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Wren

Monster Hunter Logan Redux

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SKILLS UPDATE:

 

Hunter Augments:

  • Hunting Lore - atk increase
  • Physical Conditioning - mhp increase
  • Dexterity Training - agi increase
  • Defensive Tactics - def increase
  • Evasive Manuevers - eva increase
  • Trophy Hunting - increase gold drop
  • Master Hunter - increase item drop
  • Awareness - avoid surprise attacks
 
Monk Augments:
  • Magical Reserves - mmp increase
  • Runic Potency - mat increase
  • Defensive Tactics - def increase
  • Physical Conditioning - mhp increase
 
Knight Augments:
  • Defensive Tactics - def increase
  • Magical Defenses - mdf increase
  • Physical Conditioning - mhp increase
  • Evasive Maneuvers - eva increase
 
Hunter Abilities/skills:
 
Exploit Weapon Based Skills:
  • Hunter's Sense - expose weakness
  • Heart Strike - light edge exploit attack
  • Sundering Slash - heavy edge exploit attack
  • Blistering Bash - light blunt exploit attack
  • Thundering Slam - heavy blunt exploit attack
  • Careful Aim - ranged exploit attack
  • Frenzied Barrage - exotic exploit attack
 
Exotic Combo:  (using followup skills)
  • Talon Strike - claw/katar combo starter - high hit percent, moderate single target damage
  • Sweeping Backhand - combo link - hit 2 enemies - above average hit
  • Reckless Lunge - combo link - high single target damage, slightly lower hit percent
  • Avalanche Dive - combo link - hit all enemies light damage very high hit percent
  • Eviscerating Plunge - combo link - single target bleed damage normal hit percent
  • Relentless Assault - combo finisher - multiple hit single enemy hp drain, moderate hit percent (ultimate exotic attack)
 
Light Edged Attacks:  (use followup skill to add state to user)
  • Quick Slash - +agi -luck -def 1 turn (state called rushed)
  • Feint - -atk +def +agi (state called defensive)
  • Double Attack - Strike at 2 random enemies
  • Triple Cut - 3 hit on one enemy
  • Lucky Strike - damage based on atk + luck
  • Assassin's Edge - 25% chance add death state to enemy (ultimate light edged attack)
 
Heavy Edged:
  • Ready Stance - counter attack stance
  • Cleave - strike two enemies at the same time
  • Blade Whirlwind - strike all enemies at the same time
  • Deep Slash - cause enemy bleed state
  • Attack Breaker - lowers enemy atk
  • Blade Dervish - 6 hit attack on 1 enemy high hit percent, moderate damage (ultimate heavy edge attack)
 
Light Blunt:
  • Wild Swing - low hit chance, very high damage
  • Backhand Bash - low hit chance, very high stun chance
  • Kneecap - moderate hit chance, -enemy agi debuff
  • Silencer - silence one enemy
  • Wallop - confuse, stun, paralyze, blind one enemy, low damage, moderate chance on states
  • Beat-down - 10 random enemy hits (ultimate light blunt attack)
 
Heavy Blunt:
  • Power hit - -agi -def high damage single target
  • Shock Wave - hit all enemies with moderate damage, chance to stun
  • Armor Crush - hit one enemy and add an armor debuff
  • Spine Smash - ignore enemy defense, heavy damage, lower hit chance
  • Rally Cry - atk buff all allies
  • Pulverize - 10 hit to 1 enemy, lower damage per hit, ignore enemy def (ultimate heavy blunt attack)
 
Ranged:
  • Barrage - fire multiple arrows at random enemies
  • Precision Arrow - high hit percent slightly less than average damage
  • Fire Arrow - added fire damage
  • Ice Arrow - added ice damage
  • Shock Arrow - added electric damage
  • Thousand Arrows - 3 attacks hitting all enemies (ultimate ranged)
 
Runic:
  • Runic Heal - heal 1 ally
  • Runic Purge - remove poison 1 ally
  • Runic Revive - revive 1 ally, add 30% hp
  • Runic Arrow - magic damage 1 enemy
  • Runic Healing Breeze - heal all allies
  • Runic Prison - paralyze 1 enemy
  • Runic Haze - sleep all enemies
  • Runic Rejuvenation - all allies hp regen
  • Runic Remedy - all status/debuff remove 1 ally
  • Runic Fireball - fire damage 1 enemy
  • Runic FireWave - fire damage all enemies
  • Runic IceShard - ice damage 1 enemy
  • Runic FrostSnap - ice damage all enemies
  • Runic Bolt - electric damage 1 enemy
  • Runic Storm - electric damage all enemies
  • Runic Fountain - all allies mp regen (cost tp, power cards)
  • Runic SunFire - damage all enemies, runic and holy damage (ultimate runic attack)
  • Runic Resurrect - Revive and fully heal all allies and remove most debuffs/states (ultimate healing)
 
Knight:
  • Runic Shield - self def buff
  • Runic Shell - self mdf buff
  • Provoke - default
  • Cover - default
  • Runic Barrier - party def buff
  • Runic Screen - party mdf buff
  • Fire Shield - self fire shield
  • Ice Shield - self ice shield
  • Thunder Shield - self electric shield
  • Radiant Blade - takes 3 turns, then massive runic holy damage to 1 enemy (ultimate knight)

 

 

 

If anyone has some suggestions or comments to improve these, please reply or pm me directly!

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It looks like you're on your way in the skills department bro. I know it can be a pain in the @$$ to do so many skills. I actually cut down the number of PCs in my game from 13 to 6 partly because of database issues. I know you've got your work cut out for you, happy data basing! :)

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I'm trying to decide if I want to just do these simple, or use some clever custom formula stuff to have certain characters just better at using certain weapons/skills.  Do you think I need that, or does this already look complicated enough?

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I'm a big fan of customized formula's for skills. There are lots of really interesting ways to affect the damage. I think you may be using a lot of states for your hunter skills, right? You could have a skill do more damage if state x is applies to target: b.state?(x)? r=a.atk*12: r=a.atk*4; r - b.def*2

 

Or you could have a state added if the skill does critical damage: if b.result.critical;b.add_states(x);end;1

 

If you haven't already, check out Titanhex's tutorial on custom damage formula. Reading that really opened my eyes to the crazy amount of possibilities within the damage formula box that I never thought of.

 

Plus, damage formula is probably the easiest part of skill to go back and change later if you need to (copy/paste :D ).

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Also, a slight change to how exotic combo works, you inflict an enemy with all 5 combo states, then the next skill triggers relentless assault, which is a 7 hit hp drain that ignores enemy defenses.  Pretty awesome.

 

My next plan of action is to get stats to all weapons, armor and skills and set up enough monsters for the first few chapters, and set up the license board with everything.

 

Another thing I need to do is set up about 40-60 animations for weapons and skills and states so that it doesn't look or sound repetitive.  After all of this is done, I will need to create more custom TSBS actions so the battle sprites do interesting and cool things for the attacks/skills.

 

After all of that is done, I can start to redo the actual gameplay content.

 

So that's my road map, but I'll probably break it down into smaller chunks and keep this thread updated with progress.

 

Thanks everyone for your support and inspiration.

 

As always, any comments, suggestions, feedback, warnings, etc, post below or PM me directly.

Edited by Wren

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