Final Fantasy Hacktics

General => Archives => Mercenaries => Topic started by: LastingDawn on November 18, 2008, 02:40:25 pm

Title: Gambler Job Discussion Thread (Rad/Ramza Skillset Update!)
Post by: LastingDawn on November 18, 2008, 02:40:25 pm
Gambler's, Warriors of Chance

August 22nd, 2010

Meet the Gambler, in which their skills require a bit of luck and skill to use to the best of their ability. From basic buffs, to random debuffs, to full field effecting skills, as well as skills which emphasize their generally lecherous behavior Gamblers prove to be a unique addition to Mercenaries.

They as well are PA based they can equip Helmets, but not Armor, their primary weapons are Decks of Cards.

Philsov and others are  to thank for these skills! Make sure to give them your thoughts.

Gambler's Skills

Gambler - My life is a chip in your pile.  Ante up!

Iconics:
Darts -  Formula: 1F (100-CasF)*(100-TarF)* (Move + 0) * Current MP/2 #Hit Rdm - X Variable:10 - Y Variable: 0 - Range: 4 - Effect Area: 0 - Vertical: 1 - - CT: 2 - MP: 15
Jackpot - 50/50 chance to hurt or heal targets in range.  How is this getting rigged up?
(Shady Deal) - Steal Acc

Ramza:
Dice Off - Range 1, area 1, linear attack, random fire, deals light-moderate non-elemental magical damage 1-6 times randomly between the gambler and his target
Straight - Deals one of 5 status effects at 50% -- (Blind/Poison/Don't Move/Addle/Berserk)
Ace of Spades - Deals high damage, Low chance to cause instant death.
Double Down - Self + AoE 1.  ~75% chance to work with 50/50 Reraise/Don't Move
Roulette - Haste or Slow to everything in sight
Polarize - Innocent or Faith everything in sight

Rad:
Coin Toss - Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds)
Three of a Kind - 3 range linear - PA-based damage with a chance to inflict ?????
Tantalize - MA+60% chance to inflict Stop. (we need less charm and confusion imo)
Drink Off - Self + AoE1.  ~50% chance to work with 50/50 Sleep/Berserk
Moss Shroom - Poison or Regen to everything in sight
Dazzle - Blind or Protect to everything in sight (Defend and Blind might be more fitting, but def is too temp for blind)

~[/quote]
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Post by: dwib on November 18, 2008, 05:09:49 pm
roll dice!!! you could have them increase like roll 2 dice, etc. etc. add the scores of the dice and multiply by 10

what role do you want Gamblers to play? more of an offensive character or support character?

also, i'm picturing gambit from X-Men, so they should equip sticks :)
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Post by: boomkick on November 18, 2008, 05:31:55 pm
Explosive Card- Deals low fire damage

3 of Diamonds- Haste on one character

Straight- Deals one of 5 status effects (Blind/Poison/Undead/Silence/Death Sentence)

Flush- Deals damage and adds Charm.

Royal Flush- Deals Damage and 5 status effects (like above) but has low accuracy.

Joker- Inflicts Confusion/Berserk

Ace of Spades- Deals high damage, Very low chance to cause instant death.

Final Play- Let fly your cards and attack relentlessly. Deals random damage in a very large area to all targeted, including allies.
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Post by: DarthPaul on November 18, 2008, 05:47:47 pm
I like boomkicks ideas but i think they need a relatively low chance of success or a 50/50 of putting the damage/effect on the gambler using it.
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Post by: LastingDawn on November 18, 2008, 05:52:03 pm
Whoa! Do I love this idea or what! This is an excellent way to make the Gambler into not using *so many* chancy skills! Very nice work there Boomkick, I love these ideas! I think Roulette will be a nice topper, ah yes, I didn't explain how that works yet, did I?

Roulette works like it does in FFTA, sort of... It targets all,  but has random hits, and randomly casts Haste or Death,  this will be just a fun skill, probably best not to rely on it.

