Final Fantasy Hacktics

General => Archives => Mercenaries => Topic started by: LastingDawn on November 18, 2008, 12:55:37 am

Title: Reliquian (Antiquirian) (Update on First Post)
Post by: LastingDawn on November 18, 2008, 12:55:37 am
Reliquian, the Purveyor of Relics

The Reliquian is a very strange class, which takes the powers from assorted old items and unleashes the latent powers within. Ranging from broken pocket watches to the soul of the first mage, this class proves to be quite an interesting interpretation. Unlike Draw Out, each of the Relics will maintain their use the whole of the game long.

Quote"Keepers of sacred relics from a clan located in the ruined villages in Zeklaus Desert. In times past, they were mere merchants, traveling amongst their families to scrape together a living. In the long run, they had to resort to explorations to find a source of valuable goods to sell. Throughout their expeditions, they fell upon various relics of ages past. While holding onto these relics, they transpired to descry their powers and shared their prowesses with the rest of their trade. However, the Church felt threatened by these relics, and began hunting down Reliquians, one by one. Only those who had mastery over the Relics survived the holocaust, and they went into veiling. In turn, Reliquians restricted others from using the Relics in vile ways, by scattering the relics to the Ivalician ash, ne'er to see the light of day again."


As well the Reliquian is nearly a PA based class, the only exception being the Orb of Minwu, in which is MA based.
Reliquian Abilities

elic 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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Post by: philsov on November 18, 2008, 12:58:30 am
can it be as broad as "draw out/consume sword" or does it have to be item-specific like "draw out/consume blood sword?"
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Post by: LastingDawn on November 18, 2008, 01:08:47 am
It highly unfortunately has to be extremely specific.
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Post by: philsov on November 18, 2008, 01:21:46 am
Quote from: "LastingDawn"It highly unfortunately has to be extremely specific.

Which is probably better, really, lest there be too much bleed-in from Ninja.

q2!  Weapons only or can we do others?  Shields, armor, accessory, etc

q3!  Are the job pre-reqs changing?  Just trying to get a good stance on timing (like how you can't buy katanas until chap 2)
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Post by: LastingDawn on November 18, 2008, 01:27:36 am
Ah, haha. the Job Wheel has done a complete 180, which... I still need to post, ahem! Their new prerequisites are...

4 Base
6 Knight
2 Archer
7 Monk
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Post by: boomkick on November 18, 2008, 01:31:34 am
Red Knight- He knows the secret of weapons.

Shatter Sword- Causes the Katana (Asura) to break into many pieces, this slicing the enemies around him.

Dark Burst- Causes the Katana (Koutesku) to realease it's soul and inflict status upon the enemy. (Blind/Confuse) (Dark Elemental)

Vampire's Oath- Comsumes a Blood Sword to release evil spirits from the netherworld to suck the life out of his enemies and restore it to his own (Murasame).

Nether Blade- Consumes a Ragnorok to bring about energy from the netherworld to destroy his enemies (Ulmagust animation).

Shield of Angels- Consumes a Defender to bring protective blessing. (Reraise animation) (Protect/Shell/Reflect/Reraise)

Dragon's Call- Consumes a Chirijiraden to bring about Dragons from the Realm of Light. Deals amazing damage (holy).

Singer's Memoirs- Consumes Bloody Strings in order to give the listeners hope and new being. (Haste, Regen, Float)

Witch's Curse- Consumes a Nagrarock to inflict frog on ALL enemies on the field. (Loss animation)

Reality- Consumes a Papyrus Dictionary in order to cause the effected to have doubts about God's existence. (Innocent)

Nature's Blessing- Consumes a Healing Staff in order to FULLY heal a single unit.

Annihilation- Consumes a Chaos Blade to grant the wielder the ultimate spell, All-Ultima.

Ahh, what fun i had naming these.
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Post by: LastingDawn on November 18, 2008, 01:39:25 am
Very, very interesting ideas! Though the name Red Knight is rather... well, Red is odd, for such, but these seem like quite solid ideas! Nature's Blessing could get out of hand with Healing Staves not being that rare.

