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Post by Firemaster on May 12, 2008 10:13:40 GMT -6
A)Yeah I know I got it on the wrong thread by accident..
B)You said something about a bird coming across the sky or whatever it is and taking away 100 HP from the player
C)And yeah I forgot about the talking to the king...
Either way I added alot of new stuff to "your idea".. In fact I took your idea and completely re-formed it making it updated..
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Post by Sur Realis on May 12, 2008 12:37:04 GMT -6
A)Yeah I know I got it on the wrong thread by accident.. B)You said something about a bird coming across the sky or whatever it is and taking away 100 HP from the player C)And yeah I forgot about the talking to the king... Either way I added alot of new stuff to "your idea".. In fact I took your idea and completely re-formed it making it updated.. Actually, after I had posted it, I talked to Taka about the different things that could be done with it. Along with the bird thing (Which Taka only supports on the thought of InfiniteWisdom running into a bird, falling down and creating a craterous explosion), I suggested a few things such as a one-time 'Credits' screen; somewhat like Final Fantasy I when you cross the bridge (which might could do a recap on storyline because everyone skips text boxes anyway). Another idea could be random 3-second views of people online going from Hassen and backwards via plot progression; views into battles, or people running around the overworld, to signify the sense of entering a place where few have step foot in. *Rambles on for a few hours.* Edit: If you reply to this, put it in AdjuStat.
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Post by Button on May 15, 2008 20:08:07 GMT -6
Dragoon ability Kamikaze - Useable only once per battle when dragoon has no MP. Dragoon sacrifices half of his/her HP in order to jump, damage is equal to the amount of sacrificed HP*4.
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Post by Takahashi on May 16, 2008 14:34:20 GMT -6
...wait. An ability that does raw unresistable damage, with the amount increasing by 20-32 per XP level. All this on a class that currently is only at less than full HP when they stay grounded for one reason or another (using Quicksilver, out of MP, choosing to stay out of the air on purpose, etc). This ends up being a LOT of damage, and all the Dragoon has to worry about is whether or not the healer(s) of the party can recoup that lost HP the following round.
Usable once a fight or not, Kamikaze as it stands has a pitiful amount of risk compared to its reward, as far as I can tell.
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Post by Button on May 16, 2008 17:44:35 GMT -6
...wait. An ability that does raw unresistable damage, with the amount increasing by 20-32 per XP level. All this on a class that currently is only at less than full HP when they stay grounded for one reason or another (using Quicksilver, out of MP, choosing to stay out of the air on purpose, etc). This ends up being a LOT of damage, and all the Dragoon has to worry about is whether or not the healer(s) of the party can recoup that lost HP the following round. Usable once a fight or not, Kamikaze as it stands has a pitiful amount of risk compared to its reward, as far as I can tell. True, that's why I said once per battle, it was meant to be used by solo dragoons though.
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Post by Rand on May 16, 2008 18:02:01 GMT -6
That's still way too much, and I don't see how they're able to pull this off in the first place anyway to be honest with ya, Button.
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Post by Button on May 16, 2008 18:11:18 GMT -6
Lol, I just thought I'd throw the idea out, truthfully I figured I would get flamed for it.
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Post by Kyou on May 16, 2008 21:34:48 GMT -6
Your just lucky I seemed to misplace my torches.
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Post by Button on May 17, 2008 7:59:05 GMT -6
Oh, I see, that's too bad.
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Post by Sur Realis on May 17, 2008 9:41:47 GMT -6
Oh, I see, that's too bad. Too bamn dad indeed.
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Post by Button on May 17, 2008 11:23:59 GMT -6
Oh, I see, that's too bad. Too bamn dad indeed. Do you have your torch Realis?
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Post by Sur Realis on May 17, 2008 22:35:57 GMT -6
Do you have your torch Realis? Yep. In fact. I have as many torches as everyone else does. *Starts stealing torches from everyone.*
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Post by lordphoenix on May 18, 2008 0:01:01 GMT -6
Please see the new chaotic abilities thread so that this post can be more appreciated.
