Re: VGStorm Presents Manamon, a new fully featured RPG!

Just did the Irroadium fight. Once you're used to it and know what to expect, assuming you have a team that can handle it of course, it's really not too bad. 2 mud ball accuracy drops from Fauntozaur and Magic Lights from Polosses drastically lowered his damage output. Then I just hammered away with Ice Cutter, White Lance from Tenshaino, then Toxic Tail from Grandlan. Only had 2 faints in the whole fight, the first was when Final Oblivion hit Tenshaino, then at the very end he finally wore down Polosses enough to defeat it. I used exactly 0 items in the fight. BTW, random observation I made that I'm not sure if anyone else has picked up on, but add one more thing Irroadium is immune to: Critical hits. It'll still hit, but does no extra damage. I got a critical hit with White Lance that did 60 damage, then White lance hit again and wasn't a critical, and did... 62 damage. And there were no stat changes other than accuracy.

Just thought of an idea that could help with movesets a bit, and wouldn't take as long to add in as skill manuals: Breeding moves. Yes, I know, another inspiration from Pokémon, but it could work a little differently. Since other than with one exception, you don't provide the manamon that your mon breeds with, it could be stated that the breeding moves come from his Manamon. Each Manamon could have 2 to 3 moves in its breeding move pool that it doesn't get via level up, and one is selected at random each time you receive a baby. That could help add some variety, since some manamon would get more than one good move, but of course they can't have both at the same time. There are other ways this could be done, like each move just having a set chance to be present, allowing for any combination, but yeah. It's an idea to work with.

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