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Guild Updates [ July 30th, 2018 ] Goto Page: 1 2 [>] [»|]

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Panda King Tai-tai Grim
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PostPosted: Tue Jan 03, 2017 5:43 pm
Any changes we make that are not important enough to get a guild announcement will be announced in here so that members can stay up to date with any changes.  
PostPosted: Tue Jan 10, 2017 2:28 pm
Patch 1.1

Ok so couple of slight changes have been made to better the experience here. The biggest change is that experience gain has been reduced to 500 every 75 words. This is double when roleplaying with other people. This is to help motivate interaction with other players and help build not just your character but the characters they interact with.

The next change is the Cyborg Sub-Race. Their starter item can now be a basic custom item that you yourself can make with a starting +25 stat points added to it. Now every cyborg created will have their own unique starting item instead of the basic items found in South Blue. So if you'd like to start with your own custom item then please go to the custom creations thread and create your custom starter item and it shall be looked over without delay!

The customs creation system has further outlined how slots work. It now explains that the more complex a technique is, the higher the experience slot that is required for you to use it. 100,000 experience techniques should be basic techniques where as 1,000,000 experience techniques should be a little more complex as it is when you grow stronger. Due to it being the start of the guild, this shouldnt effect too many people.

Hope this helps you keep up to date with all the changes in the guild. We will continue to update you guys to make sure no one is unaware of any changes.
 

Panda King Tai-tai Grim
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Panda King Tai-tai Grim
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PostPosted: Fri Jan 13, 2017 2:32 am
Patch 1.2

More changes have come! The guild continues to improve and hopefully all of you do along with it!

  • Territory, Raiding, and Destruction now only have a max requirement of 2,500 words. You people write enough words as is. No need to over burden you. This is supposed to be fun after all.

  • The extra 1,000 words in the void has been removed. All people that typed those extra thousand words have been compensated with an extra 15,000 beli. Our bad...

  • Stats have had their descriptions editted to better detail what they govern to avoid confusion.

  • Some class abilities have been edited to better detail what they do.

  • The combat system located in the Debate Sub-Forum has been edited to better detail how combat rewards such as items and experience gain works.


We hope that you are having a great time and will let you know when anymore changes arise.
 
PostPosted: Thu Jan 19, 2017 5:28 pm
Patch 1.3

More changes have been made to the guild...

  • The word exchange was for experience went from 75 words for 500 experience to 100 words for 500 experience.

  • You also now receive 1 more stat point for every 10,000 experience. Meaning now you get 5 stat points every 10,000 experience so if you want the stats you missed out on then you must update for them.

  • It should also be known that a clause was added to the Alarm System. Marines are now able to interrupt fights if they are responding to an alert through the alarm system. Also, it should be known that if you are not in base but get a call from another marine calling you to the scene then you must wait the minimum [3] post cycles (one post from each combatant) before being allowed to join.


That's all for now! We shall do a better job to keep you up to date! Laters!
 

Panda King Tai-tai Grim
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Panda King Tai-tai Grim
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PostPosted: Tue Jan 31, 2017 8:15 am
Patch 1.4

These are thelong awaited patch notes. Listen up...!

  • The stats have been adjusted and redefined to give better outline the roles each one plays.
  • Stat replacement of all types has been removed from customs and will only be used when utilizing a stat. (i.e A long ranged weapon will always do damaged based on accuracy UNLESS created via custom items in which case it utilizes Intelligence.)
  • The alert system has been adjusted to limit the flow of marines when a pirate commits a crime. This is so there is not an uneven balance when it comes to fights. The more pirates that raid, the more marines that can show up. We have also made it so that alerts can be heard from your den den mushi instead of just at the base. To allow all marines a chance at responding.
  • The number of techniques slots have been reduced to give more relevance to techniques as a whole. We felt that have 50+ techniques was unnecessary and with fewer people will be more inclined to make smarter techniques instead of a bunch of them.
  • Custom inventions and cyborg parts have received an Intelligence requirement for both Complex and Futuristic rank in order to reflect the required dedication and skill required to create such inventions. This will not be the only change the inventions will receive however. Further changes will be made so that what you get reflects what you paid for. Cheap, Normal, and High grade have also seen a slight decrease in the stats they give.
  • All characters may have a free character redo in order to build your character to fit the new system.
  • There is now a wounding system to reflect happenings in RP such as losing limbs or suffering major wounds. There has also been a clause added to allow for an acceptable surrender. You must be at 25% health to successfully surrender and still receive rewards. Let it be known that this is STILL subject to mod approval. Throwing matches will still not be allowed.
  • Musicians has their buff changed from Accuracy to Spirit.


