xarith
Investigator
15%
Eternally Bored
Posts: 21
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Post by xarith on Nov 16, 2008 18:58:58 GMT -6
This is a reply to Kumog's ideas on the Redmage skills... why not have it costs HP instead of MP? That seems like it would be fair... I mean, they are the hardiest mage class... =\
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BigFatBob
Explorer
[glow=pink,4,150]Apprentice Soloist[/glow]
You can put TEXT here? AWESOME!
Posts: 71
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Post by BigFatBob on Nov 20, 2008 0:02:30 GMT -6
I think that these would be some skills that would be great if applied as a unique skill for Redmages. (Can't think of a name) 1 - 20 MP - One ally gains 30% to battle speed and evasion speed and increases attack rating by 20% and maximum hits increase by 2 for the duration of the battle or until dispelled; or it negates SLOW and WEAK spells. This makes the ally more capable of hitting and dodging and enables them to deal more physical damage in battle. Cannot be cast on a target already hit with a spell. Learned at level 18. 2 - 55 MP - Whole ally party gains 20% battle and evasion speed, and attack rating is increased by 10% and maximum hits increase by 1 for battle duration or until dispelled; or it negates SLOW and WEAK spells. This makes the party more capable of hitting and dodging and enables them to deal more physical damage in battle. Cannot be cast on targets already hit with spells. Learned at level 38. 3 - 46 MP - One ally gains 80% to battle speed and evasion speed, an attack rating increase of 50%, and maximum hits increase by 3 for the duration of the battle or until dispelled; or it negates SLOW and WEAK spells. This makes the ally more capable of hitting and dodging and enables them to deal more physical damage in battle. Cannot be cast on a target already hit with a spell. Learned at level 50.
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Post by Sur Realis on Nov 26, 2008 0:24:14 GMT -6
For Knights:
Retaliation Clause - Level 45, Passive
When the user Retorts, and only one counter occurred on the turn, or all retort hits were WEAK, Retort continues on through the next turn.
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Assailant
Hunter
All literary men are Red Sox fans. To be a Yankee fan in a literate society is to endanger your life
Posts: 119
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Post by Assailant on Nov 27, 2008 21:19:35 GMT -6
Ranger
Slow Kill - 10% of total mp. Initial damage is equal to the user's level*8. Similar to poison, a monster affected by Slow Kill will lose HP equal to the level of the monster, lasting the entire battle. Learned at level 18.
I'm not quite sure if the initial damage is overpowered. I was trying to keep it at about the same as Poison 2.
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orangetails
Investigator
I should think up a new name
Posts: 10
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Post by orangetails on Apr 3, 2009 23:09:38 GMT -6
I feel like restating my old idea:
MP Charge - 25 Mp - Level 25 - a Ally - White Mage Only If it's a Fighter, Goon, Thief, or anyone with low MP (Like 7 MP), it will always restore 2-3 points. If it's a Mage class, it'll do Willpower/2.5 (Or just 2) (Say your a White Mage with 60 Willpower, you'd be adding about 25~30 MP to your Mage-friend)
Bolt - 25 MP - Level 36 Casts Lit 2 on a 5x5 radius - Black Mage only Damage: The equivalent of an area attack of Lit 2 just a little weaker Description: Bolt is a Lightning based attack that reaches a 5x5 radius, but is low in damage.
Comet - 100 MP - Level 40 - 2x2 range - Black and Red Mage. Damage: Willpower*level/1.5 (Say your level 40 with 90 Willpower, you'd most likely hit someone for 2,350~2,450 damage within the 2x2 radius.) Description: Sends a Comet from outer space and hits monsters for willpower*level/3 in a 2x2 radius.
Preserve - 45 MP - Level 38 - Party - Blue Mage Effect: Negates Poison, Slow, Lock, Weak, Shield and Barrier.
Dbl Cast - 10% chance - Level 18 - Blue Mage, Red Mage and Black Mage only. Has a 10% chance of Double Casting the previous spell (Ice, Fire, Lit, Comet, Bolt, Rub, Nuke and so on.)
