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Unranked Games / Barkley Shut Up and Jam Gaiden: Chapter One of the Hoopz Barkley Saga
« on: June 27, 2008, 10:45:35 AM »Must rank. Or Not Ranked. One or the other, preferably both.
Anyway, welcome to Barkley, the most awesome independent RPG ever made. It's awesome, and you should bow down and worship it.
Mechanics
Pretty cool stuff here. Barkley uses pretty self-explanatory stats, explained below...
Vital Statistics and What They Mean
VP: Hey, life points; lose these and you go to Hell, where "Proud to be an American" plays all day and everyone speaks l33t...seriously
BP: B-ball points, bitch! Can't slam and ham without these
Speed: Action order, evasion, and accuracy! This is an important stat - speed is linear, and EXAs are possible (so Hoopz EXAs Cyberdwarf around his second action), so more of this is always good. In addition, this stat also governs accuracy and evasion - the exact mechanics I do not know for certain, but suffice to say that this and attack base accuracy (since special attacks don't seem to miss) help you hit things. In general, though, base accuracy is more important, as even Hoopz with his excellent speed will miss with attacks that have lower accuracy at a decent rate (just...less than if he were Charles or someone with less speed). Cyberdwarf's Combo attacks, however, despite his speed, cannot miss. Effective evade rates will be listed with the characters, though I believe the general evade and accuracy formula are simply subtractive
Guard: Physical defense. The higher this is, the less damage you receive from physical attacks. It's a divisional system, so Cyberdwarf is a pretty evil physical tank due to this.
Brain: Affects damage of specials (magic) and defense against the aforementioned. Similarly divisional, making Balthios a pretty sexy magical tank.
Power: Physical offense. Higher Power allows for more damaging basic attacks.
The game uses a combat system similar to Super Mario RPG and other timed hit games. Basic attacks such as Free Throw have timing that increases damage based on where you press buttons/hit keys etc. Most of these are easy to accomplish, so for simplicity sake, I have assumed they are all perfected. All noted stat boosts below affect the base character stat before equipment is factored in. The game has no differentiation between elements. The game also lacks status defense. Speaking of status...
Status Effects and You Health
Asperger's: Afflicted character acts fucking weird
Diabetes: Afflicted character takes 5% MVP damage each action
Fouled: Afflicted character skips their next action
Glaucoma: Afflicted character suffers a 50% loss in base attack accuracy
Handicapable: Afflicted character suffers a 50% loss in their Brain stat
Montezuma's Revenge: Afflicted character suffers a 50% loss in their Guard stat
Parkinon's: Afflicted character suffers a 50% loss in their Power stat
Stroke: Afflicted character cannot act for 3 actions
Time Out: Afflicted character suffers a 50% loss in their Speed stat
I took one bit of a liberty with the stats. There is a sidequest where you have a choice between choosing two different sides, and these sides offer different rewards. One side gives the best armour for Hoopz and Charles in the game, the Shrekmono - however, there's only one, and it's not unique. The other quest gives Balthios' best armour and the option of getting a wish from Kazaam that raises all stats of all characters by 5 permanently. I assumed one takes the stat boost, as it is overall the best option of the group, and is much better balanced and worth it than the Shrekmono. Similarly, there is a sidequest in the B-ball Dimension where Barkley fights Kevin Garnett solo in the arena. The prize is a Mithril Jersey, but it is once again shared between Hoopz and Charles. The armour is Guard +26, and though I didn't assume it, I could see allowing it to Charles for plot reasons. Otherwise all equipment is either unique, storebought, or initial (in the case of accessories).
Huh, less that I thought. Ok, guess it's time for some awesomeness!
Charles Barkley
"Fourth quarter, tie game. Who's going to be the one to make the final shot..."
