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The Offensive Gear Overhaul (and some other notes)
WCouillard- 01/23/2013 01:55 PM
- 770 views
Just like I did before with all of the game's defensive gear, I am now overhauling all of the game's offensive gear!
There are a LOT more weapons in the game now, and there are many more special effects on them. Their stats have all been lowered as a general rule, and no weapon in the game will be incredibly overpowered as far as their attack power stat increase or their overall effects (for example, Lightbringer in FFVI came with a +7 increase to every stat, MP Critical, randomly cast Holy, and a 255 attack power stat, O_O).
The names of a lot of weapons in this game were originally lifted from FFVI, since I was using their statistics as a base, but I've since gone in and made sure I've included weapon names from many different Final Fantasy games. I also felt I should increase the number of weapons in each category to accommodate the large number of sidequest/reward areas the game will have. Nobody wants to keep getting Potions in chests over and over, amirite? For example, there were 15 weapons in the sword category before, and now there are 30. Some weapon types will not see many changes, as some characters are specialized in a certain weapon type (claws, bows) so there's no need to keep adding more to them.
On the subject of characters, the types of weapons each character can equip may be changing. I had come to the realization that swords had the most weapon slots in the game at 15, and only two characters could use swords, heh. For instance, Cid can now use Swords as well as Daggers, and Wedge can now use Daggers instead of Rods, if the player wishes.
Dajh and Lyra, being a Blue Mage and Red Mage, respectively, have had their weapon options greatly expanded. Reeve can now use Knight Swords, but will be unable to use Jump unless equipped with a Spear (Limit Breaks involving Jump remain unaffected by this).
I also took another look at some of the skills, and decided to cut a few Aeon summons, and add in some new replacements.
REMOVED AEONS
Catoblepas (Demon Eye): Inflicting Petrify on all enemies at once was a little cheap (instant victory).
Tonberry King (Chef's Knife): The damage formula required too much effort to make it a viable choice.
NEW AEONS
Madeen (Terra Homing): Deals magical damage on all enemies.
Valefor (Energy Blast): Deals magical damage on all enemies. If playing the ATB version of the game, Energy Blast can reduce the ATB charge of enemy targets. If playing the non-ATB version of the game, Enery Blast has a chance to inflict Slow on enemy targets.
Both Madeen and Valefor are Nethicite Aeons, making them available to any character.
There are a LOT more weapons in the game now, and there are many more special effects on them. Their stats have all been lowered as a general rule, and no weapon in the game will be incredibly overpowered as far as their attack power stat increase or their overall effects (for example, Lightbringer in FFVI came with a +7 increase to every stat, MP Critical, randomly cast Holy, and a 255 attack power stat, O_O).
The names of a lot of weapons in this game were originally lifted from FFVI, since I was using their statistics as a base, but I've since gone in and made sure I've included weapon names from many different Final Fantasy games. I also felt I should increase the number of weapons in each category to accommodate the large number of sidequest/reward areas the game will have. Nobody wants to keep getting Potions in chests over and over, amirite? For example, there were 15 weapons in the sword category before, and now there are 30. Some weapon types will not see many changes, as some characters are specialized in a certain weapon type (claws, bows) so there's no need to keep adding more to them.
On the subject of characters, the types of weapons each character can equip may be changing. I had come to the realization that swords had the most weapon slots in the game at 15, and only two characters could use swords, heh. For instance, Cid can now use Swords as well as Daggers, and Wedge can now use Daggers instead of Rods, if the player wishes.
Dajh and Lyra, being a Blue Mage and Red Mage, respectively, have had their weapon options greatly expanded. Reeve can now use Knight Swords, but will be unable to use Jump unless equipped with a Spear (Limit Breaks involving Jump remain unaffected by this).
I also took another look at some of the skills, and decided to cut a few Aeon summons, and add in some new replacements.
REMOVED AEONS
Catoblepas (Demon Eye): Inflicting Petrify on all enemies at once was a little cheap (instant victory).
Tonberry King (Chef's Knife): The damage formula required too much effort to make it a viable choice.
NEW AEONS
Madeen (Terra Homing): Deals magical damage on all enemies.
Valefor (Energy Blast): Deals magical damage on all enemies. If playing the ATB version of the game, Energy Blast can reduce the ATB charge of enemy targets. If playing the non-ATB version of the game, Enery Blast has a chance to inflict Slow on enemy targets.
Both Madeen and Valefor are Nethicite Aeons, making them available to any character.
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