A very precise style that only rewards those who can time their attacks: The user gains a new “meter” called Rhythm, with a metronome inside, swinging back and forth.
Most of the meter is a “dead-zone”, releasing an attack when the metronome is in a dead-zone will use the ability at its normal stats; but for one section there is an area that when an ability is initiated will increase the styles power to 1.0x.
For users of this fighting style, watching their Rhythm is crucial to actually dealing damage, timing attacks can lead to great power, but also makes you movements predictable to those who also understand your Rhythm.
Could Probably be a Lost style. No status effects because boo. Anyways, this probably would synergize with magics like: Wind, Glass, Crystal, and lighting. This fighting style could also be Purple.
to clarify using the image as a reference: using an ability whilst the arrow was in the yellow would use the normal, 0.5x, power affinity; using an ability while the arrow was in the blue would grant the 1.0x power affinity.
Script-Style
0.8 Power - 1.5 speed - 0.6 size
A Fast to act style that requires some preparation before it strikes… This fighting style comes with a tab list, every ~10 or so seconds, the list will quickly initiate up to 5 actions the user did during the tabs duration. Every ~10 seconds, the user can “premove” upto 5 techniques: techniques set in the tab will be on cooldown until the tab uses them; once the tab refreshes, all the moves in it will be used with no endlag between them, and then the tab is emptied so the user can start again.
Moves in the tab can be cleared by using them while they’re on cooldown. The tab will ONLY record Damaging moves, Techniques like step wont be recorded.
For visualization: Tab refreshes: Script-Style user uses the following moves: Crash, Slam, Selino, Step, Shot, and Blitz; the tab will save the abilities for when the tab refreshes and use them in order (Crash → Slam → Selino → Shot → Blitz) with none of the moves having any endlag, aka being used as soon as the previous move finishes.
I’d imagine this fighting style would be Grey/silver. It’d also synergize with Energy Magics like Lightning and Shadow.
Idk, I’m not the damage control guy, I just made a cool idea and threw some numbers on there as a reference.
Is it balanced? no. Nobody here should be making it “Balanced” unless they happen to be Vetex’s alt.
It should just be close enough to get a rough idea.
anyways, i thought Rhythm fists 1.0 damage was fair, because you already have to deal with timing peoples movements to even get a good window to deal damage and not get hit back/miss; but now you have to do that AND match some silly metronome to actually deal good damage with it. I was gonna have out of rhythm have lower stats, but the metronome sounded like it’d be annoying enough, at least let the player deal some damage consistiently, even if its like 50.
But yeah for the first comment It was because i originally had size and speed swapped, but thought speed fir better for it.
and Originally i intended it “slow” as in you still need 10 seconds to actually use an ability, its just when you do they come out much faster.
first one is too complicated for a game like ao… i mean there are skills that you only need to aim and press a buttom to deal 400 damage but its interesting too
and the second one makes you vulnerable to anything if your target just backdash
Description: "A fighting style that focuses on using absolute power to unleash immense strikes, at the cost of any effects that may be caused by other sources.
Imbuement Prefix: Immense
Synonyms:
Forceful
Immense
Wrathful
Sheer Force
Gimmick: Instead of giving the enemy a debuff, this fighting style clears all status effects, including effects like Food Buffs - with a few exceptions like Healing potion cooldown or Water Poisoning. When it clears a status, it grants a 30% damage bonus to the attack - and this is flat, and is additive for Imbues that give multiple debuffs (as an example, poison and a weapon would have both poison and bleed cleared for a 60% instant damage boost, so long as Sheer Force is also imbued.) This fighting style is not affected by the Imbuement Synergy nerf, as its entire gimmick is to deal a ton of damage when effects are active on the opponent.
Sheer Force clears all effects at the same time, which will result in enormous damage if too many effects are applied at the same time.
This Fighting Style is intended to rely on other sources to be useful, as without its gimmick, it is entirely just slightly different Basic Combat.
This Fighting Style is intended to be most useful for Juggernaut, Warlord, and Warlock, due to their ability to imbue status-causing effects into the fighting style (or to imbue the fighting style into something that causes statuses, like weapons).
This Fighting style is heavily based off of an ability from the Pokémon franchise that goes by the same name, which removes the secondary effects (such as Flamethrower’s 10% chance to burn the target) of the user’s moves, providing a 30% damage bonus instead.
The Drawback stat is nullified by this fighting style, but will not provide a damage boost to it. This is because of a weird interaction between the Life Orb item in Pokémon with the Sheer Force ability, as Sheer Force removes the Life Orb damage because it is considered a Secondary Effect of an attack. The Drawback removal of this fighting style is intended to be a reference to such interaction, albeit without the heavily increased damage. Drawback Nullification only applies to the fighting style itself and anything imbued with the fighting style (for instance, warlord weapons).
All your m1s are backhand slaps, adds a new slap animation to every technique. Upon learning it you gain a belt item, which takes 5 seconds of standing still to unbuckle. Once you have the belt in your hands, your attack size and speed is greatly boosted, and they inflict bleed. Your belt breaks when you do an ultimate art or after you do too many techniques so you will always have to have replacement belts. When infused with hot/corrosive magic or spirit, your hits will leave seared glowing handprints on your targets’ faces.
Description: A fighting style that involves turning everything you hit into gold.
Gimmicks:
-Applies the golden status effects for 10 seconds, wich works like crystalized
When golden reach 6 stacks, the target is slowed and its texture is changed (like petrified) to the gold variation of metal magic so it looks like a gold statue
Acid magic clears the golden status effect and deals 10% less damage to golden targets
Clear the bleeding effect and applies an extra stack of golden.
-Hitting terrain will turn its texture into gold, can only destroy terrain that was first turned into gold, receiving 1 galleon.
-Defeated enemies are turned into golden statues and you can interact with the golden statues to receive 1 galleon.
-When colliding with projectiles, the projectile is turned into gold and drops to the ground.
-Imbued weapons (warlord class) get the texture changed to metal magic gold variation and emit shine particles