Yea theoretically it'd make more sense for him not to die before he even dies in the manga lol.I don’t know what y’all talking about. If Kaido is RPed correctly, unless we all gang up on him, he should be fiiiiiiine.
And even if we gang up, he should easily able to flee.
Same. I know La Spada can’t. Need to build that bish up.I'm slightly interested in it but I don't see it happening one v one. For someone to defeat him.
No clue tbh, I find it overpowered.Btw I've been wondering how does one work around future sight here? Is it all up to the rp''er to decide what he can avoid or not. Always felt future sight to be even more on the op side compared to simple prediction and the x amount of times you can do it.
In all honesty it's weird we got a stamina system for armaments but not for mantra.
im fairly sure there is one somewhere, but if im wrong it still uses stamina so you cant have it active in every turnIn all honesty it's weird we got a stamina system for armaments but not for mantra.
If a territory is split between two factions then each faction will receive half their normal reward unless the two groups agree to a different decision together.I will have it for business. Immana sell it. Besides, I dunno how and what will happen in the distribution of rewards when the event concluded.
@Ziosa, are you still the one to determine who gets what when multiple parties are present in an island?>
You should convince @Nessos to make the next custom Df contest about mythical creatures, and then win it with a western dragon fruit.
COO boost?Nice post Sea and yeah I've found some sort of stamina system for mantra reactions but only that at 120 you've got 15 reactions in total at that point. But can't seem to find what kind of reaction deducts how many points and the kind of CD. I figure ot works on a same level that armaments does? @Ziosa
COO boost?
Not sure if the old system still apply though but I am still using it.
Every COO (Precognition) User gets Mastery x 0.1 Reaction Speed Boost, e.g. at 100 Mastery, you get 100 x 0.1 = 10
At 120, you get 100 x 0.1 = 12 + 3 = 15
Source: Patch 1.1.1
120 CoA gives
invisible haki gives +2, armament gives +3
120 CoO gives
+3 additional reaction (+15 total) and future sight
120 Stamina gives
limitless stamina
That's on top of COO (Precognition) minus the opponent's own COO, as that one boosts both your Reaction and Attack Speed.
Source: Patch 1.1.3
Observation Haki: Users of Observation Haki will have to choose between two different types of the ability:
Awareness:
1-100 Mastery: The user can sense any physical thing within (Mastery x 2) meters of themselves when CoO is activated. This make it easier for the user to sense multiple things at the same time. However, focusing specifically can still only be on one thing. The user can also sense the intention and power level of players whose level is equal to or lower than their CoO mastery including opponent's specific attacks power. This does not mean that the user can sense the action of a player, only their location and emotion and power level.
120 Mastery: The user can sense anything within 400 meters of themselves when CoO is activated.
Precognition:
1-100 Mastery: Can sense accurately how people move closely, i.e. attacking even if cant physically see them. When your CoO is activated you will get an increased bonus to reaction and attack speed equal to your CoO minus your opponent's CoO.
Ex: yours: 80, opponents: 65
speed increase = +15
however, if your opponent has Awareness CoO and not Precognition, then the formula is equal to your CoO minus your opponent's CoO plus 5. Meaning if you both have equal CoO mastery then you will get a +5 reaction and attack speed bonus while they will only be able to understand your intent and attack power.
120 Mastery: The user is able to see the next move of their opponent(within the same post as long as there is not too much time implied having passed) within 50 meters of themselves when CoO is activated.
There's no specific CD rule in COO but I believe it taxes the user the same thing when he uses invisible haki. With 100 in Stamina, there should be no issue with the player having it activated for 10/10 turns while still casting high-level attacks and 10 turns of Hardening before wearing out.Is that out of 10 turns? Armaments has a pool of 20 at max which resets every 10 turns i believe?