AJNR 156 Posted March 12, 2014 (edited) Heyo, I was too impatient to finish the Skill Icons and then post this - that stuff actually requires work. So here's something I would like to throw out for critique - this isn't really a concept topic - since I have these skills written down and adjusted every now and then. So here goes nothing. The Foundation My Project creates Damage in a more unique way, but then again we all strive for this. So before posting up the Skills I have, I would to show how those skills actually work: Damage Formula Actors: Enemies: The soft max level in the game is Level 50, and the soft cap for enemy stats is 150 (for Enemies) without modifications. The highest base stat among all normal Actors [at Level 50] is 139, and even higher when modified. (Special Actors such as Summons or Fusions may surpass 139, but they cannot be accessed outside of battle). Regardless, the highest Power Multiplier allowed for Actors with 100% Power is 3.5. Hopefully I did not scare you off by using math and that you're continually reading this trivial post. Now to the actual topic: Actor 1's (Let's call her Red) Skills Main Skills Main Skills can be upgraded When you see the [ x / y / z ] bracket, it shows the upgradable effect of [ Level 1 / Level 2 / Level 3 ] Path of the Leader Leader Mantra - Increases Party's Offenses (ATK and MAT) by [ 50 / 75 / 100 ]% for [ 3 / 4 / 5 ] turns Reprisal - Increases Party's [Final] Damage by [ 20 / 40 / 60 ]% for each Ally that is Withdrawn (KO State) Path of the Fighter Titanic Punch - Delayed Action; Being hit beforehand will deal [ 200 / 400 / 400 ]% Weapon Damage; Else [ 100 / 150 / 200 ]% Weapon Damage is dealt; Deals x2 Damage if Red was hit with a critical Infinite Uppercut - Deals [ 150 / 250 / 350 ]% Weapon Damage; Deals x1.5 Damage if the Enemy is Flying, else they're Evicted from battle for 1 turn Path of the Sage Shooting Star - Delayed Action; Jumps off battle next turn; Deals [ 200 / 300 / 400 ]% Physical Damage and [ 100 / 200 / 300 ]% Weight Damage the turn after Endeavor - Absorbs all Damage at a [ 20 / 35 / 50 ] reduced rate. Damage absorbed is received [ 2 / 3 / 4 ] Turns later Secondary Skills Unlike Main Skills, Secondary Skills can not be upgraded Vigor Punch - Deals 100% Physical Damage, Power also increases with current TP. May Buff User's ATK Flash Blitz - Fast Action; Deals 200% Physical Damage, Power also increases with User's AGI. The User suffers Recoil Damage Steel Chop - Deals 100% Physical Damage, Power also increases with Target's DEF. May Debuff Target's DEF Flying Fists - Deals 50% Magical Damage, Power also increases with User's AGI. Can hit up 5 times. May Debuff User's AGI Titan Suplex - Deals 200% Weight Damage, deals extra Damage against Large and/or Armored Enemies. May Debuff Target's DEF Boulder Toss - Deals 200% Physical Damage, deals extra Damage against Flying Enemies along with removing their Flying State for 2 turns. Always Debuffs User's ATK Power Shock - Heals an Ally with 200% Power or deals 200% Magical and Electric Damage to an Enemy. This is Contact Damage and cannot hit an Enemy more than 1 Row away Wisdom Sync- Increases Party's MAT equal to 50% of the User's MAT Analyzation - Exposes up to 3 of the Target's Main Stats or abnormal Element Rates Passives Passives are exactly what they sound like, once unlocked they have an automatic effect on the User Artisan - Increases Power of low ratio'd attacks (Deals x1.5 Damage if User Def > Self Atk) Trooper - 33% Chance to immediately remove afflicted ailment (Triggers when hit with an infliction) Guts - Raises ATK and MAT (by 50%) when afflicted with an ailment Glare - Immune to Debuffs that are not from Physical attacks Penance - Buffs ATK and MAT by 2 Stages whenever an Ally becomes incapacitated Elementalist - Increases Power of Elemental Attacks (by x1.5) Limit Breaks Limit Breaks are exactly what they sound like, they're only gain by leveling up Final Fury - Attacks any and all Enemies 15 times, dealing 250% Non-Affinity Damage Third Eye - Able to act twice along with doubled Main Stats and increased Special Stats (+25%). This lasts until the end of battle. Pulverization - Attacks an Enemy 20 times, dealing 250% Non-Affinity Damage and an additional 1% of the Target's MHP