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DISCLAIMER: The actual ruleset is past the 3rd "_____________________" all the way below.




      A short overview of the history behind this ruleset's creation, recounted from memory...



It was maybe more than 6 years ago, in-between the years of 2013-2014. The tournaments were still big and lovely, the streams glorious with ChaosMuramasa x LegacyYipes (oh especially that man) level of commentary / Twitch-monster energy (a-ther, END, Dante, and BastardMan/X-Zone to name a few), and the community, although small in comparison to other online games, steadily bustling with new content in the form of written guides by longtime veterans like RDFMASTER, LightningxFate, LonelyGaruga, Kayarine, and combo videos by well-established players like Dart (a fierce Cloud now known as Dz_, having forever engraved his name on DDFF competitive history), Kuroraikiri (one of the few Tifa reps who knew what they were doing) and Tabithia (one of the only 3 Ultimecia reps in existance), and friendly atmosphere courtesy of your local friendly modmin team Spyder, Draec, Kraid, and several other wonderful mods whom I neglect to name. This era was near the peak of Duodecim, and the bigshots that roamed the world at this time, especially the whispered household name amongst the denizens of the DissidiaForums,



(who may as well be the 2000s-era SSBM Mew2King 360-noscope / Sm4sh god ZeRo equivalent in terms of tiered skill amongst all the existing Duodecim players of all-time)


      roamed free; they took names, trophies, and achievements as if they tasted akin to a simmered shotglass of Waggle-Wobbly Firaga-dashed margarita after an SSS rank finish in top 2 in nearly every tournament that ever came out for this game. DMD Tournament. Phoenix Down. Frostbite Arena. FEPS. LevelUP. The list goes on and on.

Its not like they weren't undecorated victories either; the fantastic artists of the time, Kayarine, with her touch of professional aesthetics, and later Galadin, having her wonderful quirky artstyle, were always there to welcome the victors with their gorgeous, well-thought out, lovingly crafted forum signatures for all of DissidiaForums to see.


by Kayarine


by Kayarine


by Galadin


by Galadin


Just look at these awesome beauties. They're a Marvel to behold.

Anyways, at some point during all of my forays into these awesome tournaments, I came to the following conclusion:


That this game's balance needed to be tweaked in order to up the ante on the quality of high-level Dissidia Duodecim gameplay.


      At first this was a solo project that only I concieved of, unaware at the time that Hollowed was already working on something quite similar with a ruleset of his own. If I had to describe my own thought processes at the time, you could relate to my discontent with some of the many flaws/BS of the game, such as Assist Charges (both 1 bar and Full Assist Charges), the fact that both players needed to whiff to maintain an Assist gauge 24/7 (not just build it which wasn't that bad in itself), extremely gimmicky Summons to the level of Chocobo shenanigans, how rewarding it was to land an HP in sharp comparison to the majority of low-damage dealing BRV attacks in this game because of the rewards of things like EX/AST Depletion, Side by Side, EXP to ____ Abilities (although those weren't that bad in themselves), etc. Thus, this was how one of the first versions of the ruleset itself came out at first:




It didn't even have much of a name back then. At first, the ruleset itself was aptly named "Official the 2nd" for lack of a better one, and then it was held in closed-beta testing amongst the eventual 15+ other players other than me at the time (the members in single-digits at first, but grew to 15+) under a closed group called DissidiaTownFair.






The only surviving evidence that the group itself ever existed.


Below are two example videos of an older version of the Off2. ruleset in action:



I really should have uploaded more matches showcasing this ruleset. In a much later version of the progression to White Lotus, Spyder himself pointed out at the time that mages actually struggled more under this ruleset because of the lack of ability to build Assist by whiffing, but that's a sacrifice I suppose. No game balance will ever be perfect, and the most interesting games tend to be the ones with the "broken" / excellent moves / overall kit that a character has anyway.

Just take a look at Gerald's video on buffs/nerfs, which dives much more deeply into game balance Vs. fun and does a better job explaining that concept better than any other video ever will.



Thanks Gerald from Core-A-Gaming.



In this match, me and a fellow tester named X-Striker were testing the abilities Concentration++ and Snooze and Lose. Needless to say, that wasn't as exciting as that one time I played prominent tournament veteran xffixbmlx at The Rift using this strategy in an actual tournament match. Later I decided to ban the two Abilities together because holy shit who the hell wants to play a game where we are paid to win by doing absolutely nothing ResidentSleeper_zps16ec894b.png



      Then eventually, an interesting Skillchain of events happened. I DM'd Hollowed my project and offered to have him test it. It might as well have been a well-written, eloquent bromance letter really now that I think about it. If my memory isn't failing me, I believe he rejected my offer at first; then at some point, somehow, we came to a congression. Persuaded, we played some games with it; after some time, he revealed that he was already working on something quite similar within his own group, his then-creation White Lotus, with a couple members of his own, and invited me to take a look. Eventually I abandoned my version of the ruleset, "Official the 2nd" in consideration with the numerous similarities it shared with his at the time, and moved on to his shiny new, wonderously fascinating shebang. We had alot of fun playing around with it, refining it, experimenting with it, and getting feedback from the number of fortunate players we showed it to and invited to our group.


