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    Advanced Assembly Magic

    Sheen Overbuild
    Sheen Overbuild

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    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Advanced Assembly Magic

    Post by Sheen Overbuild 16th August 2013, 5:16 pm

    Primary Magic: Advanced Assembly Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description:
    [Updated] Assembly magic is a kind of magic where Sheen is able to conjure and/or construct machines during the battle with the use of a Build Core. These machines have no life, however, it is an AI, which is an artificial intelligence, which will also do what Sheen orders with the use of a Tech Core. Each machine he constructed has its own purpose. The machines have different purposes, mainly: Offense, Defense, and Support. But technically, the machines can be all-in-one, depending on the purpose it has or what it is instructed to do. The machines are built from his mind, which the memory is like a blueprint of the machine, and he mainly builds the machine from his blueprint. Within the machines, they have special mechanisms which lets them sustain themselves without the use of Magic Power.

    [New] The previous Assembly Magic utilizes BP, a backpack with 4 mechanical arms that helps him assemble machines. He needs BP because he hasn't unlocked the pinnacle of his power. But because the Sheen from the future took over his body, he doesn't need to utilize BP, as he has already mastered Assembly Magic. Though his future self now possesses his body via Time Core, Structure Core, and Link Core combination, his body is as it is.
    Strengths:

    • The machines used serves different purposes, and it will remain until it runs out of power, but not destroying it, unlike other summoning spells
    • These machines won't take orders from anyone except Sheen
    • Machines have a mind of their own as well, and it will also defy the command given by Sheen to do a more logical thing

    Weaknesses:

    • Water is mainly the most annoying weakness. It will cause them to malfunction and be destroyed.
    • Lightning can be a problem. If it is hit by lightning, it will explode.
    • Machines, when destroyed, will explode, and if Sheen is near it, he will be knocked back and take damage one rank higher than the machine.
    • Can be manipulated by a mage who can manipulate metals
    • Fire will melt the metal, unless he has a fireproofing machine

    Abilities/Powers:

    • [New] Build Core - The reason he is able to create machines is with the build core. With it, he can create machines from his mind. Not one of the 6 Power Cores of the World. All materials used are non-magical, including the MegaWatteria Battery.
    • [New] Tech Core - With the Tech Core, he can manipulate machines with his will. He is only limited to controlling his machines, an NPC machine, or an electric-powered machine.
    • [New] Charge Core - All machines Sheen builds will run out of power after 3 posts. Machines, when it has reached its duration, doesn't dissemble but powers down instead due to power loss. He can, however, charge it for 80% of the total magic power cost used when he assembled the machine.


    D Rank Machines:


    Last edited by Sheen Overbuild on 29th January 2015, 6:48 pm; edited 36 times in total
    Sheen Overbuild
    Sheen Overbuild

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    Character Sheet
    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 19th August 2013, 7:42 pm

    Bump


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



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    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 21st August 2013, 8:12 am

    I like this magic. Especially imagining being a mobile factory and essentially Heimerdinger and Viktor from LoL.

    General:
    Weakness: 
    - For the more powerful, automated machines, state that they have a limited energy supply and thus after a limited duration, they automatically disassemble. This is to minimize a snowball effect in your magic where as a battle gets longer, you get more machines on the field.
    - The backpack is also a vulnerable weakness. Maybe you can have the arms be a vulnerability and when all four arms are destroyed/disabled by spells equal to your rank(each are able to take one), your time taken for construction increases by one post and you become vulnerable to interruption. This may also provide you a makeshift shield, which you can add as a strength.
    -Direct electrical attacks on you can also affect BP, once again disabling it for one post.
    -Metal Users a rank above you have the potential to directly control your machine's movements.

    Ability:
    -Limit Machine Herald to only affect NPCs' machines. After all, you stated it before, the machines can defy your word for a more logical choice.
    -Extend BP to be able to have an emergency function to produce parts on his own when his four arms are disabled.

    Spells:
    All: Include visual description or pictures of the machines.
    Missile Launcher: Limit missiles to 4. Reload time also needs to be stated, preferably 2 missiles per post(i.e. if you want to fire continuously, it will be two missiles every post). Cooldown should be four posts. Also include durability and range of the missile launcher.

    Smoke: Include the maximum area of the smoke for it to be effective. Also a weakness is that any large spells can completely wipe out the smoke(a lot of such spells have shockwaves) in their area of effect away and if larger than the area, can also destroy the generator. Another one is that Sheen himself cannot see within the smoke, unless he has certain machines that help him do so. Once again, durability of machine.

    Turret: State number per post and range of shots. Speed of bullets can also be good. Also, as a rapid fire machine, the bullets are not powerful enough to pierce through any defense spell(Do not argue. I've seen too many people firing ten projectiles and say each can pierce an individual spell. Loads of bull.) and nullified by strong(+) armor if it is covering the target body part(i.e. a helmet won't protect your knees). Once again, durability of machine.

    Laser: Effective range of laser and the targeting system of the turret(in fact all turrets need a targeting system). 4 post cooldown and turret durability(should be low). State number of posts to cool down from overheat. Another weakness is that as the laser's damage is based on heat, against fire mages or heat mages, the damage is reduced by half. It also lacks a concussive force and hence a person durable enough can tank the beam and just walk straight to the turret (imagine Superman).


