SHARE YOUR SKILLS/BATTLE ABILITIES AND BATTLE FORMULAS.
Posts
I think I understand the concept behind six different strikes, each one a different element, but I also see where Max is coming from. Each elemental strike should have a different animation. If a single element has, X frames associated to it, the entire animation would have X multiplied by 6 frames.
Knights of the Round had a really long animation, probably too long for it's own good. Gamers suffered through it, because A) each of it's thirteen hits dealt a little less than 10,000 damage and B) it looked awesome (for it's day). Can the same be said of Prismatic Strike? I'm thinking no, but I don't know the details.
Knights of the Round had a really long animation, probably too long for it's own good. Gamers suffered through it, because A) each of it's thirteen hits dealt a little less than 10,000 damage and B) it looked awesome (for it's day). Can the same be said of Prismatic Strike? I'm thinking no, but I don't know the details.
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
Well, hey. If this is supposed to be for real, might as well cuntpaste some stuff in that I've posted elsewhere.
The skillsets in Iniquity and Vindication are designed to make you want to not use the same ability multiple times in a row, usually. I do this using cooldowns, short status effects that make other moves work better, and longer status effects that make the ability less useful once the status is already applied. All status effects and other effects are 100% hitrate.
Here are all the skills of two of the characters. I am in the process of working on two others. I've kind of categorized them a bit.
James's Skills
Basic techniques: (free skills)
Attack - power 10, can critically hit (James is the only character with a normal attack so far.)
Chakra - restore 15 MP and a small amount of HP, and defend until next round
Dark techniques: (dark-elem single target with penalties)
Silhouette - power 15, delays James's next turn, 19 MP
Hate Wave - power 13, costs 10% of max HP, 0 MP
Ebon Defilement - power 25, raises enemy's pdef & mdef by 50% for 1 round, 2 round cooldown, 33 MP
Black Payment - power 20, revives all fallen allies, stuns James for 3 rounds, usable once per battle, 65 MP
Sword of Midnight - power 8, absorbs HP, lowers James's mdef by 25% for 2 rounds, 36 MP
Dire Gambit - power 20, only usable at <10% HP, 12 MP
Sword techniques: (multi target)
Preemptive Strike - power 7, hits all enemies that have full HP, 40 MP
Wind Crash - power 4, hits all enemies, wind elemental, all enemies and allies resist wind 33% for 3 rounds afterwards, 30 MP
Wide Curtain - power 5, hits all enemies, 5 round cooldown, 28 MP
Shockwave - Blade Beam style, power 10 versus main target, power 2 versus all other targets, 33 MP
Thunder Clap - power 3, hits all enemies, lightning elemental, delays all enemies' next turn, 1 round cooldown, 40 MP
Opposite Metal - power 4, hits n+1 random targets where n is the number of enemies, 3 round cooldown, 26 MP
Martial techniques: (non-elem single target)
Stunstrike - power 5, stuns enemy for a fraction of a round, 4 round cooldown, 30 MP
Face Smash - power 9, lowers enemy's pdef by 33% for 1 round, 3 round cooldown, 25 MP
Pimpslap - power 12, silences the bitch for 2 rounds, 7 round cooldown, 18 MP
Colossal Fist - power 18, 3 round cooldown, 32 MP
Flash Strike - power 4, next turn comes twice as fast, no MP cost
Knuckle Remedy - power 10 + (x * 4), negates all debuffs on the enemy, deals more damage per effect, 16 MP
Ki techniques: (non-damaging)
Power Absorb - Lowers one enemy's att by 25%, raises James's att by 25%, lasts 3 rounds, usable once per battle, 15 MP
Blotted Life - Sacrifice 10% of own max HP to restore 25% of own max MP
Inspiration - Increases maximum HP of all allies by 33% for 5 rounds, 19 MP
Second Wind - Immediately resets all cooldowns of one ally, usable once per battle, 5 MP
Rallying Cry - Increases attack of all allies by 40% for 3 rounds, only usable below 50% HP, usable once per battle, 10 MP