Also as Dwib just suggested one item dealing with Dice, well the formula that deals closest with Dice is
Dmg_rdm_(1...X) *(PA*3+Y) (Repeating Fist). So we could definitely use one of them, as well as the cards and roulette! A full gambler! All were missing now is a Slot Machine... any thoughts?
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Post by: boomkick on November 18, 2008, 07:28:10 pm
Play Slots!- 90% Death, 10% chance super buff (Haste/Regen/Protect/Shell/Reraise)

Cherry- gives you an extra play (turn). Adds Quick (low accuracy)

2 Cherries- gives you an extra play (turn) and heals. Adds Quick (low accuracy)

3 Cherries- Gives an area around you extra turns and heals. Adds Quick (very very low accuracy)

Diamonds- gives you a random buff (assorted)

Robbery- Steal gil cause your pissed with losing all your money and need more to lose.

Jackpot!- Very low accuracy, massive damage to all enemies on map with a chance to inflict dead.
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Post by: The Damned on November 18, 2008, 08:05:37 pm
^ I don't think anything above Diamond will work with the current formulas, especially since Quick has its own formula and isn't technically a status.


Anyway, the only reason I'm posting right now is to ask how you plan on making Rolutte work? I'm assuming if it hits the entire field, it will be hitting empty spaces like 80% of the time, right? Or did you find a way to make it only target occupied spaces...?

(Note: You don't have to answer this if you or Zozma want to keep it a secret.)
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Post by: boomkick on November 18, 2008, 09:20:24 pm
Quote from: "The Damned"^ I don't think anything above Diamond will work with the current formulas, especially since Quick has its own formula and isn't technically a status...

It is not a status, Cherry is basically casting Quick.
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Post by: LastingDawn on November 18, 2008, 09:36:29 pm
Nope, no reason to not answer it, this is how it works...

Range 255, Vertical 255, yadda, yadda, you get it, extend to all, target Auto, and Random His, this will make sure that it will hit all enemies and allies, and the random hits will assure that it at least can miss.
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Post by: Skip Sandwich on November 18, 2008, 09:43:45 pm
really? cause when I did that myself, It just targeted random panels on the battlefield, and didin't limit itself to panels occupied by enemies/allies
Of course, that could be exactally what your saying it does, and I just misunderstood your explination
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Post by: The Damned on November 18, 2008, 09:53:10 pm
Quote from: "boomkick"It is not a status, Cherry is basically casting Quick.

I thought Cherry was trying to heal as well. My bad.

But Play Slots!, 2 Cherries and 3 Cherries are currently not possible IIRC like I was saying.
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Post by: Lydyn on November 18, 2008, 09:55:01 pm
You need to check Follow Target + 255 Range. I believe that's what makes the ability actually work as it does... Auto would also help.
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Post by: Skip Sandwich on November 18, 2008, 09:57:31 pm
what I did in detail was use the same targeting as dance, set it target allies as well, and gave it the X+1 hits formula with random hits flagged, is that different from what you are saying?
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Post by: The Damned on November 18, 2008, 09:58:01 pm
I thought Follow Target only worked for things that didn't have CT equal to 0, though I suppose that would make sense with regards to targeting.
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Post by: Lydyn on November 18, 2008, 10:00:36 pm
I don't know how else Songs and Dances would work ... since anything up with "Ignore Range?" are all AI tags.

And Lasting_Dawn is doing something different. There's a box down below that reads "Random Fire." In theory, it would start targeting whoever and it'd have a 50% chance of actually going off - despite the formula. He's testing it right now I think.
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Post by: Skip Sandwich on November 18, 2008, 10:02:08 pm
random fire, yeah, that's what I meant, basicly, I just took a dance abilty, and added all the flags that truth has that dance doesn't
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Post by: LastingDawn on November 18, 2008, 10:04:59 pm
And you would be right... nevermind about the Random Fire, it's just Haste or Death then, with a 50% chance to hit.
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Post by: The Damned on November 18, 2008, 10:18:11 pm
Ugh. We really need to document what is what in FFTPatcher.
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Post by: LastingDawn on November 18, 2008, 10:21:13 pm
Hmm? What do you mean? Isn't everything pretty well documented?
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Post by: The Damned on November 18, 2008, 10:56:51 pm
If it is, then I haven't seen it, though I perhaps haven't looked as hard as I could have....