Land based attacks, that's a do want. I want to see the air taken advantage of by more than goons, but I'll get to that later. For now, I'm talking attacks that will be ineffective on winged, flying, or incorporeal enemies, normally effective on grounded enemies, and critically effective on underground foes. Examples for black mages, rangers, and thieves to follow.
Black mage Tremor- 20 mp- Targets a 5x5 panel area for damage equal to caster willpower*1.5 + 15 to 30. Underground foes suffer double the effect, and have a 50% chance of being uprooted.
Quake (please please please LP wants his quake spell oh so much) ahem...
Quake- 60 mp- Targets the entire enemy zone for damage equal to caster willpower*3 + 40 to 60. Underground foes suffer double the effect and are always uprooted.
For Rangers
Uproot- 5% mp- the Ranger must be in wereform. The werebeast digs into the ground to target a specific underground foe, attacking them for 1.5x damage and attempting to pull them to the surface. The success of pulling the foe out depends upon the ranger's strength stat as compared to the foe's weight, as determined by strength and defense. The larger the gap in the ranger's favor, the higher the likelihood of a successful uproot.
For Thieves
Trap- 2 mp- Must be hidden to use. The thief conceals a blade trap in the ground in the enemy ranks. Land based chaotics will randomly trigger one of these traps and suffer damage based on foe's weight*1.5, as determined by strength and defense stats. Any foe that Tunnels while a trap is deployed will suffer damage based on weight*2, and stands a 50% chance of recoiling to the surface, in an effect similar to uproot.
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Post by Sur Realis on May 18, 2008 0:07:36 GMT -6
Please see the new chaotic abilities thread so that this post can be more appreciated. Land based attacks, that's a do want. I want to see the air taken advantage of by more than goons, but I'll get to that later. For now, I'm talking attacks that will be ineffective on winged, flying, or incorporeal enemies, normally effective on grounded enemies, and critically effective on underground foes. Examples for black mages, rangers, and thieves to follow. Black mage Tremor- 20 mp- Targets a 5x5 panel area for damage equal to caster willpower*1.5 + 15 to 30. Underground foes suffer double the effect, and have a 50% chance of being uprooted. Quake (please please please LP wants his quake spell oh so much) ahem... Quake- 60 mp- Targets the entire enemy zone for damage equal to caster willpower*3 + 40 to 60. Underground foes suffer double the effect and are always uprooted. For Rangers Uproot- 5% mp- the Ranger must be in wereform. The werebeast digs into the ground to target a specific underground foe, attacking them for 1.5x damage and attempting to pull them to the surface. The success of pulling the foe out depends upon the ranger's strength stat as compared to the foe's weight, as determined by strength and defense. The larger the gap in the ranger's favor, the higher the likelihood of a successful uproot. For Thieves Trap- 2 mp- Must be hidden to use. The thief conceals a blade trap in the ground in the enemy ranks. Land based chaotics will randomly trigger one of these traps and suffer damage based on foe's weight*1.5, as determined by strength and defense stats. Any foe that Tunnels while a trap is deployed will suffer damage based on weight*2, and stands a 50% chance of recoiling to the surface, in an effect similar to uproot. I don't know why, but this makes me want to play Grandia II. You didn't go very far in depth of this Weight stat, but one thing is for sure that one way or another it would likely be abusable unless there is plenty of fine-tuning. I love that Thieves are getting a skill for this that isn't as situational as Rangers, but it's all based on luck. Screw you, LP. I have the worst luck in the world; I'll let the Blackmage fuck with underground enemies.
