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Post by Kija on Sept 17, 2005 2:03:41 GMT -6
I always read every post made anywhere on the forums, although I am not one to reply to them.
Keep up with the skill suggestions I suppose, one just might make into the game.
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Dreamer
Explorer
Your Fission shall be thus Mailed.
Posts: 63
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Post by Dreamer on Oct 17, 2005 18:40:53 GMT -6
Wall: 30 MP
All damage is reduced by 30% on selected party member.
Wall 2: 65 MP
All damage is reduced by 15% for the entire party.
Wall 3: 100 MP
All damage is reduced by 60%
I am debating on weather or not Wall should be able to stack with Barrier/Shield...I mean, damn. That's insane.
Still, we do NEED wall, or another type of spell, if only for Geyzer. He's a bastard, even with Barrier 3 up as it is. =/ Either reduce him, make wall/variant, or people will never be able to beat him. Two Mages casting a shielding spell on one target...no, sir, I don't like it. Don't like it at all.
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Post by Sandlight on Oct 18, 2005 19:15:54 GMT -6
-Fighters-
Commanding (passive)- "Leadership" is able to stack up to 3 times
Rush- user must be under "Leadership" and "War Cry", user deals 150% damage and always land a critical
Limit Break- user uses a normal attack on target enemy, user can choose how many MP he wants to use, the number of MP used is times by 15 and the sum in percentage is added to the normal attack For example, user decided to use 10 mp with "Limit Break", 15 x 10 = 150 -> 150% 150% + 100% = 250% = Limit Break damage
-Whitemages-
Autolife- user cast Autolife on ally or self. activates when target is killed, user is automatically revived
-Knights-
Cripple- does 75% damage to target enemy and inflict slow1
-Redmages-
Runes (passive)- when user uses ice, fire, or lit, of any lvl, user automatically uses instill
-Bluemages-
Darkness- has 90% on working on small enemies and 60% on big enemies, target enemy will always miss when phyiscally attacking
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Post by Bolt on Oct 20, 2005 20:56:23 GMT -6
Rapta, I rarely ever use Barrior3 with DD mostly cause...well I don't really know why I don't >.>, maybe I have too much speed to be hit :/. Making Barrior only magic damage would weaken Bluemages since they relie on Barrior to help weaken blows if a whitemage isn't around. Think about SS, Barrior would be nearly COMPLETELY useless there since only about 1 or 2 monsters use magic there. I think its fine how it is. If you get rid of the psychical resistance, then you might aswell give them the Sheild spells too. Sure it would be more of a hassle, but it would make it a little bit more balanced don't ya think?
Also these are a few ideas I've been cookin on for a while:
Knight: Magic Sword-??MP- If a Black or Bluemage casts a elemental spell, fire for instance, then the Knight has the choice to also attack with that same element. Works with fire,ice,lit,poison, and harm.
Dragoon: Elemental Lance-??MP-Same thing as Magic Sword.
Theif:Speed Attack-2MP-User can attack twice in a row,chooseing a different target each time. Can't be used during the same Speed Attack. Can't work with Pressure attack but it can with Backstab.
Whitemage:Holy War-65%MP cost-Makes the party invisible for 3 turns,turn casted doesn't count. If the user is below 50% HP then it fails, with no MP spent.
Black/Bluemage-Spell Rebound-At the cost of 10 MP per turn, you can keep a tier 1 spell attacking a monster that you casted on.
Dark Dragon >> Poison3 --Thunder Dragon(15) 1056 DMG Dark Dragon >> Spell Rebound -- Poison1 --Thunder Dragon(15) 243DMG
Dark Dragon-Continue Spell Rebound for 10MP cost? Yes/No
Bluemage-Pain-45MP:Inflicts target with Weak,Lock,Poison, and slow 1 along with damage from tier 2 spell choosen. Pain2-65MP-Weak,Lock, and Slow 3 inflicted along with Tier 3 spell choosen.
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Post by just2slick4u on Oct 22, 2005 9:29:27 GMT -6
Blackbelts -=Breakneck=- ?? MP - User strikes all enemies in a horizontal column with +25% power.
