Final Fantasy Hacktics

General => Archives => Symbols of Rage => Topic started by: Skip Sandwich on December 04, 2008, 11:29:52 am

Title: The new SoR monster thread
Post by: Skip Sandwich on December 04, 2008, 11:29:52 am
okay, thanksgiving is over, and i've had a chance to start playing around with the patch, so its time to start giving some monster makeovers

for now, i'll just use an aproximate rating system (Terrible>Bad>Mediocre>Fair>Good>Great>Amazing). Later on I (or someone else who wants to be a huge help) can figure out how to get those stats from growth/multipier combos (I plan to have all 'families' of monsters have the same growths, with just different multipliers differing the three tiers).

Rough values for ratings, except for hp/mp, these values are subject to change should anyone come up with a better curve. Keep in mind these power curves, while meant for monsters, also include human level values for sake of comparison. I'm planning for even the most powerful human classes be only mediocre in comparison to the weakest monsters (at least, statwise)

HP
Terrible: ~100hp at level 99
Bad: ~200hp at level 99
Mediocre: ~300hp at level 99
Fair:  ~400hp at level 99
Good: ~600hp at level 99
Great: ~800hp at level 99
Amazing: 999hp at or before level 99

MP
Terrible: ~25mp at level 99
Bad: ~50mp at level 99
Mediocre: ~ 75mp at level 99
Fair: ~ 100mp at level 99
Good: ~ 150mp at level 99
Great: ~200mp at level 99
Amazing: ~250mp at level 99

PA
Terrible: ~5PA by level 99
Bad: ~10PA by level 99
Mediocre: ~15PA by level 99
Fair: ~20PA by level 99
Good: ~30PA by level 99
Great: ~40PA by level 99
Amazing: ~50PA by level 99

MA
Terrible: ~8MA by level 99
Bad: ~16MA by level 99
Mediocre: ~24MA by level 99
Fair: ~32MA by level 99
Good: ~48MA by level 99
Great: ~74MA by level 99
Amazing: ~90MA by level 99

Speed
Terrible: ~10SP by level 99
Bad: ~12SP by level 99
Mediocre: ~14SP by level 99
Fair: ~16SP by level 99
Good: ~20SP by level 99
Great:~24SP by level 99
Amazing: ~28SP by level 99
Title: Undead!
Post by: Skip Sandwich on December 04, 2008, 11:30:19 am
Okay, here are my initial ideas for the undead (of course i'm going to start with them, they are my favorite class of monster after all)

Monsters in this category
Skeleton
Bone Snatch
Living Bone
Ghoul
Gust
Revenant
*Vampire
*Plague
*Tiamat
*note* under consideration

Skeleton family general traits
HP: Great
MP: Terrible
PA: Good
MA: Fair
SP: Mediocre
Move: 4
Jump: 3

Element: Absorb Dark, Immune Cold, Immune Water, Immune Wind, Half Thunder, Weak Holy
Innate: Defense Up, Move Underwater, Counter, Arrow Guard
Status: Always Undead, Immune Blind, Sleep, Confusion, Don't Move, Don't Act, Poison, Regen, and ReRaise

Monster Skill: Necrosynthesis: Heal own hp and mp for a large amount

Skeleton Skillset

Knife Hand: basic physical attack, 25% chance of casting "Critical"

*Critical: deals basic physical damage, unevadable.

Zombie Touch: ice/dark element magical melee attack, may cause slow, PA/2 * MA damage


Bone Snatch

Knife Hand

Throw Spirit: non-elemental magic attack, range 5, single target, PA +4/2 * MA damage


Living Bone

Knife Hand

Curse: deals PA/2 * MA dark-element damage to self and all targets in area, may inflict Death Sentence. Range 0, area 2, muramasa animation.

