Talk:Praetor

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Reactor Overload: Normal PL multiplier effects have frequencies of once per week or three times per week. Once per five days is an odd spot.

Armored Carapace: Is this refreshed like normal Durability? Can it be healed as if it were a normal Durability source from techs that are allowed to heal inorganic durability sources?

Standardized Parts and Replaceable seem to have a strange interaction; if the walker's at more than 20 incap days, it repairs 0.75 repair days per real day (or 1.5 per real day, assuming workshop availability)? 0.75 days is a bit strange.

Structure Points: Does the damage to a tech mount still subtract from the walker's durability as normal? Does Armored Carapace take damage before a tech mount would? If an inorganic healing tech is used, can it fix tech mount if it heals at least 50% of the walker's PL? If so, does it heal both the durability AND the tech mount, or does fixing the tech mount consume the healing?

Battle Damage: Same general questions as Structure Points. Also, why .5 tech days? Half days don't actually exist (or at least, they shouldn't; I have seen people use old mage doubling rules to have half days, when they were never meant to exist, because that's stupid).

Heat Overload: If a fire-based attack has nullifier (against either the walker's non-Carapace durability or the Armored Carapace itself, whatever is taking the damage), does stamina damage get calculated from the fire-based attack's normal damage amount or from the increased nullifier amount? Does an attack have to explicitly have "fire" in its rules somehow or is something that is fluffwise obviously supposed to be fire count even if it doesn't deal "fire damage"? Does normal ki count as fire-based?

Massive: 10% of the speed of the attack? 10% of the attacker's PL? 10% of the walker's PL?

Tiryst 19:57, 9 February 2009 (UTC)

Reactor Overload: Changed it to 7 days, or once a week.
Armored Carapace: No, it wouldn't, unless the tech specifically stated that it repaired the carapace. And yeah, it would be refreshed like normal durability. Though if this is too powerful, I'd say it would be refreshed when the room switches to the 'next day'.
Standardized Parts and Replaceable: It was supposed to say that it must be done in a machine shop. That must have been erased in edits. Fixed it
Structure Points: Yes, it also deals damage to the durability. For the non-organic healing tech, it would have to be specified in the technique that it repairs the weapons as well, so it would just repair the durability. Armored carapace does not take the damage first, unless it was specified in the tech that it would. Most of the mounts would be above the armor, after all.
Battle Damage: I was unaware half days did not exist. So I'll just change it so one tech day can heal up to 2 crippled limbs. But yeah, damage would be taken to the limb and durability at the same time, and unless healing specified that it could fix a limb, it would not.
Heat Overload: The stamina damage is calculated based on the damage dealt to the walker itself. So if nullifier applies, then stamina is taken off of the nullifier as well. And I would say it would have to make sense fluffwise. Basic Ki would not be considered fire damage, though anything with enflame or a tech that makes sense fluffwise would.
Massive: 10% of the attack's speed.
--Ff0ecaf 20:40, 9 February 2009 (UTC)