Knights -=Flint=- (Passive) No longer deducts 25% power from the moves Dice,Defonce,Puree
-=Crusade=- 4MP(change it if you want to)Hits all onscreen enemies at -35% power
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Post by Hiroshima on Oct 23, 2005 10:29:40 GMT -6
the name Flint doesn't make sense for that move, and please dont tell me you named it after your knight >.o
also, to Bolt, i would make it this:
Bluemage -Pain1-???MP:Inflicts target with Weak, Poison, sleep, and slow 1 along with damage from tier 1 spell choosen. Pain2-???MP-Weak, poison, sleep and Slow 2 inflicted along with Tier 2 spell choosen. Pain3-???MP-Weak,poison, sleep, slow 3 inflicted along with Tier 3 spell choosen.
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Post by Hiroshima on Oct 24, 2005 16:56:23 GMT -6
Life3 - area spell - 150 MP - lifes 3 people.
all following skills are from other people
<Cliche>: Hazard *all status affects*
<Runelight>: when a monster dies, whoever kill it dies too
<LCF Kyou>: Monsters have the option of statuses like Jump or Warcry *not neccessarily the actual names*
Kyou - Ranger
Call of the Eagle +75% Hp +50% Atk +350% Evasion and Atk Speed +4 Hits Same MP% as Grizzly
Fighter
Defender (Passive) No Mortal Wounds ever hit
Bluemage
tier 1 +30% resistance to status on target *allies only* tier 2 +15% resistance to statuses to whole party
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Rowan
Explorer
LOLFANG-TAN
Posts: 65
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Post by Rowan on Oct 25, 2005 12:44:01 GMT -6
I've been inspired to write up a 'few' skills.
Fighters- Sentinel (passive) Already suggested as Defender, however I would modify so that the fighter only has a chance of blocking for wounded party members. Also if the user has engaged the block ability on a party member the passive ability is rendered null.
Blind Fury (passive)- Estimated level mid 20's If painful rage were to be activated but user is already in war cry status the next damage the fighter deals gets a 20% bonus. Works great with rampage.
Heart of fury-tier 2-Estimated level high maybe 40's or 50's Blind fury's damage is upgraded to 40%
Relentless Assault-5mp Increases users hits by x The first 2 hits are weak, the next two are normal, the following 2 are criticals and the last 2 are mortals. Scoring a critical brings the fighter into warcry status, unaffected by boost and warcry. This could easily be given at low levels since it doesn't shine until later on. The number of hits are dependent on the fighters base hits and the weapons he uses, so x would be something add to increase his hits to get to the final ranges, now claymores are max hit of 5 and I'm assuming whatevers in TOTE is higher than that. The damage dealt would be in a format like double strike, doing only one hit at a time each one being singled out. This seems like alot of damage however if a single one of the hits miss then the attack itself ends, so its a gambit you could do alot of damage to only a single enemy or you could have just wasted 5 precious mp and completely missed. Very good for fighters with a dex as each individual hit is counted as a first hit.
That was rather complicated so my second idea is that the number of hits dealt is assumed to be your multiple hits going off and a number of attacks x is added on to your maximum. If you score enough hits then an additional attack goes off either being weak, normal crit. etc. which is considered to be a finishing blow dealing an extra amount of damage.
Improved Weapon Mastery (passive)-gained at high levels Increase the maximum hits of a weapon. This one was suggested by Mahn a while back in a different thread so shouldn't be in the recent skills summary.
Dash Attack-2mp User goes first in the round when selecting this attack, adds a portion of the fighters agility to his strength stat when determining damage.
Formation- 4-5mp If leadership is a tactic for damage then why not one for defense. Grants shield one to the entire party.
Shield Wall (passive)-gained midrange Any partymember with a shield grants half its defense bonus to allies above and below them.
Impale/Severe Blow- 6-7mp Gained level: High Deals mortal wound to target, 25% chance of weapon getting stuck say an axe in the spine. Spend a turn pulling it out.
Eviscerate (passive)-Tier 2 Gained Level: Much higher If weapon gets stuck in said monster the turn spent pulling out also deals an additional critical hit at no cost.
2Hands- Wields chosen weapon in 2 hands dealing more damage at the cost of not using a shield. Also I think suggested before but not recently.
X Fight- Attack 4 different targets each doing 50% damage, an alternative to area attacks.