Anyway, despite not really liking Gambler (read: Setzer), I figured that I can at least post this link in an attempt to be helpful. (http://www.ffcompendium.com/h/jobs/gambler.shtml)
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Post by: mav on August 06, 2009, 04:13:53 pm
Gorgeous sprite man. The portrait needs to look more unique though: give him the Stephen Colbert eyebrow (or some other shifty equivalent) and flip his smile. Maybe you could mess his hair up too. I dunno, he does look like a Gambler, but more like a 20 year old male playing the part of a Gambler.

EDIT: I've attached a somewhat crude example of what I mean.
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Post by: LastingDawn on August 06, 2009, 05:00:35 pm
Hmm, that smile looks far too honest, the eyebrows are on the right track though.
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Post by: mav on August 06, 2009, 06:56:15 pm
Yeah, I dunno how to make him look a bit sneakier, but I've attached another copy with a slightly updated look.
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Post by: Archael on August 06, 2009, 06:59:40 pm
AWESOME male gambler sprite, I love progress so far

Gambler's skills are nice to use, but I suggest increasing the possible benefit of RNG based skills

Dart is very balanced and useful

Roulette could also use some tweaking

good class
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Post by: MiKeMiTchi on August 06, 2009, 08:35:27 pm
Thanks for editing the portrait mav!
It looks better. :)

QuoteGambler's skills are nice to use, but I suggest increasing the possible benefit of RNG based skills

Do the weapons (decks?) equipped by the gambler,.. range types?
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Post by: mav on August 07, 2009, 12:29:24 am
Quote from: "MiKeMiTchi"Thanks for editing the portrait mav!
It looks better. :?) colors...

The sprite looks fantastic though. Great job!
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Post by: MiKeMiTchi on August 07, 2009, 01:17:01 am
QuoteI think he's asking if the decks are ranged weapons, which they are not, they are 2-panel melee weapons, like spears, since they're based on the old dancer's silks

Yes, this answers my question. Thanks.

I'll continue working on the sprite. :)
--



Should we make 'Dice Blow' to a RNG-area skill?
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Post by: Keith Kuruzu on November 20, 2009, 02:26:57 am
Not to nitpick but after looking at the different sprite palletes for the Male Gambler, I was thinking maybe coloring one of them so that his outfit colors match that of Setzer Gabbiani from FF6.  You know, for that kind of subtle throwback to the past FFs.

Just a suggestion.  If it's not possible, that's OK but if it is, I don't see why it shouldn't be done.

Also, I don't think it's been addressed yet but how many different decks of cards will the Gambler have at his/her disposal?  It looks like you're using the Dancer's Cloth weapons as the base for the Gambler's cards but depending on how early the Gambler can be unlocked, I'd say three different decks of cards won't be enough.

You've already got Loaded Deck (since I played the Monster Battle Test Demo, hee hee) and I'd assume that good ol' regular Deck of Cards would be the first available deck of cards for the Gambler.  How about 3 more decks to give the Gambler a bit of versatility?

Deck of Cards
- ATK: 8
- Weapon Evade %: 0
- Inflict:  Darkness, Addle, Poison, Confuse

Loaded Deck
- ATK: 10
- Weapon Evade %: 0
- Inflict:  Darkness, Addle, Poison, Confuse, Berserk, Don't Move, Don't Act

Yeah, this was what Ramza had in the recently released Monster Battle Demo savestate and I like!  I'm just putting it up for completion sake and to know if it's capable of inflicting more statuses than those that I've seen so far?  Right now, I'm going to assume that all of the different decks of cards, unless otherwise noted, can inflict differing status and each subsequent will just build upon those statuses.  :|

Storm of Sevens
- ATK: 7
- Weapon Evade %: 7
- Inflict:  None
- Should be a Rare Weapon

The Storm of Sevens will be just what it's named after.  It will either inflict 7 HP damage, 77 HP damage, or 777 HP damage!  I'm not sure if it's possible to do this but if it is, it'll be totally awesome!!  Oh and yeah, might as well give it some kind of Weapon Evade too so it also gets a 7 in that department.


