Post by Colin Arascain on Jun 15, 2014 21:42:36 GMT -5
Patch 2.1: LIKE GENTLEMEN
BASIC MECHANICS
- A successful block or dodge will now require Advantaged Defender rather than Equivalent Combatants.
- A block or dodge at Equivalent Combatants will now cause a Glancing Hit, reducing the resulting wound by three ranks.
- Glancing Hits will not trigger on-hit non-damaging effects such as debuffs, bindings, or stamina drain by default.
- Individual non-damaging techniques, powers, etc may be mechanized to have some lessened effect on a Glancing Hit.
- Dedicated blocking techniques will defend against Glancing Hits successfully; barriers will break after doing so.
- Release Cap is being modified: A non-Transcendent may only have up to +60 in a given stat from release bonuses.
- Two new effects are being introduced to deal with methods of detection and concealment outside of Reiatsu Perception.
- The conditional Precision bonus of Grandmaster Hakuda and Weapon Proficiency is being removed.
- Comparison tiers are shrinking, and wound stacking rules are being altered, as outlined below:
Two wounds of the same severity, or a wound of that severity and a wound one rank lower, are equal to one wound of the next rank higher. That means that two Moderate wounds (or a Moderate wound and a Minor wound) are roughly equivalent to a single Major wound.
Equivalent, –14 to +14 stats/equal skill ranks. The result is effectively equal.
Advantaged, +15 to +49 stats/a skill rank difference of one. The result is decidedly in the favor of one side, but not overwhelmingly so.
Superior, +50 to +89 stats/a skill rank difference of two. The result strongly favors one side and can be a serious hindrance if not dealt with appropriately.
Dominant, +90 or more stats/a skill rank difference of three or more. The result extremely favors one side and could potentially obliterate the opponent entirely if something extraordinary is not done to prevent it.
Sensory
Using senses other than sight or Reiatsu Perception to detect enemies or allies.
May use a combat action to locate entities within Intermediate Range, or automatically detect entities within Melee Range.
Increases to Long Range and Close Range respectively with a Mastery in the relevant skill or power.
Has no associated stat or skill check unless an appropriately-flavored stealth technique is in use.
Cost follows the model of Reiatsu Perception's Sense.
James uses a combat action to focus his enhanced sense of smell, detecting a hidden opponent in the distance.
An invisible opponent sneaks up on James, but James smells them passing into Melee Range and turns in time to react.
Stealth
Concealment, hiding from an opponent's senses other than Reiatsu Perception.
Has no associated stat or skill check unless an appropriately-flavored sensory technique is in use.
If such a technique is in use, a check at Advantaged or higher is required to stay concealed.
Cost is low and paid per round, varying based on flavor.
James uses a light-based power to turn invisible, but can still be detected through sound, Reiatsu Perception, etc.
HOLLOW & ARRANCAR
- The Master and Grandmaster ranks of Hierro have been slightly scaled back in power.
- Regeneration has been completely redesigned.
Hierro
Hierro is the 'steel skin' of the Hollow-Breeds, a hardened layer of reiryoku that makes them difficult to damage. This steel skin is strong enough to throw off sparks when hit by a sword.
Each check affected by Hierro costs 3 Stamina. Hierro cannot exceed Advanced if Regeneration does.
- Beginner: Superficial wounds nullified entirely
- Basic: +5 Defense, decreases severity of Menial Wounds by one rank
- Intermediate: Decreases severity of Minor Wounds by one rank
- Advanced: Additional +10 Defense, decreases severity of Moderate Wounds by one rank
- Master: Decreases severity of Major Wounds by one rank, Minor Wounds by two ranks, and nullifies Menial Wounds entirely
- Grandmaster: Additional +15 Defense, decreases severity of Severe Wounds by one rank and Moderate Wounds by two ranks
Regeneration
An Arrancar's ability to stitch their flesh back together like cloth. Those truly gifted will be able to restore entire chunks of their body in an instant or restore an entire limb with only a cursory moment's attention.
Regeneration cannot exceed Advanced if Hierro does.
- Beginner: Unlocks Delayed Regeneration.
- Basic: Unlocks Rapid Regeneration.
- Intermediate: Unlocks High-Speed Regeneration.
- Advanced: Unlocks Accelerated Regeneration.
- Master: Unlocks Critical Regeneration.
- Grandmaster: Halves the price of Accelerated Regeneration and Critical Regeneration.
Delayed Regeneration
15 Stamina, Two Actions
Heals a wound completely. May affect up to a Moderate wound, increasing by one rank with each rank in Regeneration after this is unlocked; does not affect Fatal wounds. While stamina is paid during the first action, wounds are not healed until the second action is expended. The user may delay the second action indefinitely, but any damage taken between these actions will cancel the healing process, wasting any stamina paid.
Rapid Regeneration
10 Stamina, Single Action
Heals a wound completely. May affect up to a Minor wound, increasing by one rank with each rank in Regeneration after this is unlocked; does not affect Fatal wounds.
High-Speed Regeneration
5 Stamina, Instant
Heals a wound completely. May affect up to a Superficial wound, increasing by one rank with each rank in Regeneration after this is unlocked; does not affect Fatal wounds.
Accelerated Regeneration
10 Stamina, Instant, Two-Round Cooldown
Removes a combat action from a single use of Delayed Regeneration or Rapid Regeneration.
Critical Regeneration
40 Stamina, Double Action
Heals a fatal wound completely. Consumes the last action in one turn and the first in the next. Interruptions, such as taking additional damage, result in death.
QUINCY
- Gritz has been doubled in price and has been specified as a Physical and Movement bind.
- Default Ginto spells (Heizen, Gritz, Wolke, and Sprenger) will be re-examined in a future patch.