Finally Stances like increase damage lower defense and vice versa, no ideas currently but nothing that copyright infringes on GW too much.
Knights- Phalanx-Reduce the weight of armor and weapons
Rangers- Rend-While in morphed form if the ranger deals 80% or more of the creatures hp in that attack, the creature dies.
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Post by Sandlight on Oct 25, 2005 16:52:10 GMT -6
-Fighters-
Stomp- does 500 dmg to target enemy, when user is under "Warcry" or "Leadership" it does 1000, when user is under "Warcry" and "Leadership" it does 1500, this attack does not work on bosses
Max Defense- the total damage that user can take in a single turn is equal to user's lvl x 10 For example, user is lvl 25, enemy A does 150 dmg, enemy B will do 200 dmg but does 100 dmg instead cuz of max defense , enemy C will do 0 dmg cuz user already taken 250 dmg
-Thieves-
Coin Toss- user does damage equal to the amount of gold user pays divided by 2, does not work against bosses
-Redmages-
Copy- when user gets damage by a spell of the same elemental spell as user's starting spell, user automatically gain "Instill Element"
-Knights-
Sword Mastery- when user inflict a critical or mortal wound, user gains +1 hit and user's physical attack increase by 15%, this tech can stack
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Post by Kyou on Oct 25, 2005 19:22:21 GMT -6
Heres something I made based on suggestions from the great Kain.
Expert Strike-3mp Standard Attack +25% Damage Always critical +2 Hits Can't be in jump Might stack with Dragoon Fury
Oh I also suggested to Hiro that this be a PoP monster move, only it cost 10 mp for them.
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Post by U. Dye on Oct 25, 2005 21:32:56 GMT -6
I'm too lazy to include the spells I mentioned, so I'll do them another time. For now, flame me for cheapness when you see these:
Knight
Master Double Strike (Passive)- Chance of Double Strike activation increases to 40%.
Dragoon
Impale(dammit Rowan, you stole the name I thought up!) - 4 MP. Must be in Jump status(so it really comes to 5 MP). Instantly kill a target.
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Post by Rapta111 on Oct 25, 2005 21:55:16 GMT -6
Yeesh, gotta tell Reap to unlock that thread again. Here's a few ideas: -Absorb Damage: Passive (War Tactics) Gives the Fighter to absorb an amount of damage from an attack, equal to Willpower/2. Has a 20% chance to activate. -Cushioned Blow: Passive (War Tactics) When an attack from an ally is "Blocked", the damage dealt to the fighter (after applying all other damage modifiers) is reduced by 5%-15% (random factor). -Passive Aggression: Passive (War Tactics) This ability reduces the MP cost of Lunge to 2, Leadership to 3 and War Cry to 2. -Backbreaker: 2 MP (War Tactics) Standard attack at 100% normal damage, paralyzes target for one turn when struck. Attack Speed is reduced by 10% when attacking a large monster. Does not work on bosses/leaders. -Sprint: Passive (Thievery) The Thief has an increased attack rating (+20%) when attacking normally. -Distraction: X MP (Wilderness) Costs 6% of max MP to use. Standard attack with +10% chance to hit, and the target monster has 20% chance to instantly fail their next performed action. -Rock Throw: 2 MP (Thievery) User is given an extra attack at the beginning of the following 4 turns. The attack has +50% accuracy, deals -50% damage and only one hit. Bosses cannot be chosen as a target of this attack. -Arcane Thievery: 2 MP (Thievery) When using thievery abilities, either passive, activation or attack abilities, the user is given additional health equal to 2% to 5% of max HP. -Eye Shot: 1 MP (Battle Tech) Attack at 100% normal damage, but at 40% max hits. Chance to critical is increased by 15%. Target's chance to land physical blows for the next 2 turns is reduced by 15%. -Head Blow: 3 MP (Blitz) Applies to Inner Will. Attack with +30% damage, but -10% chance to hit. Chance of Mortal Wound is increased by 5% with this attack. -Penetrating Strike: 2 MP (Thievery) Standard attack with -40% hits, but ignores 50% defense.
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Post by Sarm on Oct 26, 2005 0:58:26 GMT -6
Ooooooone thing. -Rock Throw: 2 MP (Thievery) User is given an extra attack at the beginning of the following 4 turns. The attack has +50% accuracy, deals -50% damage and only one hit. Bosses cannot be chosen as a target of this attack. Why does it make sense that you can't throw rocks at bosses?