What do you all think?
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Post by: Wasabi on November 20, 2009, 05:41:19 am
"Tetra Master" and "Storm of Sevens" are impossible to pull off. There are no existing formulas that will randomly trigger any one of the 8 elements, nor one that deals an exact, set amount of HP such as 7, 77, or 777.

"Triple Triad" is doable, but it must be said that the crossbow formula detailed in 1.3 can actually trigger 2+ times without an effect displayed after the first proc. So, it'll be a highly abusable item with that type of formula (even if the possibilities of triggering 4-6 shots are unlikely, it doesn't mean it's impossible.). I would suggest the item only procs once, and call it "Twin Stars" but that name might come off as a bit cheesy for a deck of cards. :P

And should "Deck of Cards" inflict [random] status? I just find it odd that the basic tier of a weapon type would have an overpowering quality to it. I'm sure it's been balanced, but I'd like to make it clear that the Addle, Confuse and possibly Poison statuses are very abusable. I'm not sure about "Loaded Deck" but I feel that its use is overpowering as well.
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Post by: Keith Kuruzu on November 20, 2009, 02:25:30 pm
Well, I guess you're right about the Deck of Cards being too basic of a weapon to warrant the need to inflict status effects, especially since the tinkering around of how the various status effects will work aren't completely set in stone.

However, the Loaded Deck idea is, for now at least, fact.  It's been showcased in the monster battle demo savestate and those are a majority of the status effects it can inflict (though I don't think it can cause Don't Act, Confuse, and Poison; I just added those in).  We'd need further clarification from LD on what the final verdict for it will be.

Since Triple Triad can, in essence, be a really broken weapon, and since Tetra Master's effect can't be done at all, how much broken can those items be if they can only inflicted multiple element damage instead (in the case of Triple Triad, it'll only hit once but for 3 elements and for Tetra Master, once for four elements)?  I know it can done but you could just make Triple Triad and Tetra Master one-time only Rare Weapons to limit its power (like, say, making them Artifact weapons or something?).

I got nothing else for Storm of Sevens.  I only wanted to use that name somewhere since it sounded so cool but you could have obtained it from an existing FFT proposition involving Setzer (I believe the second Wandering Gambler job). :(
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Post by: Wasabi on November 20, 2009, 09:21:14 pm
Well, in regards to elemental properties set on a weapon, it's possible to have the weapon have an innate elemental property and not have it overpowered, since elemental "boosts" can only stack once (ie. A sword with properties of fire/wind/ice equipped with Kaiser Shield from vanilla will only have a single damage boost instead of 3x). "Tetra Master" can easily work with this in mind.

And something I failed to mention: it is possible to have a weapon proc with a variety of spells, but it can only be limited to three. Such as the elemental guns straight from vanilla. It's just that the appropriate 3-tier spells of either fire, ice or lightning needs to be changed to suit the appropriate skills/spells to make it happen. However, making 8 elemental spells/skills proc for __% within a weapon is impossible. I apologize if I didn't clarify about this.
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Post by: Keith Kuruzu on November 21, 2009, 02:55:20 am
Oh, I get it.  I already understood about the one-time boost for the multi-elemental aspect of weapons.  I mean, if a weapon with 3 elements can get a 3x boost from a Kaiser Shield, that would be REALLY broken.  However, thank you very much for clarifying the Elemental Gun formula.  Since you mentioned it, Triple Triad and Tetra Master can be changed to this instead...


Triple Triad
- ATK: 9
- Weapon Evade %: 0
- Cast:  Melt, Tornado, or Quake upon use
- Should be a Rare Weapon, maybe a One-Time Only Artefact?

I'm guessing that that first spell in line would have a higher trigger rate than the last one on the list.  I forget which is the stronger spell out of all three but it should go in ascending order of strength.  Making it a one-time only Artefact weapon can limit its power if necessary but I don't believe this is an especially broken weapon, considering Gamblers will be more PA than MA-based, even amongst female Gamblers.  Also, Melt/Tornado/Quake should only affect the targeted unit and no one else.  This way, shooting off Melt/Tornado/Quake every time you attack with Triple Triad doesn't mean a free multi-target spell whenever you wish.