Throw Spirit


Ghost family general traits
HP: Mediocre
MP: Good
PA: Fair
MA: Good
SP: Good
Move: 5
Jump: 5

Element: Absorb Dark, Immune Cold, Immune Wind, Immune Earth, Weak Holy
Innate: Float, Teleport, Short Charge, Blade Grasp
Status: Always Undead, Immune Blind, Confusion, Sleep, Don't Move, Don't Act, Poison, Regen, and ReRaise

Monster Skill: Malevolence- single target self-destruct, range 8, unlimited vert

Ghoul

Ice Soul: Deals PA/2 * MA magical ice/dark element damage to a single target, range 4, direct targeting *this is the reason I made undead immune to cold*

Dark: as the spell

Scare: add don't act or confusion to a single foe


Gust

Ice Soul

Dark 2: as the spell

Panic: attempts to add don't act and confusion to a single foe


Revenant

Ice Soul

Dark 3: as the spell

Dispair: inflicts stop on a single foe

-------------------------------------------------------
Vampire traits
HP: Good
MP: Terrible
PA: Good
MA: Good
SP: Great
Move: 4
Jump: 6

Elemental: Absorb Dark, Immune Cold, Immune Earth, Half Thunder, Weak Water, Weak Fire, Weak Holy
Innate: Cannot Enter Water, Concentrate, Counter, Ignore Height
Status: Always Undead, Immune Blind, Confusion, Sleep, Don't Move, Don't Act, Poison, Regen, and ReRaise

Attacks

Cat Scratch: basic physical attack, may inflict poison

Blood Suck: absorb 25% target max hp.

Steal Heart: as the thief skill


Plague traits
HP: Good
MP: Amazing
PA: Fair
MA: Amazing
SP: Good
Move: 5
Jump: 1

Elemental: Absorb Dark, Immune Cold, Immune Earth, Half Thunder, Half Water, Weak Holy
Innate: Float, Fly, Short Charge, Counter Magic
Status: Always Undead, Immune Blind, Confusion, Sleep, Don't Move, Don't Act, Poison, Regen, and ReRaise

Skills

Death 2: like the spell Death, but has an area of 1 (vert 0)

Grease Touch: inflict don't act and don't move on a single foe, range 1v3, very accurate

Dark 3: as the spell


Tiamat traits
HP: Amazing
MA: Amazing
PA: Amazing
MA: Amazing
SP: Mediocre
Move: 4
Jump: 2

Elemental: Absorb Dark, Immune Cold, Immune Water, Half Thunder, Half Fire, Weak Holy
Innate: Fly, Defense Up, Magic Defense Up, HP Restore
Status: Always Undead, Immune Blind, Confusion, Sleep, Don't Move, Don't Act, Poison, Regen, and ReRaise

Skills

Triple Breath: deals PA/2 * MA non-elemental magic damage in 3 directions, may inflict death

Dark Whisper: as normal

---------------------------------------------------------
Goblins!

Goblinoid General Traits
HP: Good
MP: Terrible
PA: Fair
MA: Fair
SP: Good

Elements: none
Innate: Any Ground, Counter, Meatbone Slash
Monster Skill:


Goblin
 
Tackle: basic physical attack, 25% chance of casting Dash

Throw Stone: deals PA +2/2 * PA physical damage, range 4

Turn Punch: PA/2 * PA damage to adjacent targets, unevadable, vert 1

====================================

Black Goblin

Tackle

Revive: as the monk skill

Curse: inflict Death Sentence, hit MA + 50%, range 1v1

=====================================

Gobodegook

Mutilate: repeating fist animation, physical attack with a 25% chance of casting Fatal Blow (reduces target hp to 1)

Green Cherry: strong single target healing, but may inflict Poison, Blind, Silence, Confusion or Berserk

Goblin Punch: reduces target mp to 0, range 3, accurate.


----------------------------------------------------------------
Bonus! Panthers!

Panther General Traits
HP: Good
MA: Terrible
PA: Fair
MA: Fair
SP: Great

Move: 5
Jump: 6

Element: Half Ice
Innate: Ignore Height, Cannot Enter Water, Concentrate, Counter
Monster Skill:


Red Panther

Cat Scratch: basic physical attack, may inflict Poison

Poison Nail: range 3, inflict Poison or Blind

==========================================

Cuar

Cat Scratch

Blaster: range 3, inflict Petrify or Stop

----------------------------------------------------------------------------
Bombs!