Level 12 Slams Master
VP: 803
BP: 68
Speed: 75 (88% average speed)
Guard: 86 (97% physical durability)
Brain: 68 (94% magical durability)
Power: 211
H/s B-ball: Power +80, doubles the hits of all Shots and Doubleteam; accuracy of the additional hits are calculated independently; effects are noted by the use of () and / below
Referee Uniform: Guard +14
Maureen's Ring: Speed +1
Shots:
Free Throw: 74 (148) physical damage per hit, 2/4 hits total (148/296 total damage), may strike multiple targets by dividing hits between different targets, 75% base accuracy
Pass: 212 (424) physical damage, 50% base accuracy
Forward Jumper: 113 (226) physical damage, reduces user Guard by 33% until next action, 100% base accuracy
Jumper: 134 (268) physical damage, 150% base accuracy
Fadeaway Jumper: 110 (220) physical damage, raises user Guard by 33% until next action, 100% base accuracy
Guard: Raises user Guard by 66% until their next action
Slam/Jam:
Doubleteam (10 BP): 40 magical damage per hit, hits 6/12 times total (240/480 total damage)
Showboat Jam (20 BP): 252 magical damage, randomly raises user Power, Guard, Brain, or Speed by 15%
Vampslam (10 BP): 174 magical damage, drains damage dealt as VP for the user
Holy Dunk (35 BP): 342 magical damage
Ghost Muscle (5 BP): Raises user Brain and Power by 15%; caps after 2 uses at 25% increase; using this boosts Free Throw, Pass, Doubleteam, and Holy Dunk's damage by 50%/100%, and raises the damage of Forward Jumper, Jumper, Fadeaway Jumper, Showboat Jam and Vampslam by 25%/50%
Balthios James
"Zaubers? You think you know zaubers? Heh, I'll show you zaubers..."
Level 12 Zaubermancer
VP: 614
BP: 89
Speed: 89 (105% average speed)
Guard: 77 (67% physical durability, 84% physical durability with Snail Zauber)
Brain: 130 (137% magical durability)
Power: 119
Bloody Zauber: Power +60, Brain +4
*Snail Zauber: Power +48, Guard +20, Brain +3
Falcon Jodhpurs: Guard +34
Sunglasses: Brain +2
Blitz:
Zauber Slash: 106 magical damage, 200% base accuracy
Stab Dash: 121 physical damage, 200% base accuracy
Zeta Flash: Delays target's next action by 20%, MT
Counter: Balthios will counter any attacks made against him until his next action with the same attack used against him; the damage dealt with the counter is based against the attacker's appropriate defense
Zauber:
Flame Zauber (5 BP): Lowers Power by 25%, MT
Ice Zauber (20 BP): 425 magical damage
Water Zauber (10 BP): Inflicts Glaucoma and Diabetes 100%, MT
Wind Zauber (25 BP): 111 magical damage per hit, hits 2 times total (222 total damage), MT
Thunder Zauber (25 BP): 97 magical damage per hit, hits 5 times total (485 total damage)
Snail Zauber (10 BP): Lowers Speed by 25%, MT
Muscle Zauber (20 BP): Randomly lowers Power, Guard, Brain, or Speed by 5% per hit, hits 7 times total
Cyberdwarf
"What, you think this is a volleyball? Get with the game chump!"
Level 12 Cyberdwarf
VP: 950
BP: 68
Speed: 57 (67% average speed)
Guard: 149 (200% physical durability)
Brain: 53 (87% magical durability)
Power: 184
Dwarf Muscle: Power +88, Guard +10
Tupperware Armour: Guard +45
Sweatband: Brain +6
Combo: Cyberdwarf has a certain amount of time to perform attacks. Similar to Legaia, there's a bar that indicates how much space he has to perform certain moves, with different moves requiring different amounts of space/time. Using an attack will increase its damage by 25% as long as it is not followed or preceeded by the same attack (so Jab-Kick-Punch would cause all 3 attacks to do 25% more damage than indicated). Indicated below are the damages for each attack at base. A Jab is the base attack, with Kick taking 25% more time to accomplish, and Punch taking 50% more time to accomplish (making a max of 8 Jabs, 6 Kicks, 4 Punches, or any combination of the aforementioned). Finishers immediately end a Combo, and Cyberdwarf must have enough time/space to use them. Push takes as much time to complete as Punch, while Toss takes 25% more time to accomplish than Push, while Suplex takes 50% more time than Push.
