Rowan
Explorer
LOLFANG-TAN
Posts: 65
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Post by Rowan on Feb 2, 2006 16:06:09 GMT -6
Then if fighters need to recover mp like that, why not have something that sacrafices a set amt. of hp to recover mp (20-30% current hp for 4 mp or something like that). Hmm something like that could be fighterish if there supposed to be kind of like berserks. Hmm I'd call it burning blood or somesuch, and like you said sacrifice a set amount of hp for set mp. Or it could be something random like a .001% chance of taking hp down to 1 and mp to max =O Or maybe not.
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Post by Hiroshima on Feb 2, 2006 16:08:39 GMT -6
no Shield3 exists.
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Post by just2slick4u on Feb 2, 2006 17:00:29 GMT -6
Looking at Erb's post gave me an idea n_n You rock Erbness
Since thieves normally roll in packs, groups, gangs, posse,s whatever, I figured they should get a move that kinda helps each other out...
-=Thieves=-
Accomplice(Passive) - Raises the percentage of Bloody Murder by 5% for both large and small monsters for every other thief in the party, limit stops with 3.
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Post by Sandlight on Feb 2, 2006 17:38:55 GMT -6
-Bluemages-
Disturbance Field- after this has been casted, as long as user remains alive, everybody(enemies,allies) cannot cast any type of magic, doesn't work on bosses
Plague- does damage to a single target equal to Willpower*5, does gradual damage per round equal to twice the target's level, this gradual damage doubles every turn
-Blackbelts-
Deep Focus- damage is increased by 60%, max hits by 10 and renders the user immune to Boost and cannot be dispelled, replaces "Bear Strength" and wears off in 3 turns and user returns to normal status
-Rangers-
Rest- must be in an animal form, user is immobilized for 2 turns; after that two turns is up, if user is still alive, HP is fully recovered
-Fighters-
Mighty Strength (passive)- when user kills 2 enemies user is automatically put in "War Cry" status, when user kills 5 enemies user is granted "Leadership" for self only
-Redmages-
Elemental Form- element chosen spells damage are increase by 50% but user gains elemental weakness depending on the element chosen (if u chose ice, ur weakness would be fire), this spell can be combined with "Instill Element"
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Post by Kyou on Feb 2, 2006 18:49:45 GMT -6
I highly doubt the bluemage using the disturbance field will be useful at all ..... nor any other mage in the party till it dies, so unless you get an ability with a class that can kill him whenever you want to use spells, .....
I like the idea of Plague, but maybe if it was Willpower * 2 or 3 and the target takes damage = to 1/4 its lvl the first turn, and then doubles every turn, Good for those future 60k hp monsters we will soon be facing....
Normally when a fighter attacks, anything that can easily be killed, is already dead... (Based on my TotE training) but it would be a useful skill around lvl 27.
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Post by Rapta111 on Feb 2, 2006 20:35:19 GMT -6
Rest- must be in an animal form, user is immobilized for 2 turns; after that two turns is up, if user is still alive, HP is fully recovered I don't see the point of this skill, because in most situations when a Ranger would be close to dying, there would have been meny enemies dealing high damage to bring the ranger down in the first place, and I doubt the Ranger would be able to withstand 2 turns of being able to do nothing. The only situation there would be a point to using this skill, would be end-of-battle recovery, but even so, you're gaining back many uneeded hit points due to transformation.
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Post by smashnuke on Feb 3, 2006 1:14:49 GMT -6
Well since my main is a blackbelt... -=Blackbelt=- Raging Fists - (passive) - lower 30s - As Blackbelts gain experience, they learn many combos to land flurries of punches and kicks in a single assult. With much experience, these become second nature. This passive reduces the minimum hits of a Blackbelt to 2 less than their max hits. Vital Strike - 7 MP (before Inner Will) - 50s - A pummel with an increased chance of dealing a Critical or Mortal Wound. This attack also has a 10% chance of instantly killing the target. Instant kill doesn't work on leaders (bosses). Basically, if you smack a monster really hard in the right spot, IT DIES (You'll only get 2 uses of this, and that's if you don't use Bear Strength first)
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Post by Thornreaper on Feb 3, 2006 14:44:52 GMT -6
That whole, 2 hits lower then the max is kinda.. weird. And to say weird I mean totally crappy . It'd be better for it to be like 10 hits below or something,
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Post by Ambush Magnet on Feb 3, 2006 14:51:44 GMT -6
That whole, 2 hits lower then the max is kinda.. weird. And to say weird I mean totally crappy . It'd be better for it to be like 10 hits below or something, If that were to occur, it'd be worse than Fast Fists.