...That is all. More changes will be made in the near future and we shall keep you updated here.
 
PostPosted: Fri Feb 03, 2017 11:07 pm
Patch 1.5

      𝐆𝐄𝐍𝐄𝐑𝐀𝐋 𝐍𝐎𝐓𝐈𝐂𝐄 𝐎𝐍 𝐔𝐏𝐃𝐀𝐓𝐄𝐒

          Labels and organization!

          For those updating marine missions and fights, please label them in the links or in the posts!
          ex: 250 (Fight Start), 650, 234, etc...... , 352 (Fight End; Winner/Loser rpc name)

          I noticed for Marines there were some who put them up in the exp update thread and not the marine mission update thread
          -- When this happens in the exp update thread, your marine missions may not have been counted under your posters missions accomplished tab and may have only updated exp/rewards for them instead.

          So when you do put them up there, please direct link them back into your exp update and label them as such.
          Or, label your posts when doing missions.
          EX: Marine missions: [link w/ word count], [link w/word count]

          And moderators ask that the general updaters separate cluttered links label their links like this; Baterilla (956)
          ----whenever there are several links ontop of other location links for the sake of organization, and to ease work for update mods.
 

Motherglare
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Panda King Tai-tai Grim
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PostPosted: Mon Mar 06, 2017 11:24 am
Patch 1.6

More changes comin at ya...!

  • The Power and Accuracy stat have been better defined to give a more clear understanding of how they work.
  • The different Haki tiers now have a cap on how much spirit you can put into them.
  • The Marine Ranking System has been revamped to include experience values for both styles of promotion.
  • While this has not yet been written anywhere, it should be known that you are now allowed to block without the use of a technique but for only half your Endurance. Much like attacking, these most basic of defensive measures must make sense. Meaning you can't block a fireball without some form of protection or technique however blocking a punch with your hand is perfectly viable.
  • The biggest change is the change to experience gain. From here on, word count will no longer be the main source of experience for most factions. The new main source of experience comes from battle and doing your faction related duties such as raiding, destruction, capturing pirates, liberating, etc. For more details go here.
  • Some of the faction related actions such as Territory Takeovers and Liberation have also seen slight changes and should also be looked over for more details.
 
PostPosted: Sun Mar 19, 2017 10:29 pm
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Experience System ::

    Marines Capturing Pirates :: There was really no reason to have not already had this within the system. Marines now gain experience when capturing a Pirate. [ View Changes Here ]

      000 ⇒ 20,000 Experience


    Marine Missions :: With the new experience system, it was determined that there was no longer a need for the rule on Marines using words for both mission completion and general word count. If you were unfamiliar with this rule, it was because it was never actually written in (Thanks Tai). We figured that instead of correcting this, we will just leave it out and start letting people use their words for both. Marines can now use the words they write for missions for general word count experience.

      Spoken Rule ⇒ No longer exists



Raiding & Reimbursing ::

    Limitations :: The week and two week limitations on raiding has been taken away. Raiders must still wait 24 hours before leaving the thread, but if they are able to get away afterward, they may raid another thread immediately. Raided areas will also no longer fix themselves. It is now up to the members to fix these threads. [ View Changes Here ]

      You must wait Two Weeks (Real time) after a raid before you can raid the same area again, and One Week before you can raid another area.

          ⇓⇓⇓

      Removed from Raiding System


      You must wait One Week (Real time) after such a task before you can do this again.

          ⇓⇓⇓

      Removed from Reimbursement System



Alarm System ::

    Pirates Posting in DDN :: Another rule that was made, but never clearly written into the system. As with the previous spoken rule, this one will also be removed. Pirates will no longer be required to post within the Marine's DDN. Instead, information regarding a culprit will automatically be given to all marines via an unposted alarm. Marines must still post in order to solidify themselves as first responders to raids and destruction. The information given is a complete physical description of the culprit and the last known location based on the actual raiding/destruction post.