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Post by Jumin on Apr 4, 2009 11:22:43 GMT -6
don't have much to comment on except your bolt spell.
Tier 2 spells only cost 16 mp... I'd never see any mage cast bolt if they can cast ice 2.
The spell would only work out in the ICs
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Post by Sur Realis on Apr 4, 2009 23:12:03 GMT -6
Here's an idea for Blue Mages
Collapse Field [Element] <- Element replacing the element they chose at Level 3.
Based on the Blue Mages' element of choice, monsters will either be vertically, horizontally, or centrically brought closer.
Despite how impossible I know this would be to code, it would be an interesting skill because sometimes the game is a jerk and refuses to give you areas.
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Post by penny on May 8, 2009 11:22:45 GMT -6
Rare for me to post so here it goes. 1. New area after Tote where monsters use Lit2 and 3. 2.To make the game more challenging give Mona and Tote (also new area if u thing its good) area element on party member's and the people beside them. 3.Redmages own move (weaker or even to White) 4.1 time Reskill button or something like that, where each character gets to redo all there level up points 1 time only(atleast).
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Post by penny on May 8, 2009 16:20:27 GMT -6
i see i posted this on the wrong part of the forums
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Post by Speedy mc Speedy, Infamous DG2 on May 26, 2009 8:41:05 GMT -6
So. I'm back, with a COOL LITTLE SET OF IDEA'S PERTAINING TO AREA.
As I've seen, when you level up tiers, AKA, Lit1 to Lit2, the Graphics get fancier and the attack get's strong. This is boring. Instead, I propose THIS solution. Changing the Area's of spells as they expand in level.
[shadow=red,left,300]The Lit Tiers[/shadow] Lit1- The area affects a column of three enemies. For an example. If you have four imps lined up, 1,2,3 and 4, top to bottom, lit would not affect all four. Instead, if you chose to Area-Attack 2, it would also effect 3 and 1. If you chose 3, 4 and 2.
Lit2- The area affects an entire column, being the same as all lit tier area effects we have now
Lit3- Effects TWO WHOLE columns of enemies. The second column will affect the column left of it.
[shadow=red,left,300]The Fire Tiers[/shadow]
Fire1- Affects a row, in the same manner as lit.
Fire2- Affects an entire Row, exactly the same as the fire area we have now
Fire3- Affects an entire row, PLUS the immediate area around it. This means that, if you attack imp 1, who's row includes 2 and 3, those three will be affected. BUT, imps 4 and 5, who are directly on top and bottom of imp 1, will ALSO be affected. What I mean after all that is, even imp 6, who is to the right of imp 5, is affected. 3x3 Area, plus the Row. This isn't perfect, but I'm still thinking on it.
[shadow=red,left,300]The Ice Tiers[/shadow]
Ice1- Area effects the enemies directly above, below, to the right, and to the left of the target.
Ice2- 3x3, the same area we currently have.
Ice3- 4x4. I still have something fancy to come up with, and this is the best I could come up with for now, so, quiet yourselves, I'M WORKING ON IT.
Are these ideas perfect? No. Are they good? That's your opinion. This adds on more coding, but it would also add diversity to the game. As the tiers go up, so does the area. You've got ot admit, that's kinda' cool.
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Post by Joker The Royale on May 26, 2009 13:28:37 GMT -6
No.
