cuongeke1 37 Posted July 25, 2014 ... So, Here is the place where we're going to show our ideas about skills, any great skills you have in mind, you had in your game, why don't you share it here? We can call this is "Skill's Sanctuary" #################################################### #################################################### Cool eh? Here is the first one! This is the must-have-skill in your game #1, Poison Bubble >Pop up from beneath an enemy, it explodes like a bomb and deal damage to only one enemy 25% * a.atk + 300 Poison damage >Then after exploded, it cast poison gas to all enemies +30% chance to Poison all enemies How about that? Share this post Link to post Share on other sites
lithkast 18 Posted July 25, 2014 sounds nice. I like the elemental damage concept. alright I'll post one of the standards in my game. #2 - Counterspell > This always goes first. If the enemy uses a spell this turn, counter that spell and deal magic damage to the enemy value += b.mat * 1.25 The damage is based of the enemy's INT (mat). it deals 125% of their int as damage to them if it counters a spell. counterspell costs 25 MP and doesn't do anything if they don't cast a spell. The skill works by applying a state to the enemy called "counterspell" Every skill in the game calls up a common event check. The common event checks if the user has the state "counterspell". if it does, a spell is cast on the user that deals the damage. if not, a spell is cast as normal. Counterspell doesn't do a lot of damage compared to regular spells or normal attacks. The entire reason to use it is strategy. nearly every enemy in the game has a pattern. if you figure out the pattern, you'll know when to counter and when not too. it adds a strategy element to the game (all skills should be effective at something after all.) Share this post Link to post Share on other sites
Nekotori 739 Posted July 25, 2014 (edited) #3 - Hand Sonic Deals 80 + 120%ATK to a single enemy. Deals additional 50% damage if "Delay" is casted on the target. MP Cost: 60 Cooldown: 2 turns Element: Physical User:Kanade Tachibana The skill utilizes states to make an additional effect like this skill. A skill called "Delay" will add a state to a target called "Delay Mark". Marked targers recieve additional 50% damage from the skill "Hand Sonic" and "Sonic Rotation". "Delay Mark" lasts for 2 turns. Edited July 25, 2014 by Kotori-chan 1 Share this post Link to post Share on other sites
+ LadyMinerva 998 Posted July 25, 2014 (edited) Now this is my kind of thing! Well this one is a simple skill of mines but it did take a while to animate so here goes! #4 Five Elements "Philosopher's Stone" "Cast 5 stones of Fire, Water, Wind, Metal, and Earth around you; granting the user elemental immunity to those 5 elements; then cast all 5 elemental magic to all enemies for devastating damage; ignoring elemental immunity/absorb. May inflict states based on element." So the states you may inflict based on the element can be: Fire - Burning (lose large amounts of health while being vulnerable to Fire.) Water - Chill (greatly lowers agility and granting weakness to water and ice.) Metal - Vulnerability (You are more susceptible to physical and magical attacks.) Wind - Stun (Makes the enemy inactive, but also vulnerable to physical attacks: 200% more damage [stun removed if attacked]) Earth - Weakness (Physical and magical attacks are greatly reduced. 50% of the time you will inflict glancing blows (attack - 50%).) Immunity state: 2 turns Chances of state inflicting: 15% MP Cost: 325 Spell card lvl: 5 Here's just a little visual as to what it looks like on paper: So very much it's all on the strongest states and the ability to grant the user elemental immunity. Sounds simple but hard to do on battle lol. Edited July 25, 2014 by LadyMinerva 1 Share this post Link to post Share on other sites
cuongeke1 37 Posted July 25, 2014 #Counter spell This is really something, especially when you fight bosses with high MAT #Five Elements "Philosopher's Stone" isn't this skill a little bit too strong :/ May be it should belong to the ultimate boss not the actors :V Share this post Link to post Share on other sites
+ LadyMinerva 998 Posted July 25, 2014 (edited) #Five Elements "Philosopher's Stone" isn't this skill a little bit too strong :/ May be it should belong to the ultimate boss not the actors :V lol I had a feeling you might say that. It does sound overpowered when you read it but on my project it's not exactly what you think. I did tone down the damage rate per element (if that screenshot tipped you off lol) I also forgot to add these other factors too. Maybe what I added will make you think otherwise. If not, well all I can say is once the demo comes out. You'll be surprised with the results lol. Edited July 25, 2014 by LadyMinerva Share this post Link to post Share on other sites