Actor 2's (Let's call her White) Skills Main Skills Path of the Samurai Seeking Blade - Deals [ 150 / 175 / 200 ]% Weapon Damage, deals [ x2 / x2.5 / x3 ] Damage if the Enemy is not Attacking Focus Slash - Delayed Action; Deals [ 150 / 200 / 250 ]% Weapon Damage, this attack ignores 1/4 of Target's Defenses. Being hit during the charge Stuns White Path of the Mystic Hologram - Emits a substitute that covers for White, it's removed when it takes damage equal to [ 25 / 50 / 75 ]% of White's MHP Reverb Slash - Deals [ 100 / 150 / 200 ]% Magical Damage, Splits to [ 1 / 3 / 4 ] other Enemies dealing [ 25 / 50 / 75 ]% of Damage already dealt Path of the Dancer Serene Flip - Deals [ 150 / 200 / 250 ]% Physical Damage to a Front Row Enemy, and immediately evades after. Retreats back [ 1 / 2 / 2 ] rows Spear Ballet - Attacks up to [ 3 / 4 / 4 ] times, dealing [ 50 / 75 / 100 ]% Weapon Damage; Cannot hit Enemies in the Back Row Secondary Skills Straight Shot - Always hits; Deals 100% Weapon Damage; Power increases significantly with Target's EVA Lunar Slash - Deals 25% Magical Damage up to 5 times; decreases User's Magic afterward Pursuit - Deals 50% Physical Damage, Power increases with User's AGI. Deals extra Damage if Target is not Attacking, and Deals x2 Damage if Target is 2 Rows away. May Buff User's AGI Anxiety - Restores Allies' Health equal to User's MAT whenever they take damage Butterfly Kick - Deals 200% Physical Damage twice, Hit Rate is poor (-50%) but is prone to critical hits (+50%) Sneak Slash - Fast Action; Deals 75% Damage; Deals x2 Damage if the Target is 2 Rows away; Always Debuffs User's AGI Exposure - Decreases Target's CEV by 30% for 5 turns Recuperate - Regenerates 40% of User's MP over the next 5 turns Sheer Strike - Deals 300% Weapon Damage; May Debuff User's ATK severely (3 Stages) Ballet Stance - Increases White's Evasion and Critical Chance (+25%) Passives True Focus - 50% Resistance to Stun, Stagger, Confusion, and Silence Precise - Increases multiplier of critical hits (Critical Hit Base increased from 2 to 3) Compensate - Being Debuffed in a physical stat will buff its magical counterpart Tactician - Increased Action Bonus (+50%) during the start of battle (5 turns) Competent - 33% Chance to Buff MAT or AGI whenever Debuffed (Stacks with Compensate) Magician - Increases power of Magical attacks (by x1.5) Limit Breaks Swords Dance - Summons a Hologram with 2/3 of the User's Stats that attacks Enemies with a unique moveset (Hologram is on Auto-Battle) Hundred Swords - Attacks a single Enemy 15 Times, Starting at 100% Non-Affinity Damage and increases by 25% for each hit Decimation - Attacks a single Enemy 20 Times dealing 250% Non-Affinity Damage, Inflicts Insta-KO if their MHP is below 10% after the attack Actor 3's (Let's call her Purple) Skills Main Skills Path of the Guardian Stone Cold Woman - Covers up Damage equal to [ 200 / 400 / 600 ]% of the User's Defenses (DEF and MDF) Toughen Up - Increases MHP by [ 50 / 100 / 150 ]%, covering Allies for [ 2 / 3 / 4 ] turns Path of the Berserker Wild Dance - Attacks 3 Random Enemies [ 1 / 1 / 2 ] time(s) dealing [ 25 / 50 / 75 ]% Weapon Damage. May Debuff Target's DEF Shock & Awe - Deals [ 50 / 75 / 100 ]% Weapon Damage and has a [ 25 / 50 / 75 ]% Chance of inflicting Paralyze, else it deals x2 Damage Path of the Jester Lover's Bind -Binds an [ Enemy / +Flying / +Large ], disabling both actions for 1 turn; Has a [ 50 / 75 / 100 ]% Chance of halving their Defense (DEF and MDF) Luck of Draw - Invokes a Random Effect, whether good or bad Level 1 Level 2 Level 3 100% Damage 40% 30% 19% 200% Damage 10% 14% 18% 300% Damage 9% 12% 16% 600% Damage 2% 4% 6% Bad Status 10% 12% 12% Good Status 8% 4% 1% 1/2 MHP Heal 5% 3% 1% 1/2 MHP Demi 5% 7% 9% 1/10 MHP Demi 10% 12% 15% Insta-KO 1% 2% 3% Secondary Skills Reciprocate - Deals 75% Physical Damage; Increases by 25% for each Debuff the User is afflicted with (Stages included too) Wrangler - Delayed Action; Disarms Target for 2-3 turns Whiplash - Fast Action; Deals 100% Weapon Damage to all Enemies within 1 Row Swagger - Berserks the Target; Decreases their DEF and MDF by 2 stages Puma Pounce - Deals 150% Weight Damage, Power increases with User's MP Mouthful of Dirt - Delayed Action; Deals 150% Weight Damage, deals