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Post by Sur Realis on May 26, 2009 14:15:36 GMT -6
So. I'm back, with a COOL LITTLE SET OF IDEA'S PERTAINING TO AREA. As I've seen, when you level up tiers, AKA, Lit1 to Lit2, the Graphics get fancier and the attack get's strong. This is boring. Instead, I propose THIS solution. Changing the Area's of spells as they expand in level. [shadow=red,left,300]The Lit Tiers[/shadow] Lit1- The area affects a column of three enemies. For an example. If you have four imps lined up, 1,2,3 and 4, top to bottom, lit would not affect all four. Instead, if you chose to Area-Attack 2, it would also effect 3 and 1. If you chose 3, 4 and 2. Lit2- The area affects an entire column, being the same as all lit tier area effects we have now Lit3- Effects TWO WHOLE columns of enemies. The second column will affect the column left of it. [shadow=red,left,300]The Fire Tiers[/shadow] Fire1- Affects a row, in the same manner as lit. Fire2- Affects an entire Row, exactly the same as the fire area we have now Fire3- Affects an entire row, PLUS the immediate area around it. This means that, if you attack imp 1, who's row includes 2 and 3, those three will be affected. BUT, imps 4 and 5, who are directly on top and bottom of imp 1, will ALSO be affected. What I mean after all that is, even imp 6, who is to the right of imp 5, is affected. 3x3 Area, plus the Row. This isn't perfect, but I'm still thinking on it. [shadow=red,left,300]The Ice Tiers[/shadow] Ice1- Area effects the enemies directly above, below, to the right, and to the left of the target. Ice2- 3x3, the same area we currently have. Ice3- 4x4. I still have something fancy to come up with, and this is the best I could come up with for now, so, quiet yourselves, I'M WORKING ON IT. Are these ideas perfect? No. Are they good? That's your opinion. This adds on more coding, but it would also add diversity to the game. As the tiers go up, so does the area. You've got ot admit, that's kinda' cool. While normally I would be eager to break out ÍÝáâ ìðïýñäåò, to beat you senseless with...
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Post by Bolt on May 27, 2009 20:54:14 GMT -6
Jeez Realis you just hate it when things become balanced it looks like. Gotta say I do like the element thing. Good ideas but thats about it. I'm startin to think how long it would take to count how many times the Magic Retor for RMs have been suggested though.
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Post by Sur Realis on May 28, 2009 5:59:00 GMT -6
Jeez Realis you just hate it when things become balanced it looks like. Gotta say I do like the element thing. Good ideas but thats about it. I'm startin to think how long it would take to count how many times the Magic Retor for RMs have been suggested though. No. I've said it thousands of times. I actually support 3x3 areas. Especially now that the new EXP tables are in. But Jaden KNOWS those things have been suggested - and have been suggested much better, too. In his kissing Kija's ass in my Complaints thread, he should have read what I said about 4x4 areas, then Rand and Faruconeru talking about some suggestions of elemental areas expanding as they reach a higher tier. Besides, it is hardly balanced the way he has it. Fire 1 area - 3 enemies Lit 1 area - 3 enemies Ice 1 area - 5 enemies Fire 2 area - 9 enemies Lit 2 area - 9 enemies Ice 2 area - 9 enemies Fire 3 area - 15 enemies Lit 3 area - 19 enemies Ice 3 area - He never even went into detail how an area without a focus point will work on a grid-based system, so lets assume we go with what I suggested to emulate 4x4 areas, which would give us 13 enemies. OMIGAWSH JAYDEN TWO WHOLE COLUMNS GASP! YOU SO COOL AND ORIGINAL <33333333 No. Lightning is unpredictable. I still hardly understand how it comes down in a column in a battle-field perspective. If you want it to affect TWO WHOLE COLUMNS ZOMG, then it would be much easier than the column to the left (which asks the question of what happens to the back-row if someone can't use it a row before it), to do a randomized column with an enemy mob in it. 4x4 AREAS!?! YOU MUST HAVE BEEN UP ALL NIGHT THINKING ON THIS! You know how when the huge blocks of ice fall, and then are supposed to break into a bunch of shards? Ice 3 main attack - Does the damage of a normal Ice 3 with a 3x3 area. -Sub attack: Each enemy that takes a hit on an area Ice 3 spell, the 3x3 surrounding area of the enemy mob will be hit by Ice 2 (or 1) area. How about that? In relatively minutes I came up with two ideas that are far less generic than Jaden's ideas. Was it hard? Nah.
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Post by Bolt on May 29, 2009 1:12:13 GMT -6
Guess I need to say when I'm bein scartastic xD
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Post by Sur Realis on May 29, 2009 13:47:16 GMT -6
Guess I need to say when I'm bein scartastic xD Nah. I just become extremely angry and want to stab someone when I have to read something posted by it.