Bomb general traits
HP: Amazing
MP: Amazing
PA: Mediocre
MA: Good
SP: Good

Move: 4
Jump: 6
Innate: Float, Short Charge, Dragon Spirit, Critical Quick
Status: Immune Poison, Death Sentence, Undead, Petrify, Death
Monster Skill: Flare 2

Bomb
Elements: Absorb Fire, Weak Ice, Half Thunder

Skills

Bite: basic physical attack

Flame Attack: deals MA * 10 fire damage, range 4, area 1v2, can target self

Self Destruct: as normal, but adds Sleep

Grenade
Elements: Absorb Ice, Weak Fire, Half Thunder

Skills

Bite: basic physical attack

Blizzard: stasis sword animation, deals MA * 10 ice damage, range 4, area 1v2, can target self

Self Destruct:

Explosive
Elements: Absorb Thunder, Weak Water, Half Wind

Bite: basic physical attack

Shock!: giga flare animation, deals MA * 10 thunder damage to self and all in an area of 2

Self Destruct
==============================================
Bulls!
Bull General Traits
HP: Great
MP: Terrible
PA: Amazing
MA: Mediocre
SP: Mediocre

Move: 3
Jump: 4

Innates: Move Hp-UP, Defense Up, PA Save, Catch
Elements: Immune Earth, Half Thunder, Weak Water
Status: Immune Confusion, Blind
Monster Skill: Confuse 2

Bull Demon
Skills

Shake Off: basic physical attack, may inflict confusion or sleep

Wave Around: deals PA/2 * PA damage to all adjacent foes, unevadable

Rock Toss: deals PA + 12/2 * PA damage, range 5, area 1v255, random fire (only 1 shot), unevadable.


Minatarous
Skills

Shake Off

Blow Fire: deals PA/2 * MA fire damage in a line of 2

Rock Toss


Sacred
Elements: Absorb Earth, Immune Thunder, Weak Water

Skills

Shake Off

Earth Slash: as the monk skill

Mimic Titan: Deals PA + 6/2 * MA earth-elemental damage in an area of 2.

=======================================
Mind Bullets! (Squids)

Mind Flayer general traits
HP: Fair
MP: Amazing
PA: Fair
MA: Great
SP: Good

Move: 4
Jump: 3

Evasion: 25%

Elements: Absorb Water, Immune Thunder, Half Fire, Weak Ice
Innate: Move Underwater, Any Ground, MP Switch, Short Charge

Skills

Squidlarken

Tentacle: basic physical attack, may cause don't move, range 2, vertical 4

Water Bullet: aqua soul effect, water element magical attack, range 4, single target, MA * 6 damage

Mind Blank: Inflict innocent and shell status to single target at MA + 30%, can target self.

Piscodemon

Tentacle:

Water Bullet:

Telepathy: inflict confusion in a wide AoE (draw out range). MA + 30% effect rate.

Mind Flayer

Ego Whip: basic physical attack, hits two opponents in a line, may cause confusion

Mind Thrust: non-elemental magical attack, faith-based, single target, range 4, unlimited vertical, may inflict faith status. MA * 8 damage.

Extract: inflict crystal status, range 1, vertical 0. kill opponent by extracting the brain.


=========================================
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Post by: SentinalBlade on December 04, 2008, 05:35:38 pm
Keep them coming Skip, i love undead to, those are definatly already implemented :D
Title:
Post by: Skip Sandwich on December 04, 2008, 06:57:53 pm
cool, and would you like to see undead Vampires, Plagues and Tiamats? Cause i've already worked out some ideas for them (code named them the Vampire, Demilich, and Dracolich, respectively).
In any case, I think i'll hit the goblinoids next, as they're my other favorite monster class (if only there were orcs in FF, then they'd take that spot).
Other notes include the Critical skill, which will be my basic "double-hit" skill, to be used for all attacks that feature a higher then normal critical hit rate as a defining feature, it should use either the Knife Hand or Triple Attack animation.
:EDIT: Oh, I forgot to ask what you thought of my proposed power curves? Too High? Too Low? Just Right?
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Post by: SentinalBlade on December 05, 2008, 09:16:09 am
Just right in the curves department, considering monsters are limited, their stats need to be high.

