General => Archives => Symbols of Rage => Topic started by: SentinalBlade on April 07, 2009, 04:42:46 pm
Title: SOR-Item Suggestions
Post by: SentinalBlade on April 07, 2009, 04:42:46 pm
RAWR!
Alright, i need some suggestions, and a public opinion on what should be done to some of the remaining items.
For the most part, the vanilla items dont coincid with SoR's Originality
So, i will list each new weapon, in its type, and present to you the ones that i will be replacing/changing greatly.
All knives behave as crossbows for purposes of firing. they do WP *SP damage, and have a range of 4 Knife - 4 WP Kunai - 7 WP Witch Dagger - 10 WP, Inflict Frog Flow of Grace - Water, 13 WP The Deserted - Fire, 16 WP Thunder Striker - Lightning, 18 WP
Catalysts are a second option for mages. They dissallow attacking, but you gain HP, MP, MA, or SP, to make up for it. It allows mages to get some extra attacks in, before resulting to whacking enemies with sticks. They currently do not have a graphic, and appear as katanas.
Bandages replace cloth. Being Painbreaker only, you are allowed to heal with a physical attack, rather then harm. Bandage - 7WP Wrap - 10 WP Gauze - WP 15
Guns ----------------- Crimson Ruination - 18 WP(remeber, guins use WP * WP), Fire Element
To focus on a broad range right now; I need Poles, Spears, Rods, revamped into a new weapon type, or new weapons for old types. I would like more Dictionaries and Flails
Chaos blade is going ot be changed; feel free to spitball what might happen to it.
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Post by: Skip Sandwich on April 07, 2009, 06:17:02 pm
as far as ranged weapons go, i've been experimenting with the following dynamic myself, it seems to work pretty well, each of the weapon types has a compelling reason to choose it over the other options, defense for spears, damage for books, flexibility for bows, and consistency for guns/xbows.
[weapons appearing in order of relative strength, from highest to lowest] Spears - Range 2, damage is PA * WP, may be wielded with one or two hands (its the only non range 1 weapon compatible with shield useage)
Books - Range 4, damage is MA * WP, forced two hands, chance to cast offensive spells on hit
Longbows - Range 6, damage is SP * WP, forced two hands, indirect fire, inflict negative status
Crossbows/Guns - Range 8, damage is WP * WP, forced two hands, unblockable
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Post by: SentinalBlade on April 07, 2009, 09:53:20 pm
Crossbows should have more WP than a gun, i presume? to compensate for teh shorter range?
I like that idea for books. and spells fire often enough(its a 60% chance now rather than 25%).
Longbows inflicting statuses? what would you suggest?
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Post by: Skip Sandwich on April 07, 2009, 10:23:57 pm
actually, in this system, guns are simply stronger crossbows with a graphic change (i.e. once guns come into the sceen, no new crossbows will ever appear, there are no rare crossbows either), they are otherwise identical in all respects, including range. this is because Books now occupy the niche that crossbows used to, and do a better job there then crossbows ever did.
As for Longbows, any physical status effect, like Don't Act, Don't Move, Poison, or a repaired Oil status should be apropriate. The ultimate bows might inflict charm or confusion on targets.
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Post by: Skip Sandwich on April 08, 2009, 08:43:17 am
alright, chaos blade swap ideas whatever replaces the chaos blade is going to need to be THE ultimate weapon of the patch, right? well, here are some ideas
in-game description Name(weapon type)- stats additional notes and comments
Though empty now, this bag is said to have once held all the evils of the world Pandora(Bag)- WP 1, Initial Petrify, Always Poison, Inflicts random positive and negative status on hit (100% status hit formula). This weapon functions like a weaker version of Kanbabrif's swords, what with the inherent negative status and the chance to inflict positive status as well as negative.
