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Post by Firemaster on Aug 8, 2008 11:36:31 GMT -6
-RedMages- -BlueMages- Kamikaze - 65 MP - Level 45 - Has a 65% chance of success on big enemies. 85% chance of success on small enemies. If successful its a 1 hit kill for the exchange of 350 hp. Player loses HP even if the spell IS NOT a success. If it IS a success the player loses the 350 HP and Loses all buffs and bars(boosts, bars, ff, fast, etc.) I like the look of this skill. It seems to have some merit. It just needs a tweak or two, is all. Lemme put my spin on it and see what we think... [glow=red,2,300]-RedMages-[/glow] [glow=blue,2,300]-BlueMages-[/glow] Kamikaze - 65 MP - Level 45 - Causes an explosion of non-elemental damage to one target. Causes 200 HP of damage to the caster, but inflicts ((willpower + 100) * 3) + (10 - 30) damage to the target. Spell will not be cast if the target has less than 200 HP when their turn comes. Reasoning behind the extreme power is that the caster is effectively casting as hard as they can, to the point that they exceed what is considered their "normal" maximum and hurt themselves in doing so. Of course, they cause so much damn harm to themselves that they can't really do that sort of thing consistently, unless they have their own personal healer, otherwise they run the risk of killing themself or being finished off in their weakened state. Of course, even with their own personal healer, the high MP cost would still limit the usage. Plus, unless that healer is their alt, this tactic begs the question of why it's not better to just use Nuke, Pearl, White, etc. since those have a higher damage multiplier, without the cost of blood. It's a good spell to use when the situation calls for high damage output, but to sit there and spam it is an act of idiocy. Yeah that sounds a little bit more fair. Plus it took out the ID and changed it to a more effective Damage.
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Post by Bolt on Aug 8, 2008 22:17:30 GMT -6
Idiocy yes. Fun? Hell yes.
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Post by Kyou on Aug 9, 2008 10:21:04 GMT -6
-={ Redmages }=- Instill Shield/Improved Instill Shield - MP = Level - Requires Shield The Red Mage imbues their shield with one of the three elements (Fire, Ice, Lit), reducing damage taken from spells of that element by 30/50%. Cannot be used while Instill Element is up. That'd be pretty interesting and useful to the full time mage ones. Why stop there, you could add the special effect I suggested for Elementals (only nerfed a little) After using the skill you also have a 50% to retaliate a physical attack with a tier 1 spell of the selected element. Fine, fine, I'll nerf it a little. -={ Thieves }=- Rend - 2 MP The Thief strikes at a weak point on the target's body, slicing it open causing 125% of normal damage. Additionally, the target will take physical damage each turn equal to its' level for the next 3-5 turns, and damage taken from all melee attacks is increased by 5% for the duration. This damage over time is modified by the monster's physical damage mitigation (NOT defense). Does not use MP if it misses, and cannot be used on a target already afflicted by Rend. Hell, why not just induce lock 1 on it
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Post by Firemaster on Aug 9, 2008 14:33:04 GMT -6
-={ Redmages }=- Instill Shield/Improved Instill Shield - MP = Level - Requires Shield The Red Mage imbues their shield with one of the three elements (Fire, Ice, Lit), reducing damage taken from spells of that element by 30/50%. Cannot be used while Instill Element is up. That'd be pretty interesting and useful to the full time mage ones. Why stop there, you could add the special effect I suggested for Elementals (only nerfed a little) After using the skill you also have a 50% to retaliate a physical attack with a tier 1 spell of the selected element. Fine, fine, I'll nerf it a little. -={ Thieves }=- Rend - 2 MP The Thief strikes at a weak point on the target's body, slicing it open causing 125% of normal damage. Additionally, the target will take physical damage each turn equal to its' level for the next 3-5 turns, and damage taken from all melee attacks is increased by 5% for the duration. This damage over time is modified by the monster's physical damage mitigation (NOT defense). Does not use MP if it misses, and cannot be used on a target already afflicted by Rend. Hell, why not just induce lock 1 on it Lock 1 - 8 MP - One enemy's total defense is reduced by 30% and all hit rolls toward them are at a +2 for the duration of the battle or until dispelled; or it negates SHIELD spell. This increases damage towards the target and makes them easier to hit. Cannot be cast on a target already hit with a LOCK spell. I dont know if you were trying to say just make it like Lock 1 or not, but if you were, they are two totaly different things. Lock makes the target's defense weaker by 30%.
