Post by TM93 on Feb 28, 2016 4:41:06 GMT
So, after a bit of time spent helping people build I've already had some insight onto one of the perhaps more broken aspects of the game if you let it run free: Clashing, and Clashing at a Range.
As such, enjoy a build for a beloved Mega Level Digimon who's perfect for the job: Argomon (Ultimate)
Argomon-Ultimate
Level: Mega
Size: Gigantic
Movement: 24
Wound Boxes: 19
Health: 9
Accuracy: 1
Damage: 16
Dodge: 7
Armor: 9
Brains: 8
Body: 21
Agility: 4
Misc. Qualities
Speedy Rank 6
Reach Rank 3
Armor Piercing 4
Red Digizoid Armor
Gold Digizoid Armor
Red Digizoid Weaponry
Obsidian Digizoid Weaponry
Weapon Rank 3
Combat Awareness Rank 3
Pitcher Rank 3
Multi-Grappler
Brawler Optimization
Attack List
Brute Force [Melee][Damage][Weapon][Armor Piercing 4 (Armor Piercing 5)]
Distortion Line
Judecca Cannon
Jungle Snare
Heavy Impact
LITERALLY NONE OF THE OTHER ATTACKS MATTER, JUST GIVE EM NAMES AND A DAMAGE+MELEE TAG. More on that in a sec.
Let's take a look at how Clashes work quick (Page 41)
Both participants have to be Close to each other and the one who initiates the Clash rolls 3d6 + your Body stat against a TN of 0 + your opponent’s Agility stat. You gain a +2 or -2 bonus for each rank of size difference between the two of you, +2 for each category you are larger than your opponent and -2 for each size you are smaller than the creature. If you succeed, then you control the Clash. If you fail, then your opponent can either choose to take control of the Clash or not Clash at all.
Reach obviously ignores the Close bit, adding +6 Meters of Range between Clashers at the expense of a 50% Damage Loss (which is fine if you want to play it safe and have your opponent be unable to do as much either). Clashing currently specifies whoever INITIATES the Clash uses the Body Stat roll; meaning that if you want to be Clashing, you want the high Body Stat.
Now to explain the surely confusing 1 in Accuracy; if you Control the Clash, you have a few Damage Dealing options:
• Attack (Complex Action) You roll to hit with a
[Melee] tagged attack as normal. The target in the Clash cannot roll to Dodge.
• Throw (Complex Action) The one who controls the Clash throws the other Digimon. It lands in the Far zone or a number of meters equal to half the
controller’s Body stat. The thrower deals total
damage to the thrown Digimon equal to its Damage attribute, reduced by Armor as normal. If the thrown Digimon is tossed at a group of other Digimon, then the thrower treats it as a normal [Ranged] attack, except that the Damage is equal to the thrown
Digimon’s Body.
Now, obviously Attack is the better option considering you have 1 in Accuracy, but if you just want to dump a body with style; Throwing is an option too.
But cutting to the chase here: neither of the Grapple-based Damage options require you to roll Accuracy vs Dodge. Having Accuracy involved in a Clash Attack actually makes your Digimon do some risky Damage. Let me repeat: a purely Grapple/Clash focused Digimon does not need Accuracy in the slightest in order to deal Damage.
What does this mean? Well for one thing it means to be effective, you now have about 20% more Stat Points to spend on an average build. It also means that you don't have as many Qualities deemed "good" for you, such as Certain Strike or Huge Power, cutting down majorly on the amount of work you need to do to set the build up Quality-Wise. A lot of Digimon builds still need a fair bit of Quality investment after the fact, but Clash builds are ready to go fairly quick!
But there's a lot of ups and downs all arounds for this sort of build. Let's take a look at a few here.
Positives
- Insanely high Damage output.
- Reliable Damage not affected by Accuracy Rolls
- You can be a WRASSLER
- Super fast Stat Growth
Downsides
- Reach Downsides if you happen to require it to catch up to a faster opponent. That said you should be able to keep up movement-wise with all but the speediest of foes.
- Your low Agility rating means that you won't be able to move first very often, and if an opponent Initiates a Clash, you're in trouble. That said as a Clash build you should ALWAYS be Initiating a Clash.
- Your massive Damage output is generally Single Target and Melee, meaning in a Ranged fight with a ton of enemies, you might not be super effective.
- You are very vulnerable to having a Clash ending due to Effects. This is a risk of running Red Digizoid Weaponry, but it's well worth the risk for the massive damage output you receive in return. If you feel it's risky, take something else by all means.
Teammates are key to this build: even with max Combat Awareness; you're slow, which means you could both gain aggro, or be hit (Healers are your friend!). People can and will move faster than you. But that's fine; that means they'll be more likely to take the aggro first (unless there's an in-character reason for the enemies to go after the Clasher first), letting you waltz in, smack a dude, and walk out with little issue. In this case: Brute Force. Over. And over. And over.