A powerful fiend resides within this sword, it grants great power, but drives the wielder to treachery and madness Cursed Sword(Sword)- WP 15, Always Confuse+Regen, PA +4, MA +4, SP +4, Move +2, Jump +2 The idea here is that you give up control of the unit in exchange for power, if the initial berserk bug also applies to the confuse status, then you get one turn with which to direct your unit's actions before loosing control, if the initial berserk bug doesn't apply, then you had better think long and hard before using this weapon, as it would be almost certain that the sword bearer would be one of the fastest things on the battlefield. This concept is also obviously not limited to being on a sword, but swords are the most widely equipable weapon type.
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Post by: SentinalBlade on April 15, 2009, 05:30:36 pm
Cursed Sword - Excellent!
I do like the idea of making crossbows morphable into updated guns. having a new weapon type halfway through the game feels odd, this will help smooth it.
Books will get the spell %, which is still 60% to hit, so they will keep a low WP.
Spears need a change, despite their usefullness, suggestions for new names or elements/effects?
Longbows will get a status from now on. can you get me a small list of some new bows/added effects/elements to old bows?
Elements end up playing a HUGE part later on. Every armor will strengthen or weaken something, and monsters have many a various weakness/strength that will hanker on the unprepared. That is mainly due to you skip, for making the early version of your monsters have alot of elemental points
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Post by: Skip Sandwich on April 15, 2009, 09:27:28 pm
thanks for the praise, I always thought that the elemental system just wasn't taken advantage of in vanilla, glad to see you thought similarly. as for some bows, here are a few ideas I think sound cool
Longbow- standard bow, wind element, inflict poison
Traitor's bow- cursed bow used in a failed coup, always undead, holy element, inflict undead
Flint bow- fires flint tipped arrows wrapped in oily rags, fire element, inflict oil
Copper bow- fires metal arrows with crude chemical batteries attached, thunder element, inflict don't act and don't move
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Post by: boomkick on April 15, 2009, 11:43:19 pm
Chaos Blade --> Kazebas (random name)
This is sword has 0 WP, 5% W Ev., and no stat boosts whatsoever. But this sword has a 25% chance to cast All Ultima (if it still exists, if it doesn't, then Instant death should suffice).
Wyrmhero Blade Very high WP, +2 PA. Always Silence.
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Post by: SentinalBlade on April 16, 2009, 12:12:09 am
Traitor's Bow, Copper Bow, Longbow, Wrymhero Blade are now in use.
Oil doesnt exist any longer; I removed it long before razele's ASM fix. Withered took its place; it prevents benificial status, such as protect or reraise.
Welcome back to posting in the SoR Forum, Boomkick
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Post by: Skip Sandwich on April 16, 2009, 08:32:48 am
Faerie bow- bow that fires arrows enchanted with faerie fire, fire element, inflict confusion
Heartbreaker- dark element, inflict charm
and crossbow/guns!
Bowgun- WP 4, no special effects
Crossbow- WP 5, no special effects
Ramada Gun- WP 6, no special effects
Night Killer- gun that fires silver bullets, WP 6, holy element
Hunters gun- a shotgun favored by hunters, WP 7, wind element
Mithril Gun- beautiful rifle with a barrel forged from mithril, WP 8, MA +1
Gastrifitus- a large-bore heavy rifle that must be braced with a bipod before firing, WP 12, earth element
:EDIT: changed WP of Gastrifitus from 10 to 12, as it seemed too low on later reflection.
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Post by: boomkick on April 16, 2009, 10:48:07 am
Thanks Sentinel,
Change the name Unavoidable to something else, Like Deathbringer or so forth and put the unavoidable attack part in the description.
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Post by: SentinalBlade on April 16, 2009, 04:14:27 pm
SureStrike? im mainly out of names, after coming up with alot of the ones in SoR, and giving a few of the betters ones to mercenaries and CoP(going to delita's new class and several skills in generics, respectlivly)
I like those changes; itl give me the chance ot take Crimson Ruination down from 18 WP to probably 14 . it used to not be as unique as other guns without alot of WP, but if it was lower WP stone gun or such would outshine it.
