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- Pandawa Revamp 1.0 Beta Build
- Main Mechanics
- Sober – Pandawa neutral state. Awards 1 WP every turn while under this state when Master of Merriment is maxed.
- Dizzy – Stacking mechanic on enemies. Consumed by spells to induce additional effects. Dizzy stacks do not expire, ever.
- Drunk – State incurred on Pandawa the turn after carrying a Barrel.
- Hangover – State incurred on Pandawa the turn after the second round of Drunk or if the Barrel isn’t held after the first round of Drunk.
- Spells
- NOTE: NAMES MAY NOT BE CORRECT. USING OLD NAMES.
- Fire Spells
- Flaming Burp (3 AP): Fire damage, applies Scalded (100%), and consumes all stacks of Dizzy in order to reduce the targets resists by 5% per stack. The minus resist is not a state, and therefore has no cap.
- Light My Fire (4 AP): Fire damage, applies Scalded, and inflicts state of Dizzy. Two uses per target.
- Dairy Springer (2 AP 1 MP): If used on an empty cell it moves the Pandawa to this position, deals fire damage, and places the Pandawa in the Flaming state to unleash Scalding. If used on an enemy, it inflicts area-of-effect damage in a cross of one and adds Dizzy stacks. Two uses per turn.
- Explosive Flask (4 AP): If the Pandawa is holding an ally or enemy, this spell tosses them to a spot (causing them to explode on their landing, dealing high fire damage to only enemies in a cross of one AoE). You chuck your ally or other enemies as bombs at enemies. Otherwise, it deals fire damage in a cross of one.
- Milking It (5 AP): Deals fire damage in a circle of two AoE and inflicts Dizzy stacks onto enemies. If a Barrel is in the area-of-effect, it deals increased damage.
- Water Spells
- Milky Breath (2 AP): If the Pandawa is holding an ally, this spell tosses them to a spot and heals them simultaneously. This effect does not work on enemies (but it will still consume the AP). Used directly on a target, it deals water damage and applies Dizzy stacks. Used on the Barrel, the Barrel extends the range of this spell in a line of three. Three uses per turn.
- Splash of Milk (4 AP): Deals water damage and applies Dizzy stacks. Used on a Barrel, this spell becomes a cross of one area-of-effect.
- Bubble Trouble (3 AP 1 MP): Deals water damage in a circle of one area-of-effect. Without consuming the Dizzy stacks, the Pandawa gains +5 Dodge per stack per enemy for the duration of the turn. Max +150 Dodge. Used on a Barrel, this spell becomes a 3x3 area-of-effect.
- Milk Wave (6 AP 1 WP): Jesus this spell is freaking insane I’m taking it for sure. Crazy high damage. Consumes all Dizzy stacks on enemies hit, healing allies for 1% of their max HP per THEIR Dizzy stacks while reducing resistances of enemies by 5% per Dizzy stack.
- Milk Fountain (5 AP 1 MP): Deals water damage in a cross of one area-of-effect and inflicts Dizzy stacks. When used on the Barrel, area-of-effect extends to a cross of three and attracts anyone hit by two cells towards the Barrel.
- Earth Spells
- Note: ALL EARTH SPELLS CAN BE CAST WITHOUT THE BARREL.
- Triple Whammy (3 AP): When not carrying the Barrel, this spell pushes back the target by one cell and inflicts Dizzy stacks. When carrying the Barrel, this spell’s range increases to three (unadjustable) and attracts anyone struck by it by two cells. Three uses per target.
- Pandawhack (4 AP): Inflicts earth damage, Scalded, and stacks of Dizzy on the enemy. When carrying the Barrel, this spell increases the Pandawa’s resists by 5% per stack of Dizzy on the enemy without consuming the stacks. Max 150% bonus general resistances.
- Bash Barrel (2 AP 1 MP): Inflicts earth damage in a 3x3 area-of-effect with the Pandawa being the center, places the Pandawa in the Flaming state, and stacks of Dizzy on the enemy. When carrying the Barrel, this spell increases the Pandawa’s lock by 5 per stack of Dizzy on the enemy without consuming the stacks. Two uses per turn. Max 150 bonus lock.
- Lactic Acid (4 AP): Inflicts earth damage in an x-shape area-of-effect (five cells) and inflicts Dizzy stacks. If carrying the Barrel, this spell tosses the Barrel to a spot and inflicts an area-of-effect of 3x3 while also taking away up to 2 MP from all targets.
- Blisskrieg (5 AP 1 MP): Inflicts earth damage in a massive H-shaped area-of-effect, places the Pandawa in the Flaming state, and inflicts Dizzy stacks. If holding the Barrel, the Pandawa will teleport to the target cell if the spot is free and the damage increases.