      Apparent Spoken Rule ⇒ No longer exists



Territory System Overhaul :: Most of the system was left untouched so it's not a real overhaul, but there are some major changes that effect the way territories work. [ View Changes Here ]

    Everyone can now take and liberate territories :: There was really no reason to keep this exclusive to any specific faction.


    Swiper No Swiping :: When attempting to steal an unclaimed territory from someone who is currently in the progress of claiming it, you must not only meet the words they have already posted, but quote them as well. This is considered a challenge for the territory where the winner takes the land.


    2,000 Words :: This is the new requirement for taking over an unclaimed territory. It fit better with the tone of the guild and the previous number was just.. random.


    Perks were reworked :: Owning all threads in a subforum now increase the word requirement for having your territory taken from you, Kingdoms no longer allow pirates to buy out their bounties, and destroyed threads ruin some of the previous benefits.



Kingdoms ::

    Goa Kingdom :: To make up for the temporary loss of Torino Kingdom, East Blue now has its own Kingdom. [ View Changes Here ]


    Kano Country :: To make up for the temporary loss of Torino Kingdom, West Blue now has its own Kingdom [ View Changes Here ]


Debate System ::

    Mod Rulings :: In order to quicken the pace of fights, as well as lessen the load on the two debate mods, a limit of Four [ 4 ] Mod Rulings per fight has been installed. The first three are mod interventions that determine the outcome of a specific problem within the fight, while the last ruling will always be for the entirety of the fight itself. We hope that this pushes members towards trying to solve issues among themselves and to use mods only when absolutely needed. [ View Changes Here ]



Reincarnating ::

    Limitations :: We decided that it was silly to force people to drop their items in character just so that the person they reincarnated into could go and pick them up. Now, most of your stuff will reincarnate with you. [ View Changes Here ]


      Each character slot has a single free reincarnation per character slot, which is the same as deleting them, except their experience is retained and all guild event items transfer, unless otherwise specified.

          ⇓⇓⇓

      Each character slot has five reincarnations. Reincarnating a character is almost the same as deleting them. However, all experience, items, and beli are transferred over to the new character.
 

Acuroi


x E U R Y D I C E
Crew

Hygienic Bloodsucker

PostPosted: Fri Apr 21, 2017 11:29 pm
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Alarm System ::

    Alarms When Raiding, Destroying, and Takeovers :: Just a quick fix to the alarm system when it comes to raiding. We felt that pirates needed a bit of a more PvE-oriented method in order to gain experience without taking such a huge risk of being forced into a fight and getting captured; allotting them the same option that Marines have with Reimbursing. So we've removed the wait time when a person raids and have also cut the wait time for Destruction and Territory Takeovers in half. [ View Changes Here ]

      24 Hour wait after Raiding ⇒ Are free to leave after they're finished

      24 Hour wait after Destroying or a Territory Takeover ⇒ 12 Hour wait after Destroying or a Territory Takeover



Bounty System ::

    Bounty Gain :: Players were gaining high amounts of bounties far too fast. This was mostly caused by obtaining a Devil Fruit so we've removed that. We've also lowered the amount of Bounty you gain for committing crimes across the board so this way players will have to work that much harder to become the most wanted man alive. It's more of a gradual gain as opposed to massive bursts of bounty gain. [ View Changes Here ]



Character Creation ::

    Occupations :: Occupations have been removed from the guild and have been replaced with Perks and Traits. Some of them may be recognizable from previous passives that classes got but we felt the need to split them up and to also remove unnecessary passive stat gains from the guild. What you can and cannot do based around what you chose as your Perk and Trait is more defining method than just having a occupation. We'll keep an eye on this for now and will most likely expand on the options you can choose from in the future. [ View Changes Here ]

    Races :: Races have been tweaked in some areas as well. Again, in order to avoid giving unnecessary stats we've removed the passive stat gain that races receive. The majority of their passive have also been tweaked and some races such as Merfolk and Fishmen, and Skypieans, Birkans, and Shandians, have been compressed together. You can still make each of them but it'll mostly be for cultural purposes now as they'll share the same racial passive ability. [ View Changes Here ]

    Sub-Races :: Sub-races have received minor tweaks as well in accordance to the changes to the other systems. Anti-Devils no longer gain Haki faster, the cybernetics system for Cyborgs is more clearly defined, and Zombies can obtain Devil Fruits. [ View Changes Here ]



