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One of the many different custom builds you can make. I call this one, magi-tank.
  • Gredge109
  • Added: 04/06/2016 03:36 AM
  • Last updated: 01/27/2026 03:13 AM
  • 4484 views

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Pages: 1
Natalie's Spellsword? Please tell me that there is/will be a Peace Sword somewhere in this game.
That may or may not be the same Natalie. (She wouldn't be getting the peace ending, that's for sure!)

Peace sword, hmmm. I'm not sure our heroes would be peaceful enough to lift it, but maybe... just maybe...
Now that I think about it, those seem to be all command skills besides Magic Realignment/Certificate of Tankability. Are there equipment that give passives (I'm not talking about element resist)?
Passive abilities or stats? Right now stats come from right and left hand weapons and augments. So that sword is +7 MAT and the volcanic armor is a fire resist and 5 def (off the top of my head). The tank certificate buffs Max HP. Spell rings only add a single skill and don't affect stats at all.

As far as passive abilities (e.g., auto-regen or something), I haven't really added those, yet I may consider it down the road. I'm trying to push a lot into active skills, so shields have an attention grabbing skill and a skill that will raise defense (except in the case of a unique shield), a focus off-hand raises Magic dmg resist, weakens enemy MAT and MDF for a turn, etc.
I take it a one-time auto-revive accessory would be too powerful?

Yep, passives such as auto-regen, start the battle by auto-casting a buff on self, immunity to a status, increased critical hit chance, endure (survive with 1 HP once per battle), chance to counterattack when struck, drain (restore a percentage of HP based on the damage your attacks do), attacks gain a status property (chance to stun/inflict status effect/debuff), skills/spells do extra damage but cost more, etc.

I'd also be interested in an accessory that reduces your max HP/reduces your defenses for greatly improved damage proficiency. Basically, a "squishy mage" build though it doesn't necessarily have to lean towards magic. I'm quite fond of high-risk, high-reward. There could also be an accessory that halves the effectiveness of healing on the equipped character and compensates with... something.

As for command skills, a blood spell would be cool. Instead of MP, it would cost HP.
Those are all really cool ideas! I like 'em. Some of them are already in the game, such as the sacrifice idea: in my current run, Sally is equipped with a high damage axe and running these augments that remove her def and HP, but increases agility and attack. She's definitely my "get in there and wreck things, physically" character! Most of my augments, in fact, function with some sort of sacrifice (e.g., sacrifice max HP for MP, or DEF for M.DEF, etc). The characters all start with the same baseline stats, so it's using these augments that you begin to see the stats fluctuate to where the character becomes more uniquely focused.

I really like those ideas and I've written some of 'em down. A few are already in the game in abilities: for example, Sword users get a base skill called Parry that makes them counter all phys. attacks for the turn, and works great along with the shield skill Clatter, which makes enemies more likely to attack you. So abilities playing off of each other are really fun for me.

I like those passive ideas and I'll see what I can do with 'em. I'll have to post a chart and some info soon of different skill ideas and concepts I have implemented, and you'll have to let me know what you think!



On a side note, I'm realizing how tricky (and fun!) a lot of this is. I always find myself tuning a skill, which results in me tuning my monsters, to tuning my augments, tuning a boss, to tweaking how status effects work, etc. It's pretty complex! The focus of this game is definitely on combat, so the more suggestions I have for the combat, the better!
When characters level up, do you get to pick where their stat points go or do you have them predetermined?

Sword users get a base skill called Parry that makes them counter all phys. attacks for the turn, and works great along with the shield skill Clatter, which makes enemies more likely to attack you. So abilities playing off of each other are really fun for me.
Ah, I didn't mean a state that nullifies all physical attacks directed at a certain target and then smacks the opposition for daring to get physical with them.

I meant along the lines of retaliate/revenge, where you have to get smacked and take damage before you counter. Rather than a "I'm prepared for your attacks", it's a "you hit me but I managed to hit you back because you're vulnerable after attacking".

In the same vein, I remembered that an opponent whose physical attack misses--perhaps due to overextending--is also open to a counter. Don't know what it would be called though. Opportunity? I suppose it wouldn't be as good as counter since it's harder to make your opponent miss an attack--even with evasion buff/accuracy nerf--than to get targeted/hit by one. Less chance of triggering. A boss that specializes in blinding/evasion buff would certainly appreciate it though. You would have to cure that status or debuff him or risk missing and getting countered.

I like those passive ideas and I'll see what I can do with 'em. I'll have to post a chart and some info soon of different skill ideas and concepts I have implemented, and you'll have to let me know what you think!
You bet I will!

Here are some nasty status effects:

Cursed: A status that prevents the afflicted from healing HP/MP until they're cured.

Lost: A condition where the target has been removed from the battle, probably via being sucked into a portal and teleported somewhere else. The character is Lost until the current battle ends. This isn't as bad for SMT (where it originates) since you should have replacement demons in reserve to summon in case of situations like this. But in this game, you only have 4 party members. I still think it can work like Seth's Desert Wind (Digital Devil Saga) attack which blows away one character. On the following turn, the character will return.

Polymorphed: The target has been turned into some other species, usually a weak one that has low stats, no skills, and likely to have a elemental weakness that the caster can now capitalize on.

Karma: The afflicted will take a percentage of the damage they dealt unless they're cured. This is particularly dangerous for high-damage dealers, especially ones that attack multiple targets. You too will suffer the pain you've inflicted on others.

However, this can also be one of those statuses that have a beneficial effect you can take advantage of. Karma isn't necessarily bad after all. Rather it's 'what you do to others will also be done to you'. So if a character with Karma heals a teammate, they too will be healed. Likewise for buffs/cures. While a clever mechanic, it does have the issue of being very tricky to code dual-wise though...

Life Link: A variant of Karma. Two targets have been linked together, whether it be an ally and enemy, two allies, or two enemies. It's not likely to be that last one though. Characters that are Linked, are essentially two people with a rope tied around and connecting them to each other. If either one falls, the other will get taken down with them. What this means RPG mechanic-wise is that if one character takes damage the other will take damage as well. If one is statused/cured/healed/buffed/debuffed/or KO-ed, the other is as well.

A boss that has linked with one of your party members is a dangerous one. Everything you do to the boss will also be done to the linked. If somehow you manage to acquire a method of inflicting a Life Link, you can apply it on your enemies to kill them easier. Like Karma though, this is a nightmare to code.
author=HikiNeet
When characters level up, do you get to pick where their stat points go or do you have them predetermined?


That was one of the things I decided early, that they've all got the same stats. It's the augments that shift 'em around. So they'll all have the same ATK, DEF, HP, etc, but the augments work off of that sacrifice system, so if you want to over-focus magic, that'll lower attack, raise max MP, and likewise if you go with tank, just for example, you'll have more HP but less MP, lower speed, etc. So far the system is working really well, I just gotta' put more augments into the game, and tweak how large the stat swings are.

So my goal is to do several play-through's with various roles/builds while I'm making it, and then I'll go through it and try to break the system. For example, spear users get a sweeping attack that hits all enemies but deals a little less than normal damage, so I want to see what happens if I try to play through an entire run with only spear weapons spamming sweep.


Here are some nasty status effects:


Good stuff, thanks for sharing! Gives me some good ideas. I can't script though, but I can probably use some of these.
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