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Posted: Sun Aug 31, 2008 10:24 pm
Al-righty everybody! I hope you're all feeling creative!
Welcome to the Job Creation Thread. Oh Yes! You get to create your own Jobs! Please keep in mind how many Jobs there are for the race you're creating the job for! We don't need 300 Hume Jobs and 9 Moogle Jobs.
Please post all ideas in this format!
Quote: Name – Lord (Another Fire Emblem reference. XD) Race – Hume, Bangaa, Moogle, Nu Mou, Viera Job Requirements – Complete Mission – “The Old Ones”, “Lord” will be available as a Base Class Description – A Noble on a Mission. Weapon varies from Race. Hume – Sword/Rod Bangaa – Spear/Claw Moogle – Gun/Claw Nu Mou – Staff/Rod Viera – Rapier/Bow Abilities: (This is the hard part) Keep the Peace – Attack has 100% chance of hitting, but at half damage Learned – Silversword (Hume); Javelin (Bangaa); Peacemaker (Moogle); Rod (Nu Mou); Estoc (Viera) AP 100 Order – Charm one enemy into doing your bidding (Charm status) Learned – Terre Rod (Hume/Nu Mou); Dream Claws (Bangaa/Moogle); Artemis Bow (Viera) AP 150 Miracle – Tends own wounds and wounds of others to heal damage and cure status. (Self and adjacent units) Learned – Restorer (Hume); Cure Staff (Nu Mou); Artemis Bow (Viera); Survivor (Bangaa/Moogle) AP 200 Call to Arms – Calls an Army to attack all enemies on the battlefield. (Useable once per battle) Learned – Calling Gun (Moogle); Kain’s Lance (Bangaa); Bless Staff (Nu Mou); Silver Rapier (Viera); Bloodsword (Hume) MP - 32 AP 300 Justice – KO one enemy Learned – Victor Sword (Hume); Target Bow (Viera); Godhand (Bangaa/Moogle); Stardust Rod (Nu Mou) MP - 20 AP 400 In Favor – Double current MP (after MP cost is paid) Learned – Heretic Rod (Nu Mou/Hume); Perseus Bow (Viera); Partisan (Bangaa); Chaos Rifle (Moogle) MP - 4 AP 300 (The next five Abilities are Class Abilities specific to each race - They are useable only Oncer per battle) Assassination (Moogle) – Deal heavy damage with Poison and Doom to target. Leaned – Outsider AP 500 Morale (Nu Mou) – Heal HP and Auto-Raise all allies on field. Learned – Cheer Staff AP 500 Star Shower (Viera) – Calls meteor shower to deal heavy holy damage to all foes. Learned – Crescent Bow AP 500 Dragon Dance (Bangaa) – Deals Fire damage and confusion to surrounding foes. Learned – Dragon Whisker AP 500 Peace Bringer (Hume) – Silence, Blind and Charm all enemies on battlefield. Learned – Chirijiraden AP 500 (All these abilities with the exception of the Nu Mou ability can miss.) Pre-requisite for – Blade Lord (Hume) Great Lord (Bangaa) Staff Lord (Nu Mou) Gun Lord (Moogle) Bow Lord (Viera) Stat Base and Growths – (If you're not good at math or stat-growths, I will be more than happy to do it for you. Simply specify what stats they do well in or stink at.) HP – Average MP – Average Weapon ATK – Average Weapon DEF – Average Magic POW – Average Magic RES – Average Speed – B (Please give speed a letter grade. E being the lowest and A being the highest. I will determine AC from that grade.) Move – 5 Jump – Average Other – N/A
Feel free to add in any extra comments you have in parentheses. And you can use your own game for reference!
Please bear with us, however, as myself or my beloved Judges may ask you to make changes or even not accept it. We have to be fair! We can't have Uber Jobs! I keep repeating myself, but it's the truth! We have to be fair! Your Job must have some weakness! My Judges and myself have to be EXTREMELY harsh with these. We don't want too many powerful Jobs flooding the RolePlaying system. We have to be reasonable. If we do approve it, it may not be available for some time.
Remember! Wonderful things await the person who creates Jobs! If you create a Job for your race and it is approved, you will be allowed to take that Job, regardless of Pre-requisites. Remember, only myself or a Judge can add the new Job to your Character Profile. Mind you, if the Job is too over-powered (Even if it is approved) or a Holiday release, you will not be able to take the Job right away. But getting to that point will be much easier. If your race cannot take that Job, myself or a Judge will add a comment to your Character Profile stating that you take Half-damage from any attack from that Job.