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Post by: boomkick on April 16, 2009, 06:27:54 pm
Meticulous Blade?
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Post by: Skip Sandwich on April 16, 2009, 06:31:37 pm
Crimson Runation --> Senryu
called the revolving dragon for its three barrels, this rapid-fire gun is capable of creating a storm of fire Senryu- WP 10, Fire element, 60% chance of casting double tap
Double Tap- triple attack effect, fire element, deals (weapon) damage with a 60% chance of casting Hat Trick
Hat Trick- repeating fist effect, fire element, deals WP * WP damage
average damage works out to 196 damage on a neutral compat target, but its max damage is just 24 points less then the single shot 18WP version you had before (300 compared to 324). The absolute lowest WP you can set it to while still maintaining an average damage equal or or greater then that of the Gastrifitus is WP 9 (158 average, 243 max)
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Post by: SentinalBlade on April 21, 2009, 07:49:40 pm
Nice boomkick, i will use that
Crimson ruination... i do like that name to much... Creating runes by fire never sounded so exotic....
your idea for senryu gave me a good idea for some lances though.
Tiamat being top-teir... each respective elemental head gettings its own ability.
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Post by: Poco Loco on April 29, 2009, 07:56:40 pm
here is an idea for an axe
Vulcan's Axe - 20 WP, 40 Evade (or Vulcan Axe its up to you) Earth elemental
you should also make more spears
here are a few
Serpent 's Spear - 24 WP, inflicts poison (immune to poison) Leviathan - 35 WP, Water elemental (randomly casts water) (absorb water) (1/2 ice and fire damage) (double lightning damage recieved) Divine Justice - 41 WP, Holy elemental (randomly casts holy) (absorb holy) (1/2 dark damage)
these are like the stronger weapons seeing as how spears and axes are heavily over-looked in the game
I'll come up with some more later
but give me a weapon class and I'll think of something sick
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Post by: SilvasRuin on April 29, 2009, 08:32:13 pm
Why would a weapon named after Vulcan deal earth damage rather than fire? The connection to earth is loose at best, only being the minerals and metals one would work with in a forge. The connection to fire is so much stronger.
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Post by: SentinalBlade on April 29, 2009, 09:17:51 pm
Vulcan referring to pagan term? Volcano is a more earth term, Vulcan is pagan or something for Volcano. the fire spewing out of the Volcano would be fire element, but the container would be earth.
I do see silvas's point though, and not everyones going ot catch that relation.
I also like the serpents spear and Divine Justice. though, none of the weapons go past 30 WP(you will eventually rely on equipment to boost your PA into uber range). ill adjust them and include them in 0.07
Only thing i need to do is find out whats causing the wraith sprite to dissapear... ifi cant figure it out in another 30 minutes, im releasing as is.
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Post by: SilvasRuin on April 29, 2009, 09:28:38 pm
Unless I'm remembering incorrectly, Vulcan is the Roman god of the forge, known as Hephaestus in Greek. And volcanoes. A forge and a volcano both sound like fire to me. The other connections they may have seem like a stretch.
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Post by: SentinalBlade on April 29, 2009, 10:07:23 pm
My thoughts exactly, No one really thinks purely earth with the word vulcan(although if you look at it literally in the dictionary, in fact some interpret it into a cannon with lots of force). Itd be best in this situation to use another word.
would you suggest anything silvas? i need more earth element weapons.