...Of course, because Melt/Tornado/Quake effects a wide radius, that power in and off itself could be used to limit the weapon's effectiveness, especially since it doesn't discriminate between friend or foe and since the Card type of weapon only has a target radius of 2 in any cardinal direction.  Heck, you can even make it so the user of the weapon STILL takes damage from Melt/Tornado/Quake to make the weapon fit even more with the reckless dogma of a Gambler.  With a lowered ATK value, the damage won't ever really be more than a widespread nuisance but too many activations and the damage can start piling on.


Tetra Master
- ATK: 10
- Weapon Evade %: 0
- Element:  Fire, Ice, Lightning, Earth, Wind, Water, Dark, Holy
- Should be a Rare Weapon

Originally, it was going to inflict random elemental damage per hit but since that's impossible to do, let's just go with the darn thing being able to inflict all elemental damage per throw.  I don't believe it should be limited to being a once-per-game only weapon since enemies need only be protected from one element for the weapon to lose its effectiveness, right?  Or am I thinking of the wrong FF here?  Normally, for a weapon that can inflict all element damage per swing, if any one element is protected against, the whole shebang is compromised, right?  Or does that not apply to Tactics?  I'm not sure since the original Vanilla version never had anything like that in it.

Am I getting everything right or am I still not getting it all?  :?
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Post by: LastingDawn on November 21, 2009, 05:00:38 pm
Quote from: "Keith Kuruzu"Oh, I get it.  I already understood about the one-time boost for the multi-elemental aspect of weapons.  I mean, if a weapon with 3 elements can get a 3x boost from a Kaiser Shield, that would be REALLY broken.  However, thank you very much for clarifying the Elemental Gun formula.  Since you mentioned it, Triple Triad and Tetra Master can be changed to this instead...


Triple Triad
- ATK: 9
- Weapon Evade %: 0
- Cast:  Melt, Tornado, or Quake upon use
- Should be a Rare Weapon, maybe a One-Time Only Artefact?

I'm guessing that that first spell in line would have a higher trigger rate than the last one on the list.  I forget which is the stronger spell out of all three but it should go in ascending order of strength.  Making it a one-time only Artefact weapon can limit its power if necessary but I don't believe this is an especially broken weapon, considering Gamblers will be more PA than MA-based, even amongst female Gamblers.  Also, Melt/Tornado/Quake should only affect the targeted unit and no one else.  This way, shooting off Melt/Tornado/Quake every time you attack with Triple Triad doesn't mean a free multi-target spell whenever you wish.

...Of course, because Melt/Tornado/Quake effects a wide radius, that power in and off itself could be used to limit the weapon's effectiveness, especially since it doesn't discriminate between friend or foe and since the Card type of weapon only has a target radius of 2 in any cardinal direction.  Heck, you can even make it so the user of the weapon STILL takes damage from Melt/Tornado/Quake to make the weapon fit even more with the reckless dogma of a Gambler.  With a lowered ATK value, the damage won't ever really be more than a widespread nuisance but too many activations and the damage can start piling on.

Unfortunately with Formula 2, it's not possible to have more then one spell as the add-on to the weapon, as well Formula 2 will Only strike the single panel the weapon struck, regardless of the range and effect area of the actual effect.



QuoteTetra Master
- ATK: 10
- Weapon Evade %: 0
- Element:  Fire, Ice, Lightning, Earth, Wind, Water, Dark, Holy
- Should be a Rare Weapon

Originally, it was going to inflict random elemental damage per hit but since that's impossible to do, let's just go with the darn thing being able to inflict all elemental damage per throw.  I don't believe it should be limited to being a once-per-game only weapon since enemies need only be protected from one element for the weapon to lose its effectiveness, right?  Or am I thinking of the wrong FF here?  Normally, for a weapon that can inflict all element damage per swing, if any one element is protected against, the whole shebang is compromised, right?  Or does that not apply to Tactics?  I'm not sure since the original Vanilla version never had anything like that in it.

Am I getting everything right or am I still not getting it all?  :?

The Wind element, no longer exists, it's now the Cure Element. Also there are a few weapons that already have this niche (for instance the Feng Shui scrolls), cards have opposing elements for the most part...

The current cards are...