x2 Damage to a Binded Enemy. Always Debuffs User's ATK Sucker Punch - Fast Attack; Ignores Guard; Deals 50% Physical Damage; Deals x2 Damage if Target is Guarding; Deals x3 Damage if Target is Charging Bide - Halves Defenses for the remainder of the turn; Being hit increases ATK severely (2 Stages) Shrug Off - Halves incoming Magic Damage for the remainder of the turn; Being hit with Magic Debuffs the Attacker's MAT Passives Brute - Increases power of high ratio'd attacks (Self Atk > User Def) Macho Man - Cannot be critically hit Master Binder - Able to act while Binding an Enemy Ricochet - 33% Chance to Reflect afflictions Indulgence - HP and MP regenerates when Slowed, Stopped, or Sleeping (+12.5% HRG, +25% MRG) Anarchist - Increases power of Chaos attacks (by x1.5, includes Demi and Demi II) Limit Breaks Loose Cannon - Deals ludicrous damage based off a random number and it's random exponent (xy) (x & y will both random select a number between 3 and 6) (Min damage is 26, and Max damage is 46,656) Shift Power - Shifts into another being, with a new moveset and stats (increased) (Transformation can be chosen through a rotating wheel) Purple Puma - Transforms into Purple Puma, increasing all stats. This lasts until the end of battle or KO'ed. (Purple Puma is a unique character only available in battle, it's stats are virtually opposite of Purple, having very high HP, Offense, and Speed, but mediocre Defenses) Actor 4's (Let's call him Pink) Skills Main Skills Path of the Eccentric Battle Song - Restores Allies' MP by [ 25 / 50 / 75 ]% over the next 2 turns; Cannot act for the next 2 turns Magic Bubble - Protects the User for [ 2 / 3 / 4 ] Turns, Absorbing up to [ 500 / 1000 / 1500 ] Damage Path of the Avid Youthful Spirit - Increases Party's DEF and MDF by [ 50 / 100 / 150 ]%; Also increases the Party's ATK and MAT is the User is hit within 1 Turn after this Free Rein - Removes Party's afflictions and grants immunity to ailments for [ 1 / 2 / 3 ] Turns Path of the Jubilant Together Breakfast - Executes Action after [ 2 / 1 / 1 ] Turns; Restores Party's HP with [ 200 / 300 / 400 ]% Power Pure Joy - Heals Allies' (not self) HP with [ 25 / 50 / 75 ]% Power; Power increases by [ 25 / 50 / 75 ]% for each positive state they have Secondary Skills Contemplate - Ages Pink when under Pressure, Severely ages Pink when under pressure too long; Young Man Pink has *2.5 Stats whereas Old Man Pink has /2 Stats (Pressure is a state that automatically applies to the last Actor standing, tripling their MP Cost. It's removed when an Ally recovers from Withdrawal aka KO) Inflate Buoy - Summons an inflatable Buoy that takes 1 Physical hit for Steven, it absorbs Magical attacks; Cannot be used again until the next battle Impersonate - May Confuse an Enemy, Debuffing it's ATK and MAT Conundrum - Invokes a random skill that the enemy may know Serious Sight - Able to examine 3 of the Target's Main Stats or abnormal Element Rates Prime Time - Deals 50% Magical Damage, Deals x4 Damage if Target's HP is a Prime Number Shenanigans - Deals 100% Non-Affinity Damage, but reverses Damage calculation (Target's Offense vs. Pink's Defense) 8-Bit Quip - Uses up 10 Arcade Coins; Has a 50% chance to drain HP equal to 1/8 of Target's MHP G.U.Y.S. Power - Deals 100% Non-Affinity Damage, Deals x1.1 Damage for each G.U.Y.S. in your inventory (There are 10 seperate G.U.Y.S. Figures, can stack up to x2.59 Power) (Arcade Coins is an item gained by participating in the Arcade Mania mini-games) Passives Enthusiastic - Improves Item Discovery along with its quantity Clumsy - Failed Actions will make Enemies Laugh (Laughing Enemies cannot act and take x1.5 Damage until the next turn) Cheerful - 33% Chance to transform Debuffs into Buffs Run-On - Able to act 2 more times before Withdrawal takes effect Oblivious - Immune to Debuffs that are not from Physical attacks Guardian Angel - Reflects powerful attacks (Attacks that deal over 1/2 of Pink's HP are reflected) Limit Breaks Into Your Heart - Summons Greg's Van from the sky to plunge into enemies, dealing damage equal to 50% of their MHP Pink's Lion - Summons Pink's Lion to fight alongside the Party; Pink and his Lion are combined into one unit Rose - ??? Additional Characters (Fusions, Summons, Transformations) Actor 