Adaptation Fighting Style

Adaptation Fighting Style
effort 5.0 3 quality 4.0 3 reasonability 3.666666666666667 3

Adaptation Fighting Style

This lost fighting style in comparison to other fighting styles is below average in power, speed, and overall size. However, the strength in this fighting style lies in its ability to adapt, and integrate freshly learned ways of fighting into itself. Additionally, this fighting style is highly focused on defense above all else, and as such it will improve your blocking power much like Boxing.

Adaptation Mechanic:
Adaption Points (How adaptation in a particular category is measured; from 0 to 100); Will call Adaptation Points “AP” from now on

Adaptation Categories:
Note: When I say some DR I think of around 0.05% per point of AP for that specific category
Categories:

  • Sharp (Sword based)
    Slightly boosts damage and adds bleed damage as AP are accumulated.
    Cost/Requirements
    Damage boost: 20, 40, 60, 80, 100
    Bleed Mimicry: 75 to 100
    Slash Resistance (some DR against Slash/Sword attacks; progressive): 0 to 100

  • Blunt (Blunt/Fighting Styles)
    Further amplifies blocking power and adds knockback as AP is accumulated.
    Block boost: 20, 40, 60, 80, 100
    Knockback: 60
    Blunt Resistance (some DR against blunt attacks; progressive): 0 to 100

  • Piercing (Spears/Stabs)
    Increases attack speed and boosts clash power of attacks.
    Atk Speed: 20, 40, 60, 80, 100
    Clash Power: 35, 70, 100
    Piercing Resistance (Same as others; progressive): 0 to 100

  • Magic (General)
    Increases attack size and improves resilience against status damage/blinds.
    Atk size: 20, 40, 80, 100
    Resilience (Magic dependent): 25, 50, 75, 100
    Magic Resistance (same as others; progressive and dependent): 0 to 100
    Note: When I say dependent I mean you will gain a resistance related to a specific magic you get hit by. So getting hit by magma would increase resilience to melting, and increase magic resistance to magma itself.

Some things to note/keep in mind:
1st and 2nd adaptations are specific to this fighting style
Resistance adaptations are full effect w/ fighting style and halved when using something else

Adaptation Point Mechanic Explanation:
Adaptation points drain after 10 seconds after combat ends.
Adaptation points are always accumulating (½ effective when not using this style)
Adaptation points are gained primarily based on damage negated proportional to your base HP + ½ your defense. Parrying will provide the full value, blocking 0.4x, and tanking it will provide 0.2x of the value.

Explanation

Say your level 125 (968 base HP) and you block an attack that does 20% of your HP (~193 damage). You will gain ~20 adaptation points on parry, ~8 on block, and ~4 if you just tank it normally. That same attack if you have exactly 500 defense this will be treated as if you had 250 defense. That same attack is now worth ~15.8% (vs ~13.15%) which means on parry you will gain 15 points on parry, 6 on block, and 3 on tanking the attack. Every value here is rounded down.

Each attack has the potential to possess multiple categories

Category Examples and Explanation

Sunken Sword would be Sharp + Magic (Water)
Metal would be Blunt/Magic (Metal)
Shadow is just Magic
For balance reasons, the DR an attack will receive from an adapted resistance will only be the highest value and not a combination of the two. Alternatively, each category could split the DR between each category. Meaning if a category gave 5% DR (as an example), and metal in this example has blunt maxed but magic is at half adaptation. Then Metal will receive 2.5% (Blunt) + 1.25% (Magic) which totals to 3.75% DR from adaptation.

Here are some polls to gauge what you all think. If you wanna provide hypothetical stats in the replies, then by all means go ahead.

Complexity
  • Too Complex
  • Not too Complex
0 voters
Should Magic Adaptation also result in the ability to inflict the adapted magic’s status?
  • Yes, but the limit is equivalent to fighting style tier (lost caps at lost; ancient version caps at ancient). Synergies could exist in adaptation fighting styles attacks but only half effective.
  • Yes, but the limit is equivalent to fighting style tier (lost caps at lost; ancient version caps at ancient). No synergies, this will be purely status.
  • Yes, but this can only mimic magics a tier below. Synergies are available as well.
  • Yes, but this only mimics the style.
  • No to all of the above.
0 voters
Should fighting style adaptations should be their own category?
  • They should be their own just like magic.
  • Fine as is in the suggestion.
0 voters
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Probably would need some balancing bcs can become too strong and rival ancient at lost lvl

Balancing wise is why I left out any hard stats. Although in order to compensate for the defensive capabilities and ability to grow stronger I opted to specifically say it has below average stats. What they stats are, and what the bonuses from the adaptations are is up to those better adept at balancing this than me.

A fighting style whose premise is to let the player change a stat focus and improve it based on damage taken sounds cool (at least the first part). I like the sharp, blunt, and pierce categories. Reminds me of LoR, though I don’t know if that’s intended. However, every form of weapon (and imo fighting style) damage would have to be classified as one of the three, which would require a lot more effort than is initially expected (but I don’t think this effort is misplaced).

