Just post ideas for jobs here. Ill start with a few job ideas I have. And if it possible just upload them in a text file to avoid HUGE posts.
(if you cant open it let me know and tell me a format you can open it in.)
tank knight
equips armor, swords, rods, spears and shields
3 move
below average speed
33% C EV
learns Abandon, hp restore, defense up, and move hp up
spells: 1 range Shock, Accumulate, Carbunkle, Golem, Revive
that sounds simmilar to my earthen knight Archeal =P
asmo knight
8 move
equips hats and robes and bags
spell: attract man
spell 2: attract businessman
spell 3: attract wealthy australian investor
he is like a summoner, but gay
I had an idea, I have no idea if it's possible or not, but I want to make a job that's got abilities that are similar to jump, but he stays there after he jumps and attacks enemies next to him.
And he's got like 4 move and 6 jump, and the jump abilities have range equal to the Jump rating of the character, kinda like throw.
He also had a reaction ability that granted him a move to get out of an AOE spell that targets someone other than him. and ridiculous C-EV...
Basically it was like Altair from Assassin's Creed.
This Idea is for my Lulu Sprite which can be found in my topic "What do you think of my custom sprites?" Over in the custom sprites section.
Job Name: Sorceress
HPG:14 HPM:105 MPG:35 MPM:135 SPG:98 SPM:105
PAG:75 PAM:85 MAG:35 MAM:135
Move:3 Jump:3 Innate:Teleport
Skillset: Fury
*None of these skills hit Allies.
Fire Fury (300 JP)
Effect: Fire 2 (Fire Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Ice Fury (300 JP)
Effect: Ice 2 (Ice Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Thunder Fury (300 JP)
Effect: Bolt 2 (Lightning Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Wind Fury (300 JP)
Effect: Gusty Wind (Wind Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Water Fury (300 JP)
Effect: Waterball (Water Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Earthen Fury (300 JP)
Effect: Local Quake (Earth Element)
Formula: 1E Dmg_((MA*Y)*MA/2) #Hit_(RDM(1,X)) (X=8, Y=8)
Range: 5
Effect Area: 1
Vertical: 2
CT: 5
MP Cost: 12
Syphon (500 JP)
Effect: Aspel (No Element)
Formula: 0F AbsMP_(Y)% Hit_F(MA+X%) (X=255, Y=75)
Range: 5
Effect Area: 0
Vertical: 2
CT: 5
MP Cost: 4
Drain 2 (500 JP)
Effect: Drain (No Element)
Formula: 10 AbsHP_(Y)% Hit_F(MA+X%) (X=255, Y=35)
Range: 5
Effect Area: 0
Vertical: 2
CT: 5
MP Cost: 12
RSM
Teleport 2 3000 JP
Non-Charge 9999 JP
Trying to develop ideas for a Scholar job for my hack.
My initial idea was to have a modified Math Skill set that included 2 very basic spell that could be learned initially and would have access to low level spells from the different schools of magic. Kind of emulating the FF3ds Scholar.
That went to shit when I realized that the spells flagged to work with Math Skills also MUST be in one of the 4 main caster skill sets. (White, black, time, or yinyang.)
So now I'm trying to farm some new ideas.
What I have thought of so far is to give the Scholar a skill set that uses a basic spell that is non-elemental but have duplicates of it with a variety of ranges and AoE.
For example:
Magic Grasp - Range 1, Effect 0.
Magic Wave - Range 0, Effect 1. Triple Attack.
Magic Blast - Range 4, Effect 0.
Magic Pierce - Range 8, Effect 0. Linear Attack.
Heal Touch - Range 1, Effect 0.
Heal Aura - Range 0, Effect 1.
Heal Light - Range 4, Effect 0.
Heal Arrow - Range 8, Effect 0. Linear Attack.
In addition they'll be the only job that can equip books. In the case of these books I want them to function like equipable spells. But in order to do this successfully I'll need to edit a formula to cast a selected spell 100% of the time instead of 25%.
I may also throw in spells to manipulate faith.
Ideas?
Teta (In my patch) Chapter 1 Guest/ Chapter 3 enemy
Sorceress
Standard RSM
Equip: Rod/Staff/Dictionary/hats/clothes/robes/all accessories
Hp 11
Hpm 100
Mp 9
Mpm 170
Pa 50
Pam 100
Ma 47 (this isn't going to work well in chapter 1 gonna have to make a paste over job thru ENTD editor to weaken it shes a MONSTER with just lvl 1 spells lol...)