34's (White's + Purple's Fusion) Skills Because Actor 34 is a unique character that can only be accessed within battle, she is not upgrade-able. She follows the traditional way of learning skills via level, her level being determined by the average of White and Purple's level. Main Skills "Weapon Shift" - Shifts between Spear & Whip to Bow, and vice versa "Poised Slashes" - (Requires Spear & Whip) First strike deals 150% Weapon Damage and increases Damage dealt to Target by x1.5, the second strike deals 150% Weapon Damage with a high critical chance rate (1 in 2 chance of being critical, overrides system's critical rate calculation) "Serene Flurry" - (Requires Spear & Whip) Deals 100% Weapon Damage twice to a Random Target, repeats 2 more times to another (or same) Random Target "Titan Shot" - (Requires Bow) Deals 200% Physical Damage, Deals x2 Damage to Flying Enemies, Deals x2 Damage to Enemies with more HP than Actor 34's "Void Shot" - (Requires Bow) Shoots an arrow that deals 300% Magical Damage and inflicts Stop on All Enemies the next turn "Cartwheel Retreat" - Deals 120% Physical Damage to an Enemy within 1 Row, then evades any incoming attack for the remainder of the turn, retreats to the Back Row at the end of the turn "Pinpoint" - Guarantees Accuracy on One Enemy, but cannot target any other Enemy for 5 turns or until that Target is defeated "Separation" - Returns White and Purple to their original forms Passives "Dual Leads" - Malicious States that affect the mind and body last twice as long "Pure Power" - Cannot use Items and cannot be affected by Items "Four Arms" - Doubles Action Bonus from Guarding (+100% Action Times+ increases to +200%) "Precise" - Increases Damage of Critical Hits (Critical Hit Base increases from x2 to x3) "Ricochet" - Malicious States may reflect back to the Attacker (25% Chance) "Parry" - Guarding becomes a Parry that receives no damage and counter-attacks with a Stagger infliction Actor 5's (Rose) Skills Rose is a summon that is only accessible during battle, meaning she is not upgrade-able. Unlike every other character, she already knows all her skills and her level is equal to Pink's level. Main Skills Gem Glow - Buffs all of Party's Stats by 1 stage for 5 turns Laser Light Cannon - Takes 1 Turn to charge; Deals 500% Non-Affinity to an Enemy Shatter Barrier - Summons a Barrier that halves incoming damage for 5 turns; Deals 200% Non-Affinity Damage to all Enemies when it's duration ends Guardian Angel - Restores HP to Party based on Rose's HP value Arch Angel - Deals Non-Affinity Damage, it's power is based on how low Pink's HP is (x3 of HP to MHP Gap) Gem Pierce - Immediately cancels the Target's action Spiral Hand - Reflects incoming Magical Attacks with double the damage intended to receive Depart - Leaves the Party and returns Pink, who is invincible but cannot act for 2 turns Passives Sunlight - Immune to Chaos Damage Recycle - Regenerates HP when attacking (10% of Damage Dealt) Glare - Immune to Debuffs that are not from physical moves Precise - Increases damage of critical hits (Critical Hit Base increased from x2 to x3) Macho Man - Cannot be critically hit Arch Angel - Reflects powerful attacks (Attacks that deal over 1/3 of Rose's MHP are reflected) Edited July 21, 2014 by AJNR Share this post Link to post Share on other sites
Wren 179 Posted March 12, 2014 Why am I thinking reservoir dogs after the character code names? This looks like a well thought out system. I read over it and will actually study it a bit more when I have some time to actually take in the math and more importantly what you are doing with it. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted March 12, 2014 The skills seem vell diversified enough. I assume you have tested the formula well enough too... but just to clarify: power on the formula stands for the weapon/spell/armor power? Or is it a different number? Share this post Link to post Share on other sites
Xypher 176 Posted March 12, 2014 (edited) why do white's samurai skills involve spears? edit1: purple's level 3 pandoras box percentages equate to 101% edit2: pink's name is steven Edited March 12, 2014 by Xypher Share this post Link to post Share on other sites
