General > FFT: ASM'd

Humanoid Classes/Abilities in ASMd

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philsov:
There are currently 0 open and unused ability slots.  Woo-hoo!    Looking for suggestions for the already existing generic classes, monster abilities, boss-only abilities, or abilities for special characters -- please use this topic to do so and to critique stuff already on the table.

New stuff, to date:

- Blue Mage is born!  Nuked the Calculator because Math Skill is OP.  Input welcome.
Choco Cure
Goblin Punch
Eruption
Blaster

Throw Spirit
Drain Touch
Leaf Dance
Doom

Sudden Cry
Necrotic Touch
Wave Around
Ice Breath

Bio3 - Queklain
Quake - Fury 1 (special enemy of Yuguo)
Melt - Fury 2 (special enemy of Poeskas)
Tornado - Fury 3 (special enemy of Poeskas)
Blue Mage is unlocked from job levels in both Squire and Wizard.  It has below average HP, above average MP, average Sp, and above average PA and MA.

- Archers gain a new skillset, since charge sucked.

??? - Weapon range attack inflicting stop
Leg Up - Self only, inflicts float at 100%.
Execute - Deals 21% HP damage to a unit in the critical status. Instant.
Poison Volley - Inflicts Poison to an AoE.
Oil Bomb - Inflict Oil to a single target
Fire Arrow - Fire-elemental weapon strike onto a single target, with an additional 25% for more fire magic funsies.
Aim - Deals WP*SP damage, unevadeable. Has synergy with two-swords.
Impact - Deals WP*PA damage and inflicts silence
Salve - Cleanses target various negative status, and heals for 20% health upon success.
- Bard and Dancer consolidated into a single class (Performer), which then opens up space for a new female-only job class, the Berserker.

Berserk - self-only berserk, haste, regen, and defending
Takedown - melee-range single target attack with recoil damage
Cripple - PA+60% chance to inflict either Don't Move or Don't Act onto the target
Shove - Deals light-medium damage and forces target back a space
Ground-Shaker - Self AoE of 2 dealing earth damage to everything in range (mimic titan for humans)
Howl - Self AoE of 1 that slows all affected targets, high success rate
Frenzy - Persevering melee-range attack
Heartbreaker - 3 range single target attack that inflicts a negative status onto males.- Time/Summon/Black/White/Yin-Yang magic all gain a 0 CTR, single-target ability for use when the AT is not in their favor.

- All generic classes gain a "starter" skill or two, a 0 JP ability to freely purchase and use as soon as the class becomes available.  

- Squires lose Dash.  Squires gained several new weapon abilities:
-- blind blow is an attack with 100% darkness infliction
-- Pierce (sword only) a double-panel weapon strike.
-- Acupuncture (xbow only) a healing weapon strike
-- Flailing Flail (flail only) a weapon strike with a 25% chance to trigger another weapon strike
-- Cleave (axe only) an attack that deals 75% damage to the target
-- Throat Slit (dagger only) inflicts Death, although unlikely

- Knights take in the Ruin abilites from 1.3, which gives them means of ranged action.  Also gain two new abilities; Shatter will cancel a target's defending/protect/shell and deal 33% damage, while Champion is an HP-absorbing attack that requires a knight sword to utilize.

- Summon Magic and Draw Out AoE reformed to cope with the reduced range/movement, hosting 3-way attacks and linear attacks in additional to traditional AoE.

- Black magic reformed.  Fire magic now has the highest damage but also the highest MP cost and charge time.  Lightning is medium damage with moderate CTR, but also has infinite vert tol.  Ice Magic is the fastest but least powerful.