More undead monsters ftw. post those ideas youve got going ;D
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Post by: Skip Sandwich on December 05, 2008, 04:27:05 pm
Edited second post, goblins coming next once I finish them
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Post by: Skip Sandwich on December 08, 2008, 08:02:16 am
goblins added, Panthers as well, but I'm not that happy with how they turned out, as I really didn't change anything except for stats (and giving them innate Concentrate), I'll probally go back and edit them some more later.
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Post by: SentinalBlade on December 08, 2008, 10:53:06 am
fair enough. hopefully youll have everything done by the time im done messing with Soul :D
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Post by: Zuka on December 09, 2008, 02:30:15 pm
I love the ideas of monsters being a LOT stronger than in the original conception, though I would like to mention that if you implement the soul counters this will very likely make for a game that is not only very difficult but also VERY frustrating, at least, that's what I would predict.
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Post by: Skip Sandwich on December 09, 2008, 03:06:16 pm
Bombs and Bulls done
Title: Re: Undead!
Post by: Dormin Jake on December 09, 2008, 06:41:18 pm
Quote from: "Skip Sandwich"Self Destruct: as normal, but adds Sleep
"H-Holy crap!  I just got blown up!  W-Where are my legs?  I-I-...zzzZZZZzz"

That makes sense.  :shock:   Well - yeah, I guess they could pass out from the trauma of getting blown up like that, or the dramatic blood loss.  Confusion + Darkness could be a cool alternative too, as with all the smoke and ringing in the ears it might be difficult to tell friend from foe on the battlefield.

Love love love the idea of using the Bomb family to represent different elementals.  The game could use some traditional Elemental-type enemies.
Title: Re: Undead!
Post by: Zuka on December 10, 2008, 11:54:05 am
Quote from: "Dormin Jake"
Quote from: "Skip Sandwich"Self Destruct: as normal, but adds Sleep
"H-Holy crap!  I just got blown up!  W-Where are my legs?  I-I-...zzzZZZZzz"

That makes sense.  :shock:   Well - yeah, I guess they could pass out from the trauma of getting blown up like that, or the dramatic blood loss.  Confusion + Darkness could be a cool alternative too, as with all the smoke and ringing in the ears it might be difficult to tell friend from foe on the battlefield.

Love love love the idea of using the Bomb family to represent different elementals.  The game could use some traditional Elemental-type enemies.

Maybe add death sentence? Possibly add death? I mean, the shock of being blown up could potentially kill someone faster than the actual damage of the explosion (Instant Death status)... Or for that matter could burn them so severely that internal organs WILL shut down (Death Sentence). I mean, that's what deep tissue burns do in real life after-all...
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Post by: Skip Sandwich on December 10, 2008, 11:57:07 am
well, the thing with adding death is that Self Destruct adds status at 100%, so you could potentally have a bomb waltz up on its first turn and self destruct for 100% death, or, more importantly, all you'd need is a means of inflicting ReRaise and you can kill the entire enemy group in two turns of your bomb. So yeah, death and/or death sentence are no goes.
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Post by: SentinalBlade on December 10, 2008, 01:37:42 pm
Skip, Come up with Tonberries :P

