Final Fantasy Hacktics

General => Archives => Mercenaries => Topic started by: Archael on November 22, 2008, 05:31:18 pm

Title: Mercenaries Skill Videos
Post by: Archael on November 22, 2008, 05:31:18 pm
ITT: Skill idea videos for the new job classes.

EVERYTHING HERE IS PLACEHOLDER.


Post your skill ideas here. Input what job it is for. Must be for one of the new jobs.

If LD likes it and it is possible to create it, I will reply with a video of it in action.


Arbalist:

Action
1) Riskbreaker (http://www.youtube.com/watch?v=bkbYsnHj2o4)  20 MP - 6 CT - Weapon Damage - +50% Extra Attacks - Fires twice if wielding both Crossbows

2) Poised Shot (http://www.youtube.com/watch?v=xTbQaPMXJ8w) 10 MP - 4 CT - Weapon Damage - Unevadeable - Weapon Range - Fires twice if wielding both Crossbows

3) Explosive Shot (http://www.youtube.com/watch?v=iogEl9qzT20) - 20 MP - 6 CT - Weapon Power +3 - Weapon Range - Fire Elemental - Fires twice if wielding both Crossbows

4) Disruptive Shot (http://www.youtube.com/watch?v=KTGh-02KT2s) - 50 MP - Instant - Weapon Damage - Cancels: Charging, Defending, Performing - Weapon Range - Fires twice if wielding both Crossbows


Reaction

Animus (http://www.youtube.com/watch?v=r_F7ideL2sU) - Respond to a critical attack with an unavoidable attack of your own. Weapon Range. Fires twice if wielding both Crossbows.





Warder:

Action

1) Impaling / Piercing? Wave (http://www.youtube.com/watch?v=6Umq3_ked1Y) - 30 MP - Instant - Weapon Damage - Destroys Armor in Linear 4 Panel Range - 0 Vertical Tolerance - Only works if target is wearing Armor.




Esperblade:

Action

1) ??? Summon *****WIP**** (http://www.youtube.com/watch?v=23UR37z33f4)
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Post by: boomkick on November 22, 2008, 05:40:37 pm
Hmm, maybe you could use a few of the Monk's skill animations for some of the Arbalist's abilities, such as Wave first for a extra damage attack/arrow.

Is it possible to shoot an arrow really far away, more then the original range of the crossbow?
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Post by: Archael on November 22, 2008, 09:00:51 pm
alright videos are up

let's get some ideas going nubs
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Post by: gojoe on November 22, 2008, 09:06:28 pm
im speechless
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Post by: DarthPaul on November 22, 2008, 09:23:14 pm
Videos not available.
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Post by: Archael on November 22, 2008, 09:32:03 pm
Quote from: "darthpaul"Videos not available.

clear your cookies and restart your browser

videos are there
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Post by: Dormin Jake on November 22, 2008, 09:58:44 pm
Oh ye gods and little fishes Piercing Wave is overpowered.  Definitely not something I'd want to get hit by.

What effect files are used for the Arbalist's shots?  Disrupting Shot in particular, I like how the camera shakes wildly with each hit.

I'm really liking how the class looks and feels, by the by.  Really makes me want to equip dual crossbows on someone.  Also looking forward to seeing more Warder action.
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Post by: gojoe on November 22, 2008, 10:35:34 pm
Quote from: "Voldemort7"
Quote from: "darthpaul"Videos not available.

clear your cookies and restart your browser

videos are there

i'll take your cookies
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Post by: The Damned on November 22, 2008, 10:41:12 pm
Is this Warder class a generic class or an enemy-only class Voldemort7?
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Post by: Archael on November 22, 2008, 10:42:17 pm
Quote from: "The Damned"Is this Warder class a generic class or an enemy-only class Voldemort7?


generic

dont worry too much about balance right now guys

numbers are easy to change

we need IDEAS that work and suit the new jobs



worry about numbers  later
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Post by: Archael on November 22, 2008, 10:43:03 pm
we need MOAR SKILLZ

I need a good idea / art for Point Blank / Overstrung for the Arbalist

but using one (or rather, the very early stages of one) I cannot really see a good reason why I would want to get any closer than 4 panel range
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Post by: The Damned on November 22, 2008, 10:44:06 pm
If it's generic, then I'm assuming this is Warder is the Hessian class if it's not replacing something.