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Post by lordphoenix on Aug 9, 2008 17:20:22 GMT -6
That'd be pretty interesting and useful to the full time mage ones. Why stop there, you could add the special effect I suggested for Elementals (only nerfed a little) After using the skill you also have a 50% to retaliate a physical attack with a tier 1 spell of the selected element. Hell, why not just induce lock 1 on it Lock 1 - 8 MP - One enemy's total defense is reduced by 30% and all hit rolls toward them are at a +2 for the duration of the battle or until dispelled; or it negates SHIELD spell. This increases damage towards the target and makes them easier to hit. Cannot be cast on a target already hit with a LOCK spell. I dont know if you were trying to say just make it like Lock 1 or not, but if you were, they are two totaly different things. Lock makes the target's defense weaker by 30%. They are not two totally different things, and he knows full well what lock 1 does. He was suggesting inducing a lock 1 effect for the duration of Rend's effects, instead of the 5% defense decrease (attack increase is just a 5% defense reduction stated a different way) that it would theoretically bear.
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Post by Divusmors on Aug 9, 2008 21:16:40 GMT -6
quote author=firemaster50 board=Suggestions thread=575 post=10149 time=1218313984]
They are not two totally different things, and he knows full well what lock 1 does. He was suggesting inducing a lock 1 effect for the duration of Rend's effects, instead of the 5% defense decrease (attack increase is just a 5% defense reduction stated a different way) that it would theoretically bear. [/quote]
That only holds true if the monster defense is equalled to the attacker's offense.
Also, that quote button didn't seem to work for me, at least on my end. >.> Eh, I'll leave it so it's known.
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Post by Sur Realis on Aug 9, 2008 22:36:27 GMT -6
If the quote button did not work, then it is completely acceptable to do the plain-jane quote by hand. [quote] and [/quote] These will work and it will show rather than Anyone that has kept up with the thread should know who you are quoting. If the quote button did not work, then it is completely acceptable to do the plain-jane quote by hand.
[quote] and [/quote]
These will work and it will show
[quote] a quote like this [/quote]
rather than
[quote author="@romashi" timestamp="1218313984" source="/post/10149/thread"] a quote like this. [/quote]
Anyone that has kept up with the thread should know who you are quoting.
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Post by Divusmors on Aug 11, 2008 12:50:24 GMT -6
Mist/Poison Cloud 1, 2 and 3 - Blue mage. Mp 5, 20, 40 This spell creates a poison mist that adds the poison status to a group of monsters, dealing the respective damage equaled to poison's status damage, to a ranger of 5x5, but causes no outright damage. I haven't thought of the levels, and would not mind someone's input for that.
Also, this is a modification to existing spells, but there's been a few times that I've partied with people who picked the wrong spells, ones that have no number confirmation. Like psychostorm, or healstorm. Would it be possible to have a 'Cast Healstorm?' 'Yes/No' window added to these with the upcoming battle system?
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Post by Firemaster on Aug 11, 2008 13:59:16 GMT -6
Mist/Poison Cloud 1, 2 and 3 - Blue mage. Mp 5, 20, 40 This spell creates a poison mist that adds the poison status to a group of monsters, dealing the respective damage equaled to poison's status damage, to a ranger of 5x5, but causes no outright damage. I haven't thought of the levels, and would not mind someone's input for that. Also, this is a modification to existing spells, but there's been a few times that I've partied with people who picked the wrong spells, ones that have no number confirmation. Like psychostorm, or healstorm. Would it be possible to have a 'Cast Healstorm?' 'Yes/No' window added to these with the upcoming battle system? That can be seriously overpowered. All it is is just Poisoning an Area? That can be really abusive. And yeah. I've done that a few times. I was going to ask for that, but you got at it first.
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Post by Divusmors on Aug 11, 2008 14:04:19 GMT -6
That's why I could not think of the levels. I looked at poison's mp, as well as ice's since it's the same area, and judged according to those in comparison of status and area. But for spells like these, I was thinking perhaps levels like lightstorm's. You get the first by the time you reach Lirea, really. And the damage won't be too terribly high. Most of the time you'd have people using lightstorm and ice instead at that point, or those psychostorm spammers.
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Post by Sur Realis on Aug 11, 2008 14:28:01 GMT -6
Or, alternatively, there could be a spell to augment the power of Poison but also acts like a buff to the enemy/character.