Happy creating!
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Posted: Wed Sep 10, 2008 4:58 pm
Here's my idea: Quote: Name – Arcane Summoner Race – Gria, Nu Mou, Elvrons Job Requirements – Depends on the race: Gria: Nu Mou: 3 White Mage abilities, 4 Black Mage abilities, 5 Illusionist & 6 beastmaster abilities. Elvrons: 2 Dragoon abilities, 3 Bishop Abilities, 4 Blue Mage abilities, 5 Illusionist abilities & 6 Beastmaster abilities. Completion of a certain mission is also required for all races (more info on this later). Description – Any unit with this job must be respectful of nature. Its greatest strength comes from it but it comes at a great price; physical strength becomes diminished. Fear not, as it is not all bad news, magical strength becomes more powerful. Equipment types: Weapon(s): Staves & Maces Head Gear: Hats Armor: Clothes & Robes Shield: None Accessory: All Abilities: Summon Dragon Mount – Summons a dragon to serve as both a mount for the summoner, as well as extra attacking power and defense for the rest of the battle. The mount can fly over any obstacle and can be attacked as well. If the mount's vitality drops to 0, it perishes and vanishes. Mount's vitality is usually half of the caster's maximum HP; the mount's attack and defense are also equal to half of its master's attack and defense stats, rounded down. Lastly, the dragon occupies 3 squares on a battlefield. If the master is KO'd, the dragon vanishes as well. Learned – Bless Staff MP - 50 AP - 500 Summon Ifrit – Summons a big incarnation of Ifrit to deal with nearby enemies for two turns. It can only attack units that come to close to it or that are already near it since it can't move (it only occupies 2 squares and must be cast on empty ones). Also, this ability cannot be used unless an ally (or more) is down. Learned – Guard Staff MP - 30 AP - 300 Summon Shiva – Summons a big incarnation of Shiva to deal with nearby enemies for two turns. It can only attack units that come to close to it or that are already near it since it can't move (it only occupies 2 squares and must be cast on empty ones). Also, this ability cannot be used unless an ally (or more) is down. Learned – Judge Staff MP - 30 AP - 300 Nature Attacks – Calls all trees, bushes and vines to attack all enemies. The effect is even more powerful if on a field with nature elements on it. It also becomes weaker if on a field with no nature elements like, on a desert, for example. Learned – Snake Staff MP - 50 AP - 300 Calming Spring – Recovers units from any and all status effects that may be plaguing them. It can also heal up to half of their maximun HP. (Area effect similar to "Meteor"; it heals less if used on a field without water.) Learned – Spring Staff MP - 25 AP - 200 Solar Prominence - Damages all enemies with fire damage. The effect becomes more powerful if used during daytime and, less powerful during nigh time. Learned - Morning Star MP - 30 AP - 300 Runic Shield - AoE spell that marks a specific area of the battlefield. Units that stay within the area receive a slight bonus towards their "Magic Power", they can also regain twice as many MP per turn. Lastly, any physical damage is reduced by half. Learned - Energy Mace MP - 60 AP - 300 Life Transference - Takes the life (all HP) of a single unit and gives it to a knocked out unit on the battlefield (you first target a unit, then target another unit). It can also be used by the caster to give its own HP to a deserving friend. This is how it works: If used on an opponent first, the spell has accuracy of 30 to 50%, depending on the unit's evasion (If blinded, it can drop to 10%). If the caster uses the spell on himself first and then on an ally, it will always have 100% accuracy (even when blinded). If this is the case, the spell cannot heal more life than the caster's HP. Learned - Life Crosier MP - 25 AP - 990 (Reaction ability) Meditate - If the unit survives any kind of attack, the unit becomes enveloped in a shroud that lets it regain both HP and MP as if on "Auto-Regen". This is a "one time" use unless hit with a "Dispel" ability or alike. Learned - Wygar AP - 300 (Support ability) Quadra Magic - Any spell that has a one time use and affects only a single unit or a small area, can be cast up to 4 times on a single turn. The spell's potency is reduced by 50% though. Learned - Dark Gear AP - 300 (The next Ability is a Class Ability specific to each race) Moral of the story (Nu Mou) – Whenever your party wins an engagement without breaking the law, they win double AP, double money and an extra copy of the non-legendary item they have been awarded for its completion. It doesn't matter at which point of the battle is cast, just as long as it is cast. Learned – Garnet Staff MP - 10 AP - 400 Cheerful mood (Gria) – You and those allies near you become immune to certain status effects such as "berserk, charm & confusion" for the rest of the battle. It can be removed with such abilities as "Dispel" and can only be used once per battle. Learned – Cheer Staff MP - 20 AP - 500 Astral Magic (Elvrons) – Similar to the "Astra" effect, only it affects an area similar to a summon and protects from two status effects, not just one. Learned – Power Staff MP - 30 AP - 600 Stat Base and Growths: HP – 5 MP – 15 Weapon ATK – 1/0 (sometimes they gain one, sometimes nothing) Weapon DEF – 1/0 Magic POW – 11/14 Magic RES – 11/12 Speed – 1 Move – 3 Jump – 2 Evade – 35 Other – N/A I hope you like it and, I've added a few and edited some others. Thanks! BTW, I just edited a few of the abilities and stat gains again. wink
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Posted: Fri Sep 12, 2008 7:58 am
Name – Magitek Knight
Race – Viera
Job Requirements – Complete Mission – “Magitek Infusions"
Description – Infused with the power of espers, these hardened soldiers of war fight with wit and steel.