Is this correct?
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Post by: dwib on November 22, 2008, 10:45:49 pm
I will re-write all my suggestions here that were generally appreciated
Arbalist:
Auto-Crossbow - Deals random damage (repeating fist), AoE = 1
Over Strung - Knocks enemy back (i'm not sure how that'd work twice?)
Point Blank - Deals large damage, Range = 1

also, a question that was never answered READ!! : is it possible for an attack like "Quick Shot/Rapid Fire" to work, where it'd add an extra 20 CT to the character after their turn was over? Like, if you had waited, except you don't have to wait, you just use this ability. (low damage so it's not broken)
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Post by: Archael on November 22, 2008, 10:46:24 pm
Quote from: "The Damned"If it's generic, then I'm assuming this is Warder is the Hessian class if it's not replacing something.

Is this correct?


no

I have no clue what LD plans Hessian to be

Warder is a job idea I came up with for a higher tier physical tank job

see the Warder Sprite Request topic for more info

btw The Damned you always have good ideas, keep it up bro
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Post by: Archael on November 22, 2008, 10:49:40 pm
Quote from: "dwib"I will re-write all my suggestions here that were generally appreciated
Arbalist:
Auto-Crossbow - Deals random damage (repeating fist), AoE = 1
Over Strung - Knocks enemy back (i'm not sure how that'd work twice?)
Point Blank - Deals large damage, Range = 1

also, a question that was never answered READ!! : is it possible for an attack like "Quick Shot/Rapid Fire" to work, where it'd add an extra 20 CT to the character after their turn was over? Like, if you had waited, except you don't have to wait, you just use this ability. (low damage so it's not broken)


About Auto-Crossbow and Over-Strung, I am not sure how they'd work twice... might not be possible

Auto Crossbow might be do-able ,but I'd prefer random number of hits over random damage... I mean.. why would an Arbalist want a Random Damage move when he can just shoot twice normally???

Point Blank.. the damage on this would need to be so insane for a Arbalist to want to get close to use it... remember, their normal attack fires twice





to answer your question, not that I know of...

Dealing damage + adding CT to self is impossible atm without some heavy ASM looking into it
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Post by: The Damned on November 22, 2008, 10:54:06 pm
^ I'll keep that mind. (EDIT: I'll keep it mind how slow I am too.)

Quote from: "dwib"also, a question that was never answered READ!! : is it possible for an attack like "Quick Shot/Rapid Fire" to work, where it'd add an extra 20 CT to the character after their turn was over? Like, if you had waited, except you don't have to wait, you just use this ability. (low damage so it's not broken)

I'm pretty sure that's not really possible at the moment since the only technique that directly affects CT is Quick, and the only formula with Quick a)doesn't do damage and b)adds 100 CT instead of 20 CT.


Also, I agree with Archer: Arbalists are glass cannons, then none of their techniques should be have a range less than 2.

For instance, I would say that Auto-Crossbow should have a wide AOE but due indiscriminant, weak-ass hell damage. I mean, Auto-Crossbow is the weakest technique that Edgar has.
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Post by: dwib on November 22, 2008, 10:55:10 pm
The though was that auto crossbow might be useful because of its AoE, but you are the boss! random # of hits like a (un)truth skill could work too? no idea how to hack over here.
Would it be possible for Over Strung to hit once, but knock back 2 spaces? hm...
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Post by: Archael on November 22, 2008, 11:02:36 pm
LD is the boss

I would like to give them (Arbalist) a weak AOE skill, but it presents some problems


1) I cannot make AOE spells fire twice
2) if I make it fire once, PA based AOE skill, then other jobs will be able to use it ranged skill regardless of the weapon they carry,... = auto broken

I want to try to keep this skillset under the same 2x hits rule, so that other people can use it as secondary, but not as effective as the Arbalist
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Post by: Archael on November 22, 2008, 11:09:42 pm
I can make Auto Crossbow, but it'll be many small weak hits, MA based
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Post by: The Damned on November 22, 2008, 11:12:29 pm
It's a pity that the only random/multiple-hitting formulas are MA-based.

That's mostly the reason I'm stumped when it comes to physical-only based attacks that do can no status.

It gets kind of repetitive after a while....

