Welcome to Gaia! ::

Crossroads {A unique Final Fantasy}[Working Title]

Back to Guilds

 

Tags: Final Fantasy, Role Play, Fantasy, D20 System, RP Guild 

Reply Crossroads
Suggestion Thread Goto Page: [] [<<] [<] 1 2 3 ... 13 14 15 16 17 18 19 20 21 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Carlos Ralfer
Captain

PostPosted: Thu Jan 21, 2010 9:10 am


Zineal
Carlos Ralfer
hmmm a viera/gria baby. Nice bat wings and tail, about average size with that dark skin, white hair and long ears... yea... yea I'd rape the hell outta her. Throw in a little albhed for swirly/multi colored eyes.... ooooooh baby thats goood lookin right there.


Best. Quote. EVER!!! I might seriously make that my sig...

Aaaanyways, for status effects! I would make poison and until healed thing, and not a it wears off thing. And imma borrow from pokemon here, but i also think that burn and frost burn should temporarily reduce physical stats [since its harder to fight with burns]. But those are my only two real suggestions.


Yea, burn causes you to loose one Action (the new word for attack turns) and frost burn causes you to do 10% less magical damage.

The burn is cause i know when i'm burned, it hurts to move and makes me flinch so i'd move a bit slower. The frost burn is cause when i'm really really cold i can't think straight.

But those are me.

And the poison... well that normally vanishes after a bit sooo yea.
PostPosted: Thu Jan 21, 2010 11:20 am


That's fair about flying things harder to get, though i think the same should be applied to chocobos and wyverns [i will create a system for wyverns damnit!!!... When i'm less lazy].

Motorcycles/yellows: Common, easy enough to come by. Reliable, etc.

Cars/trucks/blues/browns: Harder to get and come by. However they can reach more types of areas, like up mountains and across rivers

Gold/black/helicopter: Hardest to come by. However once you acquire them you can fly, which is a nifty type of thing to come by.

Airships: A class of their own category. I almost wanna say you get them through a quest that the one of the crew gives you or something along those lines.

Zineal
Crew


Carlos Ralfer
Captain

PostPosted: Thu Jan 21, 2010 11:28 am


~Positive Statuses~

Name: Protect
Description: A protective shield of magical light covers you, reducing the damage from physical attacks.
Effect: Add Int mod of caster to targets DR
Duration: 5 Posts


Name: Shell
Description: A protective shield of magical force covers you, reducing the damage from magical attacks.
Effect: Add Int mod of caster to targets MDR
Duration: 5 Posts


Name: Double
Description: With a faster mouth, your able to cast two spells at the same time. Still costs the full amount though.
Effect: Cast 2 spells for the Action cost of 1, must still pay full price for both.
Duration: 5 Posts


Name: Nul [Elemental Name]
Description: The elements aren’t your’s to control but they are yours to laugh at with this spell in place..
Effect: Grants immunity to whatever element is named in the cast
Duration: 5 Posts


Name: Vanish
Description: Now they see you, now they don’t.
Effect: Grants immunity to all physical attacks but all magical attacks home in on you and connect, regardless of other protections.
Duration: 5 Posts or Until hit with magic attack or if Focus is inflicted on target.
Special: If Focus is inflicted, cancel Vanish and inflict Focus


Name: Focus
Description: Nothing magical can touch you… it’s like your magic or something.
Effect: Grants immunity to all magical attacks but all physical attacks connect, regardless of other protections.
Duration: 5 Posts or Until hit with physical attack or if Vanish is inflicted on target
Special: If Vanish is inflicted, cancel Focus and inflict Vanish

Name: Haste
Description: Your body feels relaxed and rejuvenated as if dozens of pounds have been lifted away.
Effect: Add Int Mod of caster to targets EB, +1 Action
Duration: 5 Posts or if Slow/Stop is inflicted on target
Special: If slow is already cast on target, returns them to normal status.
If stop is cast on target while haste is in effect, cancels haste and inflicts stop.