Loaded Deck
Talisman Pile
Joker's Play
Addiction
Equality
Tarot of Ben

In the original scripting, they were meant to be used by Oracles and Gamblers, half of them have magical effects, half of them have physical effects.

In the final game though, they're only used by Gamblers. Talisman Pile and Equality are two parts of the Oracle's Story, which I am won't to part with. Regardless good ideas, unfortunately they don't quite work with FFT's system.
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Post by: Wasabi on November 21, 2009, 09:38:52 pm
LD, off-topic, but have you utilized the elemental gun formula on any weapons in Mercs? That's what I was explaining in my previous post.
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Post by: Keith Kuruzu on November 22, 2009, 12:42:18 am
Quote from: "LastingDawn"The current cards are...

Loaded Deck
Talisman Pile
Joker's Play
Addiction
Equality
Tarot of Ben

In the original scripting, they were meant to be used by Oracles and Gamblers, half of them have magical effects, half of them have physical effects.

In the final game though, they're only used by Gamblers. Talisman Pile and Equality are two parts of the Oracle's Story, which I am won't to part with. Regardless good ideas, unfortunately they don't quite work with FFT's system.

That's perfectly fine.  I just didn't see anything in the thread regarding weapons so I figured I'd share my opinion on it, just in case things still needed to be figured out.   :D
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on July 30, 2010, 01:38:42 pm
Resurrection!

Alright, Gambler is a special case. It will run similar to how the EsperBlade will, that the Card they have equipped will be what abilities can be used, in this way Rad and Ramza can share a skillset. Though I would like At Least four more skills for this class. Just keep the themes of chance in mind, when you present the skills.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: PX_Timefordeath on August 01, 2010, 10:32:34 pm
Royal Flush: Being the highest hand possible, the odds of landing one is abysmal but devastates all that oppose it. Range 4, Area 3, Randomly hits twice in the area, big damage

Double Down: One of the riskiest moves, it can double the life of the Gambler, or handicap him to the table. 50% Reraise or Don't Move
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 01, 2010, 11:13:31 pm
Oh, these are good themes! I definitely will be using them! Anyone you had in mind to give to either (or both) Rad and Ramza?
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: PX_Timefordeath on August 02, 2010, 02:46:37 am
Rad:

Drinking Game: Rad challenges everyone around him to outdrink him. Chance of causing sleep/berserk. Target self, Area 1
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 02, 2010, 11:47:18 am
Haha! Oh that is grand! Now That's characteristic! I really like that one.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: Kagebunji on August 02, 2010, 11:59:46 am
Does anyone still have Gambler sprite? And while we are at it, Reliq dood too plz.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: PX_Timefordeath on August 02, 2010, 02:51:17 pm
Ramza:

Bluff: The Gambler attempts to bluff his way through trouble, causing people to lose their turn. Chance of CT 00 on everyone.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 02, 2010, 04:13:29 pm
Haha! That it hits everyone is good fun! That has some very interesting applications. Another solid skill. We're only five away now.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: Gotwald on August 05, 2010, 10:28:43 am
I am not entirely sure of what it could do, but it seems so fitting that the gambler should have a move called "Loaded dice". What kind of real gambler doesn't have a few tricks up his sleeve?
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 05, 2010, 11:09:25 am
Hmm... what would you propose such a move do, Gotwald?
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: Gotwald on August 05, 2010, 09:41:03 pm
"Gamblers are experts of chance, but sometimes they need more than luck."

That is definite for the description.

As for the effect, I was thinking of adding a positive status at a 100% rate would fit the idea, the only problem being that I am not 1005 sure of some of the strengths of the statuses. Re-raise would be to powerful... protect or shell might fit. It would still be a gamble to determine what status you get (protect or shell) but it would be 100%; like Kiyomori.

If a positive status won't work, how about 100% moderate-low damage at range?

My last idea would be something that could only be used in critical status; like a last ditch ability. Something like a quick self heal, or a high damage 100%  melee attack.

