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Post by Sur Realis on Sept 24, 2008 3:08:45 GMT -6
I like that idea. Meditate would definitely look cooler if it was more like defend, where you do it, and you move back into a meditate position, and then just gain MP at the end of the round. I think meditate and MP in general still needs a little reworking though. This could also give another use to Block, and another reason that Magic annoyingly bypasses Block. The only real problems I can see with it is that it would be very tedious if harvesting were needed, but it would give a reason for people not to just Nuke all the enemies to death then harvest like people are wont to do. This would usher in some more strategy for Mages rather than NUKE MEDITATE REPEAT, and it makes having a party more viable but at the same time making soloing harder. With some fine tuning though this could probably be avoided, but it would make for one hell of a long equation. EDITBloody Murder. Since one-hit kills are being taken out, this needs to be scrapped or reworked. I don't know if there are already plans for how it is going to work, but I got this thought for it: Bloody Murder - Stage 4 - 3 MP - Must be in Hide to use. The success rate is proportional to the percentage of HP/MHP the Thief has subtracted from the percentage of EHP/EMHP the enemy has. If successful, the enemy will take damage based on a percentage of the Level difference of the Thief and enemy. The enemy can not die from this attack. Does not work on leaders. If failed, no MP is lost. So let's say that the Thief has full HP and the enemy is half full on HP. That's 100% - 50%, so a 50% success rate. The Thief is five levels ahead of the enemy, that will deal 50% of the enemy's max HP, which will drop the target's HP to 1. The thinking behind this is that the weaker the target is in comparison to the Thief, the easier it should be to drop them, and 'kill' them in cold blood.
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Dragion
Investigator
Always fun with a Blackmage
Posts: 6
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Post by Dragion on Nov 29, 2008 13:09:04 GMT -6
Dragoons are already overpowered when they get Free Flying and Dragoon Fury later on. I think the switching off roles for knights and fighters isn't a bad idea, maybe a few small changes will do fine. Fighters are really meat shields for mages, melee classes dont really need a meat shield because they get a high HP gain per lvl and block doesnt block magic attacks.
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Post by Sur Realis on Aug 7, 2009 18:03:05 GMT -6
Just a few things that Reap and I were discussing a few days back:
:: Events
Yeah, we think THG could use some events. They would be fun and change things up from the basic day-in day-out grindy thingy. A few things as a suggestion:
- Ambush day; - 2x Gold day; - Solo day.
Also, aside from days doing specific things with battles on days, another thing that Reap suggested were, contests. From these contests could be won things such as 'relics' that passively raise someone's defense or attack or accuracy or even speed by just a few points for maybe an hour or two - Also, it could be suggested that equipment from the next town could be won, as well - say, a Knight in Ruoze with a Plate Shield before Grygasz was beat, or a Thief in Mona with a Backstabber.
:: Minibosses/Rare enemies
This has already been said, but I feel like it should be stated again - even if not Minibosses, then it would be nice if there were rare enemies, that were more powerful and gave more EXP/Gold than the normal enemies.
As a simple example:
Forest Imp HP: 13 Attack: 16-20 Defense: 7 Experience/Gold: 2
Jungle Imp [Rare] HP: 31 Attack: 25-30 (Hits: 2) Defense: 10 Experience/Gold: 6
Basically - the Jungle Imp would be fairly similar to the Dire Rat - only, shows up where the Forest Imp appears, perhaps 1/100 Imps that are spawned. And one of the things I'd hope to see most specifically - if there are rare enemies put in, then I don't want to see them with just buffed stats of their common counterpart. I want to see a Gold Guard rare that casts Healstorm, or an Earth Elemental rare that casts Fast 2/Slow 2.
:: Flying Enemies
Eat is totally cool. Why aren't there more things along those lines? Why don't Wyverns pick up Investigators in their claws and fly off? In fact, that's exactly what I'm suggesting.
Monsters with wings (or specifically larger ones, in case I'm pulling a blank trying to think of smaller monsters with wings) having a passive similar to Eat - after a melee attack there is a chance it kicks in, just like Eat. If the Investigator can't dodge it, then they are taken off into the air. This is where my suggestion gets a bit different.
- The investigator taken by the flying monster does not take damage at the end of a turn - but they can still choose to Attack, Defend, or Irritate (Struggle might be a better choice here). The attack will automatically be weak, and struggle might get them on the ground sooner. Here's the thing that makes this unique: The investigator takes damage when they are dropped. Defending, of course, will reduce this damage.
- The flying enemy can not be hit by melee attacks (save, maybe an exception for Jump). Magic (and the taken Investigator's attack) will be the only way to deal damage to it.