Name: Regen
Description: Magically induced acceleration of the bodies natural healing capabilities.
Effect: At the beginning of every post, heal hp = max HP/20
Duration: 10 Posts or if Poison is inflicted on target
Special: If Poison is inflicted, cancel Regan and inflict Poison


Name: Reflect
Description: A powerful wall of magic bounces most spells back to their source.
Effect: Send’s all single target magic back to source at x1.2 damage
Duration: 5 Posts


Name: Float
Description: Gravity? What’s that?
Effect: Immune to Earth Element Attacks
Duration: 5 Posts


Name: Bravery
Description: “A warrior takes sword in hand, clasping a gem to his heart…“
Effect: Physical damage becomes x1.2
Duration: 5 Posts


Name: Faith
Description: He places finely honed skills into the stone…
Effect: Magic damage becomes x1.2
Duration: 5 Posts


Name: [Element name] Enchant
Description: Set’s your weapon ablaze (or afreeze… whatever) with magical forces.
Effect: Add half caster's int mod to physical damage as [Element name] damage
Duration: 10 Posts

I dont' really care for bubble and the other two seem more like spells than status effects.

Name: Bubble
Description:
Effect: current and max HP x2, current hp and max HP /2 when once no longer in effect
Duration: 5 Posts


Name: Leech
Description:
Effect: upon hitting with melee attack regain HP damage dealt /20
Duration: 5 Posts


Name: Syphon
Description:
Effect: upon hitting with melee attack regain MP damage dealt /20
Duration: 5 Posts
PostPosted: Fri Jan 22, 2010 6:30 am


Zineal
That's fair about flying things harder to get, though i think the same should be applied to chocobos and wyverns [i will create a system for wyverns damnit!!!... When i'm less lazy].

Motorcycles/yellows: Common, easy enough to come by. Reliable, etc.

Cars/trucks/blues/browns: Harder to get and come by. However they can reach more types of areas, like up mountains and across rivers

Gold/black/helicopter: Hardest to come by. However once you acquire them you can fly, which is a nifty type of thing to come by.

Airships: A class of their own category. I almost wanna say you get them through a quest that the one of the crew gives you or something along those lines.


that works for me actually.

With wyverns, gotta fight them obviously. or gain an egg for one from someone. These, also, would be fairly damn rare

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Fri Jan 22, 2010 7:57 am


Ok, so just noticed our first major issue. HP is a bit to low for current weapon damage. It'd take about 2 or 3 posts to end a fight, even between two high level characters.

Granted I don't mind that but it seems a little TOO fast for my taste. SO, want some thoughts.

Was thinking the easier thing to do would be to do double level when calculating HP. But that's more of a bandaid than a real fix.

So my real suggestion is a cutting of weapon damage (and armor defense) by about 25 to 40%.

Any objections?

Reason being is that I just looked at gig's supposed character and, with just his swords alone, no skill additions or anything, he'd end up being able to beat my level 100 in about 3 or 4 posts (not counting my evasion)
PostPosted: Fri Jan 22, 2010 9:49 am


Good you finally realized it, you also have to take in account all melee weapons combined thus gig's high skill, as well as with bonuses i would be quite a bit higher level then i am. How ever yes my damage is very high, but you suggested that my damage was to high? but in FF series isn't the physical attacker the one that always causes more damage than the mages, usually seems like its graded on a curve. That is why i suggest not lowering the damage (the magics will also end up easily being high damage like physical combat) but raise the HP equation.

Sure that does seem like the band-aid, but arent we still slapping them on and testing? Why do i say go with raising hp, when some believe the damage would be lowered? Simple change one thing or change alot, by that i mean you would have to change all the damages of the weapons, while in its self not that big of a deal. It would be much easier to simply change the hp equation, hell all the FF had massive amount of hp, and i know somebody will say this isn't exactly FF, and before you say it im already fully aware so ill get down to my reasons why i say higher hp.

First its much more likely you will hit your enemy, much much higher, and because of that, i believe why in FF the HP are so high. Second as i said easier to change the one equation then all the weapons,.....plus i like the high damage makes you feel better XD. Third some of the soul spheres already have a unbalanced amount of extra hp on to the person equipped, gig only has just short of 700 hp with a pretty good Con stat, but the master chaos legion adds like +500 hp true it may be the master class but 500 would be almost as high as some peoples hp. Fourth with the DR and MDR they would take a chunk out of the final damage, but i say change those back to full Con/Int for the reduction to thus take bigger pieces out of the damage.

