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Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging.
 
Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills?

 

Rules:

1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP.

2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much.

3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts):

         Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage.

         Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer)

         Feeble halves all basic stats. 

         Slow halves your ATB gauge. Can be healed with Haste or waiting it out.

         Combo Set-Up makes you vulnerable for the next hit (damage taken).

         Stun stuns targets, halting their ATB gauge for a set time..

4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly.

 

Here is a list of the character skillsets:

 

 

Arden/Bard?:

 

 

Regular Attack - fires gun twice. Uses HIT instead of ATK or INT.

Pray - Heals party HP based on RES. No cost

Power Ballad - Restores party SP based on RES. No cost.

Cleanse - Removes most status ailments (can't heal [slow]). Fixed 12 SP.

Astral Blast - Deals star damage to enemies based on HIT and INT. Cost rises with level and enemy number.

Life - Revives one fallen ally. Fixed 12 SP.

Perthro - Inflicts random ailments at percent chances. Cost is 12SP x User Level

Telekinesis - Inflicts physical damage to one target and half the potential damage to other targets. Cost is Actor Level * 12 SP

Cthulhu's Call - Debuff all foes [once]. No cost.

Vivid Song - Buff all allies [once]. No cost.

Jitterbug - Casts Haste on party and buffs AGI twice. Fixed 32 SP.

 

 

 

Nathan/Captain:

 

 

Regular Attack - Normal Spear attack

Provoker - Lures all enemy attention and diverts all attacks to user. Fixed 12 SP.

Jump - Damages an enemy with a sure-hit aerial strike. (15 + actor_level * 1.5) SP

Rally - Buffs ATK and DEF of party. No cost.

Frighten - Debuffs enemy ATK and DEF. No cost.

Assault Break - Debuffs enemy offense (ATK, INT, HIT). Fixed 15SP

Defense Break - Debuffs enemy offense

[ EMPTY ]

[ EMPTY ]

[ EMPTY ]

[ EMPTY ]

 

 

 

Elthena:

 

 

Regular Attack - Slash twice. Third hit is a spell when charged with an element.

Fire Charge - Raise fire resistance. ATK +10%. Fixed 8SP

Ice Charge - Raise water resistance. ATK +10%. Fixed 8SP

Wind Charge - Raise wind resistance. ATK +10%. Fixed 8SP

Fireball - Fire damage based on INT and ATK. One hit. (10 + 1.5* actor_level) SP

Frigid Rush - Water damage based on INT and ATK. 3 hits.(10 + 1.5* actor_level) SP

Wind Cutter - Wind damage based on INT and ATK. One hit.(10 + 1.5* actor_level) SP

[ EMPTY ]

[ EMPTY ]

[ EMPTY ]

[ EMPTY ]

 

 

 

 

Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly.

 

 

My enemies are set in a ten-level dungeon, so they get harder as you go up.

Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs.

Enemy Skills:

 

 

Golems:

 

 

Golem Toss - Throws a target airborne with a chance to stun.

Rock Toss - Hurls a rock. Chance to Stun. Regular Attack.

 

 

 

Enemy Mages:

 

 

Heal - Heals all allies. No cost.

Telekinesis - Deals Physical Damage based on INT alone. Affects whole party. Fixed 12SP.

Magic Shot - Fires a magical ball. Damage based on INT. No cost. Basic attack.

Hex - Chance to inflict Feeble and Stupid on all targets.

 

 

 

General (Semi_Boss or "Mid-Boss"):

 

 

Regular Attack - Normal Axe Attack

Rally - Boost allies' ATK and DEF.

Cleave - Strike and debuff a target's DEF. Chance to Bleed.

 

 

 

Soldier:

 

 

Regular Attack - Normal Spear/Sword Attack

Jump - Strikes target with sure-hit aerial attack

 

 

 

Ghost:

 

 

Regular Attack - A ghost bite.

Curse - Chance to inflict Feeble. 10% Max SP.

Suicide Bombing - Kills themselves to deal damage based on their MaxHP. (Exclusive for boss battles)

Suicide Healing - Heals all their allies based on MaxHP.

 

 

 

 

 

 

So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.

Edited by mackintosh

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I like the direction you're going with. There is one thing that worries me. How many times can bleed stack, how much damage does it do, and how long does it lasts?

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Bleed stacks up to seven times, each time is -2% HRG (Around 2% damage based on max HP). It lasts from ten turns to indefinitely (a bit like in South Park: Stick of Truth)

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I think you could just go with Skills  that afflict Basic Status Effects you mentioned at first - Bleeding, Stupid, Feeble, Slow & Stun. This keeps the whole game simple and a lot less complicated. You could just alter the Duration or Effect or a combination of these and add them to various enemies, Depending on what Tier they are ranked. I would imagine using Stupid for Low Tier enemies, Stun & Slow for Mid Tier and Bleeding & Feeble for High Tier Enemies. (A few exceptions could always exist).