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Post by Divusmors on May 29, 2009 23:57:19 GMT -6
Alright, lets see what I can modify for how this game works.. Keep in mind, I'm aiming for area and affects, so modify damage/mp if any is posted, or add in your own two cents on what it could be. This is not a tier thing, these spells are strictly on their own ground. Oh, and they're going to be all magic. Enjoy. Side note.. Some of the spells are meant to be a means to remove/modify the enlightenment given to us in TotE. Yes, I know people will complain. But considering the new tnls, AND with how powerful people really do become with the blessing, I kind of feel a change is needed. Most notably would be the shroud spells.My knight already had a huge jump, and is almost breaking the 500 wall on attack rating, pre-boost. Sandlight is probably ungodly at this point. These spells are also with TotE in mind, not so much in earlier areas except maybe ice caverns for one or two of them. Electrify/scold/chill, those I don't know. I just get very tired of being ambushed by horribly weak things that wastes my time more than what little hp/mp used combined. I've also pictured these moves, in way of element, to match one another for the sake of area versus element. The areas on many will be screwy and funny, which is the big setback because not all fights will support some, most, or possibly any of these moves. But by design, you'll also have to take into account of monster weakness and strengths. E.I, would using Fire Shot be worth the effort for taking out death veggies because it could hit further than electric current, or could it possibly bounce among the fire dragons too much to have been effective for the mp? With the tier spells, area became far more important than strengths and weaknesses. Ice became almost the only spell ever used, because of its damage versus monster ratio. Lightning. Bolt - Can only be used outside (Kreland, skyre, dal'r, between ic caves, on top level of GY). Causes a powerful zap of pure lightning down on a single target for highish damage. I'm guessing up in the *4 or *5. Also causes 1 round para if the monster attacks after the player, due to muscle spasms. Otherwise, next turn monster speeds is reduced by 25% for only that turn without going later in the turn order. Nearby targets (3x3, middle is target) are affected with the runoff electrical current in the air for *1 wp and no side affects. Electric Current - Strikes horizontally, but the catch is that it isn't a perfect row, and it continues only through monsters. It can go left, diagonal northwest, and diagonal southwest for example, but only if there is a monster in the adjacent square behind the previously hit monster. The mage targets any monster in the far right side of the field, and the spell continues through monsters at random meeting the above requirements. Shock wave - Hits a specified monster, and the 3 behind it and the 5 behind them for strong to mid to low, forming a > pattern. My guess for damage would be wp*2, then *1.5, then *1. Electrify - Much like retort on it's countering abilities (must be melee hit, as it's more of a touch spell), however it is merely for minor self defense, picking off small monsters that are otherwise not worth your time to focus spells for their mp (level 14 ambushed at imps and ogres, 'nuff said). Should cost low mp, as it is a low damage spell. Something around wp*.25, maybe as far as wp*.2. Lasts 5 turns or whole fight. I imagined this spell being more like instill in how it works, of course that doesn't mean the mage now hits with magic damage along with melee. That's still RM-only. T. Shroud - Works like a modified barrier and electrify in one, high level, mid-high mp. The mage imbues a lesser barrier spell (barrier 1 if have 2 or 3, barrier 2 if have barrier 3) with the same electrical current that's conjured within other spells. This spell reduces magic damage just like barrier, however any attack against the target affected by this will damage the attacker for low damage (*.5 of the caster for barrier1, *.25 of the caster for barrier2). It also absorbs 50% of any lightning type spell. The catch is it is not a permanent spell. Being attacked 5 times in a turn, melee, will dispel it. Or after 5 turns due to the nature of imbuing spells with one another. Storm - Produces bolt spell affects while indoors, at half the damage (Or even down to area tier3 kind of damage), without the area affect. Lasts several turns, lets say 5, and works on it's own hitting random targets. Ths is the counterpart to the bolt spell, allowing use indoors. However because of it's nature of letting the mage still attack on their own or med while this spell is damaging