      Admittedly the experimentation and discussion itself wasn't all sunshine and rainbows. We've (Hollowed and I) had a few visionary differences for how the ruleset itself should accomplish, like how fun and rewarding it feels to play the actual game (that we've "modded" together) versus how balanced the ruleset itself was/should be for the entire cast (which was the primary concern in my original creation). But there was one thing we fundamentally agreed on that the ruleset itself should accomplish: cut as much BS out of the game as possible and give the game a new spin on how it plays. With any disagreements we had, we always worked through them somehow anyways, whether it be how much we should increase the % value for Wallrush damage, allowing AST Gauge Dash Up or not, allowing or banning EX Breaks and Assist Breaks, Stage Bravery bonus increases, etc, compromising for the better or worse if and when quite necessary, all in the name of progress. I even distinctly remember the time when Hollowed himself called me out on one occasion in our messages, accusing me of pursuing public fame upon my expression of desire of my wanting to post the ruleset on DissidiaForums. I felt defensive at the time, of course. But regardless, I only wanted to post it to give back to the community I truly loved at the time, despite all of the flaws it had, as well as offer something that everyone could truly appreciate and play for a long, long time; an intent that still holds true even now. Even with this desire, I subconsciously held back from posting the White Lotus the whole time for years, allowing Hollowed's words to haunt me in my head, "you're only in it for yourself" or something along those lines, even after he confirmed with me afterwards years ago on several occasions that he was alright with me posting it to the public. So to those test members who wondered why I never, ever bothered to release the ruleset all these years ago: that was the real reason why. But now I feel that it's quite silly to be ashamed of something that you're proud of (especially in a quality collaborative effort with your valued partners / teammates), to hide something that perhaps even 2 out of 10 people could take joy in looking at, playing with, and having fun with. The year is 2019, not 2012, nor 2013, nor 2014, nor 2015, nor 2016. Everything always changes around us constantly as time passes, even the things that don't look like they're changing on paper.


      It's ok to take pride in something that you've created and achieved. In fact it's a healthy, wonderful feeling. The recognition that comes with it, it is secondary compared to the joy that is felt during the entire creation process, especially if the creation itself is shared. That's how many great video games, achievements, and finished products come to be anyway: a collective, quality, organized collaboration between well-trained, like-minded peers with the same goal, and with it, a sense of community and kinship with one another. The hopes that came with it: that the people who spend time with it may actually have alot of fun with this new spin, and be able to enjoy high/top-level Dissidia matches without all the inherent BS that came from some questionable game mechanics/design, have been preserved for all these years.





On the surface, when you look at the final product, it is just an in-game change of values and a series of Ability bans, Equipment bans and a purposeful x3.1 Booster multiplier limit garnered after countless hours upon hours of discussion and debate. Heck, you could compare this to how the Street Fighter series had its own fair share of remixes / revisions / Editions / Arcade Editions etc. and changes in gameplay balance / mechanics. But instead of summarizing and trying to explain how the average match with this ruleset actually feels, I will say this: I am an absolutely firm believer of showing instead of telling. Thus, on the basis of that statement, I cordially invite you to try it. In fact, I fervently encourage you to do so. Perhaps the DFF veterans may quite enjoy how this version of the game feels.


And without further ado, here it is.



Ruleset: White Lotus


Your Booster multiplier limit CANNOT be greater than x 3.1.

Your Base BRV CANNOT be greater than 1250.


~Equipment/Accessory Banlist~

ANYTHING that has the effect of:

EX / AST Depletion
Initial BRV, Initial EX, and/or Initial AST
EXP boosts
BRV Recovery+%
BRV Boost on Stage Destruction
BRV / EX / AST Iai Strike
EXR Duration boosts
EX Core Appearance boosts


Side by Side
Safety Bit
Muscle Belt
Battle Ring
Rebellious Soul
Close to You
Breakable accessories
x1.4 boosters
x1.5 boosters

Level Gap >= _________ boosters.

Soul of Yamato (Genji set)
Snowpetal set
Piggy's Stick

~Ability bans~

Assist Gauge Up Dash.
Achy / Achy+
Concentration / + / ++.
Snooze and Lose.
Disable Counterattack.
Disable Sneakattack.

You may equip Counterattack or Sneak Attack, but you may ONLY have one of either.