Adaptaion points are unecessarily complicated

Adaption points I think are unnecessarily complicated. I think you should instead have a “flexibility” bar (since I imagine this fighting style as literally morphing your body to be better suited to countering something) that stores 100 points (you get them in the same way, but you also get some if you deal dmg and generate like 1 every second). You spend a medium amount of points, maybe 30, to change what adaptaion form you are in. Each form should have simpler boosts (boosts are based on stats on armor pieces but don’t affect them. They are multipliers to what the equipment stats give):

  • Sharp’s buffs are fine as it is
  • Blunt buff should be attack size instead of blocking power, knockback is fine
  • Piercing is fine as it is
  • Magic should give intensity and energy regeneration. Damage resistance to statuses should be removed
  • Fighting styles should have their own form which gives blocking power and agility (since it is based on the body)

You can spent a high amount of points, maybe 50, to increase the effect of a form by a lot (maybe 50%). This buff is removed if you change your form, so it should only be used to commit to an effect. I think this AP effect is better since it’s not unecessarily complicated and you will actually drain it in a battle.

About the "Magic should give intensity" line...

When you get hit you should absorb the status effect. Your next few attacks will inflict the status effect. This is so magic giving intensity does something.

Damage Resistance

Damage resistance to certain attacks should be a separate effect. Whenever you take damage you will get a buff that reduces damage from that specific attack type or magic (magic includes status effect related to that magic). The amount of DR you get when getting hit is propotional to the damage taken and lowered if you already have some DR for that specific type of attack (e.g. get 2% DR when first getting hit by a light attack, but gain like 1.8 on subsequent hits. DR is also specific to light attacks in this example and won’t affect crystal attacks, which will activate a separate crystal buff). DR drains slowly, but gets much faster if its high. And probably add a cap to the DR, maybe 30%.

Biggest issue with the suggestion, both as an idea and with the formatting, is that there are a lot of random seemingly unexplained numbers that you have to stare at for a bit of time to understand. I think a change to the Adaptaion Points will crunch the numbers down and make it simpler and easier to read. My proposed change that lets you boost a certain form is to replicate the higher power you have when you have a lot of AP in one form, and to let the player exploit a weakness related to a specific form to make playing with the gimmick more fun.

Another issue, this time with the balance of the suggestion, is that AP seems to not drain during combat and it takes a while to get going unless you parry. This makes it feel more like a snowball fighting style that becomes an annoying tank instead of something interesting.

Cool idea but the implementation and communication could be improved.

This was what I originally thought but I didn’t know what to give with magic at the time. Your idea with magic being related to intensity/energy regen addresses this. Likewise, I wasn’t entirely sure about giving fighting styles their own category because agility would make the most sense. However, I was concerned that that could be a tad powerful depending on the build. Although it seems based on the polls a majority of people as of the typing of this would like for there to be a fighting style category.

The form idea sounds great, would be a simpler implementation than an adaptation based on categories. With forms you can actually choose what kind of focus you actually want rather than build it up. The issue with the current system which I can acknowledge is that you won’t always activate every adaptation. Additionally, what happens once we add in shapes? I’ll further add, with this idea we don’t have to artificially nerf the fighting style beforehand. We can just opt to have the base fighting style, and more immediate set of options we can choose depending on the scenario we find ourselves in.

Although this would be more representative of a conscious and selective adaptation rather than just raw adaptation by itself.

the mahoraga style

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No no no no, that is completely wrong. It is…
Eight-Handled Sword Divergent Sila Divine General Mahoraga

“daddy/papa”-fraudkuna

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You may not call Eight-Handled Sword Divergent Sila Divine General Mahoraga “Daddy” or “Papa”. You will call Eight-Handled Sword Divergent Sila Divine General Mahoraga by their real name, Eight-Handled Sword Divergent Sila Divine General Mahoraga. When you say “with this treasure I summon…” you WILL say Eight-Handled Sword Divergent Sila Divine General Mahoraga immediately after. I will admit this though, this build was inspired by Eight-Handled Sword Divergent Sila Divine General Mahoraga, but I had to figure out a way to implement Eight-Handled Sword Divergent Sila Divine General Mahoraga’s adaptation in a way that makes sense. So in order to properly implement Eight-Handled Sword Divergent Sila Divine General Mahoraga’s ability, I opted to split it up into more manageable pieces. Thus converting Eight-Handled Sword Divergent Sila Divine General Mahoraga’s adaptation ability into something fit for AO. I myself would’ve considered this in a warlord build themed after Eight-Handled Sword Divergent Sila Divine General Mahoraga, but unfortunately there weren’t really any fighting styles planned that would fit a Eight-Handled Sword Divergent Sila Divine General Mahoraga themed build. So I kinda just cobbled this together to bring justice to my boy Eight-Handled Sword Divergent Sila Divine General Mahoraga, because Eight-Handled Sword Divergent Sila Divine General Mahoraga deserves that much after Gojo did him dirty with Hollow Technique: Oppenheimer.

real

always bet on hakari

im gonna bet on takaba

Bro is fighting his actual counter since Uraume can just freeze them.

wouldnt it be funny if uraume just had a stroke and died hahahahahaha

Takaba hasn’t unlocked Dark Humor

wouldnt it be funny if le goatjo became 2 goatjos via mitosis

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