[Saki] Amae Koromo
2 posters
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[Saki] Amae Koromo
Hero Name: Amae Koromo
Title: Ryuumonbuchi Captain
Anime: Saki
Amae Koromo is a second year student at Ryuumonbuchi High School, and the mahjong team's captain. Her skill at the game is so extraordinary that many consider her to be one among the few national-class monsters. Although appearing and acting like a child, her true nature is revealed when she competes, wanting to completely crush the opponents' pride.
Attributes:
Endurance
========== (5)
Swiftness
========== (2)
Potency
========== (7)
Resistance
========== (7)
Speed
========== (3)
Stat Growth
Endurance
==
Swiftness
=
Potency
==
Category
Disabler
Carry
Extra Information
Attack Range: 128 (Melee)
Base Attack Speed: 1.8
Base Move Speed: 270
Abilities
Default Skill - Anticipation
Koromo is able to sense when her opponents are in tenpai, as well as the value of their hands, thus being able to play accordingly.
---------------------------------
Magic Reduction
---------------------------------
Magic damage reduced by 20%
---------------------------------
Spell Type: Passive
1st Skill – Tsumo!
Koromo wins with a tile drawn off the wall, thus winning points from all players
---------------------------------
Area of Effect
Wave damage (3 waves)
If enemy is hero, third wave causes knock back
---------------------------------
Level 1 – 100 damage per wave
Level 2 – 150 damage per wave
Level 3 – 200 damage per wave
Level 4 – 300 damage per wave
Level 5 – 500 damage per wave
---------------------------------
Spell Type: AoE
Spell Damage: Spell
Cast Range: 500
Area of Effect: 300
Interval between waves: 0.5
Knockback distance: 400
---------------------------------
Cooldown: 20
2nd Skill – Haitei Raoyue: Pressure (W)
---------------------------------
Slows enemies
Enemy accuracy reduced 50%
---------------------------------
Level 1 – Miss/Slow duration 5 seconds
Level 2 – Miss/Slow duration 6 seconds
Level 3 – Miss/Slow duration 8 seconds
Level 4 – Miss/Slow duration 11 seconds
Level 5 – Miss/Slow duration 15 seconds
---------------------------------
Spell Type: AoE, Buff
Cast Range: 500
Area of Effect: 300
---------------------------------
Cooldown: 16/17/18/19/20
3rd Skill – Dealer Seat (E)
Players sitting in the dealer seat can get larger point sums, while paying more when losing a hand.
---------------------------------
Damage output increased
Damage received increased
---------------------------------
Level 1 – Damage output/received 150%/150% ; Duration 11 sec
Level 2 – Damage output/received 155%/145% ; Duration 13 sec
Level 3 – Damage output/received 162%/140% ; Duration 15 sec
Level 4 – Damage output/received 171%/135% ; Duration 17 sec
Level 5 – Damage output/received 183%/130% ; Duration 19 sec
---------------------------------
Spell Type: Self, Buff
---------------------------------
Cooldown: 30
Ultimate – Haitei Raoyue: “Scoop the Moon from the Seabed” (R)
---------------------------------
Targeted Area of Effect
If: Haitei Raoyue: Pressure, Then: Armor Reduction is applied
---------------------------------
Level 1 – 1000 damage; armor reduction -5
Level 2 – 2250 damage; armor reduction -8
Level 3 – 3500 damage; armor reduction -12
---------------------------------
Spell Type: AoE, Buff
Spell Damage: Enhanced
Cast Range: 500
Area of Effect: 500
---------------------------------
Cooldown: 120
Some Notes:
Tried to create a reasonable synergy between the abilities, although some may have been a bit much. The primary ability would clearly be the first skill, and the second ability, although usable on its own, is meant to work well with the former. If not clear, the series is not one that involves actual fighting (actually about mahjong), but the amount of effects used makes for an interesting build. Please review and use your flawless logic to rip apart and make this suggestion better.
---------------------------------
When you point it out, it makes the suggestion look incredibly amateur, so I am thankful that you pointed out the various flaws. I have tried to rework the elements that you noted as being unworkable, so I hope that you can look over it again and point out the weak points so that they can be revised. Specific points reworked were:
-Mana pool eliminated
-Default clarified from spell to magic
-Skill 1 growth rate altered (starts lower, and then experiences exponential growth); armor reduction classified as an integer; buff only applies when skill 2 active
-Skill 2 durations increased; accuracy reduction reclassified to miss
-Skill 3 rewritten completely due to overly forced synergy; can sync with Skill 2
-Ultimate rewritten completely due to overly forced synergy
---------------------------------
I thank you for the timely response, and have implemented the suggestions that you have made. There are a number of abilities that could have replaced the first while moving the former first to ultimate, so I decided to go with a farming ability. 1st Skill (the new one) may still need some tuning however.