Also the Blood Sword is a One of a Kind weapon in Mercenaries only held by two characters, and never available to the player.

The Ragnarok is another very powerful weapon, but then again the normal DO has not one but Two rare weapons to be broken by you. So yes, I think Ragnarok and Chaos Blade make the cut on this list, hehe.

Odds are Nagrarock will be replaced, since it's... not that great, with this though, it could be... though we'd need a toss up between only two rare weapons, as DO normally does, at least. Can't have everything be only usable once, hehe.
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Post by: boomkick on November 18, 2008, 01:55:17 am
I was thinking of the name Seeker or Weapon Master, but im not sure.

We could replace Chirijiraden for a Ancient Sword/Dragon Rod, making it used more.

Replace Blood Sword with Murasame, since in the description it can suck blood.

Nature's Blessing only heals MA*8 of HP then.

Replacing Witch's Curse

Penance- Consumes a Holy Lance/Rune Blade causing Holy damage to all units in effect radius. (Holy Bracelet animation).
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Post by: LastingDawn on November 18, 2008, 01:59:00 am
Quote from: "philsov"
Quote from: "LastingDawn"It highly unfortunately has to be extremely specific.

Which is probably better, really, lest there be too much bleed-in from Ninja.

q2!  Weapons only or can we do others?  Shields, armor, accessory, etc

q3!  Are the job pre-reqs changing?  Just trying to get a good stance on timing (like how you can't buy katanas until chap 2)


I am horrible at answering questions apparently yes... it can be any item, from Weapon, to armor, to really pretty much anything! Seeker might be a good name for someone who uses a wide variety of weapons.

I really like Penance though, that's another very interesting idea, though... should we limit these items? As in, make sure you can't have more then an X amount? With the Thief (Read: Treasure Hunter) not actually in most of the game, coming by things is all relied on treasures and the like, since stores stop their supply ships, pretty early in Mercenaries.
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Post by: Lydyn on November 18, 2008, 02:00:39 am
Yeah, all I can say is you need less powerful skills that rely on less rare weapons.
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Post by: boomkick on November 18, 2008, 02:08:34 am
But by looking at the prerequisites, i think we really need powerful abilities.

Unless of course LD wants to nerf all of the skills (which i don't mind, i just love stimulating others' ideas and knowing i helped them out), then the class will be less useful in taking out enemies, but can dish out damage enough for the stronger classes to smack them in the face.

I wanted it to be strong because the player is not going to be the only one using these abilities, the enemy will to and can't be useless to them. They will have a infinite amount of items, which makes them even deadlier since they can use the higher abilities with no fear.
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Post by: Lydyn on November 18, 2008, 02:17:44 am
Quote from: "boomkick"But by looking at the prerequisites, i think we really need powerful abilities.

Unless of course LD wants to nerf all of the skills (which i don't mind, i just love stimulating others' ideas and knowing i helped them out), then the class will be less useful in taking out enemies, but can dish out damage enough for the stronger classes to smack them in the face.

I wanted it to be strong because the player is not going to be the only one using these abilities, the enemy will to and can't be useless to them. They will have a infinite amount of items, which makes them even deadlier since they can use the higher abilities with no fear.

Mostly the thing with your abilities is that they too many rare weapons. I'm sure LD can balance the actual formulas later.
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Post by: philsov on November 18, 2008, 02:28:41 am
I'm going to assume weapon only, if not I'll expand it some (and have a creative field day).

Let's see... with those reqs its possible at about the same point relative to classic fft.  So we'll need an item or two from about that time, save a few extra for full-time endgame use, and then one or two of really rare ones for super-special use, all while hopefully grabbing one from each weapon type (minus bags, if I'm reading the other thread right!).  

*opens up like 3 different documents*

16 weapon types?  Bleh, need room for R/S/M!  Good bye rods, carpet, flails, and xbow or longbow!  

Also no clue on if some of these are possible, much less potential effects for them.  

