« on: Today at 05:33:56 PM »
I don't see data of a Battle Scythe anywhere in Darth's editor, so I'm not sure if it even exists or not.
Welcome to FFH! Where all your dreams come true!
Who knows? Maybe Rapier will have Spear Range?
Veil is less useful if only because it doesn't last as long as Protect/Shell and it doesn't block direct damage, which is just as deadly as a debuff. Also, Excalibur is Holy Elemental- I just forgot to note that on there.
Elemental boosting in general is being kept under very tight lock and key this time around. It gets out of hand too quickly. Further, Mage Arrows is the spell that the default Rod weapon casts as an item in FFIV, which is where it came from.
Nah, Haste won't cancel Sleep. It only did that in FFV with the Hermes Sandals item.
Yes, default Range is still 8, so when it says + or -, it means from 8 as the default. I'm unsure of their Two-Handed status as of right now.
If you look closely at Axes and Crossbows, you'll notice that Crossbows break the item types that Axes can't, so they don't step on each other's toes in that regard.
Gungnir is a special Spear. You'll see!
The idea of killing eldritch demons with a handbag is just too amazing to kill off.
Heal is a reference to FF1's Heal spell, which targetted the entire party, but cost more MP and healed less than the single-target Cure line. Similarly, it'll heal less, cost more MP, and take slightly longer to charge. To that end, if you want Heal to be effective, you'll need to take on either Half of MP, Short Charge, or Magic Attack Up to mend one of those downfalls. It's fairly flexible in that regard, in that based on your build, you can turn it into a potent spell.
You're looking at Blind from the Vanilla standpoint, where the AI pretty much just had physical attacks to use, therefore Blind was amazing. PW- as I'm sure you've noticed- has a much larger array of abilities, and Evasion isn't quite as prominent. To that end, Blind is still useful, but not gamebreaking.
Preach is instant, free, permanent (for the battle), and lasts past death, unlike the Faith status. And yes, it can be used on Monsters. Somehow. So it's a throw up as to whether you want a short burst of magickal might, or a steady uptick in power as the battle persists. Again, choices! :)
Confuse inflicting Charm is a very definite possibility in the future if Confuse annoys me enough. It probably won't, though.
The Berserk spell -was- on Berserkers in PW 1.0, but I decided that I wanted them to be a bit more physically-focused than in PW 1.0.
Your guesses about Empathy and Vengeance are correct. I'm still torn between Weapon Range or 1 Range on Vengeance, but I think 1 Range will win out.
I don't think Undead -ever- had Innate: Absorb: Dark except in Arena, and I don't really intend to start that now. It fits thematically, but it's just not something I really care about right this moment.
Blood Oath will likely consume a small amount of HP to imbue, but, again, that's not something I'm entirely sold on. Undead get crippled by enough as it is.
Putrify will affect -any- Undead unit, including the caster. That makes things like Undead Blood Magic Sentinels very dangerous. Naturally, however, this is to balance out how hard it is elsewise to heal Undead units.
Banish is based on Tactics Ogre PSP's Exorcism spells, and it's not weapon range. It'll have a set Range.
What I'm thinking to give Scholars is much... smaller... in nature.
I feel this is the best location to explain how dispelling/status + damaging skills work in PW 2.0: basically, if an enemy is immune to Death, they'll be immune to Dispel and any other skill that cancels/inflicts a status 100% of the time with set percentile damage. It's a glitch inherent to Death's formula that I'm taking advantage of. This means bosses won't be able to be Dispelled, but you won't be able to Stun them, etc. either.
Frogged units will be able to inflict Frog with their regular attacks. It's the downside to Frogging a unit- you leave yourself wide open to the frog plague spreading among your own units if you don't kill it fast enough. Frog also won't persist past death.
Bio II's Speed is slightly less than half slower than Bio's, meaning it's slightly more effective if the unit is going to be around for a while, and if it's vulnerable to Poison. It's something that'll likely be changed as I mess around with it.
Scourge, Force, and Wild Tornado will likely be killed off in the near future. Maybe.
Of course MA will be taken into account, you silly goose. :P
As far as the -Faith skills go, see my comments about the +Faith skills above.
I've always hated Lightning being the name of the element for some reason. I know it's not canon, but in all of my patches that I ever do, I rename it to Thunder Elemental.
Your guesses about MP Gift and Meditate are correct.
Deprotect/Deshell come from FFXIII, where they're some of the most useful debuffs in the game. Arguably, Deprotect/Deshell will be just as useful in PW 2.0's very heavy buffing emphasis.
I've been tempted in the past to make only one barrier exist at a time- Protect cancelling Shell and Reflect, etc. but I've decided not to go that route since too many things in PW add multiple barriers at a time.
Wall exists to fully rebuff a unit that's fallen mid-battle while other units are alive and still buffed, so that you can get them back up on their feet (and stay on them) faster.
Think of Comet and Comet II as PW's versions of Flare, but with slightly less boom and damage. That's really all they exist to be- a non-elemental, enemy go boom spell.
Meteor is the un-Heal from Devouts. It's meant to be cast by a sad little caster in the corner of the map to weaken enemies while the real troops go in and clean up the mess.
Reverse will likely use Chakra's formula, just super buffed for mage use. It certainly won't cost 1 MP, but I'm not sure about it cancelling all statuses since that kind of steps on Erase's toes a lot. Reverse in general is a very big experiment that might hit the curb later.
Trust me. Nothing about PW 2.0's Ultima will be generic. Just throwing out that a character -might- be able to use CT5 Ultima as part of the plot I have planned. Just sayin'.
Gafgarion will have access to a few Harbinger skills, but not the debuffs. He'll still have Dark/Night Sword, of course, to repair the damage caused by said skills.
Execute will still heal the Undead because- again- it's a quirk in Death's formula.
Well, Innate: Concentrate will likely be killed, but everything else is really just a difference of opinion. It's equally likely that Vanish will be changed. *shrug*
Aim will likely have a short CT associated with it. The unit is taking its time to focus and concentrate, afterall.
Vanish is exactly as it is in Vanilla.
New Cover Fire. It should hopefully be more balanced than the old one.
Corsair skills will consume MP upon use. Therefore, it's really not in your best interest to keep rerolling unless you have a way to replenish MP.
Gil Toss is in PW. Balls/Shuriken become Coins which can then be Thrown by whatever unit I give Gil Toss to as their skillset.
Felicity might not reverse on Undead. Maybe.
Gamble won't inflict anything life-shattering. Death, Treasure, Crystal, Frog, Gossip, etc. won't be able to be inflicted via Gamble.
Terrain/Geomancy synergy is still the same, yes.
The damaging skills will not hurt the user.
Sand Tomb works like old Geomancy, so only 1 AoE.
I'm well aware of there being a Lava Ball tile at the Airship and that's actually what inspired the skill. I wanted it to be akin to FFIII's Geomancer skill- Dud- that effectively damaged the user/party. Sure, you can use Eruption, but given that A) Ultima would be immune, B) Hashmal would be immune, and C) Most monsters at Bervenia would be immune, it's not really meant to be used super seriously.
Berserk status is still exactly as it was in Vanilla.
All of Mustadio's skills are considered Performing, but Performing's name will likely be changed to "Acting".
As far as -ton skills go, I'm toying with the idea of making one Faith based, another Unfaith based, and another based on Geomancy's MA/PA formula for some variety.