Changes made:
-Skill 1 rewritten; former skill 1 transferred to ultimate
-Skill 2 duration altered for exponential growth; cooldown reduced
-Skill 3 ratios rewritten as percentages; ratios start higher and experience growth/decay; cooldown/duration adjusted
-Ultimate replaced with former 1st skill; adjusted damage and armor reduction; upgraded to enhanced damage; AoE increased from 300 to 500; cooldown increased to 120 for ultimate
Title: Ryuumonbuchi Captain
Anime: Saki
- Spoiler:
Amae Koromo is a second year student at Ryuumonbuchi High School, and the mahjong team's captain. Her skill at the game is so extraordinary that many consider her to be one among the few national-class monsters. Although appearing and acting like a child, her true nature is revealed when she competes, wanting to completely crush the opponents' pride.
Attributes:
Endurance
========== (5)
Swiftness
========== (2)
Potency
========== (7)
Resistance
========== (7)
Speed
========== (3)
Stat Growth
Endurance
==
Swiftness
=
Potency
==
Category
Disabler
Carry
Extra Information
Attack Range: 128 (Melee)
Base Attack Speed: 1.8
Base Move Speed: 270
Abilities
Default Skill - Anticipation
Koromo is able to sense when her opponents are in tenpai, as well as the value of their hands, thus being able to play accordingly.
---------------------------------
Magic Reduction
---------------------------------
Magic damage reduced by 20%
---------------------------------
Spell Type: Passive
1st Skill – Tsumo!
Koromo wins with a tile drawn off the wall, thus winning points from all players
---------------------------------
Area of Effect
Wave damage (3 waves)
If enemy is hero, third wave causes knock back
---------------------------------
Level 1 – 100 damage per wave
Level 2 – 150 damage per wave
Level 3 – 200 damage per wave
Level 4 – 300 damage per wave
Level 5 – 500 damage per wave
---------------------------------
Spell Type: AoE
Spell Damage: Spell
Cast Range: 500
Area of Effect: 300
Interval between waves: 0.5
Knockback distance: 400
---------------------------------
Cooldown: 20
2nd Skill – Haitei Raoyue: Pressure (W)
- Spoiler:
---------------------------------
Slows enemies
Enemy accuracy reduced 50%
---------------------------------
Level 1 – Miss/Slow duration 5 seconds
Level 2 – Miss/Slow duration 6 seconds
Level 3 – Miss/Slow duration 8 seconds
Level 4 – Miss/Slow duration 11 seconds
Level 5 – Miss/Slow duration 15 seconds
---------------------------------
Spell Type: AoE, Buff
Cast Range: 500
Area of Effect: 300
---------------------------------
Cooldown: 16/17/18/19/20
3rd Skill – Dealer Seat (E)
Players sitting in the dealer seat can get larger point sums, while paying more when losing a hand.
---------------------------------
Damage output increased
Damage received increased
---------------------------------
Level 1 – Damage output/received 150%/150% ; Duration 11 sec
Level 2 – Damage output/received 155%/145% ; Duration 13 sec
Level 3 – Damage output/received 162%/140% ; Duration 15 sec
Level 4 – Damage output/received 171%/135% ; Duration 17 sec
Level 5 – Damage output/received 183%/130% ; Duration 19 sec
---------------------------------
Spell Type: Self, Buff
---------------------------------
Cooldown: 30
Ultimate – Haitei Raoyue: “Scoop the Moon from the Seabed” (R)
- Spoiler:
---------------------------------
Targeted Area of Effect
If: Haitei Raoyue: Pressure, Then: Armor Reduction is applied
---------------------------------
Level 1 – 1000 damage; armor reduction -5
Level 2 – 2250 damage; armor reduction -8
Level 3 – 3500 damage; armor reduction -12
---------------------------------
Spell Type: AoE, Buff
Spell Damage: Enhanced
Cast Range: 500
Area of Effect: 500
---------------------------------
Cooldown: 120
Some Notes:
---------------------------------
-Mana pool eliminated
-Default clarified from spell to magic
-Skill 1 growth rate altered (starts lower, and then experiences exponential growth); armor reduction classified as an integer; buff only applies when skill 2 active
-Skill 2 durations increased; accuracy reduction reclassified to miss
-Skill 3 rewritten completely due to overly forced synergy; can sync with Skill 2
-Ultimate rewritten completely due to overly forced synergy
---------------------------------
I thank you for the timely response, and have implemented the suggestions that you have made. There are a number of abilities that could have replaced the first while moving the former first to ultimate, so I decided to go with a farming ability. 1st Skill (the new one) may still need some tuning however.