Viera – Rapier/Knight Sword, Light Armor, Heavy Armor, Hats, Helms, Robes
Abilities:
Runic – Turns the character int a magical lightning rod, absorbing the first magic spell that hits them, including area effects that would normally harm or heal an ally. Also "primes" the user, allowing them to use any of their other abilities. The astra effect lasts until they're hit with magic, while the prime effect lasts three turns, however, any abilities used while prime last their normal duration. Learned – Defender AP - 200
Thread magic – Must be Runicked to use this ability. If hit with a magic spell, they gain absorption to that element ((if any)). If hit with a non elemental spell, this ability does nothing. Learned – Apocalypse AP - 200
Forge Magic - Must be Runicked to use this ability. If hit with a magic spell, their weapon gains additional damage of that type ((approx. so 100 dmg. = 20 mgc. dmg.)) if hit with a non elemental spell then additional damage is non elemental. Learned - Lohengrin AP - 200
Delay Magic - Must be Runicked to use this ability. If hit with an AoE magic spell, the effect of the spell doesn't activate on that turn. Instead, it goes off at the end of the Runic Knight's next turn. Learned - Arch Sword AP - 300
Fire bolt - Launches a small fireball at the target. Range: 4 MP: 8 Learned - Scarlet Rapier AP - 200
Blizzard shield - If hit with a melee attack, the attacker takes of their damage (ice elemental) MP: 8 Learned - Flamberge AP - 200
Bolt Crash - Attack all adjacent squares with lightning. MP: 8 Learned - Stinger AP - 200
Esper bless - Bestows great power upon the user. Grants shell, protect, and haste. MP: 24 Learned - Windsong Rapier AP - 500
Magitek Overload - Must be Runicked to use this ability. If hit with a magic spell, allows the user to self destruct, hitting everyone within' two squares with a powerful attack of that element. MP: 28 Learned - Sequencer AP - 500
Reaction: Raze MP When hit with an ability that uses MP, target pays 1 1/2 the cost of the spell. This does not apply to curative or beneficial effects. Learned - Golden Armor AP - 250
Support: Geomancy (See black mage ability) HP – 5 MP – 4 Weapon ATK – 7 Weapon DEF – 8 Magic POW – 6 Magic RES – 10 Speed – 1
Move – 4 Jump – 3 Evade – 30
This is my idea for a job. I based it very loosely off of Celes from Final fantasy VI, and I like it quite a bit. I took my Runic ability posted in the ability section and just ran with it. I designed this class based off of the Flintlock and Cannoneer jobs, while adding a melee and magical spin on the idea and making it much more defense based versus attack based. I thought it turned out really well and actually pretty balanced. I'm open to suggestions and I'm willing to change anything that needs to be changed, but be prepared for me to argue. Not in a mean way, but in a discussion kind of way.
Edit: Removed Infusion Blast in favor of a new reaction ability and a the black mage support ability. Also added the full equipment list. It may seem a bit versatile, but this class of knights has always had nearly the full draw of equipment. Even in their incarnation in Final Fantasy Tactics as "Lune Knights", Holy Knights, Holy Swordsmen, Divine Knights, Temple Knights...yeah. You get the idea.