Unending Energy - Increases James's attack by 30% and causes all skills to cost 0 MP for 3 rounds, no MP cost
Dak's Skills
Arcane techniques: (mana regeneration)
Mana Tap - Deal minor physical damage to the enemy, gaining MP equal to damage dealt
Focus - Gradually regenerate MP until the next time Dak is struck, and defend for one round
Overdose - Fully restore Dak's HP and MP, but lower his magic and healing stats by 40% for 5 rounds
Manastorm - Silence all enemies for 1 round and restore 10% of Dak's mana, usable once per battle
Support techniques: (status effects on enemies or allies)
Energize - Raise an ally's attack by 50% for 3 rounds, 11 MP
Debilitate - Cause an enemy to become weak (+33% damage) to a random element for 4 rounds, 52 MP
Dust Cloud - Blind all enemies for 1 round, 40 MP, once per battle
Entangling Vines - Slow a foe's turns by 25% and damage it over time, wears off if the target is damaged by any other ability, lasts 10 rounds max, 20 MP, usable once per battle
Protect - Increase an ally's physical defense for 5 rounds (you have 4 party members at a time), 16 MP
Elemental techniques: (single-target elemental damage)
Flare - Power 10, fire elemental, inflicts fire damage over time for 3 rounds, 2 round cooldown, 30 MP
Shard - Power 10, ice elemental, delay's enemy's next turn, 2 round cooldown, 30 MP
Windstorm - Power 10, wind elemental, lowers enemy's magic defense by 25% for 2 rounds, 2 round cooldown
Acid Rain - Power 8, toxic elemental, inflicts toxic damage over time for 6 rounds, 48 MP
Bolt - Power 15, lightning elemental, stuns enemy for a fraction of a round, 7 round cooldown, 60 MP
Restorative techniques: (healing)
Healing Wave - Heals one ally for a large amount and all other allies for 30% as much, 55 MP, 2 round cooldown
Healing Wind - Heal an ally and increase Dak's magic attack power (not healing power) by 33% for 2 rounds, 38 MP
Flickering Life - Revive a fallen ally with full HP but cause it to take heavy fire damage over time for 3 rounds, 110 MP, usable once per battle
Earthmending - Increase the effect of healing spells on the target for 8 rounds, 65 MP
Agent 5's Skills
Reload
Reload - Ammo for all types of shots is replenished. Also defends until next turn.
Corrosive Shot Techniques: (Use corrosive ammo - only one corrosive shot technique can be used before reloading)
Cobra Sting - Power 10, toxic elemental, inflicts toxic damage over time for 12 rounds
Pierce Armor - Power 10, increases target's physical damage taken by 10% for 6 rounds
Festering Shot - Power 10, toxic elemental, decreases healing taken by target by 50% for 6 rounds
Launch Badger - Deals physical damage over time for 8 rounds, total damage is equal to a power 25 attack
Disruptive Shot Techniques: (Use disruptive ammo - only one disruptive shot technique can be used before reloading)
Seraph Shot - Power 10, increases user's magic defense by 15% for 6 rounds
Crippling Shot - Power 10, lowers target's physical attack power by 15% for 6 rounds
Stunshot - Power 3, lightning elemental, stuns enemy for a fraction of a round
Glitterbang - Power 2, hits all enemies, grants minor HP regeneration to party for 6 rounds
Sure Shot Techniques: (Use sure ammo - only one sure shot technique can be used before reloading)
True Aim - Power 15
Detonate - Power 5, fire elemental, hits all enemies
The skillsets in Iniquity and Vindication are designed to make you want to not use the same ability multiple times in a row, usually. I do this using cooldowns, short status effects that make other moves work better, and longer status effects that make the ability less useful once the status is already applied. All status effects and other effects are 100% hitrate.
Here are all the skills of two of the characters. I am in the process of working on two others. I've kind of categorized them a bit.
James's Skills
Basic techniques: (free skills)
Attack - power 10, can critically hit (James is the only character with a normal attack so far.)