IE. Blood Rush - The character or chaotic affected gets a temporary boost in power, acting at first like Fast 3, then as the turns continue, it slows down, hitting Fast 1 by the third turn and Fast 2 by the fifth; while affected by this, Poison damage is increased by 150%, degrading slowly to 20% by the fifth turn, which afterwords all effects of Blood Rush completely disappear.
The idea behind this is that it doubles as a curse. For example, say you have an Armadon with Poison 2 on it. Normally Poison 2 will do about 46 damage a turn; instead, for the first turn, about 93 damage will be done, but it's almost guaranteed the Armadon will go before everyone and will always hit, with an attack speed of almost 200. Similarly, it will also be fairly hard to hit the Armadon for that turn, but the Armadon will take almost 1/6 of its max HP from Poison.
The second turn, the Armadon would take ~78 damage, but again will almost surely hit it's target and will go in the higher points of the turn, and will still dodge a lot of attacks on it.
The third turn it will take ~64 damage, but will have the affects of Fast 1.
The fourth turn it will take ~58.
The fifth turn ~53. Then, back to 46.
Now, while this seems extremely overpowered, the effects of Fast 3 on that first turn could completely destroy a battle for the extra poison damage. The Armadon, with the high attack power plus ability to Gore, might go for a Mage while under the influences, hit a Crit, and could as much as annihilate the Mage.
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Post by Divusmors on Aug 11, 2008 14:35:16 GMT -6
Yes, but when you add the status damage with the base damage of Poison, you'd get the same affects in number of turns of it living, as opposed of the same thing WITH it being fasted to high hell. I'm a bit iffy on that, but I applaud your creativity with that.
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Post by Sur Realis on Aug 11, 2008 14:58:23 GMT -6
Yes, but when you add the status damage with the base damage of Poison, you'd get the same affects in number of turns of it living, as opposed of the same thing WITH it being fasted to high hell. I'm a bit iffy on that, but I applaud your creativity with that. The idea comes in part from a joke I made somewhere else about Ninjas. Here's part of the original post. I was comparing the original FFI icon to an edit I was working on of it. Here's the picture, then part of the post. Uniform less poofy. Okay, I refuse to believe those ENORMOUS bulges in the original icon as muscles. Muscles =/= Ninja. Muscles = Arnold Schwarzenegger. Schwarzenegger =/= Ninja. Ninjas don't use huge muscles to do that super fast thing they do where by the time you know they are there you are dead and can't think. See, being a ninja requires ninja organs, which provide things such as ninja blood. This ninja blood, which circulates through the body so fast, delivers so much oxygen to muscles that energy is built up to an extent where it can create an extreme discharge, causing feats of super speed and/or strength. In this case, the FF1 Knight looks more like a Ninja than the Ninja. I mean, why does a Ninja need triceps bigger than their heads? No, really, the shoulders are bigger than what would presumably be the entire head.
Cape. Still awesome.
Small pouch at waist for stereotypical things like shuriken, kunai knives, and less stereotypical things, like a comb (for controlling unruly ninja hair), Head-On (to apply directly to enemies' foreheads.... at speeds of 500+ MPH), reading glasses (ninja reading deteriorates the eyes... only slightly), a spoon, some string, and other staples for setting up the most painful death anyone will ever experience, and the most ninja beverage possible (BIG AWESOME DRAGON!!! of course.)You can find the original, and entire post here, assuming you aren't logged onto an account for GameFAQs. If you are, then it is post 286; find the page based on however many posts you have set.
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Post by Firemaster on Aug 11, 2008 15:37:25 GMT -6
Or, alternatively, there could be a spell to augment the power of Poison but also acts like a buff to the enemy/character. IE. Blood Rush - The character or chaotic affected gets a temporary boost in power, acting at first like Fast 3, then as the turns continue, it slows down, hitting Fast 1 by the third turn and Fast 2 by the fifth; while affected by this, Poison damage is increased by 150%, degrading slowly to 20% by the fifth turn, which afterwords all effects of Blood Rush completely disappear. The idea behind this is that it doubles as a curse. For example, say you have an Armadon with Poison 2 on it. Normally Poison 2 will do about 46 damage a turn; instead, for the first turn, about 93 damage will be done, but it's almost guaranteed the Armadon will go before everyone and will always hit, with an attack speed of almost 200. Similarly, it will also be fairly hard to hit the Armadon for that turn, but the Armadon will take almost 1/6 of its max HP from Poison. The second turn, the Armadon would take ~78 damage, but again will almost surely hit it's target and will go in the higher points of the turn, and will still dodge a lot of attacks on it. The third turn it will take ~64 damage, but will have the affects of Fast 1. The fourth turn it will take ~58. The fifth turn ~53. Then, back to 46. Now, while this seems extremely overpowered, the effects of Fast 3 on that first turn could completely destroy a battle for the extra poison damage. The Armadon, with the high attack power plus ability to Gore, might go for a Mage while under the influences, hit a Crit, and could as much as annihilate the Mage. That's actually a pretty good idea. A bit overpowered, yes, but still good. A Knight like Ancient Wisdom or U. Dye can easily pwn with that. Cast it on them, give em' a Boost 3, and cure every turn, and they'll be fine, and your enemies will be vanquished.