Hmm....
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Post by: Archael on November 22, 2008, 11:14:28 pm
Quote from: "The Damned"It's a pity that the only random/multiple-hitting formulas are MA-based.

That's mostly the reason I'm stumped when it comes to physical-only based attacks that do can no status.

It gets kind of repetitive after a while....

Hmm....

yeah it is a pity



I'm looking thru formulas and combine with some 1.3 tricks I learned

I can make a skill that fires twice (Weapon Damage each), and each hit has a 25% chance of doing something (Spell, another physical skill, etc)

Gambit type move?

or something?


I can make it have a 25% chance to fire another shot, re-curring
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Post by: The Damned on November 22, 2008, 11:30:35 pm
Heh, I'm not sure how I feel like about "a Gambit-type move" when thus far Gambler is annoying me (if only because I can't get Roulette to work how I want it to and I can't seem to find a healing formula that doesn't add status 100%).

Anyway, what I was "hmmm..."ing about was something I was wondering: Would to make an ability that use the Arc-type path of a Longbow? Sort of like a Richochet Shot if you didn't check off Direct?

(Wait, the other skills using "Direct"? I'm just assuming.)
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Post by: Archael on November 22, 2008, 11:36:33 pm
Quote from: "The Damned"Heh, I'm not sure how I feel like about "a Gambit-type move" when thus far Gambler is annoying me (if only because I can't get Roulette to work how I want it to and I can't seem to find a healing formula that doesn't add status 100%).

Anyway, what I was "hmmm..."ing about was something I was wondering: Would to make an ability that use the Arc-type path of a Longbow? Sort of like a Richochet Shot if you didn't check off Direct?

(Wait, the other skills using "Direct"? I'm just assuming.)



These abilities take the weapon property of whatever you're using

they can't bypass obstacles...

I doubt I can make them fire twice (from the xbows) and by-pass obstacles at the same time
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Post by: The Damned on November 22, 2008, 11:43:20 pm
Hmmm...I'm kinda of stumped then, especially since you already used the cliche "Long Shot" ability (or it was at least suggested). I can't really think of anything else at present outside of equally cliche elemental shots, which don't really "fit" the class.

Speaking of "fit", what does LD want with Warder? Since we can't have Arbalist use Status, I'm going to assume that Warder has particular restriction to shape the set, no?
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Post by: Archael on November 22, 2008, 11:44:50 pm
Quote from: "The Damned"Hmmm...I'm kinda of stumped then, especially since you already used the cliche "Long Shot" ability (or it was at least suggested). I can't really think of anything else at present outside of equally cliche elemental shots, which don't really "fit" the class.

Speaking of "fit", what does LD want with Warder? Since we can't have Arbalist use Status, I'm going to assume that Warder has particular restriction to shape the set, no?




Warder has no real restriction, but it's PA based, it's slow, it has high HP, and it will always be in Defending status (meaning any shield it uses has Double EV % on him)

Spells, for example, would not suit him at all


EDIT: Arbalist currently has no "Longshot" ability

all it's skills are 4 panel range (like it's crossbows), if you watched the vids
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Post by: The Damned on November 22, 2008, 11:51:14 pm
Well, Longshot was just suggested already then.

As for Warder, sounds like Wall would perfect for him if we could stop Wall from being glitchy.

I'll try to think about it before I go to sleep tonight.
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Post by: Archael on November 22, 2008, 11:56:06 pm
Quote from: "The Damned"Well, Longshot was just suggested already then.

As for Warder, sounds like Wall would perfect for him if we could stop Wall from being glitchy.

I'll try to think about it before I go to sleep tonight.

yeah.. we can't remove the permanent aspect of Wall Status

we need ideas for that job... Tank skills

but letting him get close (slow, 3 move, and I'm pretty sure LD is not keeping Move +3 around), should result in big damage
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Post by: The Damned on November 23, 2008, 12:01:51 am
One more thing before I go to bed/leave the computer: Do you know what equipment LD wants Warder to use?

Shield, Helmet, Armor, and Accessories seem rather obvious based on what you said, but weapon-wise?
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Post by: Archael on November 23, 2008, 12:04:12 am
Quote from: "The Damned"One more thing before I go to bed/leave the computer: Do you know what equipment LD wants Warder to use?