Changes made:
-Skill 1 rewritten; former skill 1 transferred to ultimate
-Skill 2 duration altered for exponential growth; cooldown reduced
-Skill 3 ratios rewritten as percentages; ratios start higher and experience growth/decay; cooldown/duration adjusted
-Ultimate replaced with former 1st skill; adjusted damage and armor reduction; upgraded to enhanced damage; AoE increased from 300 to 500; cooldown increased to 120 for ultimate
Last edited by otakuthegreat on 5/30/2013, 6:06 am; edited 10 times in total
otakuthegreat- Newbie Member
- Posts : 38
Join date : 2012-11-18
Country : US of A
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Re: [Saki] Amae Koromo
Magic reductions, not Spell what it's called. Unless for a particular synergistic reason that it is supposed to do what it stated (Reduce 20% damage from all spells of all kinds and damages), please follow the acknowledged terms for minimum misunderstanding.
AFAIK armor reduction can only be made by flat numbers and not percentage, since you can't deduct the current amount of armor the enemy has correctly (imagine an ability changing armor value per 0.01s interval).
It's Miss.Amount of slow = ?
Effectively making Q's usable cd (aka amount of time before mana reaches 30) around <10s with average items and max 3rd. 5k 300 AoE nuke 4~10s cd.
Damage bonus counts from which source?
Combining damage from 3 skills into one and spread the effects to the other two skills ain't gonna work.
3rd is too forced, 2nd is subpar and 1st is just plain high burst nuke easily accessible and can almost instantly kill anyone when hero's level 4 and everyone else's HP is roughly 2k, and one hit everyone at lvl 7 and their <2k5 HP.
Ultimate with 3rd is just forcing you to go tons of AS and damage for its obvious bonuses, forcing usage of 1st and making 2nd a skill that is so useless pass level 1 (one point wonder) you wanna go for stats instead.
Err no.
AFAIK armor reduction can only be made by flat numbers and not percentage, since you can't deduct the current amount of armor the enemy has correctly (imagine an ability changing armor value per 0.01s interval).
It's Miss.Amount of slow = ?
Effectively making Q's usable cd (aka amount of time before mana reaches 30) around <10s with average items and max 3rd. 5k 300 AoE nuke 4~10s cd.
Damage bonus counts from which source?
Combining damage from 3 skills into one and spread the effects to the other two skills ain't gonna work.
3rd is too forced, 2nd is subpar and 1st is just plain high burst nuke easily accessible and can almost instantly kill anyone when hero's level 4 and everyone else's HP is roughly 2k, and one hit everyone at lvl 7 and their <2k5 HP.
Ultimate with 3rd is just forcing you to go tons of AS and damage for its obvious bonuses, forcing usage of 1st and making 2nd a skill that is so useless pass level 1 (one point wonder) you wanna go for stats instead.
Err no.
Re: [Saki] Amae Koromo
Changes made above
otakuthegreat- Newbie Member
- Posts : 38
Join date : 2012-11-18
Country : US of A
Interests : Time Travel
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Re: [Saki] Amae Koromo
Thing about miss chance is that you are supposed to be constantly drugging the enemy with it. Since you wanted her to be a carry, it should be better scaled with levels, and the cooldown should be, by carry's norm, easily spammable.
Use percentage numbers instead. Instead of what you proposed, the berserk effect should be more devastating for both sides at early levels, then scale into your favour as it levels up.
Ultimate is pretty much a Yuki + Kanade but has neither of each's niche, one having a synergy with her trap, other with the x400% damage dealt/taken. Does this loli has any other ability that can replace the 1st and bring the current one to ulti?
Use percentage numbers instead. Instead of what you proposed, the berserk effect should be more devastating for both sides at early levels, then scale into your favour as it levels up.
Ultimate is pretty much a Yuki + Kanade but has neither of each's niche, one having a synergy with her trap, other with the x400% damage dealt/taken. Does this loli has any other ability that can replace the 1st and bring the current one to ulti?
Re: [Saki] Amae Koromo
^^ Changes above ^^
otakuthegreat- Newbie Member
- Posts : 38
Join date : 2012-11-18
Country : US of A
Interests : Time Travel
Wall Status : Elsewhere
Anime Battle Characters :: Announcement and Site Related :: ABC Special Trash Bin :: Character Suggestions :: Pending Suggestions
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