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Today marks one of the greatest revolutions in Reality's End history -- N D R 2!
Nidhogg
No, not that NDR. I'm talking about Nidafells' Dragon Rises -- part two! That's right, this is the all-new fourth-point-halfth version of Battling Dragons, getting even wackier than before! Here's what you need to know:

  • Any outstanding challenges after today will be terminated to ensure compliance with the new version.
  • As it turns out, my host decided to do maintainence on this day. Feh. Needless to say, I had some trouble uploading a lot of stuff, namely the Grid and AI.
  • The tournaments tomorrow shall be the first thing run using the new system. Due to the downtime, the start time has been purposely delayed to prevent further error.
  • A slew of new abilities now exist in the game, so get used to 'em now.
  • The BD RPG is fully featured and finally included Skills and the like.
  • Several monsters have had their tech lists updated for the new version.
So just what is new? New fairer formulae, new ways of calculating, new abilities, new skills, new car smell -- it's all good!

New Techs - The choices for monsters just got a whole lot better as now not only new abilities exist, but new modifiers will as well!
  • Force techs are somewhere between an Attack and Casting. They are raw, elemental powers that are increased by both a monster's Strength and Arcane. There true advantage is in there versatility, however, as they may be slotted in either bar -- Power or Magic.
  • Scare techs utilize one of the most common monster motifs -- fear. Not only is it a status condition dependent on the Strength category, but it is also defended by the enemy's own Strength. A scared opponent will do less damage until it can overcome its fears (by attacking the enemy) -- or until it dies from fright!
  • Barrier techs cause all-out protection against any offensive tech -- even special ones. A monster will be safe until the barrier is broken.
  • Feed techs allow monsters to steal enemy life without having to rely on their own Virtue, but rather how effective the tech was against the opponent.
  • Desperate/Dire abilities are any to be used in dire situations. While normally weaker than a tech without the Desperate modifier, as a monster loses life, the tech becomes stronger and stronger!
  • Wild abilities have a greater chance of missing the opponent, but also a greater chance of dealing critical damage. Technically, it will deal the same damage after several uses, but to the gambler, these abilities can quickly turn the tides of battle -- or drown you beneath them!
  • Evil abilities will count towards a familiar's Black Aura in addition to whatever increase the ability already grants.
  • Holy abilities will count towards a familiar's White Aura in addition to whatever increase the ability already grants.
Grid Bonus - A monster's three bars -- Power, Magic, and Special -- now not only determine which techs the creature can use but also grant enhancements to the techs slotted within:
  • Techs slotted in the Power Bar will inflict a small amount of damage extra. Moves which do not normally inflict damage will cause a very weak attack against the enemy in addition to the regular effect.
  • Techs in the Special Bar will have their non-damaging effects increased by 25%. A second-level stat-altering tech will modify five points instead of four, and an ultimate stat increasing spell will maximize a stat instead of increasing it by only eight points!
  • Techs placed in the Magic Bar will have increased effectiveness based on the monsters Evil or Holy Aura for Arcane-based and Virtue-based techs, respectively.
Auras - All monsters now possess Evil/Black and Holy/White Auras. No longer shall a Nidhogg be penalized for simply having a high Arcane stat; now, Banishments only caused increased damage if enemy actually uses the opposing magic. Every slot spent on white magic -- Banishment, Healing, and Curation -- will increase a monster Holy Aura. The use of the dark arts -- Casting, Degeneration, and Dispelling -- give an Evil Aura to a monster. The more of an aura a monster has, the more resistent it is to the same magic and the less resistent it is to the opposing. Using techs during a battle continue to increase a monster's auras; being targetted by an enemy's opposing magic decreases auras.