- Active Skills
- Karchamrak: Picks up an ally or enemy. Tossing them afterwards is free. While holding anything, the Pandawa gains lock. Leveling it increases the toss range and the lock bonus. Six uses per turn.
- Barrel: Summons a Barrel to the field. The Barrel has a percentage of the Pandawa’s health and the Pandawa’s resistances. Barrel augments several spells in every branch. Two can be out on the field by a single Pandawa at any given time. Three turn cooldown.
- Ether: Stabilizes the target, makes it so they can no longer block line of sight, they can no longer be locked, and they can no longer lock. Target is unaffected by sidestab and backstab. One use per turn. Player affected by this spell cannot be affected by it again for three turns. This spell does NOT turn targets invisible. Can be used on self while the Pandawa is carrying a Barrel.
- Barrelhop: Teleports to a cell next to a Barrel. Places the Pandawa in the Flaming and grants additional dodge. Max one use per turn.
- Happy Hour: When used on the Pandawa, applies a shield equivalent to 20 (static, not percent) + a percentage of max HP based on the spell’s level (up to 20 + 10% of max HP). This shield only works in melee range (1-2 cells, like the auxiliary damage stat). Used on an ally, it heals a percentage based on the ally’s missing HP. Used on the Barrel, it repels all targets in melee range (up to four cells). Max one use per turn. Can be used on self while the Pandawa is carrying a Barrel.
- Passives
- Note: These are the level 20 values.
- Incandescent Milk:
- • +50 Dodge
- • +40% Area Damage
- • +40% Distance Damage
- Master of Merriment:
- • In the beginning of the turn, if the Pandawa is in the Sober state, recovers 1 WP.
- • Pandawa gains an additional +10% Final Damage in the Drunk state.
- • Pandawa gains an additional +20% Final Resistance in the Hangover state.
- Bottomless Barrel:
- • Increases the quarts (health) of the Barrel by 50%.
- • At the beginning of the turn, if the Pandawa is holding the Barrel recovers 12% of missing HP.
- Aggressive Barrel:
- • Increases the summoning range of the Barrel by two cells.
- • When picking up the Barrel with Karchamrak, refunds an AP.
- • At the beginning of the Pandawa’s turn, the Barrel inflicts 5 Dizzy stacks to all allies and enemies within a two cell circle area-of-effect of it.
- Milky Instinct:
- • +60 Lock
- • When the Pandawa is Drunk, returns 1 WP when you consume 15 stacks of Dizzy on a target.
- Various Mechanics
- Barrel Mechanics –
- • Two can be placed at any given time.
- • Emits 5 Dizzy stacks to all enemies in circle of two AoE at the beginning of Pandawa’s turn (localized via the Barrel’s position).
- • Runs on quarts, which is basically the same as HP.
- Karchamrak Mechanics –
- • Requires 2 AP to pick up enemies and allies.
- • Refunds an AP when picking up the Barrel if you have Aggressive Barrel leveled to max (20).
- • The cost is free to throw whatever you’re carrying (ultimately, same cost as before, except the initial pick up bears the throw cost).
- • Limited to six uses per turn.
- • Leveling the spell increases throw range and lock received while holding anything. The lock bonus does not stack, it only applies while holding something (friend, ally, or other).
- • If the Pandawa is carrying an ally or an enemy, the carried unit can be immediately dropped by pushing the Pandawa (dropping the target where the Pandawa previously was). This does not apply to the Barrel.
- Drunk Mechanics –
- • Awards +8% CH for the first stack.
- • An additional +1 AP, +1 RA, and +4% CH is gained for the second stack.
- • If the Barrel isn’t held after the first stack is gained or the Barrel is held after the second stack is gained, the turn after the Pandawa will enter the Hangover state.
- Hangover Mechanics –
- • Awards +1 MP, +20 Block, and -20% Final Damage.
- • Holding the Barrel at the end of the Hangover turn will allow the Pandawa to revert back to Drunk on the following turn.
- For Friday Nov. 7th's Beta Build
- Miscellaneous:
- • General adjustment to spells' damage.
- • Gains on health related to Bottomless Barrel and WP gains from Master of Merriment and Milky Instinct no longer appear in general chat when these resources are already full.
- • No Pandawa spells deal damage to the Barrel anymore.
- Scalded:
- - This state now goes to level 1'000 (previously 300).
- - The damage is now Chromatic instead of just Fire.
- Lock, Dodge, and Resistance Bonuses/Debuffs vs. Dizzy Enemies:
- - When attacking multiple enemies with area-of-effect skills that grant bonuses, it will only take into account the enemy with the highest stacks of Dizzy instead of granting bonuses for all enemies with stacks. Additional gains are only reached when attacking a target with higher Dizzy stacks.
- - Some of these values have been changed (some buffs). This is because these bonuses no longer stack. As of right now, dodge is capped at 150, resistance and lock is still 75, and resistance debuff is 105. These values are of course, subject to change.