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Post by Bolt on Aug 11, 2008 19:25:30 GMT -6
Giving Dye a bigger bloodlust than he already has? Oh hell just make sure Confuse is added to that as a random "side effect" and we'll all be fine. We hope anyway.
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Post by Firemaster on Aug 11, 2008 19:30:44 GMT -6
Giving Dye a bigger bloodlust than he already has? Oh hell just make sure Confuse is added to that as a random "side effect" and we'll all be fine. We hope anyway. When Dye has a Boost 3 anything can happen.. He goes thuirsty for blood and destroys everything in his path rofl
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Post by Speedy mc Speedy, Speedy Theif on Aug 16, 2008 12:20:27 GMT -6
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Post by Firemaster on Aug 16, 2008 12:59:48 GMT -6
I know Kija said it was ok for these to be there, but I think its wayyyyyy to powerful and too abusive. Its too strong, isn't White, Nuke, And Pearl enough already?
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Post by Vahu on Aug 16, 2008 18:04:17 GMT -6
I know Kija said it was ok for these to be there, but I think its wayyyyyy to powerful and too abusive. Its too strong, isn't White, Nuke, And Pearl enough already? I never took those pictures too seriously because I was thought it was just fun and such. I agree with Fire here. I don't mind the pictures. But seriously, any spell this powerful really throws the story of being hunted by the chaotics out the window. If anything, Voleron needs something similar to this, not investigators.
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Post by Firemaster on Aug 16, 2008 18:48:40 GMT -6
Funny thing is that Kija said it was fine. He might implement these for each classes Nooble gave. These skills are too powerful for Players. Maybe you should give it to Voleron in v9. But tone the power down so he doesn't annhialate the entire party in one round.
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Post by Kija on Aug 16, 2008 23:31:35 GMT -6
Actually, that is not what I said. I had commented on one image, and jokely said maybe for version nine. Although they look cool and have cool effects, one of the important things about version eight and beyond is to make non damaging abilities more important, and adding more super moves, even if lessened in power more suitable for the level learned, would still not help that sort of thing.
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Post by Sur Realis on Aug 17, 2008 4:09:45 GMT -6
I know Kija said it was ok for these to be there, but I think its wayyyyyy to powerful and too abusive. Its too strong, isn't White, Nuke, And Pearl enough already? I never took those pictures too seriously because I was thought it was just fun and such. I agree with Fire here. I don't mind the pictures. But seriously, any spell this powerful really throws the story of being hunted by the chaotics out the window. If anything, Voleron needs something similar to this, not investigators. As it turns out, it is more about hunting Chaotics than being hunted, with more cases than not an Ambush is very welcomed for its extra EXP. The 'grind' factor of the game is most definitely being tossed out through v8 (Jumin and U. Dye are going to gain like 8 levels with the new EXP tables, I bet), but if anything I am curious as to how the challenge factor will be compensated when it is actually faster in gaining levels.
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Post by Takahashi on Aug 18, 2008 15:37:19 GMT -6
Short of bringing back the 'ambush = all monsters get a free round' thing, ambushes will never have that big of a threat level. Maybe if ambushes were treated a bit like pincer attacks from FF6, it could help make them more threatening. Maybe since the investigators are in the middle with monsters on each side of them, certain attacks have reduced areas of effect.
Psychostorm and the like would only be able to hit monsters on one side or the other, horizontal row attacks like Fire and Rush Attack only hit the monsters on one side of the investigator, melee damage incurred on an investigator is increased if it comes from the side they're facing away from, counters/dodges can't trigger if the attack comes from a direction the investigator isn't facing, etc. Basically, it'd be a matter where the party is at a noticeable disadvantage and can't just treat the battle like a normal one with 150-200% chaotic population.