Scrying - Rune Blade - 3v3, MA*Y (high) damage, enemy-only.  (Beltha)
Ninja Vanish - Spell Edge - 3v3, ally-only add:transparancy (chap 4 start)
Prism - Rainbow staff - 3v3, enemy-only - MA * Y (moderate) - deals fire/ice/bolt damage to affected enemies. (Zirekile)
Shatter - Battle Axe - 3v3, allies and enemies, caster immune.  Shatter the axe, causing [(MA + PA) / 2] * Y (moderate) physical damage to everyone in the area. (Lenalia)
Divine Hand - Heaven's Cloud - Self-only.  Adds Haste, Faith, Berserk status. (mid chap 3)
Gust of Wind - Windslash Bow - 3v3, allies and enemies, caster immune.  MA * Y (low) damage. All hit units are knocked back a space and cancel charging.   (mid chap 3)
Battle Prowess - Battle Dictionary - 3v3, enemies only.  Affected enemies hit for 20% of their health.  User healed for amount dealt. (chap 2)
Discord - Bloody Strings - 3v3, enemies only.  Deals MA*Y (mid-high) damage, chance (25% each) to add poison, blind, death sentence, confusion. (mid 3)
Valhalla - Ragnorok - 3v3, allies only.  Inflicts Faith + MBarrier!
Skewer - Jav II - 3v3, enemies only.  PA * Y (HUGE).  Basically OHKO anything it touches.  

All I got for now!

Edit:  More than just weapons!?  Whoop!  I'll post more thoughts for other stuff later then.
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Post by: LastingDawn on November 18, 2008, 02:45:45 am
These are all great ideas! Especially the Javelin one, the books are pretty clever, and using the Katana's as actually different skills is quite smart in and of itself, keep up the great ideas!
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Post by: philsov on November 18, 2008, 03:18:53 am
Precognition - Aegis Shield - 3v3, ally only.  Add:Shell.
Stalwart - Diamond Shield - 3v3, ally only.  Add:Protect
LOTS OF GRUNTING - Twist Headband - 3v3, ally only.  PA +1
Lightbulb - Magic Gauntlet - 3v3, ally only.  MA +1
Capture - Thief Hat - 3v3, enemy only.  MA*Y (high), chance to add charm, sleep, don't move.
Secret Clothes - 3v3, ally only.  Sp +4
Blast - Wizard Robe - 4v4 enemy only.  MA*Y (med-low) damage.
Insight - Light Robe - 3v3, ally only.  Heals MA*Y MP.
Protection - Elf Mantle - 3v3, ally only.  Add:Defend, Regen
Blah! - Vampire Mantle - 3v3, enemies only.  Add:Blood Suck.

Probably needs more damage in there, but eh.
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Post by: The Damned on November 18, 2008, 03:32:39 am
Quote from: "philsov"Blah! - Vampire Mantle - 3v3, enemies only.  Add:Blood Suck.

:lol:

Anyway, before I can suggest anything, may ask if Samurai/Seeker (I don't like that name...) are getting any equipment changes? I'm assuming they are if we're doing anything so drastic with Draw Out--how can we do this, actually? I thought Draw Out (and Throw and, grr..., Item had problems with trying to change things.)
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Post by: Skip Sandwich on November 18, 2008, 07:50:11 am
Draw out can be assigned to consume any item, and unlike the Item or Throw commands, the effect is based on the skill formula, and is completely indipendant of the assigned item. The only real issue is that using any formula other then the default DO formulas results in a 100% break chance for that particular skill.

Anyway, here's my contibution to the skills discussion, focusing around breaking rods/wands, which is a function that is common to other FF games, though I draw in particular on the way that breaking rods works in FFVI, where they ignore target defense and deal max damage (i.e, it overides the RNG step of damage calculation). Unless otherwise noted, these all use the basic monster magic formula dmg(MA * Y) Hit(MA + X)%, so as to always break when used.

