But who is faster, a 120 Speed Fishman under water or a 121+ awakened zoan?It'd be FTL, yeah, but speed are more vague like ichi said.
YesBut who is faster, a 120 Speed Fishman under water or a 121+ awakened zoan?
I dunno how many more times you want the same answer lmao.But who is faster, a 120 Speed Fishman under water or a 121+ awakened zoan?
And before you ask ''how does it make sense for me to get no boosts underwater'', the answer is it ain't our fault you chose to have 120 base speed already. Lower it and distribute the stats elsewhere.
We're talking about 121 speed (regardless of zoan or not), which doesn't have a defined tier, which means it's just 120 with flavor. Karp was saying fishmen would reach this same Schrodinger's tier of speed, which Larsi seems(?) to agree. There's no slippery slope to be had with what we're talking about.Fact is 120 is the final tier for all outside of Zoans.
Otherwise, it becomes a slippery slope. That's like a guy already having a Zoan with 121 durability, and then turning him into a cyborg, which with armor would bring him up to 145+ durability, and then he'd complain ''how is it fair that my durability stays the same before I got armored and after I got armored''. There has to be a final tier, we can't just have infinite and try to see who can stack the most to reach some ungodly tier that even Roger wouldn't have.
You get 1 of those per 10 mastery as well.The Wind Knot (風の結び目 Kaze no Musubime?) is a rope with wind-creating properties that is tied three times. Untying one knot results in a light breeze. Untying a second knot brings a strong wind. Untying the last knot summons a squall.[1] In the anime, Nami uses this rope in conjunction with her Perfect Clima-Tact to perform a technique that dispels an oncoming cyclone.[6] Apparently the Wind Knot can be grown along with other knots in a special type of garden called a Weather Garden.[citation needed]
Or if it would be easier to use the stat cap system already in play-- The NPC could be locked until the proper level to utilize their stats is reached. Or in other words, if your NPCs highest stat is 100 in Strength, you would need to be level 66 minimum.Divine Emporum NPCs should be locked out of combat until their host-character is within 20 levels of the NPC of choice.
I prefer my first pitch for the simplicity, but stat-cap is an alternative I considered suggesting instead. Up to y'all.Stat Cap
The max you can put in your stat depends on your level. These requirements are the same for main stats and substats. These caps change as your level progresses, allowing further customization and specialties at higher levels. Below, find the stat caps per level:
Level 1-40: Level +20
Level 40-65: Level x1.5, maxing at 99. Temporary stat boosts can go up to 100, but not permanent boosts.
Level 66-79: Cap at 100. Temporary stat boosts can go up to 110, but not permanent boosts.
Level 80-89: Temporary stat boosts can go up to 120, while permanent boosts can go to 110.
Level 90-100: All stat boosts can go up to 120.
i prefer the second suggestion, as otherwise it will be a useless item/NPC for 35 levels
i agree that NPCs should be killable but there needs to be an actual reason, the main one of course being you want their DF. Killing them just because you are fighting isn't really a proper reason and all it does is make it so they can't be used laterA NPC shouldn’t be immortal ! Especially that bullshit about fruit holder. We are a RP. We created characters. The story here is too far from Oda’s but we (y’all) are trying to keep some sanctity about NPCs.
The only thing that shall prevent a player from killing a NPC is if it really mattered to another one, but then the Game is the Game. First come first serve.![]()
Second one takes longer though.i prefer the second suggestion, as otherwise it will be a useless item/NPC for 35 levels
i agree that NPCs should be killable but there needs to be an actual reason
It's tough because I agree on principle, but I also know how Cross gets.i dont think just making all NPCs unkillable unless you want their DF or weapon is a good way to solve the problem, as sometimes the best story or development will come from them dying and not reappearing later
i dont think there's an easy answer here, as you need to get something for taking it so locking it for even a small of levels just wouldnt make it worth. The other DE items are useful but not gamebreaking during the early gameSecond one takes longer though.
First suggestion is level 60 (for a level 80 NPC), second suggestion is level 66 (for 100 in a given stat on said NPC).