Skills - No longer are skills incredibly straight-forward additions to a battle. Now, they change the way the battle is played. Here are some examples:
  • Alert changes any tech which increases Defense or Strike to increase both by an equal amount.
  • Break converts excessive Defense reductions into a Vulnerable status condition, making future techniques inflict more damage.
  • Celestial grants monsters the ability to ignore one-half of Speed reductions they are targeted by.
  • Cutter grants monsters the ability to ignore one-half of Strength reductions they are targeted by.
  • Flight changes any tech which increases Speed or Agility to increase both by an equal amount.
  • Leap changes any tech which increases Speed or Strike to increase both by an equal amount.
  • Medic allows up to half of Healing tech to be used for curing status conditions and half of Curation techs to be used for healing life, as needed.
  • Night Vision grants monsters the ability to ignore one-half of Strike reductions they are targeted by.
  • Phase changes any tech which increases Defense or Agility to increase both by an equal amount.
  • Stealth converts excessive Agility increases into an Evasion status condition, allowing future offense to be entirely avoided.
  • Track converts excessive Strike increases into a Power-Up status condition, making future techniques inflict more damage.
  • Unbound grants monsters the ability to ignore one-half of Agility reductions they are targeted by.
  • Wither turns any spell levels spent on reducing an enemy statistic beyond the minimum into Degeneration.
  • Check your individual monsters for the specifics on the updated skill sets...
Battle Skills - Originally, skills were meant to be non-battle functions found only in the RPG. Battle skills have no function outside of a fight; they simply affect the game. These guarantee that every monster will have at least three slottable skills:
  • Destructive Nature allows excessive Dispels to be stored and applied later when the enemy has stat bonuses.
  • Extra Aura increases a creature's initial White or Black Aura by as much as an Ultimate spell.
  • Soothing Nature allows excessive Curations to be stored and applied later when the familiar is afflicted with a status condition.
  • Super Stats increase one of a familiar's stats by two points when slotted.