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Posted: Fri Sep 12, 2008 8:02 am
hypnocrown Here's my idea: Quote: Name – Arcane Summoner Race – Humans, , Nu Mou, Elvrons Job Requirements – Complete Mission – "Depending on whether it's accepted or not, this info shall be updated". Description – Any unit with this job must be respectful of nature. Its greatest strength comes from it but it comes at a great price; physical strength becomes diminished. Fear not, as it is not all bad news, magical strength becomes more powerful. The weapons of choice of this job are mostly Staves & maces. Abilities: (I may add more later) Summon Dragon Mount – Summons a dragon to serve as both a mount for the summoner, as well as extra attacking power and defense for the rest of the battle. The mount can fly over any obstacle and can be attacked as well. If the mount's vitality drops to 0, it perishes and vanishes. Learned – Bless Staff AP - 500 Summon Ifrit – Summons a big incarnation of Ifrit to deal with nearby enemies for two turns. Learned – Guard Staff AP - 300 Summon Shiva – Summons a big incarnation of Shiva to deal with nearby enemies for two turns. Learned – Judge Staff AP - 300 Nature Attacks – Calls all trees, bushes and vines to attack all enemies. The effect is even more powerful if on a field with nature elements on it. It also becomes weaker if on a field with no nature elements like, on a desert, for example. Learned – Snake Staff AP - 300 Calming Spring – Recovers units from any and all status effects that may be plaguing them. It also heals half of their maximun HP. (Area effect similar to "Meteor" and it becomes even more powerful if used on a field with water.) Learned – Spring Staff AP - 200 Full life – Revives KO'd unit and heals all HP. Learned – Nirvana Staff AP - 300 (The next Ability is a Class Ability specific to each race) Moral of the story (Nu Mou) – Whenever your party wins an engagement without breaking the law, they win double AP, double money and an extra copy of the non-legendary item they have been awarded for its completion. Learned – Garnet Staff AP - 400 Cheerful mood (Humans) – You and those allies near you become immune to certain status effects such as "berserk, charm, confusion & doom". Learned – Cheer Staff AP - 500 Astral Magic (Elvrons) – Similar to the "Astra" effect, only it affects an area similar to a summon and protects from two status effects, not just one. Learned – Power Staff AP - 600 Stat Base and Growths: HP – 2 MP – 6 Weapon ATK – 1/0 (sometimes they gain one, sometimes nothing) Weapon DEF – 1/0 Magic POW – 6/7 Magic RES – 6/7 Speed – 1 Move – 3 Jump – 2 Evade – 35 Other – N/A I hope you like it and, like I said before, I may add an ability or two more. 3nodding 0_0; Wow that is one powerful class. Those are some crazy abilities! I notice that the AP costs were really high, and the stat gains are crazy low, especially for a caster. Were you trying to balance it with that? Even so, you might want to consider toning down the power quite a bit. As of right now, there's almost no reason to use any other casters as far as I can tell. Oh, but it did give me an idea for a job that I wouldn't mind writing up. A job that specializes in laying down runes that produce AoE effects for a number of turns after their laid down. I think it sounds pretty cool! Oh, and what do you think of my job?
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Posted: Wed Sep 17, 2008 3:30 pm
He-he, thanks Emmie! I just thought something like this would be a cool thing to try out.
Let me see about the job you made...
...I like the Esper Bless ability. It's like Big Guard from FF7. Cool! Let's see, what else... Hmm, I never thought that the stat gains of my job were so low. I suppose I should change things. BTW, is that "Runic" ability a "Support" ability? I think that could work better than an activated ability but, maybe that's just me... mrgreen
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Posted: Thu Oct 02, 2008 3:53 pm
Oh, it is activated. Using runic grants an astra like protection from magic, and primes the user for 3 turns, allowing the self buffing to begin. Sorry if I wasn't clear on that one!
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Posted: Sat Oct 04, 2008 6:35 pm
I like both ideas. heart
I do think your "Arcane Summoner" is a bit over-powered too. The poor stat growths do even it out a bit, but it is still a bit too over powered. Some of the spells need some sort of downside. Also, there should be job requirements aside from the mission that unlocks it. Don't change "Summon Dragon Mount" though! I very much like it and it's not over-powered, either!
"Magitek Knight" looks awesome! biggrin The Runic part is perfect! You might want to add a support ability or two. And the job requirements too, I know you need to complete a mission to unlock it, but there should still be job requirements. I really can't think of anything else to change though. ^_^ I knew you'd go with Viera.