Fire Rod: Break the rod, releasing the energy within, dealing MA * 12 fire-elemental damage, ignores faith, unevadable, range 4, area 1, fire effect
Ice Rod: Break the rod, dealing MA * 12 ice-elemental damage, ignores faith, unevadable, range 4, area 1, ice effect
Thunder Rod: blah blah blah, MA * 12 thunder-elemental damage, ignores faith, unevadable, range 4, area 1, bolt effect
Shuriken--> Fire Scroll: use scroll, dealing MA * 18 fire-elemental damage, ignores faith, unevadable, range 4, area 1, fire 2 effect
Magic Shuriken--> Ice Scroll: blah blah, MA * 18 ice-elemental damage, blah blah blah, ice 2 effect
Yagyu Darkness--> Thunder Scroll: blah blah, thunder elemental damage, blah blah blah, botl 2 effect
Fire Ball--> Fire Orb: break the orb, dealing MA * 24 fire-elemental damage, ignores faith, unevadable, range 4, area 1, fire 3 effect
Water Ball--> Ice Orb: blah blah, MA * 24 Ice-elemental damage, ignores faith, unevadable, range 4, area 1, ice 3 effect
Thunder Ball--> Thunder Orb: blah blah, MA * 24 thunder-elemental damage, ignores faith, unevadable, range 4, area 1, bolt 3 effect
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Post by: boomkick on November 18, 2008, 10:55:00 am
More ideas.

Crystal Wall- Consumes a Crystal Armor to cast Wall on all affected allies.
Thief's Gale- Consumes a Thief Hat to grant +1 Speed to all effected allies.
Wall of Fire- Consumes an Flame Shield to deal large fire damage to a single enemy

Edited more later.
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Post by: Archael on November 18, 2008, 11:01:19 am
some good ideas here

I think it's good to have the skillset be kept AWAY from katanas so that the job is unique
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Post by: dwib on November 18, 2008, 04:47:24 pm
i like nearly all of philsov's ideas, especially for the armors. great balance between easily obtainable, weak skills and more powerful, rare skills. that's my vote
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Post by: LastingDawn on November 18, 2008, 05:07:16 pm
Excellent ideas everyone! Choosing just a few is going to be difficult! But alas we only have 10 skills to use for this. Regardless these ideas are quite top notch! But as Voldemort said, Katana's are more then likely going to be removed and changed, so best not to include those.
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Post by: Skip Sandwich on November 18, 2008, 07:02:42 pm
Another set of potentials, this time inspired by the Shield Rod item from SOTN

Mithril Shield: Grants the Defending status to self and nearby allies
Gold Shield: Blinds nearby enemies
Ice Shield: inflicts Slow or Sleep status to nearby foes
Flame Shield: self+ Berserk, Haste and Protect
Aegis Shield: self+ Faith
Diamond Shield: Grants Protect to allies in area
Platina Shield: Deals holy element damage in a cross shaped area of effect
Crystal Shield: Grants Shell to allies in area
Kaiser Plate: summon the king of dragons, Bahamut
Venetian Shield: cast MBarrier on self
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Post by: LastingDawn on November 18, 2008, 07:25:55 pm
As it stands I have some bad news... it doesn't appear to work with Armor, or Shields, or Accessories... alas, as much as I loved those ideas we'll have to leave them behind. Of course one could create new weapons for these if they'd like. We do have 10 Katana to replace after all.
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Post by: Archael on November 18, 2008, 07:26:54 pm
the new weapon type can be "Treasures"

no one equips them

they are just there for the job to use

and-- get this

to get more "treasures" you have to poach monsters

they cannot be foun in shops

Voldemort 1

rest of world 0
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Post by: boomkick on November 18, 2008, 07:29:07 pm
lol... you have a lot of choices LD.
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Post by: LastingDawn on November 18, 2008, 07:36:33 pm
You... Voldemort!!!
You MAD genuis!
This is one truly unique idea! With such implementation, and as you've said will get people to poach as well! And with such a short supply only gained by more poaching... oh such an idea is close to my heart! I will work to make this a reality!

Now the next question...

What would you fellows want as the "valuables"(treasures is a very confusing term now, so Valuables will do for now) This is the best idea, I think I've heard in Mercenaries yet!
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Post by: Clockwork Seal on November 18, 2008, 07:43:07 pm
It actually seems kind of lame to have a job that ONLY works if you've been poaching.  Unless Secret Hunt is innate and widely available?