As things stand right now, expect these to be updated tech and skill lists for the monsters. (B-monsters will get their turn later.) Luckily, it wasn't as much as I had feared:
  • Basilisk
    • New Skills: EvilAura and SuperArcane
    • Fear: SL2 Virtue Reduction SL1 Scare & SL1 Virtue Reduction
    • Rebuke: SL2 Ban & SL1 Strength Reduction SL1 Scare
    • Smash: SL2 Attack SL2 Force & SL1 Defense Reduction
    • Incinerate: SL1 Attack SL1 Force, SL1 Defense Reduction, & SL1 Virtue Reduction
    • Death: SL3 Evil Casting
  • Bennu
    • Changed Spells: Light Bans and Songs are now Holy; Renewal and FieryRebirth are now Dire Healing
    • New Skills: HolyAura, SuperVirtue, and SuperArcane
    • Torch: SL1 Holy Banishment
    • Pyre: SL2 Holy Banishment
    • Flame Blaze: SL2 Casting
    • Flame: SL2 Force
    • Incinerate: SL1 Dire Banishment & SL1 Virtue Increase
    • Rise: SL1 Holy Healing & SL1 Holy Virtue Increase
    • Return: SL2 Dire Healing & SL1 Arcane Increase
    • Combust: SL2 Dire Casting & SL1 Arcane Increase
    • Sing: SL3 Holy Arcane Decrease
    • Immortal: SL1 Holy Healing & SL2 Holy Virtue Increase
    • Renewal: SL1 Dire Holy Casting & SL1 Dire Holy Curation
    • ShiningBrilliance: SL3 Banishment
    • Journey: SL3 Speed Increase
    • Flare: SL3 Holy Casting
  • Cwn Annwn
    • Changed Spells: HellBound is now Evil
    • New Skills: SuperStrike and SuperArcane
    • Fear: SL1 Strength Reduction SL1 Scare
    • Stalk: SL1 Evil Agility Increase & SL1 Evil Strike Increase
    • Bay: SL2 Evil Casting
    • Vanish: SL1 Agility Increase & SL1 Defense Increase
    • Gossamer: SL2 Defense Increase
    • Spook: SL2 Scare
    • Tombstoner: SL3 Evil Attack
    • Death: SL3 Evil Casting
    • Transluscent: SL3 Agility Increase
  • Garm
    • Changed Spells: FinalHowl is now Evil
    • New Skills: EvilAura, SuperStrength, and SuperDefense
    • Hex: SL1 Evil Casting
    • Torment: SL1 Evil Banishment & SL1 Evil Virtue Decrease
    • Fear: SL1 Evil Casting & SL1 Evil Virtue Decrease
    • Growl: SL2 Scare
    • Tombstoner: SL3 Evil Attack
    • Apocalypse: SL3 Evil Casting
    • Penance: SL3 Evil Banishment
  • Hrimfaxi
    • New Skills: SuperVirtue, SuperArcane, and SoothingNature
    • Flurry: SL2 Wild Force
    • Stomp: SL1 Attack & SL1 Defense Decrease
  • Hydra
    • New Skills: SuperStrike and SuperDefense (and loses Scent, which is no longer a Skill)
    • Torrent: SL1 Attack Force
    • Recovery: SL1 Dire Healing
    • Blood: SL1 Dire Degen & SL1 Defense Increase
    • Flood: SL2 Force
    • Rampage: SL1 Banishment & SL2 Strength Increase SL1 Scare & SL1 Strength Increase
    • Multistrike: SL3 Wild Attack
  • Jabberwock
    • Changed Spells: SlithyBurble now has a Degeneration component, the Eye spells have a Dispel component, and GyreAndGimble is now Wild
    • New Skills: SuperAgility, SuperStrike, SuperArcane, and NightVision has returned!
    • Tail SL1 Attack & SL1 Speed Decrease
    • Spook: SL1 Evil Scare & SL1 Evil Dispel
    • Tail: SL2 Wild Attack
    • Spiral: SL1 Wild Attack & SL1 Speed Increase
    • GyreAndGimble: SL2 Wild Attack & SL1 Speed Increase
  • Kamaitachi
    • Changed Spells: Kyoufuu is now a Force
    • New Skills: SuperSpeed and SuperAgility
    • Vanish: SL1 Agility Increase & SL1 Defense Increase
    • Spiral: SL2 Wild Attack & SL1 Speed Increase
    • Cyclone: SL2 Wild Force
  • Miraj
    • Changed Spells: Alilcorn is now Holy; FeedingFrenzy obviously now Feeds instead of Heals
    • New Skills: SuperStrike and SuperSpeed
    • Fear Repel: SL1 Banishment
    • Chomp: SL1 Attack & SL1 Healing SL1 Feeding
    • Purify: SL2 Holy Dispel
    • Spiral: SL1 Wild Attack & SL1 Speed Increase
    • Fear: SL2 Scare
    • Devour: SL1 Attack, SL1 Defense Reduction, & SL1 Healing SL1 Feeding
    • Rampage: SL2 Strength Increase SL1 Scare & SL1 Strength Increase
    • Chase: SL2 Strike Increase SL1 Scare & SL1 Strike Increase & SL1 Speed Increase
    • Rise: SL3 Holy Virtue Increase
    • Horn: SL3 Holy Banishment
  • Monoceros
    • Changed Spells: Alicorn and Legendary are now Holy; Bray and Bellow now have a Scare component.
    • New Skills: SuperStrength and SuperAgility
    • Antidote: SL1 Holy Curation
    • Run: SL1 Speed Increase
    • Fear: SL1 Strength Reduction SL1 Scare
    • Repel: SL1 Casting & SL1 Strength Reduction SL1 Scare
    • Bray Smite: SL2 Banishment
    • Bray: SL2 Scare
    • Bite: SL2 Wild Dire (yes, both) Attack
    • Cleanse: SL2 Holy Banishment & SL1 Holy Dispel
    • Remedy: SL3 Holy Curation
    • Rampage: SL3 Strength Increase SL1 Scare & SL2 Strength Increase
    • Death: SL3 Evil Casting
  • Nidhogg
    • Changed Spells: All spells are now Evil, DarkWing has an Arcane Increasing component, and Nidhogg now possesses the SpiritDrain and ShadowDrain, which are castings that decrease enemy Arcane and increases its own.
    • New Skills: SuperStrike and EvilAura
    • Hex, Mortifer, Penance, Torment, Apocalypse, Tombstoner, and Curse are now all Evil
    • Devour: SL1 Attack & SL1 Healing SL1 Feeding
    • Hatred: SL1 Evil Casting & SL1 Evil Virtue Reduction
  • Peluda
    • Changed Spells: RisingWaters and kin are now all Forces
    • New Skills: SuperDefense and SuperArcane
    • Wave: SL2 Casting SL2 Force
    • Fear: SL2 Scare
    • Flood: SL3 Casting SL3 Force
    • Rampage: SL2 Strength Increase SL1 Scare & SL1 Strength Increase & SL1 Degen
  • Ryu
    • Torrent Spray: SL1 Casting
    • Torrent: SL1 Force
    • Waterfall: SL2 Force
    • Flurry: SL3 Wild Force
    • Rise: SL3 Holy Virtue Increase
  • Tatzelwurm
    • Changed Spells: RazorAssault now Scares instead of reducing Strength, Frighten is an SL2 Scare, and FlameBreath is a Force.
    • New Skills: SuperDefense and SuperStrike
    • Flame Blaze: SL2 Casting
    • Flame: SL2 Force
    • Frighten: SL2 Scare
    • Fang: SL2 Wild Attack
    • Fumes (Is that enough new techs that begin with 'F'?): SL1 Force & SL1 Degen
    • Stalk: SL1 Agility Increase & SL1 Strike Increase
    • Scream: SL1 Strength Reduction & SL1 Arcane Reduction & SL1 Virtue Reduction SL3 Scare
  • Tiamat
    • Changed Spells: CrazedSea and kin are now Wild Castings; Spawn is now Evil.
    • New Skills: SuperDefense and SuperArcane
    • Spray and Torrent are now Wild
    • Hex, Curse, and Destiny are now Evil
    • Gale: SL2 Casting SL2 Force
    • Roar: SL2 Strength Reduction SL2 Scare
    • Protect Impervious: SL2 Casting
    • Protect: SL2 Barrier
    • Flood: SL3 Force
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draggy1234, Mar 15, 2008 19:04