Basically im saying max the hp at 9999 but make it where you can actually have that much hp. ok thought of what would could use as new HP system, and well......kinda of fits do to level, and well FF series.

Con mod + 100 x level

not that sounds like alot but count it up, calculate it with varying levels (Mostly low levels) it makes alot of sense.

edit: Even roys level 100 sum b***h, would have only 12500 hp with that equation, and that is a level 100! It makes it lean more like a FF series, and i know we want originality, i have witnessed most of the current rpers that will be here and i know none will be like a FF char, but the higher HP makes it more FF like and as i said higher chance of hitting should mean more hp.

giglamesh
Crew

Beloved Lunatic


Carlos Ralfer
Captain

PostPosted: Fri Jan 22, 2010 10:20 am


Hmmm, no in this respect, the FF HP curve is pretty standard so that’s a very good argument.

And to be more specific, usually the heavy hitter does more damage on a spread out basis but the mage always does more ‘single hit’ damage. Well, most times at least.

Hmmmm and the 100 does go along with things well… I’ll think about it.

Any other arguments?
PostPosted: Fri Jan 22, 2010 1:08 pm


I'm fine with raising HP, however if we raise hp we might want to raise damage just a tad to. Not by much, but maybe by like 5 points per weapon. Though if we do that imma ask permission to make monsters do a bit more damage also. But for the most part it seems fine to me. Sorry for the short post... Got Shin Megami Tensei: Devil Survivor today and its kinda becoming a priority for me...

Zineal
Crew


giglamesh
Crew

Beloved Lunatic

PostPosted: Fri Jan 22, 2010 2:03 pm


no i think the damage is fine, because there are onyl 4 ranks of weapons. Im sure later after testing there will be room to expand the weapons and armor to higher ranks.
PostPosted: Fri Jan 22, 2010 3:28 pm


Carlos Ralfer
Zineal
That's fair about flying things harder to get, though i think the same should be applied to chocobos and wyverns [i will create a system for wyverns damnit!!!... When i'm less lazy].

Motorcycles/yellows: Common, easy enough to come by. Reliable, etc.

Cars/trucks/blues/browns: Harder to get and come by. However they can reach more types of areas, like up mountains and across rivers

Gold/black/helicopter: Hardest to come by. However once you acquire them you can fly, which is a nifty type of thing to come by.

Airships: A class of their own category. I almost wanna say you get them through a quest that the one of the crew gives you or something along those lines.


that works for me actually.

With wyverns, gotta fight them obviously. or gain an egg for one from someone. These, also, would be fairly damn rare

Wat do Wyverns look like?

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Zineal
Crew

PostPosted: Fri Jan 22, 2010 8:23 pm


PostPosted: Fri Jan 22, 2010 9:14 pm


Thanks Zinny

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Carlos Ralfer
Captain

PostPosted: Sun Jan 24, 2010 2:47 pm


Jin recently brought to my attention something that I'm a bit embarrased to say that I even forgot. One of the most important parts of a FF:

ITEMS.

Now, everyone is probably fairly aware that each FF has a drastically different scale for potions and such as far as how much they heal. And to be honest, I don't want a fight between 2 level 5 characters taking 100 posts because they both have 30 potions.

So I propose this. Instead of potions and other healing items doing a set number of recovery, what if they all did a percentage heal.

Like a potion heals 10% of your max hp.

Also, to cut people from having a huge amount of them, I would make them extreamly expensive or put limits based on some stat or rank or something.

Also, recovery items like antidotes and such, I was thinking would work to boost your attempt at fixing an ailment. There will be some cure-alls in the list but regular antidotes and such would give like +5 when you attempt to recover from poison. Make sense?

What say you slaves?
PostPosted: Sun Jan 24, 2010 3:33 pm


Sounds good

Rin Kairiu

Astral Visitor

35,565 Points
  • Comrades in Arms 150
  • Hellraiser 500
  • Seasoned Warrior 250

Zineal
Crew

PostPosted: Sun Jan 24, 2010 6:53 pm


Yeah thats fair, i gave my guy five potions cause it seemed like a good number to start out with. If we want them to be limited/expensive i can remove them from my sheet for now!
Reply
Crossroads

Goto Page: [] [<<] [<] 1 2 3 ... 13 14 15 16 17 18 19 20 21 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum