| Author | Topic: New Skills (Read 14,428 times) |
Joker Nobleman
       member is offline
![[avatar]](http://img338.imageshack.us/img338/4872/truebloodn.jpg)
I am driven by the force of Blood to move onwards, knowing, the rich aroma and taste will be mine
Joined: Mar 2008 Gender: Male  Posts: 311 Location: North Carolina
|  | Re: New Skills « Reply #800 on Jul 28, 2009, 11:18pm » | |
Actually Reap, those are pretty good move sets. I havent logged onto THG in weeks and I do not know if anything was updated since I was last there, but, if nothing has been updated I would go ahead and say that those would be pretty good for Late Game, Mona-ish. Maybe, have Bash in the early stages of the game, since, it is half the MP Slash is. And, the BluM/Bm techs you suggested seem to be ToTE-ish, or, late Mona, depending if people stay at Mona for a longer period of time. And, the Passive move for Fighters would be a great asset to Ruoze. But, that is just me saying shit.
| Joker says: Now, your blaming me for everything too? Everyone seems too. Kija says: Well, before we opened the server, the Brotherhood all agreed that if anything went wrong, it would be your fault. It seemed to make the most sense. |
|
Divusmors Destroyer
     member is offline
![[avatar]](http://img.photobucket.com/albums/1003/Gomer/Reap2.jpg)
Joined: Jul 2008 Gender: Male  Posts: 179 Location: California
|  | Re: New Skills « Reply #801 on Jul 29, 2009, 1:52pm » | |
I look at mid game as about IC to mona. Kreland's more like a prologue, most of the time you wiz through it quick enough, and the fights aren't really something to merit a lot of tactics until pretty much at Vallatio. DM and SS early, post Grygasz training in Ruoze and IC to mona mid, post Geyzer and pop/tote late game.
| The drive to massacre and annihilate, the compulsion to destroy your opponent... Such wrath is power for the soul! By eliminating your foe, you attain your first sublimation of that drive. It is this very sublimation that draws out the hidden powers within oneself! But, clinging to reason.. suppressing your wrath and desire, makes releasing your true power a dream within a dream for you. - Grahf |
|
Joker Nobleman
       member is offline
![[avatar]](http://img338.imageshack.us/img338/4872/truebloodn.jpg)
I am driven by the force of Blood to move onwards, knowing, the rich aroma and taste will be mine
Joined: Mar 2008 Gender: Male  Posts: 311 Location: North Carolina
|  | Re: New Skills « Reply #802 on Jul 29, 2009, 2:09pm » | |
Ah right, well, in that case, the move sets and how far along the story you are make sense.
| Joker says: Now, your blaming me for everything too? Everyone seems too. Kija says: Well, before we opened the server, the Brotherhood all agreed that if anything went wrong, it would be your fault. It seemed to make the most sense. |
|
Sur Realis Enlightened
         
Master Instigator member is offline
![[avatar]](http://i227.photobucket.com/albums/dd311/Inferno2x/catfacepalm.gif)
THAT GOD DAMN PIANO.
Joined: Sept 2007 Gender: Male  Posts: 798 Location: In my pants
|  | Re: New Skills « Reply #803 on Aug 7, 2009, 6:09pm » | |
A skill idear for Theeeefs.
Gold Rush - 2 MP The Thief automatically Pickpockets a random number of enemies up to the number of party members. The gold gained from this move is split equally among party members.
Gained really early-game. I've noticed sometimes people don't have quite enough money for new stuffs when they go somewhere else - this would be a nice way for a little extra pocket money for everyone.
|
![[image]](http://www.ff-fan.com/chartest/banners/yuffie.jpg) <Quiet Inc. Matrix >: Welcome to McVoleron's, may I take your order?
<Cheetos >: I'mma shank you Grygasz, I'mma shank you good. * Deinonychus(1) >> Cheetos --- 3 HITS -- 9 DMG (WEAK) * Grygasz(2) >> Cheetos --- 2 HITS -- 76 DMG Auto saved. * Cheetos - Eaten |
|
Ambush Magnet Slayer
    member is offline
![[avatar]](http://www.dxms.co.uk/magus/images/Lana.jpg)
Because ambushes are EPIC EXP YEAAAAAAAAA
Joined: Apr 2005 Gender: Male  Posts: 134 Location: Manchester, England
|  | Re: New Skills « Reply #804 on Aug 19, 2009, 3:23pm » | |
-={ Thieves }=-
Wound Poison - Passive - Requires Hide
Critical hits and Mortal Wounds on the target apply the Poison 2 damage over time effect on the target (assuming it's not dead). Has only a 50% chance of being applied when Backstab is used.
-={ Rangers }=-
Thrill of the Hunt - Passive - Requires Hunt
If another party member kills the monster targeted for Hunt, they recieve 50% of the healing you would have normally recieved for the kill.
| -- Magus
<Stryfe (Wsay)>: I thought 104 was my gold but t'was my strenght
<Rand (VPsay)>: This is a most epic party. joker's confused redmage loving ass. Joshrir. Irony Engine. And Captain banhammer, my mentor.
<Beev B. Magington (Wsay) >: vampires aren't cool anymore ever since some crusty hag writing softcore romance bullshit made them sparkly |
|
Divusmors Destroyer
     member is offline
![[avatar]](http://img.photobucket.com/albums/1003/Gomer/Reap2.jpg)
Joined: Jul 2008 Gender: Male  Posts: 179 Location: California
|  | Re: New Skills « Reply #805 on Aug 25, 2009, 11:45pm » | |
This was a discussion between Realis, myself, and someone else who's name escapes me atm. Basically, it's about buffs and debuffs. All spells have a buff and a debuff counterpart, except the magic side. Barrier is a buff that is meant to reduce spell damage, but there's no debuff to it like shield has lock. On a side note, I also thought there could also be sort of a buff for improving magic, and decreasing magic, much like boost and weak.
As I've said in many other times and situations, I would like monsters to use any ability that we characters should. Half of what makes the game fun, is how much we have to prove our worth. A game is boring when everything succumbs easily to the player. One of the reasons why I like the Halloween dungeon, it poses the biggest challenge because monsters are not limited to what they can do.
Also why I suggest giving monsters mortal wounds back. So yes, a lot of the skills and spells I suggested before, although those area hits like electric current, and fire shot would have to be tweaked to work on a party (perhaps hit random players instead of all, or possibly all with a good roll), I would like to see monsters use. Even these ailments.
Hex - A spell that reduces the target's potency in magic. Of course like any buff and debuff, there'd be 3 tiers. Perhaps along the same lines as boost. 30%, 15% on everyone, and 60%. So if a white mage is under hex, and can normally healstorm3 for 400 hp, lets say, it's healstorm three is now 280, 340, and 160 respectively. Perhaps as a balance, spells could also cost less by the same percents, as there is less focus in the spell itself. That way it's not a total screw you.
Pentacle - Opposite of hex. This boosts magic prowess, increasing the ability to focus more energy into the spell. Again, with respective increments of 30%, 15%, and 60%. Also, of course, with the same balance of costing more mp by the same percents. I do not expect to see any change to meditation, though. That would be overkill and overpowering. So you burn through more mp, possibly accomplishing less (like if a BM burns through mp using nuke, a single target spell), you still spend x amount of rounds meditating for the mp back. More rounds, actually, to get back that extra mp spent. naturally, it's not an on/off spell, you can't pick to use more or normal while this is on. So it can actually still hinder the mage using it, and even perhaps a melee class using a move that spends enough mp to register by the check. Imagine a wm forced to over heal, and burn through more mp than they needed to, and therefor not have the mp when they need it most. With this, however, I'd like to remove my previously submitted Desecrate spell for blue mages and red mages. Dunno, just a tiered status ailment appears to me much more than desecrate does. Perhaps I'll think of something better for that spell name.
Malignancy - Spells cause more damage upon the target. Opposite of barrier, so that if a target is affected by barrier, this would simply remove it. However, it would otherwise use the same percents as other buffs and debuffs in the game. Bet this would make Geyzer just THAT much more fun in the first fight, when he uses ice3 area. 
I'd also like to, when the changes in stored for shield to follow the same percents as barrier, suggest that lock work differently too. Right now, as far as I see it, it does 30%, 30% 5x5 area, and 50%. Would it be possible to might as well keep the same system of numbers going with other spells? Just a side note.
| The drive to massacre and annihilate, the compulsion to destroy your opponent... Such wrath is power for the soul! By eliminating your foe, you attain your first sublimation of that drive. It is this very sublimation that draws out the hidden powers within oneself! But, clinging to reason.. suppressing your wrath and desire, makes releasing your true power a dream within a dream for you. - Grahf |
|
Divusmors Destroyer
     member is offline
![[avatar]](http://img.photobucket.com/albums/1003/Gomer/Reap2.jpg)
Joined: Jul 2008 Gender: Male  Posts: 179 Location: California
|  | Re: New Skills « Reply #806 on Aug 28, 2009, 8:54pm » | |
I know I could just modify my last post, as I was the last poster, but some people (like me) use '30 last posts' more than manually searching through threads for modification. So, I post again. This is one of the topics that double posting is alright, right? Not like I can see you all locking this thread...
