Many of the current abilities will be brought over to the tier-3 trees, at least in concept after revising the effects.
However, not all will make it because some are either redundant or unnecessary. I was just wondering if anyone has particular requests, because if so I can probably work them into the new system.
Thanks for the feedback
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Current Abilities That You Want To Return
#2
Posted 21 July 2007 - 06:15 AM
I can't think of any specific ones off the top of my mind. If you do bring some to the new system, make sure they get modified a bit. Bringing the Fallen's minions skill with post count being devotion would make for some awesome minions.
Some skill suggestions I've mentioned before, I post here now:
Skills with set damage and/or effects plus bonus damage and/or effects if a specific condition is met.
Ex. Toxic Shock Slash: EC=1000; DP=700; Effect=Does an extra 300 DP if target is poisoned.
I can list tons of conditional triggers and bonus outcomes for you to implement if you need help brainstorming.
"Gravity/Demi" skills that do damage based on percents. I know you shy away from complex math, but I think we can handle it.
Ex. Soul Rip: EC=2000; DP= 1/2 Target's current HP
Half and quarter shouldn't be too hard on us, and this can be based off current or max HP.
A mimic move that allows you to use a move your opponent (or ally, I suppose) has already used, or an ability steal that disables it for them and adds it to your skill list.
Ex. Mimic: EC=1000; Effect=Select and perform an ability from any target. You still must pay any EC cost of that ability, just as if you used it directly.
GM's might give their monsters lots of MP and make their uber abilities very expensive so they wont be copied...
Which brings me to my next skill idea, using the enemy's stats against them. It's kind of hard to explain, but its a mix of the first two and more, and covers a great many possibilities. I'll give two examples here.
Ex. Strength Is Weakness: EC=1000; DP = 50 * Target's Strength
Ex. Coercive Casting: EC=1000; Effect = Your next 5 energy-consuming skills use the opponent's energy instead of yours. If the opponent cannot pay the full price, you make up the difference or fail to cast.
This can be fun to play with, though I doubt any skills should be made that actually affect base stats (Strength is halved), as that would require people to have to recalculate their character mid-battle.
I'm sure I'll think of more...
Some skill suggestions I've mentioned before, I post here now:
Skills with set damage and/or effects plus bonus damage and/or effects if a specific condition is met.
Ex. Toxic Shock Slash: EC=1000; DP=700; Effect=Does an extra 300 DP if target is poisoned.
I can list tons of conditional triggers and bonus outcomes for you to implement if you need help brainstorming.
"Gravity/Demi" skills that do damage based on percents. I know you shy away from complex math, but I think we can handle it.
Ex. Soul Rip: EC=2000; DP= 1/2 Target's current HP
Half and quarter shouldn't be too hard on us, and this can be based off current or max HP.
A mimic move that allows you to use a move your opponent (or ally, I suppose) has already used, or an ability steal that disables it for them and adds it to your skill list.
Ex. Mimic: EC=1000; Effect=Select and perform an ability from any target. You still must pay any EC cost of that ability, just as if you used it directly.
GM's might give their monsters lots of MP and make their uber abilities very expensive so they wont be copied...
Which brings me to my next skill idea, using the enemy's stats against them. It's kind of hard to explain, but its a mix of the first two and more, and covers a great many possibilities. I'll give two examples here.
Ex. Strength Is Weakness: EC=1000; DP = 50 * Target's Strength
Ex. Coercive Casting: EC=1000; Effect = Your next 5 energy-consuming skills use the opponent's energy instead of yours. If the opponent cannot pay the full price, you make up the difference or fail to cast.
This can be fun to play with, though I doubt any skills should be made that actually affect base stats (Strength is halved), as that would require people to have to recalculate their character mid-battle.
I'm sure I'll think of more...
Neraphym Archaeon
GWAMM
GWAMM
#3
Posted 21 July 2007 - 07:03 AM
QUOTE
Toxic Shock Slash: EC=1000; DP=700; Effect=Does an extra 300 DP if target is poisoned.