the enemies, it's mp consumption should be no less than 150% of bolt's mp. Fire. Flame burst - Works much like bolt. Produces a condensed amount of heat and energy that bursts upon impact, causes high fire damage, and spreads to outlining monsters for weak damage. Because of the smoke from the flames, going before the monster causes the monster to hit with -25% attack speed and -10% damage from not getting such direct hit from it tearing it's eyes up momentarily, on target monster only. Otherwise, next turn monster attacks with -15% attack speed, both without changing turn order. Unlike the other two elements of this move, this has the smallest affect (no momentary paralysis), but also the smallest setback (No area-restrictions on use or damage). Fire Shot - Pretty much works like electric current, except it will not go straight back. Since it bounces from target to target, it will travel across the field only in / and \ directions from previous target. Due to that design/setback from design, it may hit large monsters. Heated Gust - Exact replica of shocking wave. The idea behind the decreasing damage is that wind doesn't move through solid objects/creatures, henceforth the wind's strength dies down. Scold - Exact replica of electrify. So go read above. F. Shroud - Exact replica of t. shroud. Read above about reading above. Ice. Shatter - Works much like flame burst. Produces a ball of ice, hurled at a monster that shatters upon impact, causes high ice damage, and spreads shards to outlining monsters for weak damage. When thrown at a monster before it goes, because it's a solid lump of ice, it'll knock the monster down forcing to spend their turn getting back up (one turn paralysis). Has no other affect beyond that. However, in warmer areas, such as Dal'r and PoP, it's effectiveness dwindles. I'd say at about *4 or *4.5 wp instead of *5 or *6 on target monster, but still *1 on surrounding monsters. Ice Whip - Unlike the other element's counterpart to this spell, this one attacks a straight line. Caster still targets a front row monster, but also chooses whether to attack up (hits diagonally up-wards from target), across (straight back like tier fire), or down (diagonally down-wards from the target). Last monster hit takes a wp more damage from the crack of the whip. Shards - Caster creates and projects a mist of ice shards. Works like heated gust and shock wave. Chill - Works just like scold and electrify. I. Shroud - do I need to repeat? White mage. Negation - Creates a barrier between chaotics and players, reducing all forms of combat by half their damage for a duration of 2 turns, vanishing at the end of the second turn. This is more of an ambush savior. It gives you a bit of time to actually buff or debuff, but at a cost of a lot of mp. A lvl 55 wm should have close to 300 mp, naturally. So maybe something along the lines of 150 mp cost for this spell, or 180. I wanted it to cost enough to hurt the wm on mp a bit, given the design of the spell. Blue mage. Disease cloud - Creates a similar affect of the disease damage done by monsters, but each monster has a chance to resist the affects, by about 50%. To reduce spam, could be made so that it goes off only after the monster attacks. Lasts for a couple to several turns. ******************EDIT LINE************************* Blue mage. Poison Mist - Causes a 5x5 cloud that does nothing but poisons monsters. Yep, that's it. it's an old suggestion, but I'd like to change a bit of it. Mostly the damage dealt. Instead of the usual poison damage, on the 3 tiers, this only has one tier. Which causes monster level*.5 damage. Naturally, all monsters have chances to resist. I don't remember everything's chance to resist, but perhaps a 50/50 before normal variables kick in. Binding Curse - Counterpart for mute. It stops melee attacks, however the target is still free to cast magic. Mute still needs some work, it's not very worth it considering anything dispels it. So perhaps if this and mute worked like sleep, where it's a chance to dispel when the monster is targeted, that'd be nice. That's all I have for now. Had a couple more ideas, but I can't remember them.
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Post by Joker The Royale on May 31, 2009 6:24:14 GMT -6
Well, Reap, those are some pretty badass idea's. It'll be a nice cool twist for ToTE, and, the skill set you suggested seems well balanced, It'll be fun and interesting if they were added.
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Post by Sur Realis on May 31, 2009 10:25:51 GMT -6
Sorry I didn't respond to your PM, Reap. My brain wasn't working Friday, and yesterday I was busy.
You have been playing MapleStory for 21 hour(s). We suggest you get a life.