Atleast6char 16 Posted July 25, 2014 Heaven's GateMP Cost: 0 | TP Cost: 100Lets just say the average damages are...for Physical: 350for Magic: 550Part OneTarget: All Enemies(3 hits)Damage: Ice/Physical | 300 (x3 = 900)Hit: 100% | Speed: 0Effect: 20% Sleep per hit. Sleep reduces def and mdf by 50%, but wakes the target instantly upon taking damage.Part TwoTarget: All Enemies(1 hit)Damage: Divine/Magical | 850Hit: 100% | Speed: 0Effect: None Share this post Link to post Share on other sites
Anderson88 26 Posted July 25, 2014 Liking the "freeze 'em and shatter 'em" kind of thing. #6 - Borrowed Time > A frigid draft sweeps through the battlefield, freezing all but the user in place and quadrupling all damage dealt while negating all damage over time effects. > The user is given three turns to act alone. He can do whatever he can do by himself. > After three turns he takes damage equal to 25% of the damage dealt during the effect. If the user dies from this, he cannot be revived for three turns. The idea is, in a desperate situation, you can use this to heal up or revive your allies, wait out a particularly dangerous toxin, or to get in some fair damage to an enemy. You'll have to watch how much you go for though, because the recoil at the end can kill the user and things could turn out poorly. Share this post Link to post Share on other sites
+ TBWCS 953 Posted July 25, 2014 Inevitable Eradication Once this spell is cast, all enemies in the battle field will automatically get the Death State, whether it is a minion, mini-boss, field boss or the game's ending boss. 4 Share this post Link to post Share on other sites
Anderson88 26 Posted July 25, 2014 Inevitable Eradication Once this spell is cast, all enemies in the battle field will automatically get the Death State, whether it is a minion, mini-boss, field boss or the game's ending boss. OP! 1 Share this post Link to post Share on other sites
+ TBWCS 953 Posted July 25, 2014 Change of Heart The skill caster's parameters and current HP and MP will be substituted to the target's parameters and current HP and MP. Fissure Destroy all enemies that are below the attack of 40. Raigeki Destroy all enemies except bosses. Inevitable Change When 2 or more of your party members are dying while your enemies are in good condition (especially a boss), this skill allows all the party members to restore all their current status and set themselves to immortal state while making the enemy's HP to 1. Share this post Link to post Share on other sites
cuongeke1 37 Posted July 25, 2014 Inevitable Eradication Once this spell is cast, all enemies in the battle field will automatically get the Death State, whether it is a minion, mini-boss, field boss or the game's ending boss. Inevitable Change When 2 or more of your party members are dying while your enemies are in good condition (especially a boss), this skill allows all the party members to restore all their current status and set themselves to immortal state while making the enemy's HP to 1. -- I think these skills are perfect for comic games. Share this post Link to post Share on other sites
lithkast 18 Posted July 25, 2014 Yeah Counter Spell comes into prominence against powerful enemies and bosses. Learn patterns and respond accordingly. that is how I plan my skills and battles. in the beginning the battles are straight forward. mobs introduce mechanics used by the boss of the area. around the middle of the game fights become harder and even mobs have mechanics to overcome. Anyways new ability time.#Death Game: Cost: 100mp A spell that either kills the caster or kills the target. Essentially a common event goes off and chooses a number between 1 and 100. if the number is > 50 the enemy dies. If it is < 50 the player dies. if its 50, both die. This spell works on EVERYONE. even the last boss. However, there is protection. #Death Shield: Cost 30mp. A spell that protects the target from 1 death spell before fading. Lasts until the end of the battle. Using both in conjunction with each other can protect a player from the death game if cast, Death Game is a gimmick at best, which is why its a hidden spell in my game. Death game isn't the only death spell in my game, but it is the only death spell that can kill bosses right out, which makes it unique. It is also the only death spell that gets no save. Death Shield is the only defense. Share this post Link to post Share on other sites