Mam 160
Sp 100
Spm 115 (this wont work for chapter 1 either again shes a monster)
move 3
jump 3
15% eva
Bio -green-poison
Biora -green-poison
Bioga -green-poison
Bioja -green-poison (toad2 effect file)
(all equivalent to the 3 main elemental spells, with 25%poison chance)
Gravity
Gravira
Graviga
Dark Holy
Andromeda (lvl4 strength darkness attack Despair 2 effect file)
----------------
Chapter 1
shell have only the lowest level spells bio and gravity
(but you can see what you're going to have to fight later)
and a secondary fake white magic set containing:
Cure, Raise, Protect, Shell, Esuna (even tho she almost completely refuses to use it by AI.
Chapter 3
Not only will she be a Powerful magic user,
shell have a special gun called Sister Ray that will have a nasty spell attached to it at 25%
She obviously needs to be tweaked, but I think that job would suit her very well! =)
well as is, she mops the floor with everyone just by using bio1
never running out of mp
shes actually way better than algus as a guest, but that just means i need to make the enemy harder too.
Here's my idea of a job class but i won't bother with jp/formulas and whatnot because i don't understand all the math jazz. anyways....
Acupuncturist
Uses throwable needles as weapons (3 range though)
his skills get more accurate when he's closer to the enemy. all have 3 range.
Job skill name: Pressure Points
description: The medicinal art of putting needles in points across the body for positive/negative effects.
Leg Point
Putting a needle in a leg mussel to disable movement in the legs
Chance you don't move
Arm Point
Putting a needle in an arm mussel to restrict arm movements.
Chance for don't act.
Poision Needle
Uses a posioned needle and hits a blood stream to send the posion through the body fast.
Chance for poision
Relaxation
Puts needles in certain points to relax the target, making them more relaxed.
Chance for either Haste, Regen, or Quick.
Secret Point
Puts a needle in a certain mussel to induce eventual death
Chance for death sentance
Purging Needle
Puts needles in multiple spots to purge the body of all aliments
Chance to act like a remedy.
Healing Needle
Needles and put in certain points to stimulate better blood flow and quicker sealing of wounds.
Chance of healing.
That's kind of a basic rundown. Not the best but it's an idea I've had.
I may be naming this after a real in-game class, but i have always wanted to see this kind of class in the game.
Holy Sorceror
A very powerful magician that must earn abilities by experiencing their effects. He already knows a few spells.
He can Learn all of the Archaic and Ultima Demon Spells: (ex. Dark Holy, Lifebreak, Hurricane, Ulmagust, Ultima, Nanoflare, etc.) Gigaflare is already learned with a 40 mana cost and instant cast.
Zodiac can be learned from Elibis from the Deep Dungeon.
Restore-
Restores nearby units life with magic power
JP: 1200
MP: 30
Range: Self-Auto (Murasame, same animation)
Ultima 2- Same as Altima's Ultima 2, but can be JP learned.
Use divine energy to annihilate everything.
JP: 4750
MP: 60
Range: (Same as Altima's)
Oblivion- Using Chi-whatchmacallit's (Samurais best draw) animation.
Call upon Sacred Energy to devastate your foes.
JP: 3000
MP: 50
Range: Self-Auto (Same as most of samurai's draw skills)
Just some ideas.
Maybe just blue mage?
Scholar - base magick job
Skillset: Arcanology (The study of arcane arts)
Charge - Transfer 20 MP to the target from the caster. Cost 20 MP.
Zeal - +Zeal status. R:3,V:3,E:0. (Zeal=Faith)
Doubt - +Doubt status. R:3,V:3,E:0. (Doubt=Innocent)
Advocate - Faith +10.
Contradict - Faith -10.
Magick Strike - Non-elementl magic dmage. R:1,V:2,E:0.
Magick Blast- Non-elementl magic dmage. R:3,V:2,E:0.
Magick Aura - Non-elementl magic dmage. R:0,V:2,E:1.
Magick Chain - Non-elementl magic dmage. R:3,V:2,E:1. Random 1-3 hits.
Magick Geyser - Non-elementl magic dmage. R:0,V:20,E:1.
Support:
Analyticks = Gained Exp - Up
Quote from: "Shade"Maybe just blue mage?
Well... i never have seen blue mage to be super powerful, so maybe just stick with sorcerer or "Blue Sorcerer"would be ok?