Getting a Seraphim after 35 levels (one island and some activity) and without needing to get to level 100 and build up divine coins, still seems pretty solid to me.
But I pitched the second one for a reason- if y'all like that more, so do I.
I disagree. If I did agree, that would mean NONE of the other DC items are worth it. I think that even with an implemented stat minimum, NPCs would still be the go-to pick for NG+ characters.locking it for even a small of levels just wouldnt make it worth.
I agree, but none of them should be gamebreaking in early game.The other DE items are useful but not gamebreaking during the early game
This lets a human use FK, but you have to invest the points and you can't break stat-cap.Direct Martial Art: This item allows your character to use one of the MAs that would otherwise require a NPC to be beaten. Can be bought more than once. Cost: 35 DC.
This would let you knock out level 17s if you were planning on utilizing it at level 25. It does nothing for a level 25 realistically (compared to Seraphim).Devil's Voice: Increases the user's Haoshoku Haki to knock out characters 70% of their level and intimidate anyone up to 80% of their level. Range for knocking out is 500% of level and can intimidate anyone on the same island. Cost: 40 DC.
You'd need to wait even longer than 1 or 2 islands to use this.Kokuto: This turns your weapon into a Kokuto (black blade). Attacking with a black blade gives an automatic +2 armaments DPR to any melee non-ranged attack. This cannot stack with your own hakI. The blade needs to be of the Ō Wazamono or Saijō Ō Wazamono grade. Can only be bought once per character. Cost: 75 DC.
Literally pointless to a level 25.Haki Master: Allows you to buy a 120 stat item for both of your Haki subtypes. Both need to be purchased separately, and you're still limited to 2 120 items (or 3 if your character doesn't have a DF). This simply allows you to focus both of the Haki subtypes. Cost: 100 DC.
This one doesn't even have a guaranteed reward.Map to a Poneglyph: This item grants the user a map that leads to a Poneglyph. Requires the player to find a host that will host a story for the user. Successfully obtaining a Poneglyph at the end of the story is not a guarantee. Cost: 75 DC.
No. And we all know that's not true. The excitement you get from going up against a high importance canon character is nonthing like going up against some random ass Fairy Tail NPC someone made. These canon high end NPCs are the pillars of the story. It's also an integral part of this RP the way it was set up, because it was set up in the canonverse. For example our OP RP (WURP) was not canon, there were no canon NPCs. But here, we are set in the canon world for a reason. Of course we stray from it with our stories, but we're still in the canon world and we should protect its sanctity, instead of just rolling through all the canon NPCs in half a year and turning this into a dungeon and dragons NPC verse.A NPC shouldn’t be immortal ! Especially that bullshit about fruit holder. We are a RP. We created characters. The story here is too far from Oda’s but we (y’all) are trying to keep some sanctity about NPCs.
The only thing that shall prevent a player from killing a NPC is if it really mattered to another one, but then the Game is the Game. First come first serve.![]()
Against it, for above reasons. I don't need someone killing Kizaru ''Just cause they felt like it'' and then creating an Admiral NPC called Uchiha fucking Madara. How is this helpful to the story? Only Cross is bothered by this anyway because apparently he can't evolve his character story without going around killing NPCs.Something the GMs had discussed way back when was having a rule that people have to create an NPC for any NPC they kill, whether or not they use their DF or if it’s a story-kill. That would keep the NPC bank filled.
So if they're just fodder at high levels, why put them behind a paywall that can only be accessed after level 100 for the equivalent price of 100,000 exp?But I'll just leave this here. The part that's being overlooked is that just like the NPC items are stronger in the beginning, they become a waste later on. By the time you are end-game, your level 80 NPCs are completely fodder, and you've effectively wasted 100 DC.
Nope, it's because of the scarcity factor, that's why it's behind a paywall.So if they're just fodder at high levels, why put them behind a paywall that can only be accessed after level 100 for the equivalent price of 100,000 exp?
Are you saying Seraphim is only worth it if you're starting over (because it makes you way stronger than you should be)?![]()