Chakra - restore 15 MP and a small amount of HP, and defend until next round
Dark techniques: (dark-elem single target with penalties)
Silhouette - power 15, delays James's next turn, 19 MP
Hate Wave - power 13, costs 10% of max HP, 0 MP
Ebon Defilement - power 25, raises enemy's pdef & mdef by 50% for 1 round, 2 round cooldown, 33 MP
Black Payment - power 20, revives all fallen allies, stuns James for 3 rounds, usable once per battle, 65 MP
Sword of Midnight - power 8, absorbs HP, lowers James's mdef by 25% for 2 rounds, 36 MP
Dire Gambit - power 20, only usable at <10% HP, 12 MP
Sword techniques: (multi target)
Preemptive Strike - power 7, hits all enemies that have full HP, 40 MP
Wind Crash - power 4, hits all enemies, wind elemental, all enemies and allies resist wind 33% for 3 rounds afterwards, 30 MP
Wide Curtain - power 5, hits all enemies, 5 round cooldown, 28 MP
Shockwave - Blade Beam style, power 10 versus main target, power 2 versus all other targets, 33 MP
Thunder Clap - power 3, hits all enemies, lightning elemental, delays all enemies' next turn, 1 round cooldown, 40 MP
Opposite Metal - power 4, hits n+1 random targets where n is the number of enemies, 3 round cooldown, 26 MP
Martial techniques: (non-elem single target)
Stunstrike - power 5, stuns enemy for a fraction of a round, 4 round cooldown, 30 MP
Face Smash - power 9, lowers enemy's pdef by 33% for 1 round, 3 round cooldown, 25 MP
Pimpslap - power 12, silences the bitch for 2 rounds, 7 round cooldown, 18 MP
Colossal Fist - power 18, 3 round cooldown, 32 MP
Flash Strike - power 4, next turn comes twice as fast, no MP cost
Knuckle Remedy - power 10 + (x * 4), negates all debuffs on the enemy, deals more damage per effect, 16 MP
Ki techniques: (non-damaging)
Power Absorb - Lowers one enemy's att by 25%, raises James's att by 25%, lasts 3 rounds, usable once per battle, 15 MP
Blotted Life - Sacrifice 10% of own max HP to restore 25% of own max MP
Inspiration - Increases maximum HP of all allies by 33% for 5 rounds, 19 MP
Second Wind - Immediately resets all cooldowns of one ally, usable once per battle, 5 MP
Rallying Cry - Increases attack of all allies by 40% for 3 rounds, only usable below 50% HP, usable once per battle, 10 MP
Unending Energy - Increases James's attack by 30% and causes all skills to cost 0 MP for 3 rounds, no MP cost
Dak's Skills
Arcane techniques: (mana regeneration)
Mana Tap - Deal minor physical damage to the enemy, gaining MP equal to damage dealt
Focus - Gradually regenerate MP until the next time Dak is struck, and defend for one round
Overdose - Fully restore Dak's HP and MP, but lower his magic and healing stats by 40% for 5 rounds
Manastorm - Silence all enemies for 1 round and restore 10% of Dak's mana, usable once per battle
Support techniques: (status effects on enemies or allies)
Energize - Raise an ally's attack by 50% for 3 rounds, 11 MP
Debilitate - Cause an enemy to become weak (+33% damage) to a random element for 4 rounds, 52 MP
Dust Cloud - Blind all enemies for 1 round, 40 MP, once per battle
Entangling Vines - Slow a foe's turns by 25% and damage it over time, wears off if the target is damaged by any other ability, lasts 10 rounds max, 20 MP, usable once per battle
Protect - Increase an ally's physical defense for 5 rounds (you have 4 party members at a time), 16 MP
Elemental techniques: (single-target elemental damage)
Flare - Power 10, fire elemental, inflicts fire damage over time for 3 rounds, 2 round cooldown, 30 MP
Shard - Power 10, ice elemental, delay's enemy's next turn, 2 round cooldown, 30 MP
Windstorm - Power 10, wind elemental, lowers enemy's magic defense by 25% for 2 rounds, 2 round cooldown
Acid Rain - Power 8, toxic elemental, inflicts toxic damage over time for 6 rounds, 48 MP
Bolt - Power 15, lightning elemental, stuns enemy for a fraction of a round, 7 round cooldown, 60 MP
Restorative techniques: (healing)
Healing Wave - Heals one ally for a large amount and all other allies for 30% as much, 55 MP, 2 round cooldown
Healing Wind - Heal an ally and increase Dak's magic attack power (not healing power) by 33% for 2 rounds, 38 MP
Flickering Life - Revive a fallen ally with full HP but cause it to take heavy fire damage over time for 3 rounds, 110 MP, usable once per battle
Earthmending - Increase the effect of healing spells on the target for 8 rounds, 65 MP
Agent 5's Skills
Reload
Reload - Ammo for all types of shots is replenished. Also defends until next turn.