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Post by: SilvasRuin on April 29, 2009, 10:35:39 pm
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Post by: Poco Loco on April 29, 2009, 11:03:47 pm
I meant to put fire as my correction but it didn't go through and I had to step out srry
but yea fire lol
as for an Earth Axe I guess Titan Axe would be a better name
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Post by: Skip Sandwich on August 10, 2009, 04:35:23 am
Flails! damage formula: random PA-based damage (the default)
This toy is a favorite among travelers, because it's sturdy design allows it to be used as weapon in a pinch, with surprising effectiveness Kendama (Flail)- WP 9, may reset target's ct to 00
This clerical tool is used during rituals to spread sacred smoke Censer (Flail)- WP 12, holy element, may reset target ct
This flail makes a distinctive shrieking noise when spun, in order to intimidate the enemy Screamer (Flail)- WP 16, wind element, may reset target ct to 00
This flail is given to an alchemist upon their graduation, it's design evokes the image of a streaking comet Starry Night (Flail)- WP 24, Ice element, may reset target ct to 00
This grim lantern is carried by the monster Tonberry, it's flame grows brighter as the wielder nears death... Everyone's Grudge (Flail)- Deals damage equal to the difference between the wielder's max - current hp, Dark element, Always: Poison
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Post by: FFMaster on August 12, 2009, 07:00:13 am
Quote from: "Skip Sandwich" This grim lantern is carried by the monster Tonberry, it's flame grows brighter as the wielder nears death... Everyone's Grudge (Flail)- Deals damage equal to the difference between the wielder's max - current hp, Dark element, Always: Poison
If that is possible, please add that in. Brilliant idea.
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Post by: SentinalBlade on August 13, 2009, 11:05:38 pm
I like the concept on flails. CT 00 would definatly be a nice change of pace and reason to use them. the 100% hit seems kinda like it could go on other weapons.
The last one is definatly going in. im pretty sure its possible, but thats to good an idea, ill force it in >:)
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Post by: Skip Sandwich on August 14, 2009, 12:02:50 am
Poles- Formula PA * WP, Forced 2-hands, range 2, Wev 30%, linear attack
Just a sturdy stick, like any you'd find on the ground Cypress Stick (Pole)- WP 6, Jump +2
A carved staff suited for self-defense Battle Bamboo (Pole)- WP 7, Jump +2, earth element
The wood for this staff was taken from a tree felled by lighting, even now, the faint smell of thunder lingers on Jujube Staff (Pole)- WP 8, Jump +2, thunder element
An iron ladle with an elongated handle, favored by those with a passion for cooking Big Dipper (Pole)- WP 9, Jump +2, fire element
This metal staff breaks into 3 sections, increasing it's reach Monkey Staff (Pole)- WP 10, Jump +2, range 3
This grim-looking staff is made from human bones, and is specially blessed to put the undead back to rest Ivory Rest (Pole)- WP 11, Jump +2, holy element, cancels: undead, blood suck
This staff can break into 8 separate sections, vastly increasing it's reach Octagon Rod (Pole)- WP 10, Jump +4, range 6
Legendary staff capable of growing to any size Goku Staff (Pole)-WP 12, Jump +6, range 9, earth element
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Post by: crystal on August 14, 2009, 05:34:00 am
How about making rapiers with 100% hiw, but WP lower than swords? Formula speed*WP
Short Rapier - 2 WP, speed +1
Battle Rapier - 4 WP, speed +1
Fire Rapier - 5 WP, speed +1, fire element
Voice Of the Wind - 7 Wp, speed +2, wind element
Work Of the Master - 10 WP, speed +4, Move +1, Jump +1.
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Post by: FFMaster on August 14, 2009, 06:28:52 am
Quote from: "crystal"Voice Of the Wind - 7 Wp, speed +2, wind element
Work Of the Master - 10 WP, speed +4, Move +1, Jump +1.
Nice ideas, but if the balance of this game is anywhere near vanilla FFT's, those would instantly become the most powerful weapons in the game. 2 of those on 1 unit would effectively double the units speed... think Excalibur, that gives more move, jump, speed and 100% hit.