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Post by smashnuke on Feb 3, 2006 16:25:02 GMT -6
That whole, 2 hits lower then the max is kinda.. weird. And to say weird I mean totally crappy . It'd be better for it to be like 10 hits below or something, At the suggested level this is gained BBs only have 12 hits. Since BB damage comes mostly from the sheer amount of hits they do, they deserve to deal most of the hits they've gained. And this also helps out Bum Rush a bit, since having a 10+ hit range makes BR unreliable
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Post by just2slick4u on Feb 3, 2006 19:13:43 GMT -6
Bum Rush sucks compared to pummel once you go into bear str mode, way too much MP, and the 46-52 hit dmg is actually COMPARABLE to a 35 Hit pummel, this is of course once in bear str...I have one use for Bum Rush(knocking out evil spirits when I don't have the time to use Bear Strength) but the name is still cool as hell >_>
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Post by SmellyCrap on Feb 12, 2006 0:18:58 GMT -6
I still think RMs should get Slash...
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Post by just2slick4u on Feb 12, 2006 9:49:51 GMT -6
Maybe not Slash, but some sort of specialized melee skill, I suggested "pimp hit" before, but it probably didnt get much attention, this thread is so big...
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Post by Kyou on Feb 12, 2006 11:33:00 GMT -6
RM's getting melee skills has been mention thoroughly before, and I believe it has been seriously considered by the members of the BH. Please just wait for v8 to come out, your questions will hopefully be answered by many cheers and hurrahs!
*I believe there are many threads about Redmages you can go and look through in the forums, almost all are dead though, so please do not revive them .... else the post zombies shall rise once more.*
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Post by Erb on Feb 12, 2006 12:04:40 GMT -6
Some mage class should have Doublecast,, like Red Mages
Doublecast-x 1.5% of total mp cost of the 2 selected spells(or just 25 or somethin)-cast 2 lvl 1 0r 2 spells
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Post by Kain on Feb 24, 2006 14:46:29 GMT -6
Thieves
Armor-Slayer (Passive): Negates enemy resistance to physical attacks. Stacks with physical attacks and Pressure Attack.
I figure this would be a mid-level skill (learned in late SS/early IC), and the reason I didn't make it stack with Backstab is because the insta-Crit/MW would make some enemies a bit too easy (at least, in my opinion). Oh, and by "resistance," I don't mean defense, I mean how some enemies get a percentage taken off of certain types of damage (in this case, physical) when hit with them, if that makes sense...
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Post by Takahashi on Feb 25, 2006 12:55:34 GMT -6
I dunno about Armor-Slayer. Against some of those 'special' monsters, you're looking at Thieves being able to do what amounts to mortal wound damage with a normal hit. On the other hand, it'd be nice to see the stereotype for Thieves be something other than run monkeys. That said, back to an idea I brought up for Black Belts, except refined, as well as another idea. Advanced Countering Takes the place of Countering, with the same odds of triggering (20%). However, depending on the type of hit being countered, the Black Belt responds with a certain type of hit. If the attack sent at the Black Belt misses or is a weak hit, the Black Belt responds with a an attack with 150% normal accuracy that, if it hits, acts as a critical. If the attack sent is a normal hit, the Black Belt responds with a normal attack at 150% accuracy. If the attack sent is a critical hit, the Black Belt responds with a normal counter. Basically, if the opponent is sloppy, the Black Belt capitalizes on the opportunity. Otherwise, the best the Black Belt can hope for is a better chance at landing a normal counter. It will be learned around the upper 30s level-wise. Hamedo Takes the place of Advanced Countering, with 40% odds of triggering. If Hamedo triggers, the opponent's attack is automatically considered a miss (like when Dragoon Reflexes trigger). The Black Belt also does a counter that never misses, is never considered a weak hit, has 125% accuracy and does 125% normal damage. The Black Belt has honed their reflexes and learned to predict enemy movements such that they can counter an attack intended for them before the attack is even executed. Hamedo isn't learned until the mid-50s, making it the final skill that a Black Belt learns.
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Post by Kyou on Feb 25, 2006 14:08:16 GMT -6
Hurrah for my agi Blackbelt!
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Post by U. Dye on Feb 25, 2006 15:09:48 GMT -6
Advanced Countering looks like a pretty sweet skill right there. It makes sense that a martial artist would be able to capitalize on a foe's fuck-up.
Hamedo... I dunno. Looks like a pretty good skill, except that 40% looks a little high. Maybe 30% odds, instead? Other than that, looks pretty good to me.