Corrosive Shot Techniques: (Use corrosive ammo - only one corrosive shot technique can be used before reloading)
Cobra Sting - Power 10, toxic elemental, inflicts toxic damage over time for 12 rounds
Pierce Armor - Power 10, increases target's physical damage taken by 10% for 6 rounds
Festering Shot - Power 10, toxic elemental, decreases healing taken by target by 50% for 6 rounds
Launch Badger - Deals physical damage over time for 8 rounds, total damage is equal to a power 25 attack
Disruptive Shot Techniques: (Use disruptive ammo - only one disruptive shot technique can be used before reloading)
Seraph Shot - Power 10, increases user's magic defense by 15% for 6 rounds
Crippling Shot - Power 10, lowers target's physical attack power by 15% for 6 rounds
Stunshot - Power 3, lightning elemental, stuns enemy for a fraction of a round
Glitterbang - Power 2, hits all enemies, grants minor HP regeneration to party for 6 rounds
Sure Shot Techniques: (Use sure ammo - only one sure shot technique can be used before reloading)
True Aim - Power 15
Detonate - Power 5, fire elemental, hits all enemies
I swear, I saw that list of LockeZ's somewhere else. Or a list that looks very close to it. Was it on the old thread that had a similar title that was locked?
*Edit: Flickering Fire looks especially familiar, somehow.
*Edit: Flickering Fire looks especially familiar, somehow.
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
Yeah, two of those three characters' skillsets were in the old semi-joke thread that got locked.
Well, hey. If this is supposed to be for real, might as well cuntpaste some stuff in that I've posted elsewhere.
o.O
That...is a disturbing typo.
Anyway, Lockez, will read and comment on your mountain of skills later.
@LockeZ:
I didn't read all of them, but from I did read combined with what you've said about your views on game design, I think there's something you're doing wrong.
All of these skills are based on negatives. Everything has a cooldown, or damages you, or does less damage each time you use it, etc. The problem with this is that a good strategy equates to "not getting fucked over by the negative effects", rather than "using the positive effects you your advantage". With your build, players have to use different attacks each turn, but it's not because they WANT to ro feel it's the better option, it's because if they DON'T then they're going to start kicking their own ass. The only cool tricks that you can pull of with these moves involve avoiding the negative consequences of actions, which is a cool tactic when a) it's not normal or b) the resulting effect is something amazing, but here everything seems to be based around not burning yourself out.
It looks like Dak is a lot better about this than the other two, but the first guy is just based on this stuff and the last one is kind of arbitrarily limited.
I didn't read all of them, but from I did read combined with what you've said about your views on game design, I think there's something you're doing wrong.
All of these skills are based on negatives. Everything has a cooldown, or damages you, or does less damage each time you use it, etc. The problem with this is that a good strategy equates to "not getting fucked over by the negative effects", rather than "using the positive effects you your advantage". With your build, players have to use different attacks each turn, but it's not because they WANT to ro feel it's the better option, it's because if they DON'T then they're going to start kicking their own ass. The only cool tricks that you can pull of with these moves involve avoiding the negative consequences of actions, which is a cool tactic when a) it's not normal or b) the resulting effect is something amazing, but here everything seems to be based around not burning yourself out.
It looks like Dak is a lot better about this than the other two, but the first guy is just based on this stuff and the last one is kind of arbitrarily limited.
Since I am working on my game now, I have came up with all sorts of fantastic ideas!
(Final Fantasy is my inspiration!). I will share some skills. :3
These use BEM PTB for VX.
Gravity- Reduces HP of one opponent by 1/4.
Jumper Strike- Jumps up in the air and strike downward to deal a critical strike.
Flying Strike- Throws a weapon at your opponent and causes bleed.(Does not dispose of weapon.)
Donate- Empties MP gauge to refill one party member's.
Justice- Heal one party member fully at the cost of all your SP, without wasting a turn.
Still working on better skills.
(Final Fantasy is my inspiration!). I will share some skills. :3
These use BEM PTB for VX.