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Post by Rapta111 on Oct 26, 2005 13:26:58 GMT -6
Just might make it a bit too powerful to hit a boss with a second attack.
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Post by Sarm on Oct 26, 2005 16:56:44 GMT -6
Well, really it's 1/2 of 1/5 of an attack, when you think about it. Half damage, 1 hit.
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Rowan
Explorer
LOLFANG-TAN
Posts: 65
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Post by Rowan on Oct 26, 2005 18:57:47 GMT -6
Quivering Palm (Blitz) The blackbelt has complete mastery over his every move and attack even verging on the biophysical energy of his opponents. Whenever the BB scores a weak hit that enemy gets a countdown of 5 before they are inflicted with doom, i.e. dead. That or just a regular attack that costs mp and inflicts the same status effect, but I believe weak hits are severely reduced for BB, not sure though.
Dual Wield-Thieves, also possibly rangers and fighters Rangers if you go for more a more lotr D&D outlook, fighters for sheer improvision. Wield a weapon in your offhand, total weight cannot exceed your attack speed, cannot equip a shield, and only half the power of the second weapon is added to the overal effect, that or half str added onto each weapon's attack.
Rout-(War Tactics) If user manages to annihilate an upper class monster. All monster within 3 squares of the monsters have a 25% chance of being instantly dispatched. For example killing a gr. imp close to a group of imps. Or killing an iron golem close to rock golems. Good for wiping out groups of weak annoying monsters.
Respite (WM)/ Fog of War (Fighter)/ Diversionary Tactics (Thief, can you say decoy?) Prevent all physical damage (not magical for the turn) Anyone using a skill non-magical in nature or the attack command go into the rest state and loses no mp. Probly high mp cost, good for battles where you desperately need to keep a low hp party member alive.
oh and impale sounds like it goes along with the fighters grissly attack nature, but then again an armor clad warrior falling from the heavens tends to do that alot easier, if he hits and doesn't disperse himself over the battlefield.
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Post by Rapta111 on Oct 27, 2005 22:03:08 GMT -6
-Deep Freeze: 20 MP (Magic) Deals Ice damage equal to WP*5 and inflicts Slow status ailment on target.
-Mantra Of Fire: 25 MP (Magical Abilities) Each time you are struck with fire damage, you gain HP equal to WP/4. (Repeat for ice and lightning)
-Finishing Blow: 2 MP (Blitz) Standard attack at +10% damage. If target has HP below 1/3 of Max HP, this attack deals a Critical blow.
-Beam: 10 MP (Magic) Deals non-elemental damage in a horizontal row equal to WP. Ignores 75% magic resistance. Deals no damage if immune.
-Crimson Burn: 50 MP (Magic) Deals fire damage equal to WP*5, and inflicts "Burn" ailment (loses HP equal to Level/2 every time a player makes a move).
-Fissure: 68 MP (Magic) Inflicts Lock ailment in 5x5 square, and deals Physical damage equal to WP from target's column and row.
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Post by Takahashi on Oct 28, 2005 5:19:50 GMT -6
I have an alternate idea for Taunt, a skill already suggested for Fighters.
Taunt: War Tactics 1 MP
The odds of success are directly related to the Fighter's level compared to the monster's level, with one exception. Assuming equal levels, Taunt will work 75% of the time against a large monster (ogres, trolls, demon eyes, etc.) and 50% against small monsters (everything else). Taunt does not work against bosses.
If successful, the target creature will attack the Fighter 100% of the time, even if they have other abilities. That is, if a monster's battle list normally consists of an attack and three magic spells, that monster will only use its attack if successfully taunted. In the case of creatures whose attack have special properties (sleep, poison, paralysis, exp drain), the taunted creature has the same odds of inflicting the ailment as they would had the Fighter not used Taunt (i.e., if a monster can paralyze you 40% of the time without being taunted, the monster will paralyze the Fighter 40% of the time that they land a hit after being taunted).
A Fighter can taunt multiple creatures, albeit having to use a round for each attempted Taunt. Taunt lasts until the Fighter dies, the target dies or the target is somehow cured of their 'status ailment'. -- I also had an idea for Thieves.