- Karchamrak:
- - The cast limit has been removed.
- - The cost to pick up the Barrel has been changed to 1 AP with level 20 Aggressive Barrel. It is no longer 2 AP and refunded 1 AP afterwards. The cost to throw after is still free.
- Barrelhop:
- - Now correctly allows the Pandawa to teleport to both Barrels.
- - The range of the spell now scales according to level. It starts off at 4 range and gains an additional range at levels 3 and 6.
- - The cost of the spell is 1 MP 1 WP from levels 0-8 and 0 MP 1 WP at level 9.
- Happy Hour:
- - The cost of the spell is 3 AP 1 WP from 0-3 and 2 AP 1 WP from level 4-9.
- Barrel:
- - The cost of the spell is 3 AP from level 0-4 and 2 AP from level 5-9.
- - The cooldown has been reduced to 2 turns (previously 3).
- - The quarts (HP) of the barrel has been increased by 4% at all levels.
- Milky Instinct:
- - Additional Effect: If the Pandawa ends their turn next to and facing the Barrel, they will automatically pick it up at the end of their turn free of cost (requires level 10 Milky Instinct).
- Triple Whammy:
- - The cost of the spell is now 2 AP (previously 3 AP).
- Pandawhack:
- - The spell now consumes Dizzy stacks on use (when the Pandawa buffs their own resistances).
- Lactic Acid:
- - The spell now works to also throw allies and enemies.
- - When throwing a player or enemy, the range is 0-4 non-boostable. The area-of-effect changes in this instance to a 3x3 square around the player or enemy.
- - The thrown ally will not take damage or MP loss. Allies in the AoE of the landing zone can still be hurt and lose MP.
- - Thrown enemies will take damage and MP loss.
- - The range is 1-2 boostable range when holding the Barrel or nothing.
- Flaming Burp:
- - The area-of-effect has increased to a line of 3 (previously a line of 2).
- - The cost has been reduced to 2 AP (previously 3 AP).
- Dairy Springer:
- - The spell now applies Dizzy to all targets in the area-of-effect (previously only enemies) when targeting an empty cell or a target directly.
- - The spell now applies Flaming in both cases of launching the spell on a target or an empty cell. In both cases, the state is applied to you (the caster).
- Explosive Flask:
- - The spell can only launch the Barrel. It no longer works with allies or enemies. It was seen as a little too powerful in the interest of the similar skill, Milking It. The two should work in tandem now.
- - The base minimum range of the spell is 2.
- - The base maximum range of the spell is 4.
- - The range is not boostable when launching the Barrel.
- - The range is boostable when holding nothing.
- Light My Fire:
- - The spell cost is now 3 AP (previously 4 AP).
- - The cast limit per target has increased to 3 (previously 2 per target).
- Milky Breath:
- - The area-of-effect no longer changes when cast on the Barrel.
- - The default area-of-effect is now line of 2 (previously single target).
- - Base maximum range increased to 3 (previously 2).
- - The range of the spell (1-4) is no longer boostable when throwing an ally or enemy.
- - The range is boostable when holding nothing.
- - The cost of the spell has been changed to 1 AP 1 MP (previously 2 AP).
- Milk Wave:
- - This spell no longer harms allies when directly cast on them.
- - This spell now has a cast limit of 1 per turn.
- - The spell removes 7% resistance per Dizzy stack on enemies (previously 5% per stack).
- - The heal formula on the spell is now as follows: ((6 + (0.6 * spell level)) * (1 + (0.2 * Dizzy stacks)) | In other words, a basic heal augmented by 20% for every Dizzy stack on the ally.
- - As of this time, the spell will still harm allies when cast on the Barrel without consuming Dizzy stacks on allies or enemies. The AoE will still increase to circle of two as it was previously. This is subject to change, to consider a method of AoE heal.
- Milk Fountain:
- - This spell no longer harms allies.
- - The minimum range of this spell is now 0 (previously 3).
- Splash of Milk:
- - This spell now places a glyph around the Barrel when cast on it.
- - The glyph heals any allies AND enemies that start their turn on it.
- - It still deals damage when cast on the Barrel. It just places a glyph down as well.
- - The AoE damage and glyph around the barrel is 3x3 square all around it.
- - For now it'll hurt allies when cast directly on the Barrel. This is a little hard to make use of the heal since you're hurting your allies as well. This will likely be changed to not harm allies when directly cast on the Barrel.
- Bubble Trouble:
- - The cost of the spell is now 3 AP (previously 3 AP 1 MP).
- - The minimum range of this spell is now 1 (previously 2).
- - The spell is single target when not cast on the Barrel (previously cross of one).
- - The bonus dodge granted by this spell has been increased to 10 per stack (previously 5).
- - The bonus only applies when cast directly on the target, and not when hitting an enemy through the Barrel's AoE.
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