Curiosities and Clarifications...and Excitement!

Well...as the subject already indicated, reading this has made me excited for its release! ^_^ Maybe after this update I can have more of a use for the few excess opportunities for my Nidhogg and Ryu to learn stuff (even though they already maxed out their tech lists currently). I think I know which category the Devour tech is likely to fall into. XD Also, added chances for last-ditch attempts in losing battles via Desperate and Wild abilities. YAY!!!

...All right, aside from the above excited and jumbled exclamations, there are a few questions I currently have (and probably more coming later, although I'd imagine the FAQ would end up answering them :p ):

1. Do battles start with both monsters in a sort of "neutral" Aura state, or are their Auras determined initially by their grid setups (i.e. number of each different type of tech/spell)?

2. Is the Aura modifier separate from the Cast/Banish/Arcane/Virtue modifier, or does the Aura take precedence? Take, for example, a holy Nidhogg in a fight (wow O_O). Would that Nidhogg still be taking somewhat decent damage from banishments due to the Arcane/Virtue aspect, or would the Aura issue start making castings more viable?

3. How are Auras affected if, say, both monsters are using holy techs or both are using evil techs on each other? Would each monster's Aura be affected by both its own and its opponent's actions, and therefore be doubly affected?

...Yeah, I know the questions are all related to Auras, but these are right off the top of my head just minutes after reading these news. Nevertheless, I'll be looking forward to this, with curiosity and excitement! :D

THREE WEEKS! ^_^Arrow Reply

MintMan, Mar 15, 2008 23:58

Aura 'n' More...a

Well, the above was meant as an overview. And it was rushed out so that something would happen on the Ides (unless Piecemeal Mage is rushed out ere midnight). I guess I can go into it more here, tho'.

1) Monsters have two auras, Black and White, which are rated from 0 to 30 each. Every level of respective techs slotted (or the battle skills White and Black aura) increase the initial, respective aura by said amount. Thus, if a monster found some way of slotting Holy techs across all bars and grids, it would start with the maxed-out 30 Aura! Using an aura -- either for defense or offense (which is instantaneous and not a choice) reduces the aura's points. Using techs increases an aura, although I cannot remember if it is by the Spell Level or Spell Level Squared. My notes are elsewhere.