Combat System ::

    Fighting Experience :: We felt that people of even level should have incentive to fight one another more but should still be encouraged to battle and prevail over someone a lot more powerful than they are. On the other hand, we also felt that more powerful characters shouldn't be granted as much experience—or any at all—for defeating someone much weaker than them. Furthermore, we noticed that the more experience you have, the faster you gain experience and hit the cap depending on who you're fighting so we aimed to change that; deciding on more of a flat rate. [ View Changes Here ]

      W: Gains 1/4 of the Loser's Experience.
      L: Gains1/10 of the Winner's experience.

          ⇓⇓⇓

      W: Gains 150,000 exp +/- 10,000 exp for every 100,000 experience between the combatants.
      L: Gains 60,000 exp +/- 10,000 exp for every 100,000 experience between the combatants.



Customs System ::

    Custom Techniques :: We've completely overhauled the Custom Techniques System. We changed out the boosts, what you can do, when you can do them, techniques slots and points, the whole shebang. We've reworked everything so having certain effects in your abilities and when you can have them are no longer Mod Discretion™; though there still may be a few gray areas. You no longer gain passive abilities and Technique Points no longer exist. Every technique has a use and costs stamina. But beware, the stronger your ability is, the more you'll have to pay for it. Furthermore, Custom Techniques and Custom Items have separate threads now and you no longer have to quote moderators or reserve posts in them. Just post them up and the Custom Moderators will go through the threads in order with approvals, pendings, or denials. [ View Changes Here ] [ New Custom Techniques Thread ] [ New Custom Items Thread ]

    Custom Items :: In order to coincide with the changes made to custom techniques and class perks and traits, the Custom Items System have also been overhauled entirely. We felt that the old system was a cluttered copy/paste job from previous guild, like many other things, so we've tweaked and re-tweaked it to make it more refined and precise. This system also encompasses the Tier system but with a few more restrictions as to what you can make and when you can make it based around both your total Experience and Intelligence levels. We've also included how the Cybernetics rework comes to play under this system. [ View Changes Here ]



Experience System ::

    Word Count & Experience Cap :: In hopes of lessening how many stats one can have and to make gaining experience more challenging than just racking up word count we've slashed the experience cap in half and have removed word count for experience from the guild. However, words can now be exchanged for Beli. [ View Changes Here ]

      10,000,000 Experience Cap ⇒ 5,000,000 Experience Cap

      Word Count for Experience ⇒ Removed



Gears & Final Form ::

    Transformations :: Trying to keep up with the canon in terms to Devil Fruit transformations was not only tiring and taxing on the guild as a whole due to this archaic system, but it was also inaccurate given there was no factual proof outside of the main character having actual transformations outside of Zoans. So, we've decided that, while you're able to make and name your Devil Fruit customs whatever you want, they all only have one real, statistical transformation instead of three. This was also done to even the playing field with Anti-Devils' one form. Zoans can still have their full form and make customs around it but the form itself yields stats; only hybrid does this. [ View Changes Here ]



Great Maw ::

    Devil Fruit Locations :: Some of the fruit locations didn't make much sense so they've been rearranged according what we feel their actual threat level is as opposed to just what type of fruit they are. Those with fruits already still get to keep them though. [ View Changes Here ]



Meitou ::

    Meitou :: In our effort to lessen stat gain all around we noticed that Meitou were quite a big problem when it came to this since they were just stat-sticks. After failed attempts at trying to remedy this predicament we've just decided to remove them altogether. However, individuals with Meitou will receive a full refund.



Profiles & Posters ::

    New Look :: In order to incorporate all of the new changes we've spruced up the skeletons for both the profiles and the posters—the latter more than the former. Currently, we are encouraging members to upgrade to the new poster format as soon as possible for all of their characters, and to label them as their First, Second, or Third character. [ View Changes Here ]



Raiding & Reimbursing Systems ::

    Experience From Kingdoms :: With the current changes we've given a slight nerf to how much experience one receives when raiding or reimbursing kingdom. While kingdoms are more important they really aren't too different than raiding a regular area but have the added effect of being very valuable if you take it over. [ View Changes Here ]

      50,000 experience for raiding a kingdom ⇒ 30,000 experience for raiding a kingdom

      50,000 experience for reimbursing a kingdom ⇒ 30,000 experience for reimbursing a kingdom



Stat System ::

    Stat Overview :: With the new incoming changes we decided to re-work and refine stats a little more so they're clearly defined as to what they can and can't do, primarily when it comes to creating and using Customs. Some areas we didn't touch at all, others we changed entirely. [ View Changes Here ]


    Power :: We've chosen to split this stat into two parts. The first being Strength which governs the physical or raw power of a force—and the second being Prowess which incorporates the old Accuracy stat but is much more versatile.