It's one thing to have a job be better if you poach.  It's another thing entirely to rely on poaching to ever make the job be able to use its abilities, and renders it obnoxious enough to fuel the abilities that nobody would ever bother doing it unless the abilities were absurdly overpowered.
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Post by: The Damned on November 18, 2008, 07:49:21 pm
(Noted EDIT: This was typed before Skip Sandwich's post was on this page. Damn I type slowly.)


I've been thinking about this all day, partly because the name "Seeker" bothers me so damned much and partly because I wasn't aware that you could use Draw Out for this considering it's screwing with the last class I want for generics (at the moment); therefore, this type of thing may end being a (temporary) replacement.

Anyway, part of thing I was thinking about with regards to the name, we can we call them Demystifiers?

That aside, I must say that I'm somewhat sad to see you're getting rid of Axes (and I'm assuming the same for Flails unless you've 1.3'd them), especially since I came up with what I thought was a decent Axe skill. I'm wasn't aware that we only got 10 spaces to work with, so I guess that also limits my options to the point where I'll stick with weapons.

So, at the moment, I know you're getting rid of Axes, Bags, Balls, Cloths, Harps, Ninja Swords and, presumably, Katana and Shuriken:


Of the weapons that are still around, I think that leaves only Spears and Guns and what philsov suggested for Javelin II beats the shit out of anything I can do suggest for a spear. With regards to Gun, I can't really think of anything different or superior to his Skewer to that's appropriate.

(Oh, I guess there's still Books as well, but I work at a bookstore. So destroying books would feel wrong to me, even in fiction.)

Anyway, I tried to focus on all weapons because I felt it would be better thematically.

Similarly, Ability Name-wise, I separate all the first suggestions into nouns and all the second suggestions into verbs to that they would fit better together thematically.

(It's also probably OCD as well and the fact that I read Bleach.)

Besides that, just know that the Descriptions aren't suggested with any real emphasis; those were more so because I wanted practice sounding concisely melodramatic. That and the fact that I had to change/make-up three abilities on the spot due to Axes not making the cut--kill me later--and thus not being able to have my Bridge Burner/Deforest skill be utilized.

(Besides, the one for Gokuu Rod sucks particularly hard.)

Since these are my suggestions, I might test them out later on this week since Samurai (and Ninja and Chemist) are currently giving me much grief with the whole Job thing. So I'll try and see how balanced this set is in over itself if only my particular suggestions were used.
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Post by: Skip Sandwich on November 18, 2008, 07:50:21 pm
so...with this they could harvestt "mosnter essence" which could then be used to 'conjour spirits', thus solving your samurai and summoner problems in one fell swoop?
:EDIT: ninja'd by The Dammned!
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Post by: Archael on November 18, 2008, 07:54:31 pm
Quote from: "Clockwork Seal"It actually seems kind of lame to have a job that ONLY works if you've been poaching.  Unless Secret Hunt is innate and widely available?

It's one thing to have a job be better if you poach.  It's another thing entirely to rely on poaching to ever make the job be able to use its abilities, and renders it obnoxious enough to fuel the abilities that nobody would ever bother doing it unless the abilities were absurdly overpowered.


maybe that same job can have innate Relic Seeking (Secret Hunt)


EDIT: I think the only 2 people you use in the entire patch (Rad and Ramza) have Poach innate on their base jobs as well



and if poaching for them is too much of a hassle, you can just allow shops to sell them like the other items

it's nowhere near as unique, but it also works

the point is to kill katana and replace with the new item type
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Post by: The Damned on November 18, 2008, 07:57:54 pm
Quote from: "Skip Sandwich"so...with this they could harvestt "mosnter essence" which could then be used to 'conjour spirits', thus solving your samurai and summoner problems in one fell swoop?
:EDIT: ninja'd by The Dammned!

More like turtled.