Also, ive tested death/sentence, and on the first turn in sweegy, i get rapped with a first turn explosion...definatly a no go.
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Post by: Skip Sandwich on December 10, 2008, 02:00:55 pm
Tonberries, huh? Do you know already which monster they're going to replace? My vote is for the panthers, becuase I can't think of anything good for them, whereas i'm thinking of something based on the Mini Devils from Bahamut Lagoon for the uribos.
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Post by: SentinalBlade on December 10, 2008, 02:03:25 pm
Panthers is fine by me. i never really enjoyed using them anyways. the pigs look more like teddy bears to me, honestly :P
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Post by: Skip Sandwich on December 25, 2008, 02:33:54 am
Okay, i've been out of town for the past week and without a stable internet connection, but i'm back and i'll get back to working on some more monsters, in between playing with all my christmas swag, in particular my new bass guitar and amp. I think i'll do the squids next.
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Post by: SentinalBlade on December 27, 2008, 10:56:33 pm
nice on the bass; i got a 5 string this year <3
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Post by: DarthPaul on December 27, 2008, 11:03:51 pm
Rockin the custom 9 string bass while drunk woot.
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Post by: Skip Sandwich on January 02, 2009, 07:32:28 pm
sorry for all the delays, I managed to get sick yesterday, and have been laid out on generic cold medicine that according to the ingredients list appears to use a derivitive of clorlophorm as the sleeping aid.
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Post by: SentinalBlade on January 05, 2009, 08:42:00 am
Ouch >.<

Well ive been slacking off on actually posting my updates, im going to do afew more ENTD and then post v.04 (i skipped public .02 and .03)
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Post by: Skip Sandwich on January 06, 2009, 05:44:54 pm
update, added Illithid monsters (squids), my favorite skills for these are mind blank (innocent plus shell on a single target) and extract (low% instant crystal, kill opponents by eating thier brains!)
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Post by: Skip Sandwich on January 29, 2009, 06:12:48 pm
i'm having difficulties coming up with good ideas for the remaining monsters, so if anybody else wants to step in and help out, they should feel free to do so
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Post by: SentinalBlade on February 04, 2009, 10:34:29 pm
Banshee. replaces panthers, since we were looking to get rid of them anyways.
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Post by: Vanya on February 04, 2009, 11:38:30 pm
That a Ragnarok Online sprite? Looks sweet. ^_^
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Post by: SentinalBlade on February 05, 2009, 05:52:11 pm
It isnt actually. I wish i had the patience for porting a RO sprite.

This is actually some random japanese game i found with only like 2 or 3 frames...i had to touch it up alot, and even then, its freaking hard as hell trying to make the body move...notice her hair is really the only activly moving thing
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Post by: SentinalBlade on February 05, 2009, 06:34:21 pm
Vanya gave me an idea... instead of spending hours on completly custom sprites that wont get the image across

im going ot be posting some sprites from other games im incorperating into FFT... not these are unedited, and are just copy pasted and dont look very FFT yet.
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Post by: enigma43 on February 11, 2009, 04:03:00 pm
You've gotta have a blue mage job (like in FF6) that can pick up a whole bunch of moster skills the same way as ultima!
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Post by: SentinalBlade on February 11, 2009, 04:05:30 pm
I wish, but the AI like to abuse it..

if you make it always learn on hit, then the AI will have ALL the blue magic skills, straight from the start. :( and being at barius hill when an enemy has shadowflare is nto very pleasent.
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Post by: Dormin Jake on February 12, 2009, 03:05:59 am
To stop AI abuse of Blue Magic, give the spells JP costs (but of course only making them learnable by being hit).  The AI still selects abilities for units based on JP cost and the unit's job level, but the player will never notice because they can't normally be learned by JP.

Did this for my personal balance patch and it works perfectly.  Blue Mages learn spells by being hit with them, whether enemy or ally, and enemy Blue Mages know more and stronger spells the higher their job level, so it works out.
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Post by: SentinalBlade on February 12, 2009, 07:55:34 am
Thanks Dormin, i completly forgot the learn with jp checkbox

glad to see your still following this :)

Maybe Necromancer could ba blue mage learning all the undead skills?
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Post by: Dormin Jake on February 12, 2009, 01:24:51 pm
That...would actually be very cool.  A Dark Blue Mage.  A Navy Blue Mage!