+ Sughayyer 163 Posted March 12, 2014 Samurai traditionally wielded swords, but common weapons also included: kusari-gama (a VERY dishonest weapon), jitte (a small two-forked dagger used with a fan in the other hand. This weapon was used to break katana and disarm the opponent) and finally naginata, a spear adapted from a broom(!) and a kitchen knife(!!!), mostly used by women to protect their homes, but later on adapted for military uses. So it's perfectly ok for a samurai to wield a spear. Share this post Link to post Share on other sites
AJNR 156 Posted March 12, 2014 (edited) Samurai traditionally wielded swords, but common weapons also included: kusari-gama (a VERY dishonest weapon), jitte (a small two-forked dagger used with a fan in the other hand. This weapon was used to break katana and disarm the opponent) and finally naginata, a spear adapted from a broom(!) and a kitchen knife(!!!), mostly used by women to protect their homes, but later on adapted for military uses. So it's perfectly ok for a samurai to wield a spear. I understand, but the "Path of Samurai" is more of a general aim of those skills, rather than equipment. I would like to say it's more the act of Bushido (Precision) than the equipment of a Samurai itself. Because the Actors keep the same type of weapon throughout the game, they're just able to switch to another (pseudo) weapon, this is explained by adding a component to the weapon: For example, a Fire Weapon that deals 50% Physical and 50% Fire Damage is explained to be a "forever hot tip slotted into the Spear"- the way equipment works in this project is a lot different from traditional RPGs. BUT THANK FOR YOU FOR THE HISTORY LESSON, Asia is my weakest region when it comes to history. why do white's samurai skills involve spears? edit1: purple's level 3 pandoras box percentages equate to 101% edit2: pink's name is steven As said before, they're more of a general aim of the skills. In this case, it's more about Bushido than Swords and Armor. I'll fix that now. Xypher Spoilerpants The skills seem well diversified enough. I assume you have tested the formula well enough too... but just to clarify: power on the formula stands for the weapon/spell/armor power? Or is it a different number? Power is simply Power. It's explicitly told in the description. Equipment may provide a bonus to stats, fluctuating of the Attack / Defense Ratio, which will affect the damage but not the actual Power itself. For example: A Level 5 Actor with 32 Strength (ATK) using a Skill with 100% Power against an Enemy with 20 Toughness (DEF) will create 26 Damage ((5 / 12.5 * 100) * ((20 + 32) / (20 + 20))) / 2 = 26 An Enemy with 24 Strength (ATK) using a Skill with 150% Power against an Actor with 40 Toughness (DEF) will create 10 Damage ((24 / 125 * 150) * ((20 + 24) / (20 + 40))) / 2 = 10 A Level 50 Actor with 434 Strength and 282 Magic using a Fire Weapon Attack (that has 120% Power) against an Enemy with 270 Toughness and 380 Ward will create 262 Damage ((50 / 12.5) * 120) * (((20 + 434) + (20 + 282)) / ((20 + 270) + (20 + 380)))) / 2 = 262 (Forgot to mention that Elemental Weapons concern both Offensive Stats and both Defensive Stats, since they deal 50% Physical and 50% Elemental, Elemental Skills only concern Magic and Ward since they deal 100% Element Damage) As for diversity, the secondary skills offer more unique (but specific) effects (and conditions). There are a total of 15 Secondary Skills for each Actor, this number will be explained later when I finish up the topic post. There are a total of 27 Main Skills (3 Types = 3 Skills = 3 Tiers/Upgrades) but you will only see 9 all at once. There are a total of 6 Passives and 3 Limit Breaks (but Limit Breaks are gained a different way). I'll explain why these numbers are they way they are later. Edit: Ok! Bushido does NOT mean Precision. It's just how I heard in some video about the gaming cultures of Japan and why they differ from ours, and Bushido was mentioned as a point of origin that influenced on Precision - which is why Asian people are always playing those rhythm games. Why am I thinking reservoir dogs after the character code names? This looks like a well thought out system. I read over it and will actually study it a bit more when I have some time to actually take in the math and more importantly what you are doing with it. Thanks! And the names are just a cover up for those Actors, it's not they're actual names. Edited March 12, 2014 by AJNR Share this post Link to post Share on other sites