Shield, Helmet, Armor, and Accessories seem rather obvious based on what you said, but weapon-wise?

no clue

we tossed around the idea of them using axes (1h) / flails  / spears / swords but no decisions..


weapon type shouldn't affect skill ideas too much



as for gear

heavy armor  / shields but they dont get to wear mantles

their C EV is 0% and all they do is block stuff with Defending + Shields
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Post by: The Damned on November 23, 2008, 12:11:20 am
Quote from: "Voldemort7"as for gear

heavy armor  / shields but they dont get to wear mantles

their C EV is 0% and all they do is block stuff with Defending + Shields

That's nice foresight.

Anyway, while the weapons shouldn't really affect the skillset, it gives me something, if anything, to focus on. I'll try to keep it in mind.
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Post by: Archael on November 23, 2008, 12:14:06 am
think heavy crushing blows

very little ranged

(which is why that Line Armor Break probably will change or not end up on them)


maybe some defensive moves? help the party?

probably no rezing

yes to damage reduction buffs...
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Post by: LastingDawn on November 23, 2008, 12:53:51 am
Very nice work thus far, Voldemort! These videos are quite a good showing of potential.
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Post by: dwib on November 23, 2008, 01:08:17 am
Some ideas for Warder? not sure if this is the direction you feel it should be headed but here goes
Aura - Gives Regen and Reraise to user
Invigorate - PA + 2
Fortify - Gives Protect to all units surrounding user (AoE : 2)
Pile Drive - Weapon Damage and reduces target's CT to 0
Shield Swing - Deals damage and knocks back all surrounding units
Debilitate - Deals Damage + PA -1 and MA -1
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Post by: Lydyn on November 23, 2008, 01:19:28 am
I don't believe Pile Drive and Debilitate will work without modifying formulas.
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Post by: Archael on November 23, 2008, 01:20:55 am
Quote from: "Lydyn"I don't believe Pile Drive and Debilitate will work without modifying formulas.

that's ok...

something as powerful as CT 00 doesnt need to do damage

it's not a bad idea.. and not as powerful as 3 range Persuade (albeit this will probably be more accurate)
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Post by: Archael on November 23, 2008, 01:54:05 am
added "Riskbreaker"

% chance extra hits attack

basically a way to burn your MP away if you're feeling lucky
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Post by: boomkick on November 23, 2008, 02:01:20 am
Hey Voldemort, is it possible to make the crossbow shoot a very far range (more then 4 panels) with a skill? That was a suggestion of Longshot.

Meat Shield- High Mana Cost, Defend/Protect/Shell on Self.
Ghost Shot- Throw Spirit animation, Deals life stealing damage (if possible?)
Phase Blow- Wave Fist animation, Deals Magical damage.
Dark Arrow- Dispose animation, Long Ranged damage.

O and what is the basic idea for warder, i don't have an idea of what he is suppose to be.
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Post by: Archael on November 23, 2008, 02:04:39 am
^ Read the first 6 posts in this 2nd page

it explains Warder well... he's a tank, and has high Blocking %'s too... hard to kill unless you attack from behind




also I don't think Arbalist should get range

they will be incredibly deadly from mid-range (4 panel)

let the Archers snipe, or perhaps give Longshot to them

and yes it is possible to do Longshot to increase the weapon's range, I think


REQUESTING!!!:
Someone who is good with CT and damage Calculations to take a look at Poised Shot and Explosive Shot and balance their relative CT's, MP Costs, and WP+ bonuses. THNX! ^_^[/b]
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Post by: boomkick on November 23, 2008, 02:12:20 am
Well lets give the Warder Meat Shield.

more warder skills then.

Pain- Shake off animation, Deals damage equal to his MAX HP - CURRENT HP, 1 panel range.
Disarm- Breaks an enemy's weapon, 1 panel range.
Earth Stomp- Mimic Titan animation, he uses his heavy ass armor to stomp the ground with massive force, 2 panel effect range.

Ill edit this more later. Try it while im editing :).
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Post by: The Damned on November 23, 2008, 04:31:24 am
Since my insomnia is kicking my ass extra hard due to having accidentally fallen asleep early, I guess I'll put up my suggestions now. I have to say that having finally looked at all the formulas via copying down to Word, I'm somewhat disheartened about how many of them use MA exclusively.