      Power ⇒ Strength & Prowess

    Endurance :: With all of the new changes we noticed that players could become incredibly tanky but just tossing all of their points into Endurance. This would've become an even larger problem had the 4:1 Endurance to HP ratio stayed in place after we lowered overall stat gain; so we chose to remove it.

      Endurance to Bonus Health Ratio = 4:1 ⇒ Endurance no longer gives Bonus Health

    Intelligence :: Intelligence has always been a difficult stat to incorporate into our systems. It was an impactful, must-have stat on a couple of occupations that can use it in place of more than one stat while most occupations could choose to ignore it altogether. So instead of removing it we've reworked it to make it a little more relevant and versatile but not something that's system breaking.

      Determines the power of any and all custom item creations

              ⇓⇓⇓

      Used as a benchmark to enable Tiers for Custom Items. Is now a tertiary option to determine the power of certain customs items such as explosives, robotics, lasers, and other items that can fall between the lines of melee and ranged weapons.

    Accuracy :: Much like Intelligence we noticed that it had very little purpose if you weren't specializing in a very specific thing. With that in mind we also acknowledged the desires members expressed about Devil Fruits having their own stat. To remedy this along with a couple of other underlying problems we chose to kill two birds with one stone. So we've removed Accuracy and replaced it with a more resourceful optional stat called Prowess.

      Accuracy: Used to determine the power of all ranged attacks.

              ⇓⇓⇓

      Prowess: Used to govern attacks that aren't melee and/or physical based such as: Varying Devil Fruit techniques, projectiles and other long ranged attacks, certain fighting techniques like Fishman Karate, etc.


    Dexterity :: Although it's a hidden stat it really wasn't being used much because it was just a touch to low to really be impactful in battles, so we're giving it a little love.

      +15 Dex every 100,000 exp ⇒ +20 Dex every 100,000 exp



Territory System ::

    Takeovers :: While raiding and reimbursing a kingdom had its experience lowered we've decided to kick the experience gained for taking over a territory up a notch. [ View Changes Here ]

      5,000 Experience for taking over a Normal Thread ⇒ 10,000 Experience for taking over a Normal Thread

      10,000 Experience for taking over a Kingdom ⇒ 20,000 Experience for taking over a Kingdom
 
PostPosted: Thu May 04, 2017 9:25 pm
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Hello good members of our growing and ever changing guild. Thank you guys so much for sticking with us and the changes that we often make. We appreciate the support and please remember that if you have a suggestion, place it in the suggestions thread for us to see!

This post is to notify you that changes have been made to Raiding, Reimbursing, Destruction, and Reconstruction. Please go and give it a look because all changes are in effect after this post~
 

Panda King Tai-tai Grim
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Panda King Tai-tai Grim
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PostPosted: Tue May 09, 2017 11:06 pm
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Unforseen issues with the Prowess stat have prompted us to bring back the Accuracy stat. Accuracy is the stat that will govern most firearms and projectiles. Hopefully this fixes the issue of Prowess governing too many things.

Along with this change, all characters will now start with 30 stat points and receive 6 stats every 10k instead of 5. Everyone will also receive a free stat redo, should they require it. If you decide to use it, please link this update so we know what where its coming from.

Thank you guys so much for sticking with us through these changes and understanding that we change things to help better your experience in our guild. If you have any suggestions you'd like us to hear please don't hesitate to tell us in the suggestions thread! All ideas and criticisms are taken seriously and are welcome, encouraged even! Thanks again and enjoy your stay!
 
PostPosted: Fri May 12, 2017 10:20 am
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There has been a few minor changes today! "Phasing" has been added to the list of effects in the customs section so now the guidelines for such a technique is at your disposal.
Both starting Health and Health gained with every 10k experience has been doubled so now you no longer have to divide damage by two. This should reduce the amount of math needed.