*sulks in a corner*
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Post by: LastingDawn on November 18, 2008, 08:09:48 pm
Ah, what was not known is that I had wanted Poaching to be a rather large part of Mercenaries, everyone (on your side...) has Poach already, hehe. Every generic class will have such as well, since Ramza nor Rad are monsters, I don't think you'll have to worry about losing either of them through such. Poaching will be as common as it is to fight monsters (which will be Far from uncommon), especially with the new randoms planned! There will be at least 100 "missions" similar to 1.3's Random idea, yet... different? A random treasure given at the end of each one should enhance that a bit.

Also Skip Sandwish and The Damned, iour ideas are great, but now with the new 10, this will really make things interesting! I can only hope to see a few of your ideas for the "Relics" also a name for the job would probably be appropriate, hehe.
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Post by: Clockwork Seal on November 18, 2008, 08:09:59 pm
QuoteI think the only 2 people you use in the entire patch (Rad and Ramza) have Poach innate on their base jobs as well

Which brings you to the crux of 'learn abilities for anything OR get one-use items for a job that you won't have because you aren't gaining JP anywhere useful'

Quoteyou can just allow shops to sell them like the other items

Which would be the functional way to do it.  Probably get 5-6 or so that you can buy from shops, 3-4 that are only poachable, and maybe 1-2 one-of-a-kind items that you have to get in some obscure way.

Edit:  The poaching thing certainly alleviates issues, but being forced to get into randoms to maybe get some of your abilities but maybe not the ones you want is still a hassle.

I still think that there should be a few basic purchasable ones.
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Post by: LastingDawn on November 18, 2008, 08:21:51 pm
Ah, looks like we posted at the same time, how about this... 5 or 6 functional ones can be retrieved from doing "missions" or poaching, In that 3-4 will be retrieved only through Poaching, and 1 will be unique (secret skill for the class). It is a nice incentive to do missions, also I don't want the player to go around with 50+ of a Draw Out, yet use them, well not sparingly, but not too often. This sort of falls in line with the thought for Invokers. The MA on their skills is pathetic but their weapons are what Augment their abilities (As weapons matter to PA), of course that's the price to pay for instant spells. Six will be common and have ordinary, buffs, attacks, whatever might be decided upon, but they will maintain their use throughout, like the Invoker. The four poachable ones will be better, but won't outshine the others, now... the unique 1 might outshine them. (Sorry if that came out rather garbled doing a few things at one)
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Post by: Archael on November 18, 2008, 08:27:27 pm
Quote from: "LastingDawn"GARBLE

oh, don't worry
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Post by: Dormin Jake on November 19, 2008, 02:22:04 am
I love this poaching for consumable abilities idea.  It opens up so many possibilities.  Like you could recreate Relm's FF6 Sketch ability with this.  And like Skip Sandwich said, this creates a new angle for a summoner, as well.  "Monster essences," indeed.  Really any sort of class that might use enemies' remains in battle: some kind of soul collector, necromancer, voodoo witch doctor, animist, medium, whatever.

I approve so hard.
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Post by: LastingDawn on November 19, 2008, 02:27:58 am
Thank you very much Dormin, trying to brainstorm a few ideas for them right now as is, though I'll probably sleep on it.
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Post by: Archael on November 19, 2008, 10:41:29 am
What about the ?Appraiser? simply uses bought / stolen items and the new "Summoner" must poach for monster essences?

the monster essence would be related to the type of spell cast... perhaps the monster essence would allow the ?BLUE MAGE? to cast ?MONSTER? spells

????

???????

??????????

blue mage with a twist?

kind of like FFTA Beastmasters and their captured monster Souls
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Post by: LastingDawn on November 19, 2008, 12:16:29 pm
I like it! And with my new discovery to Items, (Wpn Dmg 50%Skill) This will make the "Summoner" well... basically into the new Chemist. Now aside from that, we will need to choose 10 skills in total, now, as in complete Contradiction to what I said earlier, these 10 skills will use items No one can equip, hence what will make the Reliquian (The new name for the Relic Seeker, AKA, Appraiser, AKA, Seeker, yeah...) completely unique, and his items will only be available through Poaching (which all you need to do is kill a monster for it now) and maybe one or two at the shop (but the shop will hardly ever update it's wares now)
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Post by: Dormin Jake on November 19, 2008, 02:07:08 pm
Well, you could create items similar to FFTA's Morpher's orb weapons, which I believe were supposed to represent monster essences, by using the ninja ball sprite with different colors.  Like green = Goblin, red = Bomb, dark purple = Skeleton (or Undead in general).  Then make abilities that correspond to those colors/monsters/whatever.  A bomb orb could summon Ifrit, for instance.