cuongeke1 37 Posted July 25, 2014 #Death Game & Death Shield these skill are a nice idea, but i think you should consist LUCK into formula: death_game = result from common event + 10%a.luk - 10%b.luk that makes Luck stat has more sense. And since Death Game is a random skill but Death Shield ensures for 100% avoiding 1 time to death spells May be you should chance the amount of MP that they cost Death Game cost 30mp & Death Shield cost 100mp & lasts long for 5turns when you equip Phoenix's Fang equipment Death Shield -15% Mana cost and its effect is +2 more turns. Share this post Link to post Share on other sites
lithkast 18 Posted July 25, 2014 luck has a different purpose in my game. Luck determines a lot of outcomes. I also have luck based skills specifically designed. I do like the phoenix fang Idea and the time limit on the shield. Nothing is set in stone in my game right now so I may go back over it thanks for the advice. #Arcane Algorithm Cost: ?? mp. Deals arcane damage based on a random algorithm Ok this spell is a very interesting one. my Idea for it (this is one I haven't completely realized yet) is that it will cast a random spell based on a complex equation that takes into account a lot of factors including location, stats, how many times spells have been cast, etc. This is a desperation attack for Ashley Suthland in my game. the spell is similar to sophie's limit in ff8 but instead of a slot, it casts a random spell when used based on a lot of factors. not a lot of info to go on for that one but its an interesting concept I think. Share this post Link to post Share on other sites
+ TBWCS 953 Posted July 25, 2014 Downgrade Ordeal All enemies, whether the same enemy or a boss, once this spell is cast, turns the enemy into a slime. Upgraded Quiver Bow weapons are more enhanced, thus deals x3 damage to the enemy. 1 Share this post Link to post Share on other sites
SpookyMothman 361 Posted July 25, 2014 Soul! Your game sounds broken! ... and I love it. Combat definitely isn't much of a focus in my game, which might be strange for an RPG. I can do combat balance just fine, but I'm not so creative when it comes to actually creating skills. This is just one that I'm fond of: Brain Link Restores a little MP to a friend. [15 + a.mat * 0.2] MP Cost: 10 It's an MP restorative spell. Bennett is a physical attacker/tank; he doesn't have many uses for his MP. The other two characters who will commonly use their MP are June and Renée, and Brain Link is a fairly good way to keep their MP up. MP restorative items are rare and potent, so you'll probably be relying this a lot, and saving the items for pinch situations. Tsukihime's Scope Conditions keeps Bennett from using this on himself and Lyn, who has no MP. Otherwise, using it on Lyn would still waste MP, and using it on Bennett would make it totally broken. <scope condition: b.id != 2> <scope condition: b.id != 4> ... ID 002 being Bennett, and ID 004 being Lyn. Share this post Link to post Share on other sites
Atleast6char 16 Posted July 25, 2014 These 2 skills go very well together.FateMP: 0 | TP: 25Speed: +100Effects:• Guards for this turn, can resume normal action on the next.• MaxHP is increased by 50% for 2 turns.• Heals 33% of your HP.• Target Rate increased by 1000% for 2 turns.• After 2 turns have passed, HP drops to 1 and this unit cannot move during this turn.PunishmentMP: 0 | TP: 25Speed: First+Effects:• Adds all damage dealt to the user of this skill together, and strikes back at all targets that inflicted damage upon the user (including allies that were confused or were berserk) this turn at 150% power at the end of this battle phase (but before poison and drain effects).• TP Charge Rate is dropped to 0% for this turn. TP Regen effects are nullified as well. Share this post Link to post Share on other sites
Nekotori 739 Posted July 25, 2014 @Soulpour, I see what you did there..... card game perhaps? XD Share this post Link to post Share on other sites
cuongeke1 37 Posted July 25, 2014 #Arcane Algorithm This skill is really an interesting concept. Players must learn to fully control over it, not just use it with no care. and i like that feeling of "i-know-something-that-you-don't" :L #Fate & Punishment Punishment is very effect for enemies who come into group Share this post Link to post Share on other sites