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Posted: Mon Oct 13, 2008 4:46 pm
Thanks! But yer gonna have to help me out cuz I don't know what overpowering is or viceversa. I'm glad you liked my "Dragon Mount" idea, at least I did one right, he-he. mrgreen
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Posted: Fri Oct 17, 2008 9:03 am
Name – Ark Mage (can't stop thinking this might be a bit of a rip off - fire emblem reference) Race – Viera, Moogle, Nu mou Job Requirements – You unlock this job after completing the mission "Searching for Dark Ages Glyphs". (Depending on race): Viera - Red Magex3, Green Magex3, White Magex2, Archerx1 Moogle - Black Magex3, Time Magex3, Animistx2, Gunnerx1 Nu mou - Black Magex3, Time Magex3, White Magex2, Beast Masterx1 Description – A dark ages sage. Travels all around the world wielding the darkest spells that can be imagined. Weapon varies from Race. Viera – Mace/Bow Moogle – Mace/Gun Nu Mou – Mace/Instrument Abilities: Command Ability: Arcane Magic Dark - Calls a small jet of darkness from the Netherworld upon the target. Learned: Battle Mace MP: 10 AP: 100 Darkra - Calls spire of darkness from the Netherworld upon the target. Learned: Mace of Darkness MP: 20 AP: 200 Darkga - Calls a gigantic wave of darkness from the Netherworld upon the target. Learned: Ancient Mace MP: 40 AP: 300 Judgement - Reduces a foe's HP to 1 at the cost of 1/4 of the users HP. Learned: Mace of Zeus AP: 999 MP: 60 Decoy - Creates a decoy target for any ally. This decoy takes any damage given by foes for one turn. Learned: Target Bow/Longbarrel/Blood Strings AP: 500 MP: 18 Death - Instantly kills one foe. Learned: Scorpion Tail AP: 200 MP: 20 Drain - Transfer the target's HP to the user. Learned: Energy Mace AP: 200 MP: 12 Syphon - Transfers the target's MP to the user. Learned: Energy Mace AP: 200 MP: 0 Bubble - Doubles max HP and MP, but halves ATK DEF and MAG POW. Learned: Windslash Bow/Lost Gun/Earth Bell AP: 400 MP: 22 Reaction: Grim Ties - This ability will be activated if someone targets the player, biding both characters in life and death. If one of them is killed, the other one dies too. Learned: Reaper Cloak AP: 999 Fake Law - Forbids the use of weapons and abilities of any element, except dark. Whoever does not respect this "law", will be automatically shown a red card. This ability makes any other law obsolete and activates when the user falls. Learned: Lordly Robe AP: 999 Support: Absorb Dark - This ability allows the character to absorv damage dealt by dark elemental action abilities and weapons. Learned: Dark Gear AP: 600 Dark Power + - Raises the damage dealt by dark based abilities and weapons. Learned: Sage Robe AP: 600 Stat Base and Growths (Growth depends on race: V/M/N) HP 4 (3/2/2) MP 7 (3/3/4) Weapon ATK 3 (3/2/2) Weapon DEF 3 (2/2/2) Magic POW 5 (4/4/5) Magic RES 5 (4/5/4) Speed 5 (4/3/3) Move 3 Jump 2 Evade 20
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Posted: Mon Oct 20, 2008 9:58 am
That's fine, you don't have to remember the equipment, if you want you can make up your own so that you don't have to remember the original stuff. Come back and finish it soon cuz it has too few abilities. I can't say if it's good or what cuz I'm unsure of what's overpowered and what isn't...
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Posted: Fri Mar 06, 2009 10:41 pm
hypnocrown: Not a problem. You don't have to follow my advice, but the abilities I mention do need watering. "Summon Dragon Mount" - There is no facing for the moment in the system, counter should be removed or added at the cost of something else. "Summon Ifrit/Shiva" - These will be difficult, they will need stats and HP. I can do the stats for you if you like, but feel free to make your own. My suggestion for these two abilities is such: If opponents reduce Summon's HP to 0 this ability may not be used for the rest of battle. Also for stats, the stats should be dependent on the average of the opponents levels for fairness. "Solar Prominence" - This ability will have to be reliant on gaia time. And there will need to be a way to calculate the damage, but I think I can handle that one easily. You don't need to change this one, I just wanted you to be aware of the conditions for it. "Life Transference" - My suggestion is to make the MP cost lower and give is a chance to miss. This way, it's fairer to the target. It's not fair for some person to have a 100% chance to instant kill another person. "Quandra Magic" - I just need confirmation on this: The ability allows a spell to act as a series of strikes (like doublecast with the same spell). If so, make it a regular ability. "Cheerful Mood" - This really should wear off after a while. You can give it a longer duration, but it really should wear off.