EDIT: Oops!  Yeah, I guess Summoners are off topic.  Sorry!   :oops:
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Post by: LastingDawn on November 19, 2008, 02:32:21 pm
It's not that easy...  the Items which the new "Summoner"(which won't be called Summoner) will be using are items that have a 50% chance to use their skill, the skill will obviously be a monster skill different from the ones already contained in the Blue Mage class. but yes, the Bombs would be the best way to show these new abilities, but further information on this should probably go in the Summoner Thread, hehe.
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Post by: boomkick on November 19, 2008, 08:17:13 pm
Really rare items (Chaos Blade for example) should only be stolen from a Relic Seeker who holds that weapon (and is quite deadly o.O), just like in 1.3.

These should only be for the most powerful of skills.

But for the lower level skills, poaching would suffice.
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Post by: LastingDawn on November 19, 2008, 11:35:50 pm
Well, Poaching will only be for the Monster Essences, now it is missions (read: randoms) which will net you Relics, as well as the first two  will be in stores so a Reliquian will always have something to do.
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Post by: Disco_Peach on November 24, 2008, 01:23:56 pm
How do you even set the items you want to break in the Draw Out skillset?
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Post by: LastingDawn on November 24, 2008, 01:51:58 pm
Well I made a mistake with that, I think I admitted...? In that, I thought I read something in FFT Patcher to do so, but I was wrong. The way I'm doing it is to replace the Katana's with unequippable Relics, that are used when you *draw out*.
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Post by: Disco_Peach on November 24, 2008, 02:04:27 pm
Yeah, I thought as much. Thanks for clearing that up for me! The weapon type is still "katana" right? Can you change the inventory at all? For example, use a weapon type besides katana? Even if it's all the same weapon type? Via ASM even?
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Post by: Gamesoul Master on November 24, 2008, 03:29:40 pm
@LD: Have you actually tested replacing them with unequippable relics yet? I would be interested to if the game determines what items to use purely by the slot, or if there's something else it's using to figure it out.
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Post by: LastingDawn on November 24, 2008, 03:31:15 pm
Well, it's as simple as making sure no class can equip Katana's. From there, they becomes unequippable. At that point they become only used for skills.
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Post by: Gamesoul Master on November 24, 2008, 03:36:18 pm
Well actually, what I'm getting at, is if it's only the slot that matters (and absolutely nothing else), then the same concept most likely applies to the Materia Blade, which is unfortunate. I was basically just wondering if there was any hope for that Materia Blade requirement being useful for more than one weapon... lol.
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Post by: LastingDawn on November 24, 2008, 03:41:48 pm
Not quite... Zodiac has proved and tested, beyond a doubt that the Materia Blade has a specific byte assigned to it, only One item can use the Materia Blade Byte. But it doesn't Have to be a weapon though, with his advances it can be any item.
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Post by: Gamesoul Master on November 24, 2008, 04:04:55 pm
Hopefully he'll come and elaborate on that, because if it has a specific byte assigned to it, I'm not quite sure how only one item can have it. It's only one byte, so it can't discriminate in any way. And I'd assume the code for checking if the Materia Blade is equipped isn't going to know how many items have that byte assigned, because it's only going to check the item currently equipped.

And if it's a specific byte assigned, and it can be any item, that means that the slot itself doesn't have an extra byte of memory allocated for bearing that byte. Meaning that if any one item in any slot can have the byte, that *all* items are capable of having that byte assigned.

Put it all together, and there doesn't seem to be any possible way for the game to refuse there being more than one item having the byte assigned. Only way would be if the byte indeed can only exist in the Materia Blade's slot, but that the item *in* that slot can be anything.