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Post by lordphoenix on May 18, 2008 0:13:49 GMT -6
Please see the new chaotic abilities thread so that this post can be more appreciated. Land based attacks, that's a do want. I want to see the air taken advantage of by more than goons, but I'll get to that later. For now, I'm talking attacks that will be ineffective on winged, flying, or incorporeal enemies, normally effective on grounded enemies, and critically effective on underground foes. Examples for black mages, rangers, and thieves to follow. Black mage Tremor- 20 mp- Targets a 5x5 panel area for damage equal to caster willpower*1.5 + 15 to 30. Underground foes suffer double the effect, and have a 50% chance of being uprooted. Quake (please please please LP wants his quake spell oh so much) ahem... Quake- 60 mp- Targets the entire enemy zone for damage equal to caster willpower*3 + 40 to 60. Underground foes suffer double the effect and are always uprooted. For Rangers Uproot- 5% mp- the Ranger must be in wereform. The werebeast digs into the ground to target a specific underground foe, attacking them for 1.5x damage and attempting to pull them to the surface. The success of pulling the foe out depends upon the ranger's strength stat as compared to the foe's weight, as determined by strength and defense. The larger the gap in the ranger's favor, the higher the likelihood of a successful uproot. For Thieves Trap- 2 mp- Must be hidden to use. The thief conceals a blade trap in the ground in the enemy ranks. Land based chaotics will randomly trigger one of these traps and suffer damage based on foe's weight*1.5, as determined by strength and defense stats. Any foe that Tunnels while a trap is deployed will suffer damage based on weight*2, and stands a 50% chance of recoiling to the surface, in an effect similar to uproot. I don't know why, but this makes me want to play Grandia II. You didn't go very far in depth of this Weight stat, but one thing is for sure that one way or another it would likely be abusable unless there is plenty of fine-tuning. I love that Thieves are getting a skill for this that isn't as situational as Rangers, but it's all based on luck. Screw you, LP. I have the worst luck in the world; I'll let the Blackmage fuck with underground enemies. For the weight stat, I would call it a simple addition of strength and defense. Originally I would call it only defense, but big fucking heavy piece of shit worms have low defense, hence strength. Calling it only strength would do the same for heavy enemies with low attack power and obscene defense, hence the addition of the two.
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Post by Sur Realis on May 28, 2008 9:43:22 GMT -6
For Thieves:
Mug - Pickpocket's chance of effect increases to 30% on Critical hits. Chance increases to 50% on Mortal Wounds.
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Post by Bolt on May 28, 2008 14:54:35 GMT -6
I'm pretty sure theres been plenty of skills that increase Pickpocket's stealing rate >.>. Pickpocket is fine how it is, in most fights you'll atleast pickpocket up to 3 times before the fight is over.
EDIT:
Some form of a Trap skill for Theives has been mentioned many a times before >.>. Still, my favorite form of the trap skill I've seen is setting the trap and the first chaoitic to attack the theif is delt damage instead and the theif gets off scott clean.
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orangetails
Investigator
I should think up a new name
Posts: 10
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Post by orangetails on May 31, 2008 12:41:22 GMT -6
I'm not sure if it's a good time to post here again, but i'll post ANYWAYS! *Mechanical Laughter* (Go away Sae!) Knights:BattleTech Shield Boomerang (?) The Knight throws His/Her own shield at the Monsters. (Of course it comes back to you) it does %75+ damage to one single target, consumes 2 MP. (Or 3/4) SKILL WILL WORK IF A SHIELD IS EQUIPT
White Mages Charge (?) MP consumed: (What ever the White Mage gives to the person.) The White Mage carries over MP to a Target, if it's a Knight, Fighter, Goon (Scince they have a like 10 MP. xD) it would restore 1-3 MP (It will take away 10-13 MP.) (Only that) Other-then-that, Mages. How it works:: 1/3 of the WM's Will Power, and carries X amount of MP to the player (Depending on what X is, is the consumed MP)
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Post by Vahu on Jun 3, 2008 22:25:22 GMT -6
Speaking of boomerangs, I believe these weapons should belong to a new class.
Boomerangs could open a lot of possibilities since they are unique in the fact that the weapon always comes back to you.
What this means is that this weapon can be area based, whether thrown in a vertical, horizontal, circle (ice/lightstorm/puree area), diagonal, or even arc-based areas.
