Post by Kyou on Jan 8, 2008 14:40:36 GMT -6
So, I felt like plopping another idea for v8 on here. Here goes:
This may have been brought up numerous times before, but I can't find anything in the suggestion thread about it. However this idea incorporates alot more then just adding the battle stat.
Magic Power = Willpower + (bonuses from equipment)
This also allows for spells or conditions to augment your magic power. For example an enemy monster could "dampen" your ability to cast powerful magic, or you could use a magical ability "focus" (I know, I know, that is a big taboo here) to temporarily increase your magic power.
Many people will agree with me on this one, there really isn't much of a demand on staves or rods. For one, their hits are poor, and their damage is laughable.
Lets look at an example of what all of the staves would be. We'll keep all of their weight, weapon power and variance, because I really wouldn't change them much anyway
Name-Magic Power-Cost
Staff - 3 - 120
Quarter Staff- 7 -480
Long Staff - 13 - 1360
Full Staff - 21 - 3120
Battle Staff - 33 -7300
Also, I thought a few swords, blunts, and spears and stuff could give a little bit of a boost to magic power. (Although noticibally lower then Staves.)
EX:
Name: Bejeweled Sword
Power: 35
Varience: 20
Magic Power: 9
Weight: 19
Hits: 4
Cost: 2800
Bought at: Anara, Hassan
Equipable: Knights, Fighters, Rangers, Redmages.
Name: Ceremonial Sword
Power: 100
Varience: 20
Magic Power: 30
Wieght: 28
Hits: 5
Cost: 9000
Bought at: ToTE
Equipable: Knights, Fighters, Rangers, Redmages.
Also, accessories and stuff, but that will come in my accessory post.
Edit: Forgot to add what my idea of a "focus" type magic ability would be, and "dampen" condition.
For 2 turns after "Focus" is used. Your magic power is increased by 50%.
So it would like this over a course of 3 turns.
Focus + 1.5 Magic Power + 1.5 Magic Power, Then focus status is gone.
Its essence is using 1 turn to amplify your magical prowess by 50% for 2 turns, effectively making it a zero sum ability (As in you really gain nothing statistcally wise when you spread it over those 3 turns)
So why use it?
Say there are 2 seperate groups of Fire Elementals and your ice area spell needs 2 shots to bring down 1 group of fire elementals because they still have around 100 HP after you Freeze them. It would take you 4 turns to neutralize all of those fire elementals correct? But, if you used focus, you can brind down both groups in 2 turns. Thus, saving you MP.
Dampen of course is the opposite, (quite possibly a favorate for monsters) for 2 turns (or longer) Magic Power is halved. (Kind of makes me think this would be a good blue mage skill)
This may have been brought up numerous times before, but I can't find anything in the suggestion thread about it. However this idea incorporates alot more then just adding the battle stat.
Magic Power = Willpower + (bonuses from equipment)
This also allows for spells or conditions to augment your magic power. For example an enemy monster could "dampen" your ability to cast powerful magic, or you could use a magical ability "focus" (I know, I know, that is a big taboo here) to temporarily increase your magic power.
Many people will agree with me on this one, there really isn't much of a demand on staves or rods. For one, their hits are poor, and their damage is laughable.
Lets look at an example of what all of the staves would be. We'll keep all of their weight, weapon power and variance, because I really wouldn't change them much anyway
Name-Magic Power-Cost
Staff - 3 - 120
Quarter Staff- 7 -480
Long Staff - 13 - 1360
Full Staff - 21 - 3120
Battle Staff - 33 -7300
Also, I thought a few swords, blunts, and spears and stuff could give a little bit of a boost to magic power. (Although noticibally lower then Staves.)
EX:
Name: Bejeweled Sword
Power: 35
Varience: 20
Magic Power: 9
Weight: 19
Hits: 4
Cost: 2800
Bought at: Anara, Hassan
Equipable: Knights, Fighters, Rangers, Redmages.
Name: Ceremonial Sword
Power: 100
Varience: 20
Magic Power: 30
Wieght: 28
Hits: 5
Cost: 9000
Bought at: ToTE
Equipable: Knights, Fighters, Rangers, Redmages.
Also, accessories and stuff, but that will come in my accessory post.
Edit: Forgot to add what my idea of a "focus" type magic ability would be, and "dampen" condition.
For 2 turns after "Focus" is used. Your magic power is increased by 50%.
So it would like this over a course of 3 turns.
Focus + 1.5 Magic Power + 1.5 Magic Power, Then focus status is gone.
Its essence is using 1 turn to amplify your magical prowess by 50% for 2 turns, effectively making it a zero sum ability (As in you really gain nothing statistcally wise when you spread it over those 3 turns)
So why use it?
Say there are 2 seperate groups of Fire Elementals and your ice area spell needs 2 shots to bring down 1 group of fire elementals because they still have around 100 HP after you Freeze them. It would take you 4 turns to neutralize all of those fire elementals correct? But, if you used focus, you can brind down both groups in 2 turns. Thus, saving you MP.
Dampen of course is the opposite, (quite possibly a favorate for monsters) for 2 turns (or longer) Magic Power is halved. (Kind of makes me think this would be a good blue mage skill)