lithkast 18 Posted July 25, 2014 yeah once I get the mechanics of the spell down I plan on teaching the player how to manipulate the algorithm. #Incinerate: Cost: 15mp. Deals 1.5x int as fire damage and causes the target to burn for 1% of their max HP every turn for 2 turns Pretty straight forward ability. However, all skills in my game have synergy with something or another. This skill pairs well with this one. #Wind Shear: Cost: 10mp deals 1.2x int as wind damage. If the target is currently on fire, the target explodes in flames, dealing damage equal to 10% of their max HP. This consumes the on fire debuff. ah synergy. Of course most every spell in the game allows for a save by the enemy (saves are luck based as well as character based) Yeah In my game, Physical attack > Skills in terms of raw damage (some higher spells can break damage limits but generally). However, skills always have bonus effects added on to them. MP is restored partially at the end of every battle. The purpose of skills in my game is strategy. sometimes, physical attacks wont work. Maybe a certain magic attack is more effective against a certain mob. its all about learning the enemy types and their patterns, and fighting accordingly. Share this post Link to post Share on other sites
Maliki 33 Posted July 25, 2014 (edited) Here's one of the later skills I added to my project. "Venom" Magically imbues the blood of it's victim with a superpotent yet slow acting poison. The Venom does nothing at all for the first two turns of being added. Anywhere from the 3rd turn until the 10th, the venom can activate instantly sending the victim's HP and MP to single digits. Healing items cannot cure Venom (the effect wears off after battle.) Cure spells can heal the condition. A regular poison effect will also cancel out the venom. (Venom also cancels Poison.) Most bosses will be immune to this effect, but it will be useful for high DEF/MDF/HP regular monsters. I'll likely have a boss or two that gives the state to the whole party at once. Provided they have the means to cure themselves, the two turns should be time enough to bounce back. Another skill I did was a take on the old Sleep spell. "Sleep" Puts one enemy to sleep for up to 3 turns, lowering def to 75% (And maybe raising MDF to 200%; I'm not 100% decided on that part.) Physical attacks will wake them. If used on an already sleeping enemy, will cause MP damage (without waking) And if an enemy has MP reduced to 0, it dies on the next casting. (If they start with 0 MMP, the death will not occur) Sleep also makes stealing skills more likely to work (although they are counted in my game as physical skills and will wake up the target if attempted.) Edited July 25, 2014 by Maliki Share this post Link to post Share on other sites
TheoAllen 830 Posted July 25, 2014 Headshot! Critically damage the enemy if enemy has head. Otherwise the damage will be halved. It's effective if you want to hit humans or creature. But not for plants, slimes, or ghosts Bullet Swarm / Bullet Rain Damage all area. The damage will be reduced by the number of target. 20% reduction for each additional enemy. With 10% minimum damage from the original damage value (if the enemy is too many) Concussive Strike! Causes stun to enemy. Double damage if enemy already stunned I will add more later Btw, this absolutely nice thread! 2 Share this post Link to post Share on other sites
TheAnon 0 Posted July 25, 2014 Over the limit: +300% Damage, Defense, and Agility. +200% M. Attack, M. Defense, +150% Action time -Gains a Certain Death status. Certain Death: -Will lose 30% of it's total HP every turn -Cannot be lifted by any items or skills. (A little OP, perhaps?) Share this post Link to post Share on other sites
sokita 10 Posted July 25, 2014 Deep Sleep my last boss skill, puts all enemies to sleep with a chance to makes them die, plus absorb some MP. Tyrant's eye final blow Yes, that tyrant's eye, rikka-chan's power, but this is the ancestor's version. A suicidal attack that left all enemies with 10% HP. Yeah, I know this seems like a game breaker, but I can planned it to limit it's usage, if player overused that skill, the user of skill will die permanently. Plus, the boss will have special treatment to counter that skill. and... bla, bla... Immortal Yes, as simple as it's name, makes you immortal for 5 turns. Double Avalon Crusher!! Remember avalon crusher? Yes, this skill is the ancestor's skill too as well as that jaou shingan ancestor power. This skill removed all buff with chance to stun enemy. umm I think it's too much, ok. Share this post Link to post Share on other sites