Anyway, for the most part I see nothing wrong with these skills, except for two things.
1) A lot of them are clearly meant to be used at a higher level, which rules out a lot of possible situations, generally from Kreland to Skyre. Something of a moot point to bring them up, that way.
2) Uber high-level spells like this might be a bit pointless this far in the development of THG, especially ones so purely situational. They might, or probably, would be better in THG2, however the hell that game is to work.
Back to MapleStory! I'm almost a Bandit!
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Post by Divusmors on Jul 28, 2009 15:31:22 GMT -6
And now onto another segment of new things. Trying to go melee here, but that's a bit harder, so some spells will probably also be in this. Remember, at least for this one, suggestions I'm making have a reason, whether you all know what that reason is or not. So yes, some might look rather shitty to a lot of you, and I'm sorry for that, but I'd like to think there will be times that these abilities will be employed a lot.
Bash - Plain and simple, right? Way low mp, I'd like to suggest 1 mp. Deals standard damage +25%. If used before the monster gets their turn, causes the monster to not go for that turn only. Requires wearing a shield, fighters can use without war cry, knights can use. It's not as strong as chop, and can miss, which I think is a good setback for the no war cry part. It's also just under half of what slash is, with no added accuracy, so the half mp of slash also balances out to a point. It's not meant for a long run sort of deal, because of the set backs on damage to mp, but it's good when you can almost one-hit something, but don't want to burn through mp and overkill just to one-hit something.
Battle Rage - Fighters only, passive. The more monsters they kill while in war cry status, the stronger their attacks become in the same fight. Adds a 5% damage increase per each kill. This one might need tweaking, probably. With how many bosses can now bring more and more minions into the fight, eventually the fighter could start dealing double or triple what they could normally do. Maybe if it doesn't stack with leadership, but that seems a bit of a let down. In any case, usually the fights are over quick enough that this skill shouldn't become too powerful, or the fights take too long and too much of the party is dead for this skill to really save the day in abusiveness.
Endurance - Ranger skill. During their morphs, they can shrug off a low portion of damage. 5% sounds reasonable to me, considering damage even as far as TotE doesn't normally reach higher then 200 outside of a critical hit, and that would only be 10 damage. Passive skill, perhaps improves like resist elements and ailments. Starts low, working at 15% of the time, then 30%, then 45% kind of to go with their morphs.
Immobilize - Thief skill. Another very low cost skill, probably 1 mp. User causes 15% more damage than a standard attack as they cut a tendon, or nerve. As a side affect, also causes a slow1 or weak1 affect randomly. User does not need to be hidden to use. Probably learn mid game to mona.
Bleed - Thief skill. And again, another very low cost skill. User causes 15% more damage than standard from cutting an artery. As a result, the monster takes damage equaled to the thief's level for several turns. Mid game to mona. This shouldn't be too bad, really. Judging by the monster's hp versus the average level for a player in that area, I don't think it'd be that overpowered, except maybe on Armadons, possibly aetosaurs. Could make them immune, though. Whoever heard of rock monsters bleeding. O.o
Spells -
Desecrate - Blue mages and Red mages. Sort of a giant screw you to casters, causing their spells to cause more magic points, making them burn through mp faster. Hits a 3x3 area. I know this isn't going to sound 'great' to many of you all, but there's been a lot of people who do stuff like, osmose Magora dry so she can't rub/nuke anymore. There's also some other times I could think of this being very useful, but they either escape me or I'm not sure if I can really mention them right now. Late game, around Mona level or slightly after, mid mp.
Orb - Black mages. Hits in a roundish (although since it's so grid-like, it's more like a diamond..) area, going 2 out from the center in a + pattern, and hits only 1 away from center toward the diagonals. Deals magic damage. Maybe something about 50 mp for wp*1.5. Mid to late game. I know we went back to 3x3 area spells, but with the psychostorm nerf, there isn't actually much for magic-elemented damage. That and I can't really think of how to make a circle using a 3x3, without it looking like a cross. So to compensate, I made it as weak as ice3 area, but at an mp cost of almost 150% of ice3.
