STATUS

Current project grants all party members a spell list and shared resource based on the selected member. Each member also has a unique custom skill for themself and can equip a Rune for spell access based on said Rune choice. 5 man party should = variety.

Posts

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Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
slash
APATHY IS FOR COWARDS
4158
I'm having a hard time picturing this based on the description, but varying resources can lead to each character getting a unique "feel" and that's fun :)
Marrend
Guardian of the Description Thread
21806
I'm personally having a bit of trouble figuring out this "shared resource based on the character selected" bit. Though, I suppose that could mean each character can provide (or has a method to provide) a resource that other characters use for their skills.
sjmorgan
Threatening someone over a 30 day ban.
1545
Alright, now that I have more space than the basic status window. You can designate a Link to the Magic World at any time in the menu. The Linked characters have unique spell sets that expand as they level and use the partys LP resource to cast those spells. That character provides the entire party with those spells so the Link is picked strategically for dungeons and boss fights.

The individual characters can each equip any one Rune you find or purchase when in the menu. These provide themed spells based on the Rune and the character uses their personal pool of MP to cast these spells.

Beyond this, each character has their own unique ability that no one else in the game will get.

So, in the end, any given party of five in combat has a list of spells from the Link, individual Runes and a unique ability to choose from.
You gave me an idea for gameplay that is kinda but not really similar.
There's a set number of elemental spells that the whole group can use every battle. Depending on who uses what spell, it has a different effect. So the warrior using the flame spell would add fire element to their sword, but the mage using it would do a pure fire magic attack and the healer using it would do an attack buff on the party. That kind of thing.

You'd have to be careful who used which element because it's a shared pool so if all the water element ran out you wouldn't be able to use healing spells for the rest of that battle.

Every boss killed or level up or something like that would increase the amount of the pool a bit so that as battles get tougher, you'd have more magic to bandy around. And perhaps if enough of an element gets used in a row, there'd be a super buff on the next use. So if you use 4 water magics (water sword, heal all, restore mana, splash) then the next use of it would make a super use (so the skills would upgrade to, say, water sword all, heal all plus, mana reincarnation, waterfall), and you could save that element to use at another time.

Just throwing out ideas that suddenly jumped in my head. I might use it but it seems like an interesting system.
sjmorgan
Threatening someone over a 30 day ban.
1545
The idea of chaining a % boost or other boons based on # of party members using spells with an affinity to each other is definitely interesting. Not something I want to personally tackle here, but I do like it.

I already have my spell base damage, int modifiers, and scaling by level damage balanced for every party spell in this game.

Example ((60*a.int/30)+(a.level*a.int/30/2))*(255-b.mdf)/256

This formula knows 30 is average intelligence and makes sure the base damage at the beginning is enhanced or lowered based on the intelligence of a given caster.

The second part is the scaling damage, which is affected by the characters level. I balanced scaling by coming up with a solid level 99 scaling bonus sum for tier for tier 1 spells with a mod for all target and mod for secondary effects included. Higher tier spells were done the same way but at 2X, 3X, ect for the level 99 test equation. My goal was to find the right * or / modifier at the end of the scaling damage to = the guideline sum I wanted.

The last part of the equation is a soak value magic defense modifier. More magic defense = % of damage negated.

I think tossing chain elemental bonuses in would skew the damage formulas existing balance since I was careful to balance spells far better than in past projects + I don't want to promote a lack of variety in rune use since each member gets one!

It's a great idea for something outside of this project honestly. Anything that rewards players using strategies is nice.
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