- Item skillset reformed. Auto-potion effect capped at 100 HP. Single-status removal items gone. All status removing is now in either Remedy or Holy Water. When either Remedy or Holy Water is successful, the target is now also healed for anywhere from 1 to 150 HP. New potion class heals for 200 HP (auto-potion immune). New Ether class grants 80 MP. Gained three new skills which can be used offensively or defensively, whichever tickles your fancy:

Dual Kiss - Grants both Haste and Poison to the target
Turtle Shell - Grants both Slow and Protect to the target
Shade of Grey - Grants either Faith or Innocent to the target

- Steal Gil, Steal Exp removed from the game. Thief gains two new skills; Steal Sanity, inflicts the confusion status to the target, with the same chance to work as Steal Heart -- only this one ignores gender -- and Last Laugh, a move usable only while critical that inflicts blind, poison, and silence onto their target.  

- Negotiate and Death Sentence Talk Skills removed from the game. Talk skill given the 4 moves from 1.3 -- warn (inflicts defend), threaten (inflicts Don't Act), Preach (inflicts reraise), and Refute (cancels most status effectis) along with the 4 original Br/Fa modifiers, who now modify in increments of 10 in either direction.

- Elemental diversified slightly -- some panels effects are now either Pure PA or MA-based damage, and a few retain the older composite formula.  This will keep elemental viable through endgame and help reinforce where people place their geomancer.

- Counter Condemn, new monk skill, counter attacks with a chance to inflict death sentence on the target. Counter Tackle removed.

Removed from player pool

Reactions -- For mostly balance purposes:

- MP Switch
- Hamedo
- Abandon (maybe, pending ASM hack)
- Blade Grasp (maybe, pending ASM hack)

Movement abilities:

- Move +3
- Teleport
New job tree.  6 classes are initially available, and the most advanced jobs are now more accessible than before!

BASIC JOBS: (no unlocking required)
Chemist, Squire, Knight, Archer, Priest, Wizard.

SECONDARY JOBS:
Monk: 3 Chemist + 3 Knight
Lancer: 3 Knight + 3 Archer
Thief: 3 Archer + 3 Squire
Blue Mage: 3 Squire + 3 Wizard
Oracle: 3 Priest + 3 Wizard
Mediator: 3 Chemist + 3 Priest
Geomancer: 3 Knight + 3 Wizard

TERTIARY JOBS::
Samurai: 4 Monk + 4 Lancer
Ninja: 4 Thief + 4 Lancer
Berserker (female only): 4 Geomancer + 4 Lancer
Time Mage: 4 Mediator + 4 Oracle
Summoner: 4 Oracle + 4 Blue Mage
Performer (male only): 4 Geomancer + 4 Oracle
Mime: 4 Monk + 4 Thief + 4 Blue Mage + 4 Mediator


New status durations -- with speed growth curbed off, status numbers readjusted.

Stop, Charm, Don't Act -> 17 ticks.  Should be enough to always be one action, but never two (unless you're like 99 and hasted).
Don't Move/Protect/Shell/Reflect/Faith/Innocent -> 38 ticks, approximately 3 turns.
Sleep/Regen/Slow/Haste -> 50 ticks, ~4 turns
Update:  Or, instead of talking differences, here's a complete run down of the generics:

Squire:
Accumulate - +1 PA
Throw Stone - light damage with knockback
Heal - heals about half of what esuna does
Yell - single target Haste, self-immune
Cheer Up - single target regen
Wish - instant 1 range Revival
Pierce - sword - double panel strike
Cleave - axe - attempts to take off a large amount of the targets HP
Acupuncture - xbow - healing weapon strike
Flailing Flail - flail - allows for a doublestrike proc
Throat Slit - dagger - attempts to inflict Death
~
Awareness (always use Front evasion)
Equip Meleeset (equip swords, axes, flails)
Defend
Flee - when critical, gains 4 movement
Chemist
Potion - 30 HP
Hi-Potion - 60 HP
X-Potion - 100 HP
Ultra Potion - 200 HP (auto-potion immune)
Ether - 20 MP
Hi Ether - 50 MP
X Ether - ?80? MP
Turtle Shell - adds Protect and Slow
Dual Kiss - adds Haste and Poison
Shades of Grey - adds either Innocent or Faith
Holy Water - cleanses stuff
Remedy - cleanses more stuff
Exilir - Max HP/MP
~
Auto-Potion
Maintenance
Equip Change
Move Find Item
Knight
Power Ruin - 3 range, -3 PA
Mind Ruin - 3 range, -3 MA
Speed Ruin - 3 range, Slow
Magic Ruin - 3 range, MP damage
Weapon break
Head break
armor break
shield break
Shatter - cancels Defending, Protect, and/or Shell and inflicts 33% Max HP damage
Champion - Knight Sword only - HP draining weapon strike
~
Auto Protect
Counter
Equip Armor
Equip Shield
Archer
Leg Up - Self-only Float
Execute/Snipe - Deals 21% HP damage to critical units
Sticky Bomb - 3 range 1 AoE 0 vert tol - inflicts either Oil or Don't Move onto targets
Poison Bomb - 3 range 1 AoE 1 vert told - inflicts Poison
Aim - Unevadeable but weaker weapon strike
Impact - Stronger weapon strike with 100% Silence infliction
Fire Arrow - Fire-elemental weapon strike with a 25% chance to proc Fire2
Salve - cleanses some status on a single target and heals for 20% HP on doing so
~
Arrow Guard
Meatbone Slash
Equip Bows
Concentrate
Jump +1
Priest
Cure 1
Cure 2
Cure 3
Solace - Instant single target heal
Raise
Raise2
Reraise
Regen
Protect
Protect2
Shell
Shell2
Wall
Esuna
Holy
~
Auto Shell
Regenerator
Magic Def Up
Wizard
Fire
Fire2
Fire3
Blaze - instant single fire
Bolt
Bolt2
Bolt3
Jolt - see blaze
Ice
Ice2
Ice3
Freeze - see jolt
Virus - non-elemental tier 2 damage with a poison proc
Frog
Death
Flare
~
Double Magic (Counter Magic, but it got expanded to include beneficial spells as well)
Magic Attack Up
Move MP Up
Monk - notably lose innate Martial Arts
Spin Fist
Repeating Fist (1.3 version)
Wave Fist
Earth Slash
Secret Fist
Stigma Magic
Chakra
Revive
~
Condemn (counter secret fist)
Brave Up
Martial Arts
Move HP Up
Lancer
Jump.  /cry
~
Dragon Spirit
Equip Polearms
Ignore Height
Thief
Steal Sanity - 3 range, inflicts Confusion on target
Steal Heart - 3 range, inflicts charm
Last Laugh - Critical only - inflicts Poison, Silence, and Blind onto single target
Steal armor
steal shield
steal weapon
steal acc
steal helmet
~
Speed Save
Equip Clothes
Secret Hunt
Move +1
Jump +2
Blue Mage - Damage Split and Def Up notably increased in JP because what else are you gonna spend JP on?
Choco Cure
Goblin Punch
Eruption
Blaster
Throw Spirit
Drain Touch
Leaf Dance
Doom
Sudden Cry
Necrotic Touch
Wave Around
Ice Breath
Bio3 - Queklain
Quake - Fury 1 (special enemy of Yuguo)
Melt - Fury 2 (special enemy of Poeskas)
Tornado - Fury 3 (special enemy of Poeskas)
~
Damage Split
Distribute
Gained Exp Up
Def Up
Move Get Exp
Oracle
Blind
Spell Absorb
Life Drain
Pray Faith
Doubt Faith
Zombie
Silence Song
Blind Rage
Quell - 0 CTR ability, cancels charging
Countdown - Death Sentence
Confusion Song
Dispel Magic
Paralyze
Sleep
Petrify
~
Absorb Used MP
Faith Up
Equip Polearms
Equip Mageset
Any Weather
Mediator
Invite
Persuade - CT 00 with moderate success rate
Praise - +10 Br
Dissuage - -10 Br
Enlighten - +10 Fa
Dishearten - -10 Fa
Insult - Berserk
Mimic Daravon - Sleep
Refute - cancels all status on target
Preach - reraise
Warn - defending (with AoE)
Threaten - Don't Act
~
Finger Guard
Equip Gun
Train
Monster Talk
Geomancer:
Elementals - 3-way split between:

[(PA + 4) / 2] * MA
[(MA + 4) / 2] * MA
[(PA + 4) / 2] * PA
~
Counter Flood
Insulate (20% less damage/healing in/out)
Amplify (20% more damage/healing in/out)
Move on Lava
Any Ground
Samurai:
Asura - 2 range tri-directional hitting both enemies and allies.  Dispel Magic proc
Koutetsu - 5 range linear damage, hitting both.  Silence proc
Bizen Boat - 2 range full self AoEl MP damage, hitting both
Murasame - 1 range self AoE healing, smart targetting
Heavens Cloud - 2 range full self AoE damage, infinite vert tol, slow proc
Kiyomori - 2 range self AoE protect or shell, smart targetting
Muramasa - 2 range tri-directional hitting both.  no proc, higher damage
Kikuichimoji - 5 range linear hitting both, no proc, higher damage
Masamune - 2 range full self AoE haste or regen, smart targetting
Chiri - 2 range full AoE damage, no proc
~
HP Restore
Blade Grasp (possibly)
Two Hands (getting nerfed to ~50% boost)
Move In Water
Ninja - has pathetic PA, but innate Two Swords
Throw stuff
~
Catch
Abandon (possibly, ASM is present to make it a 50% boost instead of 100%, need to run numbers)
Attack Up
Walk on Water
Berserker - Female Only
Berserk - self-only berserk, haste, regen, and defending
Takedown - melee-range single target attack with recoil damage
Cripple - PA+60% chance to inflict either Don't Move or Don't Act onto the target
Shove - Deals light-medium damage and forces target back a space
Ground-Shaker - Self AoE of 2 dealing earth damage to everything in range (mimic titan for humans)
Howl - Self AoE of 1 that Stops all affected targets, high success rate
Frenzy - Persevering melee-range attack
Heartbreaker - 3 range single target attack that inflicts a negative status onto males.
~
MA Save
PA Save
Focus - 25% boost to all % abilities (40% becomes 50%)
Move +2
Jump +3
Performer - Male only.  All song/dance are self-AoE of 6 atm instead of fullmap.  Lost Last Dance because CT00 are the evil.
Life Song
Angel Song
War Song
Magic Song
Nameless Song
Last Song
Wiznaibus
Witch Hunt
Disillusion
Polka Polka
Nameless Dance
~
MA Save
PA Save
Focus - 25% boost to all % abilities (40% becomes 50%)
Move +2
Jump +3
Time Mage
Haste
Haste2
Slow
Slow2
Stop
Don't Move
Float
Reflect
Quick
Demi (1 AoE, 33% HP damage)
Demi2 (0 AoE, 67% HP damage)
Expire (cancels Death Sentence, inflicts 100% HP damage)
Comet (0 CTR single target damage)
Meteor
~
Critical Quick
Short Charge
Float
Fly
Summoner
Moogle - AoE healing, smart
Fairy - AoE Rezzing at 33% HP, smart
Silf - 0 CTR, single target, seperately inflicts Poison, Don't Move
Carbunkle - 3 range 2 AoE smart targetting Reflect

Shiva - 3 range, 3 directions, smart targeting
Ramuh - 5 range linear, smart targetting
Ifrit - 3 range 2 AoE, dumb targetting
Titan - 3 range 2 AoE, smart targetting (more MP than ifrit)

Odin - 3 range 3 direction smart
Leviathan - 5 range linear smart
Salamander - 3 range 2 AoE dumb
Bahamut - 3 range 2 AoE smart (more MP than salamander)

Lich - 3 range 2 AoE 40% HP damage smart
Cyclops - 3 range 2 AoE straight damage, dumb (a little stronger than salamander)
Zodiac - 4 range 2 AoE straight damage, smart (certainly stronger than cyclops)
~
MP Restore - restores MP each hit.  No critical necessary
Half MP
Mime - Innate Concentrate, Monster Talk, Counter, Double Magic

RavenOfRazgriz:
You already know Cripple needs to go.