~Ruleset Parameter changes~

Critical Damage = 110
Wallrush Damage = 35%
Assist Gauge Charge (Attack) = 0
Assist Gauge Charge (Hit) = 120
EX Revenge Duration = 3 Seconds
EX Damage from Assist Attack = 200


~ Fin. ~



The only gameplay videos of the most up-to-date version of the ruleset from about 5 years ago:

Sys Vs. Spyder and Hollowed



Sys Vs. Hollowed Bo3




I would like to give my special thanks and credits to...



Spyder, for his insightful observations and valuable caricature of how the game itself works. Out of all the people we've approached, you had an incredible wealth of tournament-experience and knowhow for the game's time (being an OG DFF veteran is also a great perk) and thus were always able to offer us some of the best feedback possible during the entire course of testing

Draec, because you're a fellow Gabranth main (lol) but also because your knowledge of the game (also an OG DFF veteran) is valuable to us as well

TKG09 could also be thanked in the same boat as Draec for his level of knowledge and expertise (DFF Gabranth main still counts lol)

Ultimaweapon2000, because your overwhelming swath of passion and undeniable skill backed by years of tournament experiences for the game helped us really see what an exciting high-paced game with this ruleset could really be like

X-Striker, for putting up with my shenanigans and sometimes selfish decisions back when it was just my own ruleset that I was working on

Muggshotter, Kuroraikiri, LonelyGaruga, Dart, ShinryuVerus, Zodiark/Lokreah, Mericus, powersleight, kewldude, two or more others whose names have unfortunately been lost to the sands of time, for your invaluable feedback during testing

iCame_69(a.k.a. Dante), for pointing out potential issues with Gabranth that might have made him more OP if things like EX Breaks were disabled or Regen boosts was allowed

and ESPECIALLY Hollowed, wherever you are, for without you, this co-creation would have never existed at all. Your experimental, intellectual, well-thought out framework of a mind was the start of something genuinely wonderful and new, and having been charmed by that, I chose to be the initiative; to be the burning fire that the project needed.

You guys, collectively, been a HUGE part of how the overall ruleset itself turned out, and we could not have done it without you guys. It's been 5+ years and none of you were ever able to see that your efforts weren't in vain after all this time, but with this ruleset's release, you all can now pat yourself on the back. Thank you so much. From the bottom of my heart. All of you together made it happen, whether or not you guys realize it, and you have no idea how much I appreciate having worked with you guys all those years ago. It's been a real blast.


P. S.

Achy / Achy+ was banned because of the effect of Full Assist Charges. That being said, for those out there who use CWCheats in friendlies, there is a code that disables Assist Charges by default as long as all connected players have that code active while fighting. Go figure.

P. S.S. Some tips on attaining and maintaining an exact multiplier of x3.1 (or close to it) by the following:



1.2 x6 = x 2.9

  • (uses 6 slots.)

1.3 x3, 1.2 x2 = x 3.1

  • (uses 5 slots.)

1.3 x4 = x 2.8

  • (uses 4 slots.)



P. S.S.S.

Here is a file link to a seperate Save Data containing the ruleset itself in the 2nd slot. It does not contain any pre-made builds for characters because that is ALOT of work. Maybe I'll do it later, I don't have enough time right now. Or you could make your own builds. ResidentSleeper_zps16ec894b.png


Edited by Sys

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Hey Sys, so just looking over this here are some thoughts

- With Side by Side and Bravery Recovery Up Banned, I don't understand why the Base Brave 1250 Limit is there, and without Piggy Stick or Thornlet, you cant get it much higher than that anyway(edited)

- I have no idea at all why Brv Boost on Stage Destruction is banned

- EXR Duration Boosts are relatively niche for a few select characters, I don't see why they're banned

- And EX Core Appearance Boost has risks involved, and since side by side is banned, it's still valuable for both players, but I can kinda understand this for the sake of not building meter too quickly

- With the Straight Damage Accs banned (the best ones anyway), I'm slightly surprised that Sniper Eye and to a lesser extent Booster arent

- I don't really understand Snowpetal's Ban, Genji's kinda makes sense, for the Regen reasons, and also because in a no SbS format it would be very strong

- Don't get why Riposte is banned, the other extra abilities make sense

- Also if you're trying to reduce crits, maybe ban Assist Critical Plus? (Although I understand the point of trying to make each assist more valuable)(edited)

- EX Revenge Duration being shortened isnt something that most characters care about, they mostly only care about the defensive utility and getting one free HP hit. It really only significantly negatively impacts Garland and Gab

- I feel like Assist Guage Charge (Attack) should be something, just really low; because as is, while zoning is in place it can make assist gen for both parties very inconsistent, it also super duper nerfs Exdeath, but that's not nescecarily a bad thing

Besides those points, I think everything looks pretty good

And I'm down to trying it in the future

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7 hours ago, Eddiegames said:



I posted my reply to you in that thread. Everyone, please post all questions, discussions, suggestions, comments, content, etc relating to the ruleset from now on. 🙂

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