Actually, if you could make it work, a instant self quick would work for an escape, but only if you made it so that the skill drained ALL MP. That probably can't be done, just throwing it out there.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 06, 2010, 12:52:14 am
Great idea! I really like the idea of a (In Critical) "Last Chip" which gives a 40% (+MA%) to cast Quick on yourself. Want to try and put some distance between you and your foe? Well better hope the stars are on your side tonight! The "moderate low damage" is basically Darts, as it stands.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: Gotwald on August 06, 2010, 10:12:02 am
I am glad you liked the quick idea! I think you might need to make it have a charge but with a 255 speed, as I don't know if instant quick works on yourself.

More ideas

52 pick up - This basically has a chance to cause don't move on the enemy, by forcing them to pick up the cards strewn about.

7 8 9 - The pprimal nature of the cards in combination in the deck allow you to "eat" some of the energy from the foe. It would drain MP from a foe, but something low, like MA * 2 or some such. Maybe even just MA. The skill itself would have a low power cost.

Coin flip - Can grant 1 of two statuses. I like the idea of shell-protect, but you could also use regen-poison, slow-haste, stop-quick. Not sure if it should be self only though.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: GeneralStrife on August 06, 2010, 01:27:10 pm
Quote from: "Gotwald"I am glad you liked the quick idea! I think you might need to make it have a charge but with a 255 speed, as I don't know if instant quick works on yourself.

More ideas

52 pick up - This basically has a chance to cause don't move on the enemy, by forcing them to pick up the cards strewn about.

7 8 9 - The pprimal nature of the cards in combination in the deck allow you to "eat" some of the energy from the foe. It would drain MP from a foe, but something low, like MA * 2 or some such. Maybe even just MA. The skill itself would have a low power cost.

Coin flip - Can grant 1 of two statuses. I like the idea of shell-protect, but you could also use regen-poison, slow-haste, stop-quick. Not sure if it should be self only though.
Those look like some good ideas GW, i think coin flip should only be self as you cant flip a coin across the battlefield.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: PX_Timefordeath on August 06, 2010, 01:57:54 pm
QuoteCoin Toss: Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds).
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 07, 2010, 03:44:13 pm
Quote from: "Gotwald"I am glad you liked the quick idea! I think you might need to make it have a charge but with a 255 speed, as I don't know if instant quick works on yourself.

More ideas

52 pick up - This basically has a chance to cause don't move on the enemy, by forcing them to pick up the cards strewn about.

7 8 9 - The pprimal nature of the cards in combination in the deck allow you to "eat" some of the energy from the foe. It would drain MP from a foe, but something low, like MA * 2 or some such. Maybe even just MA. The skill itself would have a low power cost.

Coin flip - Can grant 1 of two statuses. I like the idea of shell-protect, but you could also use regen-poison, slow-haste, stop-quick. Not sure if it should be self only though.

I could have sworn I replied to this... sorry Gotwald.

52 Pick Up is just a strange move... I'm not too sure it fits the Gambler all that well.

Hmm... 7/8/9 (will need a new name)  does have some potential, if the Gambler has innate low MP anyhow.

Coin Flip, as PX pointed out is already a move with similar connotations.
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: ffta707 on August 07, 2010, 05:55:53 pm
The Gambler sprite was still on the jobs sprites page. Does that still apply?
Title: Re: Gambler Job Discussion Thread (Update on First Post!)
Post by: LastingDawn on August 10, 2010, 02:36:35 pm
Formula Update!

Thanks to FFMaster we now have a Completely new "Unfaith" Formula. As you'll recall, the Darts skill of the Gambler uses this very formula. Well FFMaster has given us the option to change the "MA" values in both for anything on...

http://www.ffhacktics.com/wiki/Formula_Hacking (http://www.ffhacktics.com/wiki/Formula_Hacking)

That page.

So Darts is now (100-CasF)*(100-TarF)* (Move + 0) * Current MP/2 #Hit Rdm 10

Needless to say, this skill will have a few restrictions on it, to assure those that have immense MP can't abuse it. (As per the ARH)
Title: Re: Gambler Job Discussion Thread (Rad/Ramza Skillset Update!)
Post by: LastingDawn on August 22, 2010, 10:59:48 am
First post is updated with the synergy skillsets! As before, thanks goes mostly to Philsov (and a few others whose names I cannot recall at the moment, I think PX?) your thoughts are appreciated to make the end product all the better.