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Post by Firemaster on Aug 19, 2008 9:55:09 GMT -6
Actually, that is not what I said. I had commented on one image, and jokely said maybe for version nine. Although they look cool and have cool effects, one of the important things about version eight and beyond is to make non damaging abilities more important, and adding more super moves, even if lessened in power more suitable for the level learned, would still not help that sort of thing. Oh. Well I didnt notice that it was a 'jokely' statement. My bad.
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Post by Vahu on Aug 25, 2008 11:45:33 GMT -6
Here's two new ones:
-Fighters-
Shield Break - 2 MP- Level ?? (Somewhere in the teens or 20s) - This attack throws an enemy's guard off, leaving him open for attack by inflicting lock 1 on the enemy. Unlike the other abilities for fighters, this can be used without warcry and has a chance to miss.
Theres not much use for this in the current version, save for earth elementals, Golems (in general), Iron Guards etc. but I'm hoping V8 will remedy this in a such a way that this move will be useful.
-Thieves-
Sneak Attack - Passive - Level ??- Occasionally, when a thief attacks, they get in another attack. This sounds similar to Double Strike, however; when Sneak Attack activates, it repeats the last action that the thief used(This doesn't apply to hide, camouflage, defend and rest). For Example, If the thief backstabs an enemy and sneak attack activates, he gets in another backstab without any mp cost. Must be hidden to in order for this attack to activate.
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Kumog
Hunter
[glow=orange,5,150]Master Soloist[/glow]
Kupo!
Posts: 75
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Post by Kumog on Oct 14, 2008 16:22:00 GMT -6
RM idea time!
Idea 1 - Slice. A physical skill that would work hand-in-hand with Instill. An extra 20% chance to hit, with a 60% damage increase. Instill will follow if it is active. Relatively cheap to use, around 5% of max MP.
Idea 2 - DualStrike. A physical skill that allows the red mage to strike twice, with a 35% power boost to each shot. If Instill is active, it will hit twice as well, for a total of four hits on the target. Very costly to use, say 15% of max MP.
Idea 3 - Magic Counter. If hit with a magic spell such as Ice 2, it will counter 30% of the time with an equal tier of the RM's chosen spell for a fourth of the MP cost.
I figure these would give RMs an extra little niche (being helpful in a fight with many mage chaotics) and also bring up their jack of all trades by granting a few melee abilities.
Comments/suggestions?
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Post by Firemaster on Oct 17, 2008 18:37:58 GMT -6
As you can see I quoted it, I liked the third idea. Magic retort is cool =D.
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wizkid17
Explorer
Ben The Great the Paladin Knight
Posts: 61
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Post by wizkid17 on Oct 17, 2008 19:42:06 GMT -6
Idea 3 is a really good idea.
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Ehergiz D'Skarr
Investigator
D'Skarr Lords are sworn to uphold the peace, and to give young ones a fighting chance.
Posts: 5
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Post by Ehergiz D'Skarr on Nov 4, 2008 11:29:34 GMT -6
I was kicking this around at work last night, don't know if it or something like it was suggested already but here goes. This is for a Blue Mage, now. Heart Attack Level , Mp Causes the heart of a single creature to beat two to four times faster than normal, giving it the effects that Boost 2 and Fast 2 would grant for one turn. After that one turn, the adrenaline wears off and the pain begins. Movements are slowed to the point of Slow 3, and the muscles are weakened, Weak 3. The enemy takes damage every turn for the caster's level divided by 2. Also the enemy takes damage after the equal to: Willpower * 3 + 50 - 150 Somehow it seems a little weak to me, and kind of haphazard, but it would be fun to use. Also, it can't be used on constructs (golems and such) because they have no hearts.
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xarith
Investigator
15%
Eternally Bored
Posts: 21
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Post by xarith on Nov 16, 2008 18:08:22 GMT -6
Fighter - Berserk: 4 MP - User goes into a rage and begins attacking random enemies at damage*2 and no chance to miss. User's defense is halved and is berserked until the end of battle or until death.
Seems like it would be entertaining...
Blackbelt skill - Adrenaline - 100% of Maximum MP - Doubles all of the user's stats for 3 turns. After the 3rd turn, the user suffers lowered agility and dexterity by 10%
Maybe 100% of MP is a bit much, but I tried to balance it. =(
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