 

It's more fun if you plan combo enemies so Players will have to think strategically in a fight, Instead of a mere button mash. Example :

1> Enemy Troop - A & B

An Enemy A with Bleed and an Enemy B that Nullify Healing Effect.

Challenge : The Player has to eliminate Bleeding enemies first then go for Enemies that Nullify your Healing Effect, Maybe it's the other way around ?

 

2> Enemy Troop - A & B

An Enemy A with a Hit-Rate Buff and an Enemy B with High Damage Skill but very low Hit-Rate

Challenge : The Player should kill the Buffing Enemy A first then go for Enemy B

 

3> Enemy Troop - A, B & C

An Enemy A which has high Crit chance, Enemy B that Nullifies your Critical Evasion and Enemy C that Boosts it's Crit Chance

Challenge : What Enemies will the Player go for first ? Perhaps take out the Crit chance enemies first, Then go for the ones that Boost Crit and the ones that Nullify Crits, come last.

 

Well, I couldn't think of exact Skills for your enemies but the above is all i could think of :)

Edited by Hikitsu

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Can u cure it? 2 X 7 = 14%, 14 X 10 = 140%

Yes, bleeding is curable. I'm thinking of one-cast cures all or one-cast cures one stack. And yes, bleeding can be that violent. Mwahahahaha.

 

 

I think you could just go with Skills  that afflict Basic Status Effects you mentioned at first - Bleeding, Stupid, Feeble, Slow & Stun. This keeps the whole game simple and a lot less complicated. You could just alter the Duration or Effect or a combination of these and add them to various enemies, Depending on what Tier they are ranked. I would imagine using Stupid for Low Tier enemies, Stun & Slow for Mid Tier and Bleeding & Feeble for High Tier Enemies. (A few exceptions could always exist).

 

It's more fun if you plan combo enemies so Players will have to think strategically in a fight, Instead of a mere button mash. Example :

1> Enemy Troop - A & B

An Enemy A with Bleed and an Enemy B that Nullify Healing Effect.

Challenge : The Player has to eliminate Bleeding enemies first then go for Enemies that Nullify your Healing Effect, Maybe it's the other way around ?

 

2> Enemy Troop - A & B

An Enemy A with a Hit-Rate Buff and an Enemy B with High Damage Skill but very low Hit-Rate

Challenge : The Player should kill the Buffing Enemy A first then go for Enemy B

 

3> Enemy Troop - A, B & C

An Enemy A which has high Crit chance, Enemy B that Nullifies your Critical Evasion and Enemy C that Boosts it's Crit Chance

Challenge : What Enemies will the Player go for first ? Perhaps take out the Crit chance enemies first, Then go for the ones that Boost Crit and the ones that Nullify Crits, come last.

 

Well, I couldn't think of exact Skills for your enemies but the above is all i could think of :)

That's a really nice formula. I might have to make more states to apply these special debuffs but they sound fun. I'll stick to simple ones for the demo for now but this was a really nice suggestion.

Edited by mackintosh

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Yes, bleeding is curable. I'm thinking of one-cast cures all or one-cast cures one stack. And yes, bleeding can be that violent. Mwahahahaha.

You might want to have both. When you come up w/ the price make the one that cures all stacks less than 7X the one that cures one stack. For example,

 

Blood Cure: One - 100G

 

Blood Cure: All - 600G

 

This is so they're saving 100G's getting the cure all then buying 7 Blood Cure: One's. Also, Blood Cure: All is good if you need something to cure all 7 stacks before the next turn.

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One of the skills I have as an idea is the God Skill. Allows you to negate all attacks from your enemies. Even the main boss' skills and damages will all be negated.

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I created a skill called Deathacon. Gives the user and all allies a 100% critical chance for 2 turns. It's cool-down is really long.

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One of the skills I have as an idea is the God Skill. Allows you to negate all attacks from your enemies. Even the main boss' skills and damages will all be negated.

This might actually be good for blocking single hits.

 

I created a skill called Deathacon. Gives the user and all allies a 100% critical chance for 2 turns. It's cool-down is really long.

That sounds absolutely brutal! :D

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To chime in on Soulpour's idea, the skill sounds a little OP. Maybe you could have the skill negate all damage (even from the player's characters). Depending on the battle system, it could be epic. In a Charge-turn battle system, for example, it could wipe the order bar (including any skills that have been charging for a while) and basically reset all the turns.

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