Poison Dagger: Thievery 3 MP
Sometimes a Thief's best work is done over time. Once hidden, thieves can make use of this skill which never misses. It does damage equal to the minimum number of hits the Thief can deal, with each hit treated as a normal hit. On top of this damage, if the target is not immune to poison, the target suffers additional poison damage equal to three times the Thief's level per round of battle.
As the name implies, Poison Dagger can only be used when wielding a dagger.
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Post by U. Dye on Oct 28, 2005 6:34:08 GMT -6
One of the NPCs at ToTE mentions RMs being able to use magic as well as being able to defend themselves with a weapon. That gave me the idea for...
RMs
Parry(Passive) - When defending, the user has a 50% chance of deflecting any physical attacks against them.
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Post by Sarm on Oct 28, 2005 10:23:30 GMT -6
Poison Dagger: Thievery 3 MP Sometimes a Thief's best work is done over time. Once hidden, thieves can make use of this skill which never misses. It does damage equal to the minimum number of hits the Thief can deal, with each hit treated as a normal hit. On top of this damage, if the target is not immune to poison, the target suffers additional poison damage equal to three times the Thief's level per round of battle. As the name implies, Poison Dagger can only be used when wielding a dagger. There's one thing that makes me feel opposed to this. 1) A BlueMage's LV3 poison status only does TARGET level * 2, whereas your suggestion would do YOUR level * 3. Any Thief LV51 and over would have a stronger poison ability than the BlueMage (assuming the target is Magora, otherwise the power difference is even greater). Even if a BlueMage's poison ability were decided by his own level instead of the target's, it gives the Thief something that, until then, was supposed to be a BlueMage-exclusive...except better. Level * 1 or 2, okay, but not 3.
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Post by Takahashi on Oct 28, 2005 15:34:48 GMT -6
Hrm. Modified Poison Dagger, after checking the stats on Thieves:
Poison Dagger: Thievery (learned at level 30) 3 MP
Sometimes a Thief's best work is done over time. Once hidden, thieves can make use of this skill which never misses. It does damage equal to one hit, treated as a mortal wound. On top of this damage, the target suffers additional poison damage equal to three times the target's level per round of battle. If the target is resistant or immune to poison, Poison Dagger's gradual damage is suitably reduced or nullified, respectively.
As the name implies, Poison Dagger can only be used when wielding a dagger.
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Post by Kyou on Oct 28, 2005 17:29:21 GMT -6
No, he's saying the poison damage being dealt is stronger then Poison 3 spell for Bluemages.
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Post by Takahashi on Oct 28, 2005 22:29:41 GMT -6
As it should be, considering the limitations Poison Dagger would have compared to Poison 3:
-= Poison 3 =-
- Damage formula is will*3 + 20 to 30, with gradual damage equal to double the target's level, for 38 MP. - Defense and physical resistance have no influence at all on the damage done. - By the time you learn Poison 3, at worst you have 141 MP. Poison 3 has no setup spell, so at the most you need to spend roughly 27% of your max MP for one casting. - The gradual damage can not be reduced. It doesn't matter how strong the monster resists poison; unless they have immunity, they're taking double their level in damage per round. - Poison 3 can be useful on monsters, even if the initial damage done is reduced due to poison resistance. The gradual damage will do its job on even the most poison resistant of monsters.
-= Poison Dagger =-
- Does damage euqal to one normal hit at triple normal damage, with gradual damage equal to triple the target's level. - Defense and physical resistance will reduce the initial damage done by Poison Dagger. - By the time you learn it, you have 10 MP. Poison Dagger requires that you first spend 1 MP to Hide (thanks to Skill of the Unseen), and on top of that you need another 3 MP just to use it (up to 40% of your max MP for one use; up to 30% for each use afterwards). - The gradual damage CAN be reduced; standard resistance to poison means 1.5 the target's level. High resistance means even less. - As such, Poison Dagger is somewhat limited; monsters with good defense, damage reduction or poison resistance reduce the damage it can do. A combination of these traits further reduce potential damage.