The weapon itself would be prove to be extremely effective in killing multiple chaotics.
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Post by Takahashi on Jun 4, 2008 15:47:15 GMT -6
Speaking of boomerangs, I believe these weapons should belong to a new class. Boomerangs could open a lot of possibilities since they are unique in the fact that the weapon always comes back to you. What this means is that this weapon can be area based, whether thrown in a vertical, horizontal, circle (ice/lightstorm/puree area), diagonal, or even arc-based areas. The weapon itself would be prove to be extremely effective in killing multiple chaotics. Unless they had very little power, they'd be TOO effective. We're talking about a weapon that allows the attacker to hit multiple targets at once; it'd only have to be half as strong to be worth the cost if it hits two targets, a third as strong if it hits three, a fourth as strong if it hits four, etc. That's not accounting for how skills would work with a boomerang either, which is a wholly different can of worms.
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Post by Sur Realis on Jun 4, 2008 16:24:36 GMT -6
Speaking of boomerangs, I believe these weapons should belong to a new class. Boomerangs could open a lot of possibilities since they are unique in the fact that the weapon always comes back to you. What this means is that this weapon can be area based, whether thrown in a vertical, horizontal, circle (ice/lightstorm/puree area), diagonal, or even arc-based areas. The weapon itself would be prove to be extremely effective in killing multiple chaotics. Unless they had very little power, they'd be TOO effective. We're talking about a weapon that allows the attacker to hit multiple targets at once; it'd only have to be half as strong to be worth the cost if it hits two targets, a third as strong if it hits three, a fourth as strong if it hits four, etc. That's not accounting for how skills would work with a boomerang either, which is a wholly different can of worms. Earthworms, to be exact. How about this: The first enemy hit by the boomerang does 70% normal damage. Each successive enemy in the column or row will take -20% damage as the last one, with a minimum of 10% damage. 70%-50%-30%-10%---- This way, it isn't blatantly overpowered, while at the same time not too underpowered. I suppose the only problem with it is hitting two enemies, it would do an average of 60% damage rather than 50% as you estimated, but its less than Dice/Defonce,...
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Post by Takahashi on Jun 4, 2008 18:50:37 GMT -6
Diminishing returns could work, yes. The first hit could do full damage, and every hit after that would be ~80% of the power of the one that came before it. Presuming eight targets, it'd break down to be something like 100%, 80%, 64%, 51%, 41%, 33%, 26%, 21%. Give boomerangs power on par with a spear and only one hit (i.e., not enough power to where starting out with full damage would make the other hits result in more than enough damage to outpace a single shot from an axe or sword) and see where it goes from there, I guess.
On top of that, throw in checks that prevent +hits abilities (yes this would include Boost and the like, not just melee abilities) from affecting a boomerang, except maybe for a grounded Dragoon Fury and/or Double Strike (Throw).
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Post by Bolt on Jun 5, 2008 17:52:32 GMT -6
Hell I'd use a boomrang. I love those things....when I know I can catch it xD.
Hell just to throw in a downside to them, depending on your Dex should determine if you catch it or miss and take slight damage. I mean, not everyone is going to be able to catch a friggen boomrang trust me.
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orangetails
Investigator
I should think up a new name
Posts: 10
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Post by orangetails on Jun 6, 2008 22:54:18 GMT -6
Speaking of boomerangs, I believe these weapons should belong to a new class. Boomerangs could open a lot of possibilities since they are unique in the fact that the weapon always comes back to you. What this means is that this weapon can be area based, whether thrown in a vertical, horizontal, circle (ice/lightstorm/puree area), diagonal, or even arc-based areas. The weapon itself would be prove to be extremely effective in killing multiple chaotics. Glad I gave you some random idea, Vahu. XD The next one will cost yeah. xD
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Post by Vahu on Jun 7, 2008 21:55:32 GMT -6
Speaking of boomerangs, I believe these weapons should belong to a new class. Boomerangs could open a lot of possibilities since they are unique in the fact that the weapon always comes back to you. What this means is that this weapon can be area based, whether thrown in a vertical, horizontal, circle (ice/lightstorm/puree area), diagonal, or even arc-based areas. The weapon itself would be prove to be extremely effective in killing multiple chaotics. Glad I gave you some random idea, Vahu. XD The next one will cost yeah. xD Actually, I did have that idea in my head for a while; now just seemed like a good time to post it. One reason why I refrained from posting is what Taka said, the weapon is too effective, which I agreed as well. But hopefully, something can be worked out (like Romashi's suggestion) to where it would be playable in the game.