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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 23rd August 2013, 3:50 am

    le bump


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
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    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 23rd August 2013, 5:48 am

    I like the Emergency Arms ability you added. Nice job on that.

    Spells:

    Missile Launcher: Need the maximum target range of the launcher and the speed of the missiles. Also reduce the size of the missile explosion to 3 meter radius. Also, for Sheen to control the missiles, he can only control them as a total batch(not individually) and needs one hand which aims where he wants them to go. Also, since the missiles can move towards the opponent, give their max flight time(i.e. in posts) before exploding prematurely.

    Smoke: Reduce radius to 50 meters. Also, you have not added that Sheen(and his allies) cannot see through the smoke in the weaknesses without any help. This could also result in team coordination falling apart if you use it without warning your team. Your offensive turrets, however, do not have this problem and will still work. Perhaps you are blind if you do not have any other turrets on the field and when you do, the turrets can talk to you and relay to you what they can see.

    Turret: Number of bullets shot per post of firing please. Reduce range to 40 meters. Increase bullet speed to 150 km per hour, so that your bullets can close the full distance in one second and are decently fast enough to warrant the "bullets are very fast" strength. Also, bullets can only pierce through a single layer of wood spells, because a turret fires in an unfocused manner and the bullets only pierce and do not destroy the spell, hence the first layer of wood spells are still intact and able to slow down the bullets' power.

    Laser: I would like the size of the laser, as well as give it a brief delay where it glows as it readies to fire, so that people aware enough can actually see it coming and have the potential to preempt a dodge, since it is a light-speed attack.


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    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 24th August 2013, 9:50 pm

    Turret: I've asked for this two times already. Number of bullets fired per post(i.e. turret's fire rate). Right now, I don't know whether your turret fires one bullet every post or 9000 every post. I recommend 6. Also, add durability of the turret.

    Laser: Size of the laser is too large, the equivalent of a house. Reduce it to be around as large as someone's chest.


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    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 24th August 2013, 10:16 pm

    Everything seems approvable except for one last little nitbit. Just make the turret's durability lower to 2 D-rank spells.

    When you are done with that, this app is considered approved.


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    In Progress Re: Advanced Assembly Magic

    Post by King Zenshin 3rd September 2013, 2:20 am

    Unlocked at the request of user to change and add existing spells.


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    Character / Vincent Gauss
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    Sheen Overbuild
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    First Skill: Assembly Magic
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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 3rd September 2013, 4:25 am

    created 3 more spells: Upgrade, Gyro, and Defenspike Barrier


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    Sheen Overbuild
    Sheen Overbuild

    1 Year Anniversary- Player 
    Lineage : Inuki: The Demon Dog
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    Character Sheet
    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 5th September 2013, 1:36 am

    bump


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 5th September 2013, 7:35 am

    Upgrade: Lasts too long for something of its extent. Reduce duration to 2 posts. Also, include in the weakness that it does not cover up for the electrical weakness in all machines, even with the durability boost.

    Defenspike Barrier: Your description mentions a while before the spikes emerge. Specify what this means in terms of posts. Have the barrier have a weakness where it is not anchored to the ground when the spikes are not yet out, so it can sent flying by two D-rank hits, causing disorientation and D-rank bruises for those inside as they fly about, while delaying its spikes. Furthermore, there is a contradiction, with your weakness saying it will open up after 3 posts, while your cool-down says it disassembles after 2. I recommend 2, since the barrier will be annoying if it lasts too long and you cannot get out of it to act. Also, include a defense limit where the barrier can only take 4 D-rank damage or two C-rank damage or higher within a single post before it falls apart. Anything A-rank and above obliterates it outright.

    Gyro: Give flight speed, maximum flight height and mention its maneuverability(don't need to be specific for the latter, something like "maneuverability like a helicopter") I also see you trying to use the fuel weakness but 25 turns of both flying and shooting is still too much, especially given its low durability making such a prolonged duration unlikely. Reduce the fuel point to 200. Missile speed and range will also need to be specified, and if you shoot multiple times in a post, give a maximum fire rate. Remove the disassemble bit with your cooldown, since you already said it will crash. Furthermore, if you want to be brave, add a strength where the Gyro's body can be used to ram as a last resort attack, dealing 3 D-rank damage within a ten-meter radius, but sacrificing it.


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    Character Sheet
    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 7th September 2013, 6:45 am

    changed Defenspike Barrier to Hedgehog aaaaand BUMP


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 9th September 2013, 2:30 am

    Nearly approved. Just one last thing for Gyro, make it such that you can only add up to two offensive machines to it before the weight pulls it down and that the limited range of your missiles means that your Gyro can only be 25 meters above the ground at most for its missiles to be effective towards ground targets. This does not include other machines. Finally, indicate whether Gyro can carry passengers and how many.


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    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 9th September 2013, 4:00 am

    Assemble - Bump!


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 9th September 2013, 7:08 am

    AND WE HAVE A WINNER! Approved.