Thanks for your time!
 

Panda King Tai-tai Grim
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Ryunosuke Ryusei
Crew

PostPosted: Fri May 19, 2017 1:14 am
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Crafting
In regards to the crafting classes, all intelligence requirements for the tiers has been removed. You only require the experience listed in order to make something from a given tier, however the Engineer and Inventor traits may still use their Intelligence stat to determine the base power of their creations. Additionally, in exchange for their inability to craft more unique items and effects into what they make, anything crafted by someone with the Blacksmith trait will now require double the normal amount of Endurance to be destroyed with a Weapon Breaker technique in battle.


Gaining Haki
In lieu of the overwhelming advantage provided by the Iron Will perk, all tiers of Haki will now be gained based directly upon the characters Experience instead of their Spirit stat itself. Members of the Kuja or Skypiean races will gain their specific Haki specialty at lower amounts of experience than others as their altered racial perk. The requirements for all tiers will now be as follows:

Basic: 500,000 experience || 370,000 experience (for Kuja/Skypieans)
Intermediate: 1,000,000 experience || 750,000 experience (for Kuja/Skypieans)
Advanced: 2,000,000 experience || 1,500,000 experience (for Kuja/Skypieans)


Busoshoku Haki
The general rules regarding Buso have been cleaned up and made more clear, in regards to use and bypass. Using Buso to defense with is now fully considered a defensive technique on its own that allows the use of full Endurance plus the applied boost if any. Furthermore, penetrating this defense now requires you to overpower the entire defense and not just the invested spirit in the Buso itself. Higher tiers of Buso will also no longer automatically bypass lower tiers without simply being part of a more powerful attack as well.


Kenbunshoku Haki
Kenbunshoku Haki has been deemed a bit weaker at mid tier, and too overwhelming at the highest tier. As such, Intermediate Kenbun will now last for 2 posts after the cost is paid for. The same has been applied to Advanced, superseding its old duration of 5 posts as well as having a 1 post cool down afterwards. Finally, the ability to completely predict an attack while Advanced is in use per post, has been changed to once per activation.
 
PostPosted: Fri Jun 01, 2018 3:47 pm
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There have been a couple changes to the system that we will now make you aware of...


Stat Changes
There have been stats added, removed, and revamped from the stat listing. Do to this, everyone will receive a single stat redo so that they have these new options available to them.

Experience Removal
Experience worked as a middle man between characters and stat points. We felt that it was an unnecessary step in overall stat point calculations so we’ve removed it. Now everything will be based on your Total Stat Points (TSP).

Trait/Perk Reworks
Some perks and traits have seen slight reworks.
 

Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200

Ryunosuke Ryusei
Crew

PostPosted: Wed Jun 06, 2018 7:10 pm
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Stat Buffs
As the Stamina and Vitality stats were providing too small of a return for any sort of investment, they have been improved, both offering twice their value as an increase to their matching recourse pools of Hit Points and the Stamina gauge.


Perk Buffs and new Perk
Thanks to the above change, the perk known as [Tank] has also been edited to reflect the above, resulting in every single point of Vitality being worth 4 Hit Points each. In addition, we have added a new perk known as [Energized] which will provide the same benefit to the Stamina stat and the Stamina gauge instead for more technique heavy characters.


Starting Equipment Specification
Thanks to the removal of the Accuracy stat, and firearms having their damage determined by their item tier, all basic shop firearms and basic starter equipment chosen upon character creation (which lacks a tier specification otherwise) all possess a base offensive power value of 20 unless specifically noted otherwise. Marksman (or Markswoman) type characters are now able to deal damage in battle without getting a custom weapon approved first.


Fourth Character Slot: Unsealed!
That's right! The ability to unlock a 4th and final RPC slot for your personal use and enjoyment has finally been added to the guild with an appropriately decreed requirement! The requirements are as follows and can also be located at the last post of the Guild Basics thread as well.

1: Free Starting Slot
2: Obtained once First character reaches at least [ 150 ] Stats.
3: Obtained upon reaching [ 300 ] Stats total among all characters.
4: Obtained upon reaching [ 500 ] Stats total among all characters.
 
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