Regular Attacks:
Jab: 39 (49) physical damage
Kick: 44 (55) physical damage
Punch: 71 (89) physical damage
Finishers:
Push: Lowers Brain by 25%
Toss: Lowers Power by 25%
Suplex: Lowers Guard by 25%
Cover: Raises Guard by 33% and places Cyberdwarf in a protective position; Cyberdwarf will take any hits directed at any ally until his next action; Cyberdwarf can guard MT attacks, but may only guard one person in the party; Cyberdwarf will guard against any attack, including status attacks and magic as well as physicals
Dwarfrage:
Insulin Shot (5 BP): Heals Diabetes, prevents Diabetes from being applied to a target
Dwarven Touch (10 BP): Heals 50% MVP, randomly raises recipient Power, Guard, Brain, or Speed by 15%
Dwarf Knowledge (15 BP): Heas 100% MVP, cures negative stat modifiers
Glaucoma Prayer (5 BP): Heals Glaucoma, MT
Dwarf Caress (20 BP): Heals 66% MVP, MT
Chaff Grenade (10 BP): 197 magical damage, lowers target Power, Guard, Brain, or Speed by 25%
Hoopz Barkley
"You don't need a reason to help people"
Level 12 Guns'braster
VP: 467
BP: 47
Speed: 118 (139% average speed)
Guard: 86 (57% physical durability)
Brain: 78 (63% magical durability)
Power: 169
F.I.N.A.L. G.U.N.: Power +72, Speed +5, Brain +10
Referee Uniform: Guard +14
Bapes: Speed +2
Brasts:
Accurate Shot: 102 physical damage, 200% base accuracy
Rapid Fire: 31 physical damage per hit, hits 5 times total (155 total damage), may strike multiple targets by dividing hits between different targets, 75% base accuracy
Mega Shot: 197 physical damage, 50% base accuracy
Evade: Evades the next attack targetted at Hoopz 100%; this affects any attack in full, and stays in effect after use until dispelled by an attack
Guns'tech:
Gun's Slay (10 BP): 57 magical damage per hit, hits 8 times total (456 total damage)
Bullet Dance (10 BP): 20 magical damage per hit, hits 16(?) times total (320 total damage), randomly strikes all targets on-screen, focuses on a single target
Status Shot (10 BP): Inflicts Diabetes 100%
TrickGun Assault (30 BP): 34 magical damage per hit for 10 hits (340 total damage) followed by 130 magical damage per hit for 2 hits (260 total damage) for a total of 600 magical damage
Averages:
VP: 709
1) Cyberdwarf - 950
2) Charles Barkley - 803
3) Balthios James - 614
4) Hoopz Barkley - 467
BP: 68
1) Balthios James - 89
2) Cyberdwarf - 68
3) Charles Barkley - 68
4) Hoopz Barkley - 47
Speed: 85
1) Hoopz Barkley - 118
2) Balthios James - 89
3) Charles Barkley - 75
4) Cyberdwarf - 57
Guard: 100
1) Cyberdwarf - 149
2) Charles Barkley - 86
3) Hoopz Barkley - 86
4) Balthios James - 77
Brain: 82
1) Balthios James - 130
2) Hoopz Barkley - 78
3) Charles Barkley - 68
4) Cyberdwarf - 53
Power: 171
1) Charles Barkley - 211
2) Cyberdwarf - 184
3) Hoopz Barkley - 169
4) Balthios James - 119
Damage: 446
1) Balthios James - 485 (Thunder Zauber)
2) Charles Barkley - 480 (Doubleteam)
3) Hoopz Barkley - 456 (Gun's Slay)
4) Cyberdwarf - 364 (Jab-Punch-Jab-Punch-Jab-Jab Combo)