Null Field - Blue mage spell. Being the sole mage of destruction, this fits the style more (And to all you newbies, no, it's not black mage. PM if you think otherwise, I'll explain it to you how it was explained to me by Dagolar and Kija both). It's like a form of area dispel1. No second tier for it. It creates a 3x3 area on enemies, or full party for ally casting. I've always viewed dispel as it rips the magic off of you and throws it into oblivion, in a sense. Whereas casting the opposite, only shrinks the affect back to where it was or worse.
Also on the topic with dispelling, may we possibly see a change with how affects counter and stack using this way of thinking, if you see it the same way? Perhaps you'd need a weak1 casted twice to remove a boost3, instead of outright getting rid of it. It'd also bring a nifty but hateful change. Weak1 casted against boost2 would give a weak2 on that person, if you add and subtract the percents as normal numbers. However, don't get me wrong. In no way am I also suggesting that 2 boost 1's would grant a boost3, or 2 boost2's grant a boost1 on everyone. Magic would have it's limits which can't be exceeded without channeling more power into a higher form. Like a half empty box (metaphor, don't get all uppity with the comments people ). Boosting adds stuff into the box, weakening takes from. You can't go less than empty, and you can't close it if it's overfilled.
| The drive to massacre and annihilate, the compulsion to destroy your opponent... Such wrath is power for the soul! By eliminating your foe, you attain your first sublimation of that drive. It is this very sublimation that draws out the hidden powers within oneself! But, clinging to reason.. suppressing your wrath and desire, makes releasing your true power a dream within a dream for you. - Grahf |
|
Sur Realis Enlightened
         
Master Instigator member is offline
![[avatar]](http://i227.photobucket.com/albums/dd311/Inferno2x/catfacepalm.gif)
THAT GOD DAMN PIANO.
Joined: Sept 2007 Gender: Male  Posts: 798 Location: In my pants
|  | Re: New Skills « Reply #807 on Aug 29, 2009, 6:29am » | |
The solution to the box thing, Reap, is to just take everything out of the box and chuck it at people.
|
![[image]](http://www.ff-fan.com/chartest/banners/yuffie.jpg) <Quiet Inc. Matrix >: Welcome to McVoleron's, may I take your order?
<Cheetos >: I'mma shank you Grygasz, I'mma shank you good. * Deinonychus(1) >> Cheetos --- 3 HITS -- 9 DMG (WEAK) * Grygasz(2) >> Cheetos --- 2 HITS -- 76 DMG Auto saved. * Cheetos - Eaten |
|
Firemaster Child of Nexus
        member is offline
![[avatar]](http://img127.imageshack.us/img127/3152/boavatarkc9.jpg)
Redmage God
Joined: Sept 2007 Gender: Male  Posts: 342 Location: New Jersey
|  | Re: New Skills « Reply #808 on Nov 7, 2009, 11:14am » | |
(I'm not sure if this has been suggested before but it came to my head a couple weeks back I just needed time to think it through.)
Blackmage, Redmage, Bluemage
Level 29 (Black), Level 26 (Red), Level 27 (Blue)
Precision - (Levels Given Above) - 30 MP (All)
User casts Precision on an Ally and that ally gains a Dexterity bonus of 60% and a Damage Increase of 30%. Increases chances of hitting and damage. Can be layered i.e, Firemaster casts Precision on Liquid Metal, Ancient Ruin casts Boost 3 on Liquid Metal, Liquid Metal retorts. Precision only lasts 5 turns or until dispelled. After the 5th turn all Precision Effects are removed and 1 Random buff is also removed.
Its not the best, and maybe not good at all, but that's what a suggestion is. I haven't thought of a name for a spell that can dispell Precision other than Dispell but no monster has that, so I will make another suggestion when I can think about it. I haven't thought this all the way through but whatever. Comments please.
| <Sur Realis>: If this were actually a universe, and these characters actually existed, would they make fun of the enemies like us? <Firemaster>: Idk bout yours but my stupid Redmage sure as hell would. <Sur Realis>: Since my character is female she'd probably be hit on. <_> <Firemaster>: Idk bout you Realis. But I'd hit that 
|
| |
|