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09-22-2012 Game Development Update(s)

Final Fantasy: Discovery Development Updates
September 22, 2012


Blue Magic
  • NEW: Micro Missiles, Limit Glove, Dark Spark, and Storm Cannon.
  • Micro Missiles: Deals light magical damage to all enemies.
  • Limit Glove: If Dajh's HP is equal to 1, this ability deals maximum damage to a single enemy and fully restore Dahj's HP.
  • Dark Spark: Reduces the level of the target by 50%.
  • Storm Cannon: Deals magical damage to a single enemy. Damage increases with higher levels.
  • Pep Up: This Blue Magic ability has been renamed to Transfusion.
  • Goblin Punch: The damage formula for this ability has been altered. Previously, it dealt damage based on the target's Limit Break charge. Now, it acts more the way it always did. Since the Stamina (Luck) stat counts as Level for enemies, the damage formula is as follows:

    if a.level == b.luk; a.level * b.luk; else b.luk; end


    Simply put, if Dajh's level is the same as the target enemy, the two levels are multiplied and returned as the damage value. If there is a difference in their levels, then it simply returns the target enemy's level as the damage value.


Survival
  • NEW: Mixed Herbs and Resuscitate.
  • Mixed Herbs: Restores the HP of a single ally and nullifies the Trouble status condition.
  • Resuscitate: Revives a fallen ally (1-5 HP). Does not always work.


Command Abilites
  • Gil Toss: Gil Toss now functions properly. Damage is dealt based on the amount of Gil thrown. Damage is split between remaining enemies. Certain enemies have immunity to this ability. Otherwise, the damage is unblockable.
  • Jump: No longer applies "Jumping" or "Diving" states that cause Reeve to lose a turn after use. Jump now has a one turn delay in activating, but still executes immediately once the ability is performed.


Items
  • "Source" Items: These items have been removed. Since Nethicite offers permanent parameter growth when equipped during a level up, these items no longer served any purpose. Just for clarity, this refers to HP Source, MP Source, etc.


Relics
  • Highwind: This Relic has been replaced. Since Reeve no longer suffers a cooldown after using the Jump or Dive commands, this Relic no longer serves a purpose.

Posts

Pages: 1
Achieving 1 HP just to use over-powered Limit Glove feels stupid, unless there is some way that there are abilities that decrease character's HP to 1.
It worked just fine in Final Fantasy IX. Besides, there are 27 other Blue Magic spells the player can choose to cast.
author=WCouillard
It worked just fine in Final Fantasy IX. Besides, there are 27 other Blue Magic spells the player can choose to cast.
Never played Final Fantasy IX, but having 28 different Blue Magic spells sounds comforting. ;)
And unlike FF9, the Blue Magic in this game isn't useless.
Does limit glove have any effect if the user isn't at HP-1? Never played more than ~20 minute of FF9.
It did nothing unless the caster had 1 HP remaining, if I remember correctly.
Adon237
if i had an allowance, i would give it to rmn
1743
There better be some attacks that knockdown a foe's HP to 1, preferably used by monsters.
Y'all silly. Just get yourself poisoned and run out the health. I don't think a move like 'Limit Glove' is meant to be used often, kind of like ff7's OP 7777 hp move.
It's a niche spell. There are plenty of others to use.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Funny, since last time I played FF9, I used Limit Glove in almost every single battle when I had a blue mage, to kill level 40 monsters in one turn when I was level 10. It takes some time to set up, but once you do, you're essentially invincible for the rest of the game. It did not "work" in FF9 - it was the most broken-ass ability in the game. It's gonna be even more broken in your game, since you have spells like Tornado and Resuscitate to set it up even easier, and an auto-haste accessory to make sure the blue mage almost always goes before the enemy and ends the battle before it starts. (Maybe make Resuscitate grant 2-5 HP instead of 1-5?)

Anyway I obviously don't think Limit Glove as written is good game design; I recommend making it also either kill or fully heal the user (depending on how mean you're feeling). That way you can't set it up once and then keep using it over and over until you eventually take an unlucky hit in a multi-enemy battle (which, if the player has any brain, is going to take quite a long time). That'd be an acceptable balancing method - I think you're already kind of assuming that the player won't spam it, so it's better to really make sure they can't.

Even then I'd say it's probably too easy to set up right before every boss in the game. Consider not having it learnable until late enough in the game that bosses have way more than 9999 HP, or else making it bullshit-elemental and making all your bosses immune to bullshit.
^ I am way ahead of you, good sir. ^_-

I won't go into details, though. The player does need to figure out some things for themselves, after all.

EDIT: Also, Tornado reduces HP to near-fatal levels, not 1 HP.
author=coolopotomus
Y'all silly. Just get yourself poisoned and run out the health. I don't think a move like 'Limit Glove' is meant to be used often, kind of like ff7's OP 7777 hp move.


This wouldn't work. Poison and Venom can kill you.
author=LockeZ
I recommend making it also either kill or fully heal the user (depending on how mean you're feeling).
Make it recover 1HP =D (1+1=2... man, maths are so useful!). And just in case, remove any altered stat that could make it to fall to 1HP again "automatically".

I'm asking the game to troll me ahahahahahaha!!
The only remotely reliable method of killing and reviving yourself to use Limit Glove at full power lies in Priscilla's Resuscitate ability which a) fails 25% of the time and b) only has a 20% chance of restoring only 1 HP.

Trust me when I say that Limit Glove's true use lies in areas that are completely optional (i.e. bonus dungeons). Enemies in these areas will commonly have much more than 9,999 HP and at that point, most of your characters will either be dealing the maximum or better (if you have the Key Item required to access the Break Damage Limit trait).

EDIT: And before anyone asks, no, Limit Glove is not affected by the Break Damage Limit trait.
UPDATED.

It is no longer possible to repeatedly use Limit Glove at full power.
author=WCouillard
UPDATED.

It is no longer possible to repeatedly use Limit Glove at full power.


Maybe one more update to change the name to Brink Handwrap. Thanks.
author=WCouillard
Deathbed Palmcover?


Win
Ah, I'm glad to see someone making blue magic not useless.
Pages: 1