Not sure of that exact ability, but this sort of thing could work for Myrmidons. Good idea
QUOTE
Soul Rip: EC=2000; DP= 1/2 Target's current HP
That would be a really powerful ability in this system. Perhaps something like it could be one of the "alpha" abilities for those with high devotion (each leader will grant one alpha ability such as Dimensional Storm).
QUOTE
Mimic: EC=1000; Effect=Select and perform an ability from any target. You still must pay any EC cost of that ability, just as if you used it directly.
Telepaths would get abilities that cause targets to perform specific actions in your turn, which would be similar to this. Coercion would also provide a similar effect.
QUOTE
Strength Is Weakness: EC=1000; DP = 50 * Target's Strength
Maybe something like that would fit the Monk tree.
QUOTE
Coercive Casting: EC=1000; Effect = Your next 5 energy-consuming skills use the opponent's energy instead of yours. If the opponent cannot pay the full price, you make up the difference or fail to cast.
Sounds like a great idea for a type of induction.
It would probably make the most sense in the Warlock tree.
#4
Posted 30 July 2007 - 06:30 PM
I has another idea! Attack skills that hit multiple times, but do less damage.
Ex. Doublestrike: EC=200; DP=Standard / 2; Effect=Attack twice in one turn, but do half the damage for each attack.
There can be a different multiples of this, like triple or quadrastrike. These attacks should have the same or less damage than a normal attack, and not greater. The ultimate usefulness of this skill is determined by damage increase/decrease per hit. A heavily armored opponent would take 2 hits and get his damage reduction triggered twice, thus it would not be wise to use this skill in that case. Alternatively, a diseased foe who takes additional damage per hit will get that triggered twice, making this skill very useful under those circumstances.
Ex. Doublestrike: EC=200; DP=Standard / 2; Effect=Attack twice in one turn, but do half the damage for each attack.
There can be a different multiples of this, like triple or quadrastrike. These attacks should have the same or less damage than a normal attack, and not greater. The ultimate usefulness of this skill is determined by damage increase/decrease per hit. A heavily armored opponent would take 2 hits and get his damage reduction triggered twice, thus it would not be wise to use this skill in that case. Alternatively, a diseased foe who takes additional damage per hit will get that triggered twice, making this skill very useful under those circumstances.
Neraphym Archaeon
GWAMM
GWAMM
#5
Posted 30 July 2007 - 06:33 PM
I has another idea! Attack skills that hit multiple times, but do less damage.
Ex. Doublestrike: EC=200; DP=Standard / 2; Effect=Attack twice in one turn, but do half the damage for each attack.
There can be a different multiples of this, like triple or quadrastrike. These attacks should have the same or less damage than a normal attack, and not greater. The ultimate usefulness of this skill is determined by damage increase/decrease per hit. A heavily armored opponent would take 2 hits and get his damage reduction triggered twice, thus it would not be wise to use this skill in that case. Alternatively, a diseased foe who takes additional damage per hit will get that triggered twice, making this skill very useful under those circumstances.
Ex. Doublestrike: EC=200; DP=Standard / 2; Effect=Attack twice in one turn, but do half the damage for each attack.
There can be a different multiples of this, like triple or quadrastrike. These attacks should have the same or less damage than a normal attack, and not greater. The ultimate usefulness of this skill is determined by damage increase/decrease per hit. A heavily armored opponent would take 2 hits and get his damage reduction triggered twice, thus it would not be wise to use this skill in that case. Alternatively, a diseased foe who takes additional damage per hit will get that triggered twice, making this skill very useful under those circumstances.
Sounds good for myrmidons, thanks!
#6
Posted 31 July 2007 - 05:43 PM
The warrior ability Dragon's Strength was pretty interesting. A good reward for getting WAY far down the line. Two two-handed swords? Ownage.
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