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    In Progress Re: Advanced Assembly Magic

    Post by TehDMCmaniac 6th October 2013, 12:59 am

    Previous Version:

    Unlocked due to the purchase of 3 extra D-ranked spell slots. As if now, the maximum amount of D-ranked spell slots has been reached.


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    Advanced Assembly Magic 14n37n9

    Sheen Overbuild
    Sheen Overbuild

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    First Skill: Assembly Magic
    Second Skill:
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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 7th October 2013, 4:12 am

    created 'Duckeh', 'Assemble - DCCC', and 'Assemble - Duplicator'


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    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Experience : 450

    Character Sheet
    First Skill: Amaterasu Mudra Formula
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 7th October 2013, 11:30 am

    Spells:
    Duckeh: Essentially made to cover up your weakness, I'm sorry to say that the Duckeh have too many functions(Bombs, Lightning Rods, Peckers, Distraction) to be even considered a specialised spell and we don't allow whole-thread passive spells, which completely kicks our Magic Power system to the curb. Even as a anti-spell specialist, a D-rank spell has no way of matching an A-rank spell and the fact that you have innumerable numbers of them and can somehow magically summon them because you have a satellite, means all Lightning Mages who are A-rank and below are screwed against you(even though it's supposed to be the total opposite) as they basically have this huge wall of 24 D-ranks/15 C-ranks/6 B-ranks and 3 C-rank/3 A-rank and 3 C-rank spells to consume, which regenerates! Also, the numbers are wrong(why did you add an additional C-rank). What you should have for each Duckeh is 8 D-ranks/4 C-ranks/2 B-ranks/1 A-rank. Next, pecking Duckehs. Uhh........may I know how small these things are, because I can't imagine these things, with such feet, having the speed to even get up there to peck. I thought this could be a cute little thing where you slyly, in close-combat, slip into your opponent's clothes or belongings, resulting in a surprising kaboom, and I'm perfectly alright with little robotic operators. But, this is begging me to instantly reject it and thus I shall.

    DCCC: Approvable, but will not be approved until you sort out the Duckehs.

    Duplicator: You have 4 Duckehs on this thing, when your limit was explicitly 3. Deal with that contradiction. Oh and one more thing, just having Duckehs stand on it will not remove the lightning weakness, because current will just past through the Duckehs' body and feet and into the machine again. The machine itself must explicitly have a special layer that can conduct the electricity around and away from the circuitry.(Don't add this in, leave this for much higher ranks) I have also no idea why you put "cannot duplicate humans" as a weakness. How about 'cannot duplicate biological matter'? You already said clearly that this duplicates machines, no mention of anything else. What would constitute as a real weakness would be limits to its duplication of machines (i.e. BP, other Duplicators, machines that are higher-ranked and machines that are in Upgrade mode) or the ray turret can only duplicate machines a certain distance from it.

    As I have feared, the snowball effect is getting really heavy. Curb your magic or else I will be forced to cut it down to size.


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    Character Sheet
    First Skill: Assembly Magic
    Second Skill:
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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 8th October 2013, 5:54 am

    fixed it. let me know if theres anything else.


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    Sheen Overbuild
    Sheen Overbuild

    1 Year Anniversary- Player 
    Lineage : Inuki: The Demon Dog
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    Age : 25
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    Character Sheet
    First Skill: Assembly Magic
    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 15th October 2013, 10:35 pm

    its been days lol.


    _____________________________________________________________________________________

    Advanced Assembly Magic U0CJK09


    Link Core|Structure Core|Magnetic Core|Time Core|Illusion Core|Gravity Core

    Experience: 0
    Jewels: 108,494
    TacticalFallacy
    TacticalFallacy

    The Undefined Formula



    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Second Skill:
    Third Skill:

    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 18th October 2013, 12:33 am

    Many apologies lol. The real world caught me for a few days. Now...

    Duckeh: Much better. Not as ridiculous as before. However, I do want a limit on the number of Duckeh on the field at once (i.e. if your opponent cannot destroy 5 Duckehs in 2 turns and then you summon more, set the maximum number of Duckehs at once). Also, increase the cooldown to 4 turns or decrease the Duckeh count per 2-post summon to 2.

    Chainsaw Cannon: Remove all of the 'attract and absorb lightning' part since your Duckeh no longer have that trait. Give me the speed of the circular saws.

    Duplicator: Remove the same 'absorb lightning' part.


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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 21st October 2013, 5:57 am

    bump


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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 21st October 2013, 5:58 am

    ahh hwait, damn internet..... ill have to edit it again soon... it seems the edit didn't change anything.


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    In Progress Re: Advanced Assembly Magic

    Post by Sheen Overbuild 26th October 2013, 6:37 pm

    le bump, fixed


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    In Progress Re: Advanced Assembly Magic

    Post by TacticalFallacy 26th October 2013, 8:49 pm

    Chainsaw Cannon: I should have been clearer. It's nice to have the rotation speed of the saw but I wanted the projectile speed of the saw when fired.

    Duplicator: Give me the range of the ray(i.e. how close must a machine be to be duplicated).

    And that should be about it.


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