+ Sughayyer 163 Posted March 12, 2014 Indeed, bushido means the way of the warrior. It is more than fighting, it is a way of life, a code of conduct. Samurai were known to follow the bushido, but bushido was not restricted to them. Now, associating bushido with gaming is a bit baffling to me... should be associated with working hard, obeying your parents, boss and teachers, etc. I just made that post because someone posted that it was strange for a samurai to wield a spear, and I wanted to clarify that they in fact used a varying array of weapons. Also, now I was able to understand the formulae better. You are working with lower numbers, then? Also, is there no healing skill that affects the user itself? And Pure Joy appears twice, was it a typo? All in all seems great and diversified so far! Really nice. 1 Share this post Link to post Share on other sites
AJNR 156 Posted March 12, 2014 (edited) Also, now I was able to understand the formulae better. You are working with lower numbers, then? Also, is there no healing skill that affects the user itself? And Pure Joy appears twice, was it a typo? All in all seems great and diversified so far! Really nice. Okay, fixed it. I changed (Pink -> Path of the Jubilant ->) Together Breakfast's effect to heal the entire Party instead of All Allies, the 2 turn charge up is harsh enough and I did want to make the game fun. Thanks for that feedback, however (Pink -> Path of the Jubilant ->) Pure Joy still remains as an All Allies (except Self) heal. Thanks! I should be uploading the Secondary Skills soon! Other stuff: Fixed Pandora's Box Level 3 Chances thanks to Xypher Changed Mega Punch's Effect Edited March 12, 2014 by AJNR Share this post Link to post Share on other sites
AJNR 156 Posted March 16, 2014 (edited) Finished off Red's Skills and will do finish the Secondary, Passive and Limit Breaks for each Actor one by one. Now to make this useless topic even more pretentious Actor 34's (White's + Purple's Fusion) Skills Because Actor 34 is a unique character that can only be accessed within battle, she is not upgrade-able. She follows the traditional way of learning skills via level, her level being determined by the average of White and Purple's level. Main Skills "Weapon Shift" - Shifts between Spear & Whip to Bow, and vice versa "Poised Slashes" - (Requires Spear & Whip) First strike deals 150% Weapon Damage and increases Damage dealt to Target by x1.5, the second strike deals 150% Weapon Damage with a high critical chance rate (1 in 2 chance of being critical, overrides system's critical rate calculation) "Serene Flurry" - (Requires Spear & Whip) Deals 100% Weapon Damage twice to a Random Target, repeats 2 more times to another (or same) Random Target "Entrapment" - (Requires Spear & Whip) Binds Enemy with Whip, halving their DEF and MDF, and deals 100% Weapon Damage multiple times (3...8) ignoring 1/2 of Target's Defense "Energy Shot" - (Requires Bow) Deals 200% Magical Damage and has a 5% chance of inflicting Insta-KO "Titan Shot" - (Requires Bow) Deals 200% Physical Damage, Deals x2 Damage to Flying Enemies, Deals x2 Damage to Enemies with more HP than Actor 34's "Void Shot" - (Requires Bow) Shoots an arrow that deals 300% Magical Damage and inflicts Stop on All Enemies the next turn "Rejuvenation" - Restores 1/2 of MHP to Self, Can only be cast 1 time "Cartwheel Retreat" - Deals 120% Physical Damage to an Enemy within 1 Row, then evades any incoming attack for the remainder of the turn, retreats to the Back Row at the end of the turn "Pinpoint" - Guarantees Accuracy on One Enemy, but cannot target any other Enemy for 5 turns or until that Target is defeated Passives "Dual Leads" - Malicious States that affect the mind and body last twice as long "Pure Power" - Cannot use Items and cannot be affected by Items "Four Arms" - Doubles Action Bonus from Guarding (+100% Action Times+ increases to +200%) "Precise" - Increases Damage of Critical Hits (Critical Hit Base increases from x2 to x3) "Ricochet" - Malicious States may reflect back to the Attacker (25% Chance) "Parry" - Guarding becomes a Parry that receives no damage and counter-attacks with a Stagger infliction The only reason I did this is because the Fusions have much more interesting concepts than the regular characters, and since they're suppose to be pretty powerful - there's no restriction to the damage they're capable of doing (For example, there's a Skill that can hit with 800% Power by itself if certain conditions are met). Edit: Removed Flavor Text from everything. Fixed a couple of skills, one of White's and one of Pink's Edited March 19, 2014 by AJNR Share this post Link to post Share on other sites