Malediction - Blue mages. Sort of the counterpart to Orb, but with a different hit area. Same pattern, but turned so that it spans 2 from center at the diagonals, and 1 from center in a + shape. Deals dark damage. Same damage ratio to mp. Costs more than a tier3, but dealing only tier3 damage. Also mid to late game.
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Post by Joker The Royale on Jul 28, 2009 23:18:28 GMT -6
Actually Reap, those are pretty good move sets. I havent logged onto THG in weeks and I do not know if anything was updated since I was last there, but, if nothing has been updated I would go ahead and say that those would be pretty good for Late Game, Mona-ish. Maybe, have Bash in the early stages of the game, since, it is half the MP Slash is. And, the BluM/Bm techs you suggested seem to be ToTE-ish, or, late Mona, depending if people stay at Mona for a longer period of time. And, the Passive move for Fighters would be a great asset to Ruoze. But, that is just me saying shit.
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Post by Divusmors on Jul 29, 2009 13:52:18 GMT -6
I look at mid game as about IC to mona. Kreland's more like a prologue, most of the time you wiz through it quick enough, and the fights aren't really something to merit a lot of tactics until pretty much at Vallatio. DM and SS early, post Grygasz training in Ruoze and IC to mona mid, post Geyzer and pop/tote late game.
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Post by Joker The Royale on Jul 29, 2009 14:09:20 GMT -6
Ah right, well, in that case, the move sets and how far along the story you are make sense.
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Post by Sur Realis on Aug 7, 2009 18:09:11 GMT -6
A skill idear for Theeeefs.
Gold Rush - 2 MP The Thief automatically Pickpockets a random number of enemies up to the number of party members. The gold gained from this move is split equally among party members.
Gained really early-game. I've noticed sometimes people don't have quite enough money for new stuffs when they go somewhere else - this would be a nice way for a little extra pocket money for everyone.
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Post by Ambush Magnet on Aug 19, 2009 15:23:04 GMT -6
-={ Thieves }=-
Wound Poison - Passive - Requires Hide
Critical hits and Mortal Wounds on the target apply the Poison 2 damage over time effect on the target (assuming it's not dead). Has only a 50% chance of being applied when Backstab is used.
-={ Rangers }=-
Thrill of the Hunt - Passive - Requires Hunt
If another party member kills the monster targeted for Hunt, they recieve 50% of the healing you would have normally recieved for the kill.
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Post by Divusmors on Aug 25, 2009 23:45:32 GMT -6
This was a discussion between Realis, myself, and someone else who's name escapes me atm. Basically, it's about buffs and debuffs. All spells have a buff and a debuff counterpart, except the magic side. Barrier is a buff that is meant to reduce spell damage, but there's no debuff to it like shield has lock. On a side note, I also thought there could also be sort of a buff for improving magic, and decreasing magic, much like boost and weak. As I've said in many other times and situations, I would like monsters to use any ability that we characters should. Half of what makes the game fun, is how much we have to prove our worth. A game is boring when everything succumbs easily to the player. One of the reasons why I like the Halloween dungeon, it poses the biggest challenge because monsters are not limited to what they can do. Also why I suggest giving monsters mortal wounds back. So yes, a lot of the skills and spells I suggested before, although those area hits like electric current, and fire shot would have to be tweaked to work on a party (perhaps hit random players instead of all, or possibly all with a good roll), I would like to see monsters use. Even these ailments. Hex - A spell that reduces the target's potency in magic. Of course like any buff and debuff, there'd be 3 tiers. Perhaps along the same lines as boost. 