Yes of course I'm following SoR.  I've moved back to my old lurker status, though, so I apologize if I don't post here that often.  But this section is a creative goldmine, seriously!
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Post by: SentinalBlade on February 12, 2009, 01:33:23 pm
thanks, Dormin, i appreaciate that :D
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Post by: Skip Sandwich on February 12, 2009, 02:54:53 pm
That could work, though I wonder how effective he would be able to use them with only human/level MA, as currently, the monsters are not designed with blue magic scaling in mind.

Anyway, something to go with the hooded guy sprite

Warlock
Class: Special Monster
Innate: Short Charge, Magic Defense UP, Counter Magic, Distribute
Status: Always Blind, Immune Silence, Immune Sleep
Element: Half Fire, Earth, Water, Dark

Stats
HP: Fair
MP: Amazing
PA: Fair
MA: Fair
SP: Fair

Skillset: Space/Dimension Magic
Flare
Flare 2 (as the 1.3 calc spell)
Comet (non-elemental damage 1-6 times randomly, random fire, range 4, area 1v255, meteorain effect, ct 5)
Comet 2 (as comet, but damage is higher, choco meteor effect, ct 6)
Meteor (as the normal spell, 1.3 specs)
Quake (deal heavy earth-element damage to all on field)
Accumulate (Chakra with a ct of 4, targets self)
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Post by: SentinalBlade on February 12, 2009, 05:06:55 pm
Excellent Skip.

Plus, a monsters skills are currently powerful, and compared to other human skills, if we didnt use human PA/MA, then they would have a clear advantage over non-blue magic.

Blue magic is meant to be a variety class, give something for everything, damage,healing protection, range, and so forth. Its versatility at its best. but if we had monster MA, it would scale into a priority over anything else.

I really like the Warlock idea, it makes for alot more sense than the current warlocks in vanilla. Maybe an enemy only monster, like the undead wizard jobs and stuff you see in yugow woods?
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Post by: Skip Sandwich on February 12, 2009, 09:07:28 pm
glad you like it, I was basicly just playing around with seperating Time and Space magic into seperate disciplines(not that any of the traditional disciplines show up in SoR anyway). Power wise, it flings spells at about the same power level as a equivilant level wizard with Magic Attack UP equipped, it just has access to very powerful spells. In the previous incarnation of SoR, one of the suggested ability sets for Kael's unique job was giving him access to powerful non-elemental spells, perhaps this warlock is a special entity created by the cursed stone's power and the grand master's magic, which explains why it has access to Space/Dimension/Realm magic, or whatever we end up naming the scorcery that Kael possesses, if we're even still going with that idea
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Post by: SentinalBlade on February 12, 2009, 09:17:47 pm
We are

I should probably set up a topic for his abilities....
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Post by: enigma43 on February 14, 2009, 03:38:42 pm
omg i cant believe my ideas actually taking off :D
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Post by: enigma43 on February 14, 2009, 03:56:19 pm
for some monster abilities, to make the BM more effective, couldn't you just change the damage formula for some abilities, and alter the monster's stats in such a way that the change wouldn't be noticeable in monsters? Like make dark whisper faith-based, but make the Tiamats magic attack and faith stay at a consistant high value so it can still do damage?
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Post by: SentinalBlade on February 14, 2009, 11:35:14 pm
I could do that enigma, but monsters are supposed to be overpowered. they are limited in what they can do, so they should at least specialize in doing it. the human BM takes something from every monster type and uses it. if it was as strong as a monsters itd just be rape.

Making something like faith a constant high for things like tiamats wont work. if you breed them, its uncontrollable. but if i want to make it high, id have to manually go in and set each tiamats faith...but then it will be constant, and not a high random number :(

there are things that you could do, yes, but there is still trouble with all of them.

even if it was faith based...tiamats had huge MA(they will not exist much longer in SoR) so even with faith, it would be alot of damage, possible even more on a good amount of faith.

Take for instance, MA Barrier on Turtles(^-^)

its a MA+X% chance.

the x is 28, because turtles at level 99 have a 57 MA

thats roughly 85% chance.

If i smoothed it for humans, itd be 100% for turtles, and maybe cap at 45 for BMs?

we will figure out something. probably using the weakest attack from each monster type.something that isnt TO dependant on stats.