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Post by just2slick4u on Feb 26, 2006 10:37:00 GMT -6
When are knights getting Darkwave -_- or some melee class getting an all enemy attack, I mentioned one sometime...but it got overlooked
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Post by Kain on Feb 26, 2006 12:59:54 GMT -6
I dunno about Armor-Slayer. Against some of those 'special' monsters, you're looking at Thieves being able to do what amounts to mortal wound damage with a normal hit. On the other hand, it'd be nice to see the stereotype for Thieves be something other than run monkeys. That said, back to an idea I brought up for Black Belts, except refined, as well as another idea. Well, it's exactly like you said: it'd make people wanna bring Thieves with them to say, PoP, so that they can take care of annoying enemies like Demon Smokes, and not just "lol run form evrytihng!!1!1!11" Though, now that I think about it, maybe taking the entire resistance off would be too strong (for the resistant smalls, at least); perhaps a reduction into just how much the enemy resists would be better (a set amount--a percentage--that's significant enough to make having the ability matter and to make Thieves better for things that don't involve running.) That sounds too strong to me. A set chance of activating (and a pretty high one at that) an ability that automatically counts the enemy attack as a miss, and lets the BB counter with added accuracy and attack power without a chance of Weak hits? Not even Dragoon Reflexes makes things insta-miss after the initial triggering, much less the rest of it.
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Post by Takahashi on Feb 26, 2006 16:01:48 GMT -6
...that's what Dragoon Reflexes does though. It takes a hit that would've landed on a Dragoon and turns it into a miss.
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Post by talon on Feb 27, 2006 7:43:58 GMT -6
Yes, but only 20% of the time, and also does not counter, Taka. And melee classes are not getting a hit-all skill. >.> Not unless it does maybe 20 damage to all, and since it's melee, it can miss. >.> hit-alls suck.
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Post by Takahashi on Feb 27, 2006 19:31:08 GMT -6
It's not a hit-all skill though. It acts like Dragoon Reflexes in that if the monster was going to attack them, 40% of the time the attack is automatically made into a miss. In addition, the Black Belt does a Counter with slightly better damage and accuracy than a normal one.
Now, the activation rate might be a little high, but aside from that, it seems fair for being the last skill a Black Belt would learn (roughly five levels after Bum Rush).
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Post by just2slick4u on Feb 27, 2006 21:07:39 GMT -6
Ok, I am tired of meleer's getting screwed over in this game...It just ain't fair anymore, Once I suggested that def/rest SOMETIMES give 2 MP,While the mage can meditate for 50 MP, and toss out a sweet drain 2, or cure, bar....etc. and that was shot down like no tomorrow, Now I suggest a melee-all enemy hit attk, and it is shot down, let us compare the mage to the meleer...
Mages get bar 3, after bar 3, you hear of bluemages soloing Geyzer, A melee character will never, be able to solo Geyzer in the mid forties...not even early fifties...All mages get FF, this halves their dmg, meleer's have no mass addition besides their natural defense...and it doesn't help much against magic, look at the mona, mages can bar 1 themselves, and FF, reducing ice dragon melee to single digits, AND the melee attk of the ice/zombie dragon (of any monster) can be dodged...but what? ice 2 deals 100+ to any class who cannot resist elements...The meleer's need something...something to balance this chart, yeah Dragoons got their improved jump, they'll have a hard time soloing Geyzer with it...but look at Fighters, they don't even have an area skill, and they are supposed to be these "dmg tanks" only 2 melee types have an actual area melee skill(excluding ranger ice magic) that would be knights(dice, defonce, puree, EB Retort) and blackbelts(rush attk)....I don't care if knights get an all hit enemy skill that only used 60% of their power, and sapped up 6 MP, it would still be nice, I have no clue what you are planning for v8, I hope it isn't some shitty improved Slash or something...
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Post by Kain on Feb 27, 2006 21:14:07 GMT -6
...that's what Dragoon Reflexes does though. It takes a hit that would've landed on a Dragoon and turns it into a miss. But Dragoon Reflexes activates randomly and it only gives you a guaranteed miss upon the actual activation. Unless I'm reading your idea incorrectly, it'd give BBs an insta-miss every time it activates, and with a 40% chance to do so, not to mention the other bonuses.