30%, 15% on everyone, and 60%. So if a white mage is under hex, and can normally healstorm3 for 400 hp, lets say, it's healstorm three is now 280, 340, and 160 respectively. Perhaps as a balance, spells could also cost less by the same percents, as there is less focus in the spell itself. That way it's not a total screw you. Pentacle - Opposite of hex. This boosts magic prowess, increasing the ability to focus more energy into the spell. Again, with respective increments of 30%, 15%, and 60%. Also, of course, with the same balance of costing more mp by the same percents. I do not expect to see any change to meditation, though. That would be overkill and overpowering. So you burn through more mp, possibly accomplishing less (like if a BM burns through mp using nuke, a single target spell), you still spend x amount of rounds meditating for the mp back. More rounds, actually, to get back that extra mp spent. naturally, it's not an on/off spell, you can't pick to use more or normal while this is on. So it can actually still hinder the mage using it, and even perhaps a melee class using a move that spends enough mp to register by the check. Imagine a wm forced to over heal, and burn through more mp than they needed to, and therefor not have the mp when they need it most. With this, however, I'd like to remove my previously submitted Desecrate spell for blue mages and red mages. Dunno, just a tiered status ailment appears to me much more than desecrate does. Perhaps I'll think of something better for that spell name. Malignancy - Spells cause more damage upon the target. Opposite of barrier, so that if a target is affected by barrier, this would simply remove it. However, it would otherwise use the same percents as other buffs and debuffs in the game. Bet this would make Geyzer just THAT much more fun in the first fight, when he uses ice3 area. I'd also like to, when the changes in stored for shield to follow the same percents as barrier, suggest that lock work differently too. Right now, as far as I see it, it does 30%, 30% 5x5 area, and 50%. Would it be possible to might as well keep the same system of numbers going with other spells? Just a side note.
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Post by Divusmors on Aug 28, 2009 20:54:53 GMT -6
I know I could just modify my last post, as I was the last poster, but some people (like me) use '30 last posts' more than manually searching through threads for modification. So, I post again. This is one of the topics that double posting is alright, right? Not like I can see you all locking this thread... Null Field - Blue mage spell. Being the sole mage of destruction, this fits the style more (And to all you newbies, no, it's not black mage. PM if you think otherwise, I'll explain it to you how it was explained to me by Dagolar and Kija both). It's like a form of area dispel1. No second tier for it. It creates a 3x3 area on enemies, or full party for ally casting. I've always viewed dispel as it rips the magic off of you and throws it into oblivion, in a sense. Whereas casting the opposite, only shrinks the affect back to where it was or worse. Also on the topic with dispelling, may we possibly see a change with how affects counter and stack using this way of thinking, if you see it the same way? Perhaps you'd need a weak1 casted twice to remove a boost3, instead of outright getting rid of it. It'd also bring a nifty but hateful change. Weak1 casted against boost2 would give a weak2 on that person, if you add and subtract the percents as normal numbers. However, don't get me wrong. In no way am I also suggesting that 2 boost 1's would grant a boost3, or 2 boost2's grant a boost1 on everyone. Magic would have it's limits which can't be exceeded without channeling more power into a higher form. Like a half empty box (metaphor, don't get all uppity with the comments people ). Boosting adds stuff into the box, weakening takes from. You can't go less than empty, and you can't close it if it's overfilled.
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Post by Sur Realis on Aug 29, 2009 6:29:18 GMT -6
The solution to the box thing, Reap, is to just take everything out of the box and chuck it at people.
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Post by Firemaster on Nov 7, 2009 11:14:41 GMT -6
(I'm not sure if this has been suggested before but it came to my head a couple weeks back I just needed time to think it through.)
Blackmage, Redmage, Bluemage
Level 29 (Black), Level 26 (Red), Level 27 (Blue)
Precision - (Levels Given Above) - 30 MP (All)
User casts Precision on an Ally and that ally gains a Dexterity bonus of 60% and a Damage Increase of 30%. Increases chances of hitting and damage. Can be layered i.e, Firemaster casts Precision on Liquid Metal, Ancient Ruin casts Boost 3 on Liquid Metal, Liquid Metal retorts. Precision only lasts 5 turns or until dispelled. After the 5th turn all Precision Effects are removed and 1 Random buff is also removed.
Its not the best, and maybe not good at all, but that's what a suggestion is. I haven't thought of a name for a spell that can dispell Precision other than Dispell but no monster has that, so I will make another suggestion when I can think about it. I haven't thought this all the way through but whatever. Comments please.
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