DEALING WITH POISON

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Final Fantasy X has the best poison system I've seen. Actors always take 25% of their Max HP per turn (poison can kill). Enemies each have a predetermined poison damage (most of the games bosses are susceptible to poison, but it isn't obscenely powerful because of this).
On a related note, how does one balance antidote skills/items? You won't use them while fighting weak enemies as they'll die quickly and you can heal it afterwards and you won't use them against strong ones as they'll easily re-inflict poison anyways.
author=LightningLord2
On a related note, how does one balance antidote skills/items? You won't use them while fighting weak enemies as they'll die quickly and you can heal it afterwards and you won't use them against strong ones as they'll easily re-inflict poison anyways.


A concept I've been pondering for my own project for statuses in general is to give battlers temporary immunity (or maybe increased resistance) to a status (or class of statuses, for example one might lump together things like Stun, Paralyze, and Sleep) for a certain number of turns after they're inflicted with that status. That way you can't be permanently debilitated by an annoying status, and by the same token you can't rely on a status to gimp an entire boss fight--but you could make the boss susceptible enough to statuses that it's a worthwhile option to gain a few turns of advantage. And in the case you mention, it would allow you to know that using an antidote would save at least X turns of being damaged by the poison.
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