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Post by talon on Feb 28, 2006 5:52:32 GMT -6
Firstly, Taka, that hit all comment was to slick. Secondly, slick, you are asking for solo'ers. This game is based around partying. Hell, for that very reason, we're NERFing barrier. Forcefield against monsters like geyzer only works if they use the current barrier. Because the moment they drop down to 1/3 hp, they lose it. Then it's a matter of do you want to die trying to heal, or trying to kill the enemy, because whatever powers to be know that even healed they're just going to either drop back to 1/3 or die without having that forcefield up. This is why you rarely see it used. Only white mages and black mages take reduced magic damage. I'm a blue mage, and yes, I am taking just as much damage from spells as you do. But hey, be thankful, you at least have some more worthy hp that I don't. By your statement of balance in that sentence, it sounds like you're trying to more or less make every class the same and solo-able. This is not what we want. We're trying to encourage parties, and balance in the ideal manner that every class will be useful/needed. It is not a matter of screwing over the melee's, it is a matter of fine tuning with different intentions. Further more, your above post, Slick, belongs in the complaint department. >.> Also, Akuma, we look at every post. It's usually in a manner of not so great ideas that get replied to or ones someone disagrees with, more often than not. Kija's said in this topic before he reads them all. Final note... anyone ever noticed how the spell checker finds mages to be spelt wrong? O.o
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Post by Sarm on Feb 28, 2006 7:17:31 GMT -6
Ok, I am tired of meleer's getting screwed over in this game...It just ain't fair anymore, Once I suggested that def/rest SOMETIMES give 2 MP,While the mage can meditate for 50 MP, and toss out a sweet drain 2, or cure, bar....etc. and that was shot down like no tomorrow, Now I suggest a melee-all enemy hit attk, and it is shot down, let us compare the mage to the meleer... Mages get bar 3, after bar 3, you hear of bluemages soloing Geyzer, A melee character will never, be able to solo Geyzer in the mid forties...not even early fifties...All mages get FF, this halves their dmg, meleer's have no mass addition besides their natural defense...and it doesn't help much against magic, look at the mona, mages can bar 1 themselves, and FF, reducing ice dragon melee to single digits, AND the melee attk of the ice/zombie dragon (of any monster) can be dodged...but what? ice 2 deals 100+ to any class who cannot resist elements...The meleer's need something...something to balance this chart, yeah Dragoons got their improved jump, they'll have a hard time soloing Geyzer with it...but look at Fighters, they don't even have an area skill, and they are supposed to be these "dmg tanks" only 2 melee types have an actual area melee skill(excluding ranger ice magic) that would be knights(dice, defonce, puree, EB Retort) and blackbelts(rush attk)....I don't care if knights get an all hit enemy skill that only used 60% of their power, and sapped up 6 MP, it would still be nice, I have no clue what you are planning for v8, I hope it isn't some shitty improved Slash or something... Mages also get fewer HP AND defense than melee classes. Improving on either of those with bonus stats takes away from their only use, which is casting magic (either through less MP or Will). Melee classes have no reason to boost their Will so with bonuses from levels, their skills can only go up. Nobody knew me for my high damage spells. Forcefield and Barrier are nice and all, but a mage does not always get the first strike in battle. I've tried to solo a lot on my Blue Mage and it SUCKS SUCKS SUCKS. After the first turn I'm looking at a sizable chunk of my max HP lost after putting up Forcefield. Quite often I lose the field when I'm trying to cast Barrier, so now I'm left with fewer HP AND lower resistances. In a worst case scenario, I'm dealt a critical hit (which hurt like hell no matter what is hitting me) and my guy is trying to call up Forcefield in critical condition. Turn wasted. These defense raising spells may seem cheap. In some situations, they probably are. However, turns used in protecting the caster take away from the same person trying to blast monsters. Granted, my mages are gimmicks but they're anything but warlords on the field. They NEED escorts. People who can take a hard hit and bravely fight back. That's what you guys are for. Mages are supplemental in battle, and unless the game has changed a lot since the last time I played battles have always revolved around the meleers no matter how many area attacks I try to dish out. I have a question about Defend and Rest. By how much does it reduce damage from melee attacks, and does it protect at all against battle magic? If not, why?
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Post by U. Dye on Feb 28, 2006 7:59:24 GMT -6
It reduces damage by half. And yes, it protects against magic, but not in quite the way you're probably thinking. It protects against magic because you recover HP, which it pretty much the only thing a melee class has that can protect themselves from it, pre-blessing.
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Post by Sarm on Feb 28, 2006 11:27:31 GMT -6
It reduces damage by half. And yes, it protects against magic, but not in quite the way you're probably thinking. It protects against magic because you recover HP, which it pretty much the only thing a melee class has that can protect themselves from it, pre-blessing. Ew. No. That's recovering, but not protecting from magic. That sucks. If you cover your face with a shield, a fireball isn't going to pass through it to knock you in the noggin. I don't know about resisting stat magic or not, but magic damage is still damage, and the purpose of defending is to alleviate that and not pick and choose from what is allowed to ignore it or not.
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