It's rather annoying when it comes to PA-based classes:



I have to admit that dwib inspired me with regards to Grapple & Kick and that Shield Spin is basically the same thing he already suggested; I'll probably be using two or three of the above myself in the early phases of my own patch.

In the meantime, I'm going to try and go to sleep that so that I can dream of electric sheep.
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Post by: Archael on November 23, 2008, 10:20:26 am
some very nice ideas there

especially Grapple, Crumble, and Snuff

Rest is good but it''s too easy to just wake him up

insta full HP heals are strong on such a tanky unit

perhaps Rest should cancel the Warder's Defending in return for SOME hp heal


I love the idea of him stopping his Defend to "Rest" or aid himself


Snuff is awesome... death formula so that it only works on sleeping opponents, right?
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Post by: The Damned on November 23, 2008, 11:29:40 am
Yes, Snuff uses Death's formula for all 100%. It maybe needs to be Dark since I know that LastingDawn has at least one Zodiac Monster (boss?).

I suppose I should have been clearer on the ideas, but considering that between that post and this one I've had only about three hours sleep total (not even constant considering I woke up like thrice), I was trying to be both concise and lazy:



Oh, you can space the Lists? Well shit.

I'll go back do that for my other post(s).
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Post by: Archael on November 23, 2008, 11:34:42 am
you're right.... the always: defend status cannot be canceled

good call
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Post by: The Damned on November 23, 2008, 11:48:43 am
Meh.

Technically, it would be cancelled, it would just be re-activate the soonest possible interval. So it should be kind of like a reverse Defending in that taking an action will cause you to go back to Defending after "Resting", no?

Speaking of status, perhaps it would be best to say that Snuff should only do 80% at the time since I think that speedy classes with more movement (read: everyone else) might benefit from Snuff before Warder, who could at least take some abuse provided he didn't kill the opponent unlike some other classes (*cough*Thief*cough*).
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Post by: Archael on November 23, 2008, 11:57:35 am
well

Snuff can have a chance to apply the status

and otherwise deal mediocre damage

so if it doesn't work, you just gave a free wake-up to the target
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Post by: The Damned on November 23, 2008, 12:01:35 pm
Wait. What?

Isn't "Cancel: Sleep" the status being applied in that formula so that it only targets Sleepers as Skip Sandwich wrote?
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Post by: Archael on November 23, 2008, 12:06:18 pm
yeah, you're right...

but if we do that, then it's a 100% type of deal

(if it connects vs the slept guy, it will apply the KO 100%)
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Post by: Rhue on November 23, 2008, 06:35:57 pm
For the tank:

Head Smash: Inflicts damage and has a high chance of inflicting silence to the enemy.

Leg Cut: Inflicts damage and has a high chance of inflicting "Don't move".

Sacrifice: Improved version of WISH.

Arm Slice: Inflicts damage and has a high chance of inflicting "Don't act"

Reaction: Last stand: Gives protect, shell and regen when the unit enters in critical status.
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Post by: Archael on November 23, 2008, 09:44:10 pm
added "Meatbone Slash" for Arbalist

will work on videos of good Warder ideas in the week if I get free time
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Post by: boomkick on November 23, 2008, 11:13:01 pm
Why not give them Counter for kicks.
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Post by: Archael on November 23, 2008, 11:15:12 pm
Counter would also work on them

either way, that ability (meatbone slash) is getting a re-name, regardless of what job it ends up on...
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Post by: The Damned on November 23, 2008, 11:42:51 pm
I was somewhat thinking about this as I trying to catalog things in FFTPatcher yet again: Does a class act glitchy if you get rid of its ability to attack barehanded? (Or can you even do that?)

I know there's a box for in it the Job Tab, but I was just wondering that with regards to Warders Always Defending position not really leanding itself to hand-to-hand on top of the heavy armor. (Kicking, yes. Punching, not really....)

Just a curiosity, really.

(On that note, though, I suppose I should say that I [still] think that Warder should have Innate Maintenance since that would at least keep enemy Warders from being boned over by not knowing how to use Innate Equip Change.)
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Post by: Archael on November 23, 2008, 11:59:36 pm
never tested it The Damned, but I agree that Warder should carry around melee weapons with it's shield

he's not an agile fighter to be punching or kicking

he's just strong as fuck


added 1 summon strike concept vid
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Post by: dwib on November 24, 2008, 12:50:42 am
i like the summon strike idea very much, although i think the AoE should be reduced if not tossed away

Another possibility for Warder:
Full Swing - Heavy damage, inflicts slow on user (which would suck for warders)
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Post by: boomkick on November 24, 2008, 12:58:45 am
Warder

Massive Shock- Shake Off animation, Deals Aoe damage in front of him (he will only be able to target 1 panel around him, which will have an AOE of 1 panel.