I realize that the overall damage difference will sometimes be in favor of Poison Dagger (low defense monster with no inherent damage reduction and no poison resistance)... but monsters like that are rare by the time you're in your 30s level-wise, and they'll grow even rarer as you continue to progress in the game.
In summary, yes, there will be situations where Poison Dagger does better damage. There will also be situations where Poison 3 does better damage. I don't foresee the situations in favor of PD being much more numerous than those for Poison 3. If it turns out that Poison Dagger would end up being too strong for its own good, then changes will be made in order to balance it before its implementation (provided it's implemented at all). Changes might include increasing MP cost, reducing initial damage, reducing gradual damage, making it not hit 100% of the time, or some or all of the above.
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Post by Sarm on Oct 29, 2005 3:30:37 GMT -6
The only time I've seen poison as a status effect being useful is Grygasz, Geyser, and Magora. Other enemies as a whole don't last that long under heavy fire anyway and in small parties, I've usually had more important abilities to crank out insteadof using the poison spell. The only advantage I see to using Poison 3 over Poison Dagger is not for the status effect, but as a generic elemental spell. I can't comment on a one-hit mortal wound because I have no idea how much damage that would do anyway, so that part doesn't bother me.
I don't know of any monster that just resists poison. It's either nothing or total immunity, and in that case the status effect via spell will never land at all. The reduction of damage from poison dagger would still be more than what the spell could dish out. But even with that, I don't know why people would choose it over Backstab (which is 1 MP, is a critical hit and appears to allow multiple hits).
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Post by Kyou on Oct 29, 2005 10:26:59 GMT -6
Poison Dagger: Thievery (learned at level 30) 3 MP
Sometimes a Thief's best work is done over time. Once hidden, thieves can make use of this skill which never misses. It does damage equal to one hit, treated as a mortal wound. On top of this damage, the target suffers additional poison damage equal to three times the target's level per round of battle. If the target is resistant or immune to poison, Poison Dagger's gradual damage is suitably reduced or nullified, respectively.
As the name implies, Poison Dagger can only be used when wielding a dagger.
Thats what I was talking about, Poison 3 only does two times the targets level each turn, I wasn't talking about the initial damage.
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Post by just2slick4u on Oct 29, 2005 11:46:39 GMT -6
-=Knights/Fighters=-
Fortitude - MP cost ??-Kinda the opposite of a fighters leadership, fortitude gives the whole party a shield 1, i dunno maybe this move would be better suited for fighters?
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Post by Sarm on Oct 29, 2005 15:32:41 GMT -6
That's not opposite. That's exactly the same. "Acts like Boost 1 for everyone in the party. Does not stack with Boost 1 itself, but the user can further boost their damage with War Cry."
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Post by Takahashi on Oct 29, 2005 15:58:31 GMT -6
Poison Dagger: Thievery (learned at level 30) 3 MP
Sometimes a Thief's best work is done over time. Once hidden, thieves can make use of this skill which never misses. It does damage equal to one hit, treated as a mortal wound. On top of this damage, the target suffers additional poison damage equal to three times the target's level per round of battle. If the target is resistant or immune to poison, Poison Dagger's gradual damage is suitably reduced or nullified, respectively.As the name implies, Poison Dagger can only be used when wielding a dagger.Thats what I was talking about, Poison 3 only does two times the targets level each turn, I wasn't talking about the initial damage. Well, I made reference to that very thing in my previous post: -= Poison 3 =-
- Damage formula is will*3 + 20 to 30, with gradual damage equal to double the target's level, for 38 MP.