- After a few turns, the Investigator is dropped automatically. Also, the damage they take upon landing depends on how many turns passed. Once the Investigator is dropped, the enemy returns to battle.
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Pressure Attack - This is just a thought, but Pressure Attack is a bit weak for 4 MP. It's basically a Slash with the ability to Sleep - but in my opinion, I don't think that Sleep, with how insanely variable it is, is worth 2 extra MP. I think Pressure Attack should either be lowered to 3 MP for use, or instead of Sleeping the enemy it could Paralyze the enemy.
And uhhhh I think that's all for now.
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Post by Kyou on Sept 5, 2009 14:35:45 GMT -6
New Battles Stats:
Magic Potency: Willpower + Level + Equipment increases.
This allows new spells and statuses to be implimented into the game.
Resiliance: Basically the % modifier to the resistance to magic. As classes level they can sometimes gain a 3-5 resistance just like gaining hits. The Redmage and Bluemage resistance abilities would be just hard additions.
Also, now equipment can effect resistance instead of defense
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Post by Kyou on Sept 12, 2009 13:39:14 GMT -6
Make Damage Rating be based on Weapon type and Attack Speed.
My meaning is, the type of weapon you weild would affect your Attack Rating Formula, by varying how much your attack speed is factored in. This would help you customize the right type of weapon for your build. It will also help thieves get a little bit of a needed buff.
Here is what I see as a fair way to do it.
Swords: 80% Strength + 30% Attack Speed + Weapon Rating Axes: 100% Strength +10% Attack Speed + Weapon Rating Blunts: 90% Strength + 20% Attack Speed + Weapon Rating Staves: 80% Strength + 20% Attack Speed + Weapon Rating Knives: 70% Strength + 40% Attack Speed + Weapon Rating Fists (non BB) 50% Strength + 50% Attack Speed + Variance Fists (BB) 70% Strength + 50% Attack Speed + Variance Spears: 80% Strength + 30% Attack Speed + Weapon Rating Polearms: 90% Strength + 20% Attack Speed + Weapon Rating
Of course if this were implimented, several counter balances would be needed. As in a nerf in the overall power increase of Jump, an increase in the cost of Fast spells etc.
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Post by Sur Realis on Sept 13, 2009 15:15:49 GMT -6
Make Damage Rating be based on Weapon type and Attack Speed. My meaning is, the type of weapon you weild would affect your Attack Rating Formula, by varying how much your attack speed is factored in. This would help you customize the right type of weapon for your build. It will also help thieves get a little bit of a needed buff. Here is what I see as a fair way to do it. Swords: 80% Strength + 30% Attack Speed + Weapon Rating Axes: 100% Strength +10% Attack Speed + Weapon Rating Blunts: 90% Strength + 20% Attack Speed + Weapon Rating Staves: 80% Strength + 20% Attack Speed + Weapon Rating Knives: 70% Strength + 40% Attack Speed + Weapon Rating Fists (non BB) 50% Strength + 50% Attack Speed + Variance Fists (BB) 70% Strength + 50% Attack Speed + Variance Spears: 80% Strength + 30% Attack Speed + Weapon Rating Polearms: 90% Strength + 20% Attack Speed + Weapon Rating Of course if this were implimented, several counter balances would be needed. As in a nerf in the overall power increase of Jump, an increase in the cost of Fast spells etc. 1) That will turn a damage range of ~600-800 normal into 700-950 normal on my Thief. And it doesn't look like it, but that's Knight damage. Thieves fail for lack of skills, not damage output. 2) The hit system was just lately reworked to give a buff to higher-numbered HITs output IE KNIVES. This is just a bit superfluous and a pain in the ass to code.
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Post by Vahu on Feb 28, 2011 14:44:37 GMT -6
This is an idea to fix jump (dive, crush) for dragoons to make it more randomized as to how long they stay in the air.
The amount of time you stay in the air is directly related to how many enemies are in battle and still alive. So basically it looks like this:
%/100 = Enemies alive/# of enemies in battle
% = likelihood of staying in the air for the duration of the turn until the turn is over
so basically an example:
x/100 = 17/32 32x = 1700 1700/32 = x x = 53.125
So there is basically a 53% chance that the dragoon will attack at the end of the turn.
Crush and Dive would need separate formulas due to the amount of mp they take up (or a bit of leniency or no change at all).
The problem with this formula is that doesn't take in account of how many turns to take to kill an enemy (especially boss battles) so it could be abused. It needs work for the formula for amount of turns used until one enemy dies.
There is almost the need of a formula or some sort of stat that determines when a dragoon would attack during the round if he doesn't survive until the end of the round.
Just thought this up last night and its in no way near complete but maybe someone else can share their thoughts to this matter?
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