Mage Breaker- Deals massive damage to those with High Faith.

Last Burst- Suicidal Attack, Deals MASSIVE damage to an AOE around the warder (and himself), Shock animation.
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Post by: Zuka on December 09, 2008, 02:42:40 pm
Quote from: "Voldemort7"
Quote from: "The Damned"Is this Warder class a generic class or an enemy-only class Voldemort7?


generic

dont worry too much about balance right now guys

numbers are easy to change

we need IDEAS that work and suit the new jobs



worry about numbers  later

it's not the numbers I have an issue with, I don't think ANYONE should break armor in a linear effect, one piece on one person at a time is devastating enough when you consider them 100% effective... Unless of-course Maintenance is going to be A LOT more common
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Post by: Archael on December 09, 2008, 02:52:26 pm
who said anything about 100% effective

that skill is not 100% effective, it checks P EV

worry about numbers later, I said
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Post by: boomkick on December 09, 2008, 05:27:26 pm
Lol, i think armor break in a line is too much unless the break % is around 10%.
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Post by: Archael on December 09, 2008, 05:40:58 pm
its pointless to complain about balance on placeholder ideas man

they can end up as whatever LD wants to do with them

the thing might end up with a range 3 line with v0 for all we know
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Post by: Zuka on December 10, 2008, 11:40:27 am
okay, well, I assumed they would be 100% but i suppose I'd have to see the class in action as opposed to just an ability demonstration, I do still feel that the ability even when limited to break multiple items at once is going to make for a very tough to balance move, to be honest, I think that there should be a few less moves that deal damage, for example, interrupting shot is REALLY cool, but maybe it shouldn't do damage since you can stop a spell dead in its tracks from a range, Unless of-course there is a chance for the ability to fail at interruption... Just a suggestion...
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Post by: Archael on January 24, 2009, 06:17:54 pm
Request: Someone give me a list of skills which are 100% going to make it in so I can possibly make videos and assign some spell effects to them?
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Post by: The Damned on January 24, 2009, 10:29:27 pm
This list is going by what Lasting Dawn himself has seemed to declare test worthy and since you would have more correspondence with him than I would....

Most seem to be of the magical nature rather than the physical nature:

Gambler's Skills

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).

Straight- Deals one of 5 status effects at 50%
(Blind/Poison/Don't Move/Addle/Berserk)

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

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.

Jackpot!- Very low accuracy, massive damage to all enemies in range with a chance to inflict dead.

Ability Name: Tantalize - Description: "A sudden temptation with vice could easily befuddle the enemy or even sweep them off their feet." - Formula: 29 Opposite Sex: Hit_(MA+X)% Else Miss - X Variable: 60 - Range: 3 - Effect Area: 0 - Vertical: 2 - Inflict Status: Random Confuse, Charm - CT: 0 - MP: 3.

Ability Name: Darts - Description: "Another infamous gambling tool, these small items are more a nuisance than a threat, at least when it comes to purely physical injuries." - Formula: 1F Dmg_((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit (Rdm {1,X}) - X Variable: 3 - Y Variable: 10 - Range: 4 - Effect Area: 1 - Vertical: 1 - Inflict Status: Separate Death Sentence, Dead - CT: 0 - MP: 12 - Hit Caster: No - Animate on Miss: Yes.

Roulette - Inflicts either Haste or Slow on every Ally and Enemy on the field.

(Secret Skill)
Shady Deal- Tricks the enemy into a game they cannot win, forcing them to give up their accessories. 3 Range, 1 Effect Area, 3 Vertical.


Scryer
Potion - Body Rune (Recover's 50 HP)

Hi Potion - Adept Rune (MA * MA /2)

X Potion - Balance Rune (PA /2 * MA)

Ether - Mind Rune (Restores 30 MP)

Hi Ether - Deepening Rune (Damages the target for how much HP they have lost)

Elixir - Heaven's Stasis Rune (Recover's all HP/MP while Slowing, stopping, and freezing the target in place) *Might be impossible*, as is.