2) Aura modifiers and stat modifiers have no precedence; they are taken together. The damage formula now uses them. Before, it looked something like

[ (2*User Arcane + Enemy Virtue)/3 ] : [ Enemy Arcane ]

Now, Arcane and Virtue defend less, whereas before, that was really their primary function (completely used instead of 2/3's used). So, expect something like

[ User Arcane + Magic Aura Bonus (if applicable) ] : [ (Enemy Arcane + Enemy Same Aura - Enemy Opposing Aura)/2 ]

or something like that. Opposite styles for Banishment. Thus, a Holy Nidhogg, if it had no remaining Evil Aura, would have about average defense against banishments.

3) Evil vs Evil (or the opposite) would reduce the enemy's aura, but the increases would keep up their respective auras, so essentially, they would defend against one another. It would be like the old system of casters vs casters. So, no double effective. Dunno where that comes from.Arrow Reply

draggy1234, Mar 16, 2008 23:52

More, Please?

Ah, I see, so monsters have two separate Aura amounts instead of a single spectrum from one end to the other like I'd initially thought. I also get the third point now (I'd originally thought that Auras would be reduced only if the monster was hit by the opposite type, due to my interpretation of "opposing magic" and initial view of the Aura system).

A couple more things I'm interested in learning more about (grid-related this time):

EDIT: On looking over the descriptions again, I think I might be misinterpreting the effects. Is the Magic Bar bonus more of an amplifier for Casting/Banishments techs, and therefore subtly different from the Power Bar bonus?

1. Are the Power Bar and Magic Bar damage bonuses typeless for normally non-damaging moves? In these cases, would the extra damage still go through the hit/miss/critical checks?

2. Can the Magic Bar cause both increased Casting and Banishment bonuses at the same time if the monster has a substantial amount in both Auras?

If my questions are getting tiresome, just let me know and I'll be quiet...at least for a while. ^_^' I'll probably end up reading through everything again anyways once they're released.Arrow Reply

MintMan, Mar 17, 2008 12:03

Re: More, Please?

Don't mind the questions -- it tells me just what I need to put in the FAQ. I mean, how else could I make an FAQ without ever having received a Q on the new version?

I think you are misunderstanding the Magic Bar's bonus. It is simply an increase the techs typified as good or evil -- that's it. It won't tag extra damage to anything else like the Power Bar. And any amount of aura increases the effects -- the amount of the increase depends on the amount of the respective aura, so yes, both Castings and Banishments could be increased. Think of this as effectively having X more Arcane or Virtue just for having an upped Aura. Thus, a Degen wouldn't suddenly cause Casting (or any other instantaneous) damage to the opponent; it would just degenerate better (and thus have no hit/crit chance).

Power, on the other hand, isn't an increase to the rate of effect but rather a plain ol' plain Attack of small amount tagged onto anything enemy-targeting in the Power Bar. This is an Attack, thus it uses Strength and Defense. This is sort of BD's way of representing the stock RPG's Fight command. Also, this forces Strength to be useful to every monster now (besides the Scare resistance). Before, Strength was the one category a monster could ignore by instead slotting special moves into the Power Bar; Arcane and Virtue were at least used as defenses.

Of course, should a Power Bar have an Attack or Force tech already slotted in it, the bonus Attack would be merged into the damage so that only one hit/crit chance is required. I mean, "Torgo uses Bite. Critical strike! It misses Usagi." What?! Yeah, that whole mess will just be avoided...Arrow Reply

draggy1234, Mar 20, 2008 00:02

Re: Re: More, Please?

OK, I think I got all that. ^_^

Four more things come to mind now, if it's not too bothersome:

1. The last part of the bullet point talking about Scare techs has the phrase "until it dies from fright". So, is the Scare status effect like a lesser Degeneration combined with the opponent's reduced damage output? Also, does Scare stack the same way like Degeneration currently does?

2. Can Barriers stack? Also, do Barriers protect the monster from everything (including stat decreases, dispels, degenerations, aura reductions, etc.), or solely from damage? Finally, how can the relative strength of a given Barrier be estimated?

3. Do Feed techs steal life proportionately to the damage done, or by a fixed amount based on the actual Feed tech used?

4. If you don't mind revealing it, is there a sort of life "benchmark" at which Dire abilities become at least as good as similar non-Dire regular techs?

