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Enough time has passed: Lets buff john parry!! (GRACE)

PnA stuff
The links for Instinctive reaction aren't working
I'll fix that later
Explosion Manipulation makes sense but I disagree with Shockwave creation. It's just explosion Manipulation and the enemy falling back after receiving the attack.
Can you explain Point 8 more?
Everything else seems fine
The player's normal attacks can interact with intangibles like jumpos but can't interact with 1x1x1 so 1x1x1 would have layered intangibility

the player's parry can interact with 1x1x1 despite their normal attacks being unable to so they should have 1 layer of NPI for intangibles via parrying
resistances
Makes sense to me
(y)
Stats buff
Assuming the calculation has been accepted, seems fine.
U mean by a CGM? Yea rusty approved it
Profile

The links for Instinctive reaction are broken here as well. It says "this video isn't available".
again i'll fix that later
For non-physical interaction, the format is wrong. It should go from:

To
thanks for the input
Disagree with Shockwave creation for the same reason as before.

Disagree with Danmaku as it doesn't meet the required minimum number of projectiles:



fair point
In Optional Equipment, there's a : that got included in the linked Optional Equipment. Make the : outside the link
In notes, it should be "Note:" and not "Note:"
There's an extra space below the Note section.
ok
Everything else seems fine

Pulser
Seems okay
i'll add ur vote on OP when I get the time
 
Btw, the player parrying the nuke would be a LS feat since they don't get pushed back or budge from it. Idk if you can parry for any distance, but if you can, you can calc the force acting on him by taking the yield of the explosion and divide it by the distance the player moves back in meters (I pressume it's 0 distance if you were to go into the game engine and measure it, but they obviously don't have infinite LS, I would just assume the smallest measurable unit which would just be 1 px of distance) and you should get a result that supports the current one.
 
Btw, the player parrying the nuke would be a LS feat since they don't get pushed back or budge from it. Idk if you can parry for any distance, but if you can, you can calc the force acting on him by taking the yield of the explosion and divide it by the distance the player moves back in meters (I pressume it's 0 distance if you were to go into the game engine and measure it, but they obviously don't have infinite LS, I would just assume the smallest measurable unit which would just be 1 px of distance) and you should get a result that supports the current one.
As cool as that would be they do get pushed back when parrying it though so it's probably best not to use it

That said I think I could probably do a tandem calc with h4Ad 0n since he has another attack where he chucks boulders at you while making shockwaves


Will probably get those ready once I actually finish this CRT and also finish the speed calcs (Please somebody hurry up, the game has had like..two different updates since I made this😭)
 
Ah, then you can't for them parrying. Idk about the latter, it depends if the game has attacks with knockback even when you don't parry.
There is the falling pianos modifier but idk if modifiers are actually cannon so it's hard to say.

I think the explosion made from the players mech suit when it loses all its HP ragdolls the player upwards a little

That's probably the closest we can get though

(Oh yeah guess this is a bump as well)
 
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