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Post by talon on Jun 12, 2008 18:00:11 GMT -6
Personally, you still have me stuck on the idea that when the force behind the object is completely stopped, or directed in another direction, from hitting the target, it's going to throw itself right back at you... O.o But meh, I've always been against boomerange weapons from the start, on any game because it defies every ounce of logic and physics, so I guess ignore me. >.> Also, just now saw the ground-spells. Quake is a bad idea. You have, pretty much, a spell that'll hit everything like psychostorm, and does twice as much damage as psychostorm3, but at 90 less mp than psychostorm3.. I think that one, at the very least, needs to be redone. xD. And don't give me that flying crap , there's not a whole lot of enemies that fly in comparison.
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Post by lordphoenix on Jun 12, 2008 18:54:14 GMT -6
Personally, you still have me stuck on the idea that when the force behind the object is completely stopped, or directed in another direction, from hitting the target, it's going to throw itself right back at you... O.o But meh, I've always been against boomerange weapons from the start, on any game because it defies every ounce of logic and physics, so I guess ignore me. >.> Also, just now saw the ground-spells. Quake is a bad idea. You have, pretty much, a spell that'll hit everything like psychostorm, and does twice as much damage as psychostorm3, but at 90 less mp than psychostorm3.. I think that one, at the very least, needs to be redone. xD. And don't give me that flying crap , there's not a whole lot of enemies that fly in comparison. Actually, between eyes, dragons, and the spirit/incorporeal enemies, you have many that can easily avoid such a spell. Also, earth and material enemies would be immune as well, further bolstering the immunity roster. But yes, the numbers need tweaking, the spell in and of itself is NOT a bad idea. You want awesome combat? Incorporate the lay of the land; enemies' natural talents; player roles, physiques, and fighting styles; and things that exploit these factors.
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Post by Rand on Jun 12, 2008 21:53:28 GMT -6
Earth magic is something I've wanted to put in for a long time. But it won't be with Black Mages if I put it in at all. Also, Boomerangs...make it into a bladed weapon and you have Phantasy Star reborn. Slicers, anyone?
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Post by lordphoenix on Jun 12, 2008 22:37:04 GMT -6
Earth magic is something I've wanted to put in for a long time. But it won't be with Black Mages if I put it in at all. Also, Boomerangs...make it into a bladed weapon and you have Phantasy Star reborn. Slicers, anyone? But... but... my quake spells Also, sup Alis, nice 2 c u again.
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Post by garouga88 on Jun 12, 2008 22:37:52 GMT -6
Call of the Saber-Tooth (wilderness) high lv
+100% attack speed +100% HP + 50% evade +100% damage +50% critical and mortal wound chance
Maul (wilderness) only while transformed
-20% damage +4 attacks +10% chance of critical and mortal wound
Stalk (wilderness) only when transformed (Fox, cougar, Saber)
disappear into darkness for 1 turn, cannot be hit. next attack always hits. +200% chance for critical and mortal wound on next hit.
Pounce (wilderness) only while transformed (Fox, cougar, Saber) only during Stalk
+300% damage if it drops the enemy's HP to 30% or less , it kills the enemy
Predatory Instincts (wilderness) Passive while transformed
+20% evade, accuracy, critical and mortal wound chance
Crippling fang (wilderness) while transformed only
+100% damage , enemy gets -20% defense, attack power, speed, and evasion
These may be over powered, i don't really know that well , just started playing. help/fixes welcomed
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