Gravity- Reduces HP of one opponent by 1/4.
Jumper Strike- Jumps up in the air and strike downward to deal a critical strike.
Flying Strike- Throws a weapon at your opponent and causes bleed.(Does not dispose of weapon.)
Donate- Empties MP gauge to refill one party member's.
Justice- Heal one party member fully at the cost of all your SP, without wasting a turn.
Still working on better skills.
Name: Relinquish Pain
Range: non-caster ally
MP cost: ?
Description: Transfer's caster's health to target's health and/or mana (Health has a higher priority, and the caster can't fall below 1 HP). The caster's health is then restored by a small amount.
Quote (optional): "Relinquish your pain onto me!"
Full disclosure: I've cheated tech like this in a number of Strategy-Tatcial RPGs over the years, and I know how borken a Cleric/Healer class can get with this. Saying that, I just think it would be really interesting to see this happen.
Range: non-caster ally
MP cost: ?
Description: Transfer's caster's health to target's health and/or mana (Health has a higher priority, and the caster can't fall below 1 HP). The caster's health is then restored by a small amount.
Quote (optional): "Relinquish your pain onto me!"
Full disclosure: I've cheated tech like this in a number of Strategy-Tatcial RPGs over the years, and I know how borken a Cleric/Healer class can get with this. Saying that, I just think it would be really interesting to see this happen.
I was trying to make a skill that if you have berserk on, you have a 25% chance of the positive effect staying on, while not being able to control your character, goes off.
Manicscout (Odd name, oh well)
What it would do, is that it'd give a character a 25% chance to recovering from Berserk, while still keeping the speed and power boost that my Berserk gave, and it would allow for the Manicscout's ability to kick in.
Savage Strike: +75 added on to the Speed and power boost Berserk awards, for one big attack and has a 10% chance to cause Berserk to 1 enemy.
Manicscout (Odd name, oh well)
What it would do, is that it'd give a character a 25% chance to recovering from Berserk, while still keeping the speed and power boost that my Berserk gave, and it would allow for the Manicscout's ability to kick in.
Savage Strike: +75 added on to the Speed and power boost Berserk awards, for one big attack and has a 10% chance to cause Berserk to 1 enemy.
Manicscout (Odd name, oh well)
What it would do, is that it'd give a character a 25% chance to recovering from Berserk, while still keeping the speed and power boost that my Berserk gave, and it would allow for the Manicscout's ability to kick in.
I don't know about the 25% bit, but I think I know how that kind of skill could be emulated in VX. I would code it as a recovery spell that removes the "Berserk" condition from an ally, and applies a different condition that has the same stat buffs that Bersker has, but without the uncontrollably that "Berserk" is known for.
However, with what I have in mind, the skill doesn't necessarily "check" to see if the "Berserk" condition has been applied.
Extravasation = Temporary destroys HP in percentage
(every second)
Obliteration = Temporary decreases HP in percentage, and it uses Physical element
(every second)
Reflection = Temporary reflects attack in percentage
(on every hit you take from the enemy)
Desolation = Temporary absorbs your HP and gives it to your enemy in percentage
(on every hit you give to the enemy)
Assimilation = Temporary absorbs your MP and gives it to your enemy in percentage
(on every hit you give to the enemy)
Demention = Temporary decreases your magic defense and physical defense in percentage.
(on every hit you take from the enemy)
Infestation = Temporary decreases your HP and also MP
(every second)
Disturbation = Makes you miss more in percentage
(on every hit you give to the enemy)
I hope you like it.
(every second)
Obliteration = Temporary decreases HP in percentage, and it uses Physical element
(every second)
Reflection = Temporary reflects attack in percentage
(on every hit you take from the enemy)
Desolation = Temporary absorbs your HP and gives it to your enemy in percentage
(on every hit you give to the enemy)
Assimilation = Temporary absorbs your MP and gives it to your enemy in percentage
(on every hit you give to the enemy)
Demention = Temporary decreases your magic defense and physical defense in percentage.
(on every hit you take from the enemy)
Infestation = Temporary decreases your HP and also MP
(every second)
Disturbation = Makes you miss more in percentage
(on every hit you give to the enemy)
I hope you like it.


