Antidote - Beast Pacifier Rune (Random Slow, Sleep, Don't Move, Poison)

Eye Drop - Vitality Rune (Regen)

Echo Grass - Hide Rune (Transparent, Don't Move, Defend)

Maiden's Kiss - Wall Rune (Protect, Shell)

Soft - Freedom Rune (Cancel Don't Move, Don't Act, Sleep, Stop, Petrify)

Holy Water - Blessed Rune (Same exact thing as Holy Water)

Remedy - Faith's Blessing Rune (50% to raise Faith by 10 for that battle, +2 Permanant)

Phoenix Down - Fury's Strength Rune(50% to raise Fury by 10 for that battle, +2 Permanant)


Invoker

Burn - MA * 6 (MA + 50%) Range 3, Effect Area 1, Vertical 3, MP 8, Chance to inflict Haste- The most powerful of the Invoker's spellbook, yet also one of the most inaccurate. It's power is augmented in it's spread damage.

Freeze - MA * 3 (MA + 40%) Range 4, Effect Area 1, Vertical 1, MP 6, Inflict Slow- It's power lies not in it's damage but in it's ability to slow opponents, as well as it's top of the line Range. It's cost is cheap, and even one hit could turn the tide.

Shock - MA * 2 (MA + 70)%) Range 3, Effect Area 0, Vertical 10, MP 15, Inflict Stop or Don't Act or Don't Move- As one can plainly see, Shock's power lies completely in the status it *can* do, it is the highest vertical of the spells (of course! How can lightning Have a vertical?!)

Tremor - MA * 3 (MA + 50%) Range 0, Effect Area 2, Vertical 0, MP 12 - The earth rumbles and shakes underneath the opponents collapsing here and there. The power of this lies in it's DO range, it causes no status effect.

Gale - Dmg_Random(1...4)* MA (For now PA...) Range 4, Effect Area 4, Vertical 2, (linear attack), MP 14 - A truly unique attack, with a gust of wind blowing forth from the caster, Pushes all enemies back, in a straight line.

Engulf - MA * 4 (MA + 60%) Range 2, Effect Area 1, Vertical 4, MP 10, Inflict
Poison - Many large bubbles appear and explode over the targets, it power lies in it's relatively high damage and it's guaranteed poison.

Spirit Surge - MA * 5 (MA + 45%) Range 5, Effect Area 0, Vertical 3, MP 18, Inflict Confusion - A surge of Holy energy comes forth from the user, inflicting the unit with conflicting thoughts and emotions. Very inaccurate, but very powerful, the longest range of the Grimiores.

Dark Chant - MA * 2 (MA + 65%) Range 2, Effect Area 0, Vertical 5, MP 8, Inflict 25% Charm, - The targets soul is infused with a lesser dark spirit, that bids servitude to the Invoker, taking possession of the target.

Explosion - MA * 5 (MA + 30%) Range 4, Effect Area 2, Vertical 2, MP 15 - The Invoker's most destructive spell, as well as the most inaccurate, from a distance the Invoker let's fly a large explosion.


Cantor's Abilities

Healing Voice- Heals a single target unit next to the Cantor for 40% of their HP in which they enter a praying position, though this song does not work on those who are praying, or moments from death

Healing Breath- Heals a large area for 20% of their HP in which they enter a praying state, though the song does not work on those who are praying, or moments from Death

Throe of Rebirth - Rebirth is a very painful process, the ancient chant from the Cantor is anything but sweet, reduces an allies HP by 25% but gives them Reraise.

Hymn of Life- Gives new life to the dead (Life Spirit effect and animation)

Aria of Peace - Dispels Berserk from the targets and heals their wounds with a soothing voice.

Insane Chant - Inane babbling in a dark voice, confuses the enemy and dealing physical damage.