So far, I don't like the Knight's Cleave skill.  Not only does it not jive with everything else in the skillset (the rest debilitates, this does high end damage), but the graphic makes it feel like a Swordskill outright and the hit percent is so shaky from what I've seen so far even in Chapter 1 that against non-bosses I question why I would even want to use it over just attacking normally, as the average hit rate seem to be 50% just trying to bat through Escutcheons and Knights generally hit hard enough to knock more than that off in two turns anyway (the average for Cleave to hit).   Not sure what exact abilit(y/ies) they should be given, but Cleave seems both out of flavor and easily outdated against all but the hardiest units.

Camouflage seems the same, and it's also misspelled.  :p  100% self-Transparent is cool for a while, but as an ability I'm not sure it holds it own through to the end game like others do.  Once you get Concentrate, you're probably just going to be sporting that most of the time, especially on an Archer/Hunter primary job.

Execute, Poison Volley have tested very well so far, though, as has Salve.  Not tested Aim and Impact yet, but they look the same as a pair of Hunter abilities that Eternal uses in his patch, so they're both useful enough.  Haven't touched Blue Magics yet, so I can't comment there.  


Monsters - Looking in FFTPatcher to confirm some of their abilities, I noticed you altered Skeletons to only have Short Charge (insert sad face), and you forgot to give the Minitaurus a Reaction besides Caution.  I checked since I was going to recommend actually giving all of the Bull classes Meatbone Slash as a reaction, due to their high HP and Caution coming together to give them some noteworthy survivability (and as such, make Meatbone Slash good).  The Juravis classes of monsters need something over Arrow Guard - Arrow Guard is a nice thought, but it's ultimately going to be a "meh" Reaction for a monster especially.  Sunken State, or even going out of our way to be cool and give them a normally inaccessible Reaction like Hamedo or MP Switch could be cool.  Most of the other monsters seem alright for now, though.  Though, is there a reason for Squids to specifically have Magic Attack UP innate instead of just having their multiplier increased by 33% or something?  Seems like a wasted innate since its effect can be replicated easily.

Also, the Apanda / both forms of Demons / Serpentarius all don't have any Reactions at all, from what I can see.  I know you're not doing Deep Dungeon until later, but fixing the Demons and Apandas to have some kind of Reactions / loaded innates seems like it'd be a good idea to do about now.  

Aside - It's too bad the Reflect Reaction and that blank slot don't have any way of being used right now.  Kind of makes me want to find a way to get them to do something myself.  Damn my inability to do ASM currently, since I've already a hypothesis on a way to maybe make the Reflect Reaction work.



I'll brainstorm some more abilities right now, but this was some quick feedback I figured I should post whilst I was thinking of it.

Jack of All Trades:
I've been playing with your archer set and I believe I've discovered what looks like an unsolvable problem.  Cripple causes the AI to move at a snails pace.  It's weird.  While an enemy or friendly unit is charging, the AI just sits there for about a minute to think about its turn.

Dokurider:
How about Oil Volley for Archer then Fire Arrow? I don't think you have a skill that inflicts Oil yet, do you? Also, I think Cleave should be a 3 ranged that deals 25% damage or 33% damage if that's good, fitting in with the rest of the Ruin skills.

RavenOfRazgriz:

--- Quote from: "Dokurider" ---How about Oil Volley for Archer then Fire Arrow? I don't think you have a skill that inflicts Oil yet, do you?
--- End quote ---

I agree with this.  An ability that's something like AoE light damage + Oil would be cool.  I think just straight Oil infliction would be too weak, but a light bit of peppering damage tied on would make it pretty cool.

I kind of want to say "Poison Volley" should be renamed something more like "Poison Bomb", though.  It's not a volley if a Knight can use it at range since a volley implies a bunch of rounds being fired from a Bow/Crossbow, and it uses a punching animation anyway (IIRC) so it looks like something's being thrown if anything.

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