69HotStuff96: Looking good, I like it quite a bit. However, it is slightly over-powered. And I do have two questions. "Judgement" - Is the target random? Because it is next to impossible to do randomized targeting. Each unit would need to be assigned a number based on their positioning on the map (top left = 1, top right = 2 and so on) then rolling a die to select. "Decoy" - The problem is, the foes are real people, they will know the target is a decoy. My suggestion would be to have the user cast the spell on another ally (or self) and when that units is attacked, the decoy protects them for one turn. If you chose that idea, the AP will need to be higher. You don't have to follow it. Feel free to do you own thing, by that ability does need to be edited. "Bubble" - What do you mean by duplicates. Do you mean that the max HP and MP are doubled for the battle? That's far too over-powered. Perhaps one at the cost of the other or another stat maybe. But that does need to be changed. "Fake Law" - Far too over-powered. This does need editing, its a great idea, don't get me wrong. But it's too powerful. My suggestion would be to put it as a Reaction Ability and that when the unit takes any sort of damage, this ability activates taking the users life but placing that law into effect.
Aside from that, they both look great! I can't wait to add them to the listing!
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Posted: Tue Mar 24, 2009 3:42 pm
Sorry for not checking out this sub-forum in quite some time but I kept on checking it out and after a while of no changes it seemed to me that it was a waste of time to keep coming back if nobody was posting. rolleyes
I think yer right. I'll make the necessary changes later... One thing though, Quadra Magic is not supposed to work with all spells. Summoning spells like the dragon mount won't be supported by it. Only spells like Meteor, Firaga, and the like. Also, what if Cheerful mood could only protect from berserk, confusion and cupid? Could it then last for the rest of the battle? I mean, it's only 3 lousy debuffs you know... and not everyone likes to use those, am I right? I had the idea of an "Astra" spell on steroids that was more limited in the amount of debuffs it can protect you from.
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Posted: Wed Mar 25, 2009 1:36 pm
Continuing Quandra Magic. What about Abilities from other jobs? What will it work with? Or not work with? Which ever is shorter and I can put into the word document. Cheerful Mood. Now we're talking! :3 I'll accept that. Though, possibly make it a once per battle thing? Or give it a limited number of uses per battle. Though, if you don't think that's a good idea, then we'll leave it at it is. It should be fine now. :3 Once those two are cleared up, I'll throw them right on in the Job Listing. biggrin
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Posted: Wed Mar 25, 2009 2:39 pm
Well, Quadra Magic, as I said earlier, would only work with abilities or spells from other jobs that the caster is familiar with. All Black Mage spells would be compatible and so would any other that are similar. What do I mean with this? It means that if a spell can target a single unit or a small area, it will have an effect on it. It would be kind of like seeing a Red Mage using doublecast twice. You wouldn't be able to cast a summon spell 4 times or an illusionist spell 4 times either. Do you get what I was trying to do with it now? Also, since the spell's potency would be reduced, it would be like a doublecast spell for non-Viera units in the long run. The fun thing would be to see the spell be cast 4 times in a row. Has anyone seen how Meteor looks when you cast it 4 times in FF VII? It's quite a sight! 3nodding
Well, I suppose we could go with cheerful mood being a one time only kind of spell. Like, if someone casts dispell on you, you can't use it again for the rest of the battle.
Hmm, I just had an idea for Quadra Magic! If you use Blue Mage spells, it could really make some abilities or spells more useful like, take white wind for example. If you normally cast it and only have about 50 HP, you don't get healed by much, right? But what if you have Quadra Magic equipped and you cast it? You can see the unit being healed for 50 HP on the first effect, then 100 on the second, then 200 on the third and 400 on the final effect. How about that!? Too overpowered? If so, let me know so we don't allow it, ok?
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Posted: Wed Mar 25, 2009 6:55 pm
Quadra Magic is confusing me beyond confusing me. I'm sorry to be such a pain, but it makes no sense to me at all.
Lets see if I can figure this out. Essentially, it's casting for different spells from the list of spells available that battle to that unit. However, the potency of those spells is reduced? If so, then that will work fine.
If not. Hit me with something hard and try rewording it. @_@
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