Final Fantasy Hacktics

Modding => War of the Lions Hacking => Topic started by: farva627 on September 30, 2009, 12:39:49 pm

Title: New Job
Post by: farva627 on September 30, 2009, 12:39:49 pm
Ok so I'm working on implementing a new job into my game to give a go.  So please all critiques on all this is welcome

Job: Warlock
Requirements:  White and Black Mage Level 8 (Was gonna go with Master but I don't know how to implement that)
Description:  A wizard who has reached the pinnacle of light and dark
magicks and seeks to reach a higher realm of magick.

Skill Set:
Flareja
Holy
Meteor
Unholy Darkness
Divine Ultima
Gigaflare
Nanoflare
Celestial Stasis

Movement:
Master Teleportation

Innate:
Mana Shield
CT 0

Need suggestions on stat growth and multipliers on top of all critiques.

Oh yes for the sprites I'm using Elidibus for male and Purple Mystery for Female.
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Post by: Vanya on September 30, 2009, 12:46:50 pm
Holy crap! This job is over powered!!
Drop the CT 0, Mana Shield and make sure the spells have very high MP costs.
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Post by: Fusso on September 30, 2009, 12:54:28 pm
If you put one of these, there is no way that this game will get anywhere close to "fun". It will be like killing a poodle puppy with a giant axe... so easy

to make it interesting
CT 0 is out
Mana Shield too

make their movement cripple (2 is good)
you can even make it faster than the white mage, but not as fast as a ninja/thief/archer and so on

about the skill set:
take out the magics that you can learn with other jobs
make them cost high and put some low damage cheap spells, like thunder spirit, fire spirit and so on (don't know the psp names, if someone could help me), and make these abilities to be instant... this way you have a all new skill set and a very different job
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Post by: Vanya on September 30, 2009, 12:57:23 pm
The Master Teleportation would have to go too. It overrides the movement stat.
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Post by: Fusso on September 30, 2009, 01:00:01 pm
yes... forgot this one
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Post by: farva627 on September 30, 2009, 01:52:03 pm
The high cost part I understand.  I will take out holy and Meteor, any others?

Also stat growth and multipliers are something else I need!  :)

Also is there a way to implement mastering a job to unlock a higher tier as with Dark Knight
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Post by: Vanya on September 30, 2009, 02:29:51 pm
Not to my knowledge.
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Post by: farva627 on September 30, 2009, 03:22:06 pm
New Skill Set:

Celestial Stasis
Tri-Thunder
Tri-Fire
Dark Whisper
Flareja
Gigaflare
Nanoflare
Unholy Darkness
Divine Ultima

Innate Status:  Shell
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Post by: Fusso on September 30, 2009, 03:51:33 pm
instead of tri-thunder and tri-fire i was talking about Thunder Anima, Water Anima, Ice Anima and Wind Anima
they damage is weaker, but they are cheap, it's a no MP (but MA based) ability and are instantaneous
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Post by: farva627 on September 30, 2009, 04:00:25 pm
And again :)

Thunder Anima
Water Anima
Ice Anima
Wind Anima
Dark Whisper
Celestial Stasis
Flareja
Gigaflare
Nanoflare
Unholy Darkness
Divine Ultima

I still have five slots, any suggestions?
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Post by: Fusso on September 30, 2009, 04:03:03 pm
i like this way, don't know why to use all slots

the innate shell is clever
but i think that innate magic def up is better
because this way you can still shell him
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Post by: farva627 on September 30, 2009, 04:15:07 pm
Good call.  Now I need suggestions for the Growth Multipliers.  I'm thinking high MA, MP of course, Decent HP, and small PA.  I'm overwriting the Arithmetician class because I have never in all my time playing used the class.  so please
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Post by: farva627 on September 30, 2009, 04:25:20 pm
And I just finished up the descriptions for the job skill set:

Wizardry:  
Warlock job command. Harnesses magicks
from a realm unknown to basic Magicians.
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Post by: Zero-Machine on October 02, 2009, 04:45:58 pm
Arithmetician pwns, ah well. Maybe high MA, decent hp, low to decent mp, and low pa? That way you have to think of creative ways to make him a spell-blaster :P
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Post by: Archael on October 02, 2009, 09:04:04 pm
These skills are all incredibly redundant and one or two of them are so useful that they destroy the utility of all others.

Why the hell would I want to cast any of these?

QuoteThunder Anima
Water Anima
Ice Anima
Wind Anima
Celestial Stasis
Flareja
Nanoflare
Unholy Darkness
Divine Ultima

They all have either charge times, MP costs, and/or they are faith based.

When I can just spam these two over and over?

QuoteGigaflare
Dark Whisper

^ Which are 100%, instant, ignore faith, and have ZERO MP cost.

Skillset needs work.
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Post by: Wasabi on October 13, 2009, 12:14:45 am
I agree with Voldemort, although the "Anima" Monster skills have no CT to them. :)

To make the skillset a little more balanced, it's probably best to use skills that have a CT to them. Here's what I suggest in keeping:

QuoteCelestial Stasis (a little iffy on this one; pretty overpowered)
Flareja
Nanoflare
Unholy Darkness
Divine Ultima (yikes! Overpowered, unless you settled on Ramza and Luso learning the second Ultima)

Some of the Ja-Magicks that Zalera has are pretty useful, as are the Bio family of spells. Personally, I would drop Celestial Stasis, since that spell is really overpowered unless you're going to drop the values for its formula. And, uh, Divine Ultima/All-Ultima?! Unless you're going to flag that spell with an extremely high JP cost and maybe dumb down its power potential, don't bother. Giving that spell to generics would be overkill. Settle with the second Ultima at the very least.

Another good suggestion is to give the skillset Meltdown, Tornado and Quake.

As for growths and multipliers: high MP, low HP, moderate MA, low PA, very low SP. Innate Arcane Defense.
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Post by: Archael on October 13, 2009, 01:10:53 am
the "anima" skills are not 100% and aren't as effective as Gigaflare or DW (they are single target)