-= Poison Dagger =-
- Does damage equal to one normal hit at triple normal damage, with gradual damage equal to triple the target's level.Yes there is a difference, and in my previous post I gave a list of effects that would explain why it's not that big a deal that Poison 3 is no longer the end-all and be-all choice when it comes to gradual damage. Currently, I'm only concerned about what Poison Dagger would do to the 1% of monsters that are actually weak to poison (since that would be initial damage + 600% of the target's level every round). Such a situation is the only one that has me wondering if PD's gradual damage would be better off being equal to Poison 3's. Nonetheless, I still believe that the focus on the 300% is overblown; it's not a guaranteed 300%, unlike Poison 3's 200%. -- The only time I've seen poison as a status effect being useful is Grygasz, Geyser, and Magora. Other enemies as a whole don't last that long under heavy fire anyway and in small parties, I've usually had more important abilities to crank out insteadof using the poison spell. The only advantage I see to using Poison 3 over Poison Dagger is not for the status effect, but as a generic elemental spell. I can't comment on a one-hit mortal wound because I have no idea how much damage that would do anyway, so that part doesn't bother me. The mortal wound damage would be 300% of the Thief's attack power, reduced by defense, then further reduced by physical resistance (if the monster has any). It could be more than the initial damage from Poison 3 if the monster has low or decent defense. Since Poison 3 doesn't get a damage boost from the weapon the BlM wields, the boost from a good dagger would give PD an edge in such situations. In most any other situation though, it'd be a close call. Assuming equal levels (I'll use level 30 for this example), a pure strength build for a Thief, a half willpower build for a Blue Mage (so that the 'power' stats for each job are equally boosted at four per level), and a Gold Dagger (25-28 damage) for the Thief, damage ends up as such: - Blue Mage's Poison 3: 124 * 3 + 20 to 30 (392-402 damage; assuming no poison resistance) - Thief's Poison Dagger with the Gold Dagger: 149 * 3 to 153 * 3 (447-459 damage; assuming a zero defense mob with no physical resistance) Without physical resistance, PD does indeed end up being better. Decent defense would tone down PD's damage, but one round of gradual damage might put PD back on top. With the lowest level of physical resistance though, PD's overall damage falls behind Poison 3, and multiple rounds of gradual damage would be needed to close the gap. With poison resistance, PD jumps ahead at the start; it'll stay ahead until Poison 3's superior (in this case) gradual damage catches up. In those rare cases where a monster is weak to poison, Poison 3's initial damage will be much better, but Poison Dagger's gradual damage would quickly close the gap (again, six times the target's level is a lot, and the strongest point in favor of knocking down PD's gradual damage). It could get complicated; poison resistance hurts Poison 3 as much as physical resistance hurts Poison Dagger, but the opposite isn't true (poison resistance hinders Poison Dagger but physical resistance does nothing to Poison 3). I don't know of any monster that just resists poison. It's either nothing or total immunity, and in that case the status effect via spell will never land at all. The reduction of damage from poison dagger would still be more than what the spell could dish out. But even with that, I don't know why people would choose it over Backstab (which is 1 MP, is a critical hit and appears to allow multiple hits). Admittedly, the only monsters that resist poison I can recall off the top of my head are Wolf Spiders and Dire Spiders, which are in areas far below the point you'd be at by the time you learn either ability. Looking things over, Lower Demons and Fire Elementals are supposedly also resistant to poison. I can't exactly test that myself though, being a mighty level 11 in-game. Compared to Backstab, the only reason I'd see PD getting use is the same general situation where a Blue Mage would use Poison 3 over their level 3 elemental spell. The base damage on the poison skill is lower, but a few rounds (sometimes just one round) of gradual damage would make up for that. Granted, Poison 3 costs less MP as well, where as Poison Dagger costs more MP compared to Backstab. Two Backstabs will cost less than one Poison Dagger but two level 3 elemental spells will cost more than one Poison 3. In one case you did more damage for less MP (good), and in the other you did more damage for more MP (not quite as good, but still good).
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Post by U. Dye on Oct 31, 2005 23:44:13 GMT -6
I know variations of Instill are done all the time, but... I think I got something kinda interesting going on here. [EDIT] This is for RMs, BTW.[/EDIT]
Wall - X MP (X = user level)
Surrounds the targeted ally with a wall of Fire, Ice, or Lit. Any physical attacks against them will result in the attacker taking tier 1 spell damage of the selected element upon landing their attack, determined by the Willpower of the casting RM. But, on the flipside, if the targeted ally attacks physically, they take that damage instead. [EDIT2] Forgot to add, this barrier would essentially render a melee class useless('cept maybe Goon, who could jump over it), but provide mages some help in getting rid of smaller, peskier enemies while they concentrate on the larger ones. This essentially puts both the attacker and the defender in a no-pain-no-gain sort of situation(unless magic comes into the mix).[/EDIT2]
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Post by Hiroshima on Nov 1, 2005 14:28:17 GMT -6
i kinda like it, and it also gives the RMs another RM-specific spell.
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