades, and now these.

I like shin kick being 1% damage with no bonus. Maybe there could be a 1% to stun the opponent also. Then you have to win a coin flip. Then you have to beat the ref in a best of seven paper rock scissors match. If no winner is found, we'll hold sack races on consecutive sundays until one is found.

Basketball was a fantastic movie!

Dalun
03-01-2010, 05:23 PM
I don't like it. It just gives me more shit to do. :-P

We should add 5% chance to hit your funny bone and stun yourself to elbow. :-D

I loled. Guess you hit my funny bone. Oh the puns!!!

TheRAGER
03-01-2010, 11:30 PM
Reno suggested giving these attacks a small chance to stun, giving them more than just role play value.

So here's what they do now:
Shoulder Ram - 6% damage
Knee - 4% damage
Elbow - 4% damage

Shin kick does 1% damage, we could add something to it, but it was really added to humiliate your opponent rather than having much effect. Dast and I just thought it would be funny :)

So we should probably have the higher damage one (Shoulder Ram) have the lowest chance for a stun, right? Otherwise, it'd kinda defeat the purpose of giving the lower damage moves an added effect.

Shoulder Ram - 6% damage; 8% chance to stun the target for one turn.
Knee - 4% damage; 12% chance to stun the target for two turns.
Elbow - 4% damage; 20% chance to stun the target for one turn.

How does that sound?

I agree. I like the numbers and it should make fighting a lot more interesting and fun.

Just 1 thing... shoulder ram is now better then uppercut, which i guess would be ok if you have BK then theres a difference. unless you have karate which then makes uppercut useless.
either way I like it.

ADD IT NOW!