As such, enjoy a build for a beloved Mega Level Digimon who's perfect for the job: Argomon (Ultimate)
Argomon-Ultimate
Level: Mega
Size: Gigantic
Movement: 24
Wound Boxes: 19
Health: 9
Accuracy: 1
Damage: 16
Dodge: 7
Armor: 9
Brains: 8
Body: 21
Agility: 4
Misc. Qualities
Speedy Rank 6
Reach Rank 3
Armor Piercing 4
Red Digizoid Armor
Gold Digizoid Armor
Red Digizoid Weaponry
Obsidian Digizoid Weaponry
Weapon Rank 3
Combat Awareness Rank 3
Pitcher Rank 3
Multi-Grappler
Brawler Optimization
Attack List
Brute Force [Melee][Damage][Weapon][Armor Piercing 4 (Armor Piercing 5)]
Judecca Cannon
Jungle Snare
Heavy Impact
LITERALLY NONE OF THE OTHER ATTACKS MATTER, JUST GIVE EM NAMES AND A DAMAGE+MELEE TAG. More on that in a sec.
Let's take a look at how Clashes work quick (Page 41)
Both participants have to be Close to each other and the one who initiates the Clash rolls 3d6 + your Body stat against a TN of 0 + your opponent’s Agility stat. You gain a +2 or -2 bonus for each rank of size difference between the two of you, +2 for each category you are larger than your opponent and -2 for each size you are smaller than the creature. If you succeed, then you control the Clash. If you fail, then your opponent can either choose to take control of the Clash or not Clash at all.
Reach obviously ignores the Close bit, adding +6 Meters of Range between Clashers at the expense of a 50% Damage Loss (which is fine if you want to play it safe and have your opponent be unable to do as much either). Clashing currently specifies whoever INITIATES the Clash uses the Body Stat roll; meaning that if you want to be Clashing, you want the high Body Stat.
Now to explain the surely confusing 1 in Accuracy; if you Control the Clash, you have a few Damage Dealing options:
• Attack (Complex Action) You roll to hit with a
[Melee] tagged attack as normal. The target in the Clash cannot roll to Dodge.
• Throw (Complex Action) The one who controls the Clash throws the other Digimon. It lands in the Far zone or a number of meters equal to half the
controller’s Body stat. The thrower deals total
damage to the thrown Digimon equal to its Damage attribute, reduced by Armor as normal. If the thrown Digimon is tossed at a group of other Digimon, then the thrower treats it as a normal [Ranged] attack, except that the Damage is equal to the thrown
Digimon’s Body.
Now, obviously Attack is the better option considering you have 1 in Accuracy, but if you just want to dump a body with style; Throwing is an option too.
But cutting to the chase here: neither of the Grapple-based Damage options require you to roll Accuracy vs Dodge. Having Accuracy involved in a Clash Attack actually makes your Digimon do some risky Damage. Let me repeat: a purely Grapple/Clash focused Digimon does not need Accuracy in the slightest in order to deal Damage.
What does this mean? Well for one thing it means to be effective, you now have about 20% more Stat Points to spend on an average build. It also means that you don't have as many Qualities deemed "good" for you, such as Certain Strike or Huge Power, cutting down majorly on the amount of work you need to do to set the build up Quality-Wise. A lot of Digimon builds still need a fair bit of Quality investment after the fact, but Clash builds are ready to go fairly quick!
But there's a lot of ups and downs all arounds for this sort of build. Let's take a look at a few here.
Positives
- Insanely high Damage output.
- Reliable Damage not affected by Accuracy Rolls
- You can be a WRASSLER
- Super fast Stat Growth
Downsides
- Reach Downsides if you happen to require it to catch up to a faster opponent. That said you should be able to keep up movement-wise with all but the speediest of foes.
- Your low Agility rating means that you won't be able to move first very often, and if an opponent Initiates a Clash, you're in trouble. That said as a Clash build you should ALWAYS be Initiating a Clash.
- Your massive Damage output is generally Single Target and Melee, meaning in a Ranged fight with a ton of enemies, you might not be super effective.
- You are very vulnerable to having a Clash ending due to Effects. This is a risk of running Red Digizoid Weaponry, but it's well worth the risk for the massive damage output you receive in return. If you feel it's risky, take something else by all means.
Teammates are key to this build: even with max Combat Awareness; you're slow, which means you could both gain aggro, or be hit (Healers are your friend!). People can and will move faster than you. But that's fine; that means they'll be more likely to take the aggro first (unless there's an in-character reason for the enemies to go after the Clasher first), letting you waltz in, smack a dude, and walk out with little issue. In this case: Brute Force. Over. And over. And over.