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Post by: Skip Sandwich on August 17, 2009, 09:04:41 am
Spears! PA * WP, range 2v4, linear attack, Wev 20%
disposable lightweight throwing spear, not really suited for prolonged battle Javelin- WP 8, wind element, cancel: Float
Metal harpoon used by fishermen, capable of pinning the target in place Harpoon- WP 9, water element, inflict: Don't Move
Ceremonial staff used in occult rituals by certain witch cabals Magic Broom- WP 10, fire element, MA +2, Initial: Float *note* might be better as a pole type weapon, but I didn't think of it when I was designing pole types, so i'm putting it here
The many hooks on the end of this weapon are designed to catch the target's clothing and armor, preventing their escape and allowing for easier capture Mancatcher- WP 11, may steal opponent's armor
This lance is blessed with a chocobo feather charm around the hilt, making it unstoppable on the charge Chocobo Lance- WP 12, thunder element, Move +1, Jump +2
This cursed spear leaves especially grievous wounds, but in exchange the wielder must share the pain of his victims Backbiter- WP 13, dark element, casts "Impale" (deals PA * 13 damage to the target and the caster equally, unevadable), Immune: all positive status
This mighty trident is said to posses the power to control storms and bring earthquakes Neptune- WP 16, water element, strengthen: thunder & earth, Cast: Leviathan, Wev 40%
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Post by: Skip Sandwich on August 17, 2009, 09:31:25 am
Books! MA * WP, range 4, Wev 5%, forced 2-hands
Book of potion recipes used by apprentice alchemists Potion Book- WP 6, MA +1, casts: Bio
Exceptionally heavy and thick book, full of boring formulas and confusing charts Thick Book- WP 8, PA +4, range 1, damage is PA * WP, may inflict confusion or sleep
This book is filled with research about the elements of energy Elemental 101- WP 15, MA +2, fire element, randomly cast Fire, Ice or Bolt
This book is filled with research about the physical elements Elemental 201- WP 15, MA +2, ice element, randomly cast Aero, Quake or Water
This book once belonged to the sorcerer Eldibis, it contains powerful magic of the highest order Eldibis Journal- WP 15, MA +2, thunder element, randomly cast Holy, Dark Holy, or Flare *notes* the three random spell weapons shown above just alter the base black magic spells so that when the weapons are set to the appropriate element, they cast random spells of differing elements at the same power level, rather then random spells of the same element at different power levels. Because of this, the 'random' element of the base weapon really doesn't matter any, since the attack itself should take the element of the spell it casts.
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Post by: PX_Timefordeath on August 23, 2009, 05:18:13 pm
Claws These weapons may not increase how hard you punch, but the variety of effects they can deal should be worth the trade off. Bare Fist formula, 1 range, 10% evasion, 2 swords
Known to provoke, they make also confuse. Cat Claws: WP=0, 25% Confusion/Berserk
While the elements are sealed within, they may be able to escape under great pressure. Elemental Claws: WP=0, chance to cast (insert generic spells)
Created by the destruction of a city, the anger welded in this weapon pours into the user. Claws of Myst: Use formula PA*WP, WP=10, Always: Berserk
Molded into the shape of a famous monk's fist, it wields the power of the monster he called. Golem Claws: WP=0, generates extra rage
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Post by: SentinalBlade on September 14, 2009, 12:53:51 am
Voids: A weapon that drains the target, making it void of existence, and erasing body form the face of the earth. The description makes it sound like it would crystal/treasure, doesnt it? lol
Hellgate: Fire Element, Range of 3 Absorb HP: MA * (Current HP / 20) 14 * (434 /20) = 308.8 4 * (55/20) = 11
Obviously, this weapon wont be available till later game. Though I'm thinking about replacing 20, with 10. If the damage would equal over 150 HP, then it divides it by half. So.... 19 * (582 / 10) = 1105.8 1105.8 / 2 = 552.9
Maybe if its over 500, add another check? cause 19 MA and 582 seems appropriate for level 78. that would easily get a little higher(multiplication though makes everything count)
Which at 582 on a caster(woot 19 MA), you probably sacrificed some shit for HP over MP. im having trouble working out the numbers for this weapon type, so please comment.
Note: i realize, since this seems more caster related, that it should be based on MP, but the idea behind voids is that its physically exaughsting, but magical. HP for enduring the attack, and MA to amplify its strength, if you would