Thanks in advance. :)Arrow Reply

MintMan, Mar 20, 2008 10:49

More, More, More... More

1) Scaring actually flat-out damages an opponent. However, the amount an opponent is scared is recorded, and when a scared monster damages its foe, it will cringe (do less damage) but overcomes some of its fear (regains life equal to what it did not cause). So, it isn't like a lesser Degeneration at all; I always thought of it as a reverse-Degeneration -- all of the damage starts there but it ticks away with time. Scaring does stack, and it is also considered a Special tech, so it cannot miss.

Or something like that. Maybe the damage wasn't realized until the inflicter attacked, too. There was a lot of ways for it to work on paper, and some RPG simulations are needed to decide on one. Scaring to death, however, is going to be there.

2) Barriers do stack. Their protection is the same as a Healing, which is the same as damage against an average defense. And yes, they protect against any offensive measure -- damaging or special -- except Dispels (which effect a Barrier the same as they affect any other charm) and Scares.

3) Feed techs don't "steal" life, per se; they just give a better illusion of it than the current method. The current idea is that it is a flat-flat amount of life (equal to damage with average defense and offense at a given SL) multiplied by the percent effectiveness of the attached component. Water Attack against a high-defense Thunder Monster? Little healing. Critical Banishment against a Nidhogg? Lots of healing.

4) Dire abilities become average at 50% life. Their usefulness is a piecewise linear function, starting its increase at 75% life and maxing out somewhere around 10% or 20%.Arrow Reply

Afiag, Mar 16, 2008 10:14

Oh frabjous day!

Sweet. This is like an early birthday present for me. New techs will be released, right? You should give us the one-time opportunity to trade in old techs for the newly available ones. Number of swaps correlates to monster level, such as my level 4 monster gets one or none, and my level 20 one gets 3 or 4.Arrow Reply

MintMan, Mar 16, 2008 14:12

New Techs

For the most part, techs are going to be changing, thus the reason for this early announcement. For example, a heap of Bennu techs are going to be becoming Desperate/Dire. A list of all changes will prolly be announced.

Since so few new will be released, no such swappitude shall be programmed, especially because of the amount of work needed to do something so little.Arrow Reply

Afiag, Mar 16, 2008 22:15

Re: New Techs

That's good then.Arrow Reply

draggy1234, Mar 16, 2008 23:53

Bennu's Dilemma

To heal or not to heal? XD

Although I'd imagine that Bennus would still have a plethora of non-Desperate techs to choose from, at any rate.Arrow Reply

MintMan, Mar 17, 2008 12:25

Re: Bennu's Dilemma

Well, not really. I'd imagine that probably one-quarter of Bennu's abilities are going to be desperate now. You must remember that it was heavily centered around its own death.

However, another consideration is that it will have Dire Healing techs, which -- needless to say -- will be very useful. 'Bout time BD found something comparable to a stock-RPG Revive spell.Arrow Reply

draggy1234, Mar 20, 2008 00:06

Bennu's OPPONENT'S Dilemma

Oh boy...is it likely that someone facing a spectacular active Bennu user, who is properly utilizing these Dire Healing techs, would have to aim for the Bennu eventually hitting the healing cap as opposed to outdamaging the Dire heals?Arrow Reply

MintMan, Mar 20, 2008 10:37

Dire Healing TO THE MAX!

Um... no. That would be horrible game design, wouldn't it? The Dire bonus is only 150% or so. It isn't like the things will return to full life or however drastically you're acting.

When the Bennu is best at using its Desperate techs is when it is about to kick the bucket; in order to stay alive, it'd need to use a lot of healing, little of which the Bennu has in any amount greater than SL1. Even if you didn't manage to kill it off because it healed so much, it'd probably heal itself right into a lower Dire bracket, healing less with every heal!

The only way your scenario could happen is if the Bennu user had a ton of Dire Healing, too, and a lot of Dire techs is something very stupid to do since for most of the match, they are worthless (< 100% effectiveness when > 50% life). You need to slot something to use for the first half of the fight (not to mention actual damaging techs). Sure, they'd rock towards the end, but their opponent would barely be scratched, giving them more than enough of an edge to pull off a victory.Arrow Reply

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