AJNR 156 Posted March 19, 2014 (edited) - Removed a bunch of junk - Changed all Skills' Power values to be among an interval of 25 (10, or 15) for easier accessibility - Added rest of White's stuff Edit: - Added some of Purple's stuff @Trvc Thanks! I'll upload the scripts I have later today, I think I need sleep right now Edited March 19, 2014 by AJNR Share this post Link to post Share on other sites
Trvc 19 Posted March 19, 2014 I personally like this setup. (the formula is similar to the one I use) so that matches with my taste. But as for the skill set ups it looks like there is enough choice for the player to feel like there is some choice in progression but not so much that the player is ever burdened or overwhelmed... Good balance of customization and simplicity in my opinion! PS: I would be curious what combination of scripts you are using to implement all of that. 1 Share this post Link to post Share on other sites
AJNR 156 Posted March 19, 2014 (edited) But as for the skill set ups it looks like there is enough choice for the player to feel like there is some choice in progression but not so much that the player is ever burdened or overwhelmed... PS: I would be curious what combination of scripts you are using to implement all of that. When it comes to choice, everyone might be flipping their tables that there are 15 secondary skills (for each character), but it's not possible for the Player to gain all of the Skills (Main, Secondary, and Passives) on first playthrough - since they can only unlock 1 skill per level (the maximum level being 50). The aimed level for game completion is 35. It's planned to be able to start a New Game+ with the Level 35 Characters that will hit Level 50 in the middle-end of the second playthrough. I'm surprised you weren't overwhelmed by the quantity of stuff I have in the topic. Here are the scripts, many were taken out because of compatibility issues, but most of them are planned to come back. The Scripts highlighted in yellow have direct influence on the game's battle system - Finished Purple's Stuff - Added Pink's Stuff - Finished Main Characters' Stuff - Stuff Stuff Stuff Edit: - Added Rose's Stuff Edited March 19, 2014 by AJNR Share this post Link to post Share on other sites
bloodyliao 5 Posted July 18, 2014 I'm intetested in your passive skills, how can you realize them? Could you please tell me what related scripts you are using?(the list above is too long>.<) The passive skill script don't read anything in the notes section>.<... Share this post Link to post Share on other sites
AJNR 156 Posted July 21, 2014 (edited) I'm intetested in your passive skills, how can you realize them? Could you please tell me what related scripts you are using?(the list above is too long>.<) The passive skill script don't read anything in the notes section>.<... The bulk of the Passives don't really work right now because I haven't gotten around to scripting them in, I'm trying to get the general graphics done for the game, then I'll focus on the battle mechanics. It usually takes tinkering with the Game_Battler or Game_BattlerBase to get those effects (I believe Hime has a script that makes this process easier). It's been a long time since this post, so I edited and removed a whole bunch of content in the topic post - because the whole database of skills was redone. The Scripts in Yellow are the ones involved with these skills, so you don't need to look at the whole script. I don't have the Program on me right now, but a bunch of scripts were removed and added since last time. If you need help with passives, make a Help Topic and we'll help you. Edited July 21, 2014 by AJNR Share this post Link to post Share on other sites