Lethargic Psalm- A magical verse taken from the Gospel of Bariaus puts an ally into a deep and restful sleep, while quickly healing their broken bodies, this of course feels like a sleep of a 100 years, therefore upon awaking, are sluggish in movement.
(65% Heal, Sleep and Slow)

Tumultuous Bellow- With savage yells and roars inflicts Berserk in an area around the target

Sonnet to Faram- With a written sonnet, tries to reach the ears of Faram to be blessed by His grace. (Applies only to the caster)

(Protect/Shell/Regen/Faith) (All)

Coronach to Lucavi- With a silent, but vicious litany of the Lucavi, beseeches the High Seraph, Ultima to dispose of their foes, pelting them with dark energy, in an attempt to inflict them with harmful ailments.. (Single Enemy)

(Berserk/Blind/Poison/Innocent) (All)

(Secret Skill)
Mighty Prayer- With a voice that expands from one side of the battlefield to the other, the Cantor preaches aloud the miracles of St. Ajora, forcing Faith on all units.
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Blue Mage

Eye Gouge (1.3) - Goblin
Choco Cure - Chocobo
Spark - Explosive
Cat Kick - Cuar
Mind Blast - Mind Flare
Wind Soul - Living Bone
Drain Touch - Gust
Circle - Plague
Calm Spirit - Trent
Triple Thunder - Hydra
Blaster - Vampire
Hurricane - King Behemoth
Ice Bracelet - Blue Dragon
Triple Attack - Hyudra, Hydra, Tiamat
Blow Fire - Minitaurus
Self - Destruct - Band of Abilities and Blue Mage Crystal


Reliquian Abilities

Relic 1 (Bought from Stores) Weathered Sword - Compass OR Point --> Description: "A weak linear attack that splinters the most common of swords with Lightning to find either the path home or to victory." (Minor damage; Lightning Element [if the formula allows for it]; Linear Attack with furthest reaching range of all abilities in this Skill Set--basically a far weaker Lightning-based Kikuichimoji; Discriminating Damage)

Relic 2 - (Bought from Stores) - Guardian's Wish - Strict Order - Grants the Defending status to self and nearby allies

Relic 3 - (Poach) - Blissful Ignorance - Reality- causes the effected to have doubts about God's existence. (Innocent)

Relic 4 - (Mission Award) - Glass Axe - Shattered Suffrage - An axe with a penchant for Blood, will dive it's shattered remains into any nearby friend or foe.

Relic 5 - (Poach) - Star Chart -Southern Cross - Deals holy element damage in a cross shaped area of effect

Relic 6 - (Mission Award) - Rusty Claws -Rising Sun - self+ Berserk, Haste and Protect


Relic 7 - (Mission Award/Poach) - Broken Pocket Watch - Clockwork Night - An engimatic reaction occurs when this ebony watch is used in this fashion, as all of the area is consumed by peerless darkness and much screaming." (Moderate HP Damage; Standard Draw Out AOE; Dark-based; Attempts to add Blind; Discriminating.

Relic 8 - (Poach) - Feng Shui Charts - Elemental Breakdown - 1 AoE, casts
a devastating spell which infects the body with many configurations, can do a variety of status to survivals, granted they don't resist any Element.

Relic 9 - (Mission Award) - Advisor's Signet - Lightbulb - Adds +1 MA to one ally.

Relic 10 - (Secret Skill)(Unique) - Orb of Minu - Containing the Soul of the First Magician, Minu, it's power surpasses any Other tool of Magic, casting a spell long forgotten by humans and spirits alike. Uses the spell he sacrificed his life to unlock. Uses Ultima (2).
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Esperblades
Moogle- Confuddle - 1 AOE, (MA+30%) Add: Charm OR Confuse OR Sleep

Shiva - Winter Winnow - 2 AoE, (MA + 35%) Remove all Positive Status (Dispel)

Ramuh - Scepter's Bolt - 2 AoE, no height Tolerance, Medium Lightning Damage, 25% Don't Move

Ifrit - Summer Savagery- 1 AOE (MA+45%) Adds: Berserk


Silf- Fall Foehn - 3 AOE, (Weak Wind Damage)

Fairy - Spring Salve - 2 AOE (MA+75%) Add: Regen

Midgar Zolom -Serpent's Spite - 2 AOE (Weak Damage) 100% Add: Poison

Zodiac - Astral Abrogation - 1 Panel - (Heavy Damage)
Title:
Post by: PX_Timefordeath on January 24, 2009, 11:21:59 pm
Regarding the last page.

Maybe Warder should dual-wield shields.
Title:
Post by: Archael on January 25, 2009, 12:26:13 am
@ The_Damned

very helpful! thanks