If *that's* the case, couldn't we just take one of the unknown bytes in any given file and change it to be that byte instead? How would the code check for an "extra" byte that no other file has in the first place that is slot-specific?

I suppose the best thing I could do at this point is run a search and try to find where he made mention of this discovery, and what details he might've given about it.


Edit: Unfortunately, I found the post, and his explanation was about as cryptic as yours. I'm guessing from his post that it's not a byte assigned to an item, but instead a byte specifying what the item is. Not only does this seem an illogical way for the programmers to do it, but I've just never really heard of it being that way. Especially since they had good code set up for the proper way to do it (I'm referring to sword skills). But if that's indeed how they did it, I guess it's not like there's anything that can be done about it. I'll have to look further to see for sure if that's what it is.
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Post by: Archael on November 24, 2008, 05:14:05 pm
Reliquian seriously >>>> Antiquirian

who the hell suggested Antiquirian so I can push him over a very high elevation
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Post by: boomkick on November 24, 2008, 08:00:07 pm
I didn't :)

So anyways LD, when might you decide on what to do with the skills he may have?
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Post by: Disco_Peach on November 24, 2008, 08:19:19 pm
Quote from: "Voldemort7"Reliquian seriously >>>> Antiquirian

who the hell suggested Antiquirian so I can push him over a very high elevation

Lol. Dash him with 100% knock back.
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Post by: LastingDawn on November 24, 2008, 11:46:25 pm
Alright, here are the planned skills...


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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Well! That's what I have for a proposed skillset, please tell me what you think?
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Post by: The Damned on November 25, 2008, 12:05:44 am
Yay, Compass.

Uh...didn't you skip number 5?
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Post by: LastingDawn on November 25, 2008, 08:13:06 am
Fully updated, and skipped a number? Um... surely I can... ahem... count... heh... heh...
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Post by: Dormin Jake on November 25, 2008, 10:18:39 am
I like Lightbulb as a skill idea, I've always wished there were an ability that added +1 MA like Accumulate does for PA.  However, is 1 MA really worth blowing up an item that's only gotten as a mission reward?

I really like your ability ideas in general, LD.  You have some highly creative stuff going on.  And I love references to older FFs (Orb of Minwu!).
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Post by: philsov on November 25, 2008, 11:04:19 am
my only concern with the proposed skillset is that all these items will have a 100% chance to break, right?  

Which means that half the skillset is one time use for the entire game.  I was hoping for a few more purchaseables.

Do correct me if I'm wrong though.
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Post by: The Damned on November 25, 2008, 12:09:07 pm
I'm pretty sure that missons can be "taken"/encountered multiple times unless LastingDawn has figured out some way to make certain encounters stop appearing. So the only one that should be a one-shot only is the Orb of Minu.

Don't quote on me on that.

In other news, yay, Clockwork Night also made it in.
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Post by: Dominic NY18 on November 25, 2008, 03:17:51 pm
It's been nagging me for quite some time, so I'll get this out.

The Orb of Minu is a reference to the White Mage from FFII, whose name is Minwu. It should be the Orb of Minwu.
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Post by: dwib on November 25, 2008, 04:45:20 pm
abilities look awesome, although i am also skeptical about the breakage/quantity of items.
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Post by: LastingDawn on November 25, 2008, 06:59:55 pm
Ahem... yes I never made that clear enough... "Mission Rewards" are rewards for Randoms now, one unit in each Random will carry one of these "Relics", guaranteed.
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Post by: boomkick on November 26, 2008, 09:48:13 pm
You have to make it so the relics can be stolen from people who are likely to wear it. Some of the rarest ones should be stolen from this class as well.
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Post by: LastingDawn on November 26, 2008, 10:30:36 pm
A good idea, they are relatively odds and ends, as it stands.

EDIT:

Quote from: "philsov"my only concern with the proposed skillset is that all these items will have a 100% chance to break, right?  

Which means that half the skillset is one time use for the entire game.  I was hoping for a few more purchaseables.

Do correct me if I'm wrong though.

The only one that won't break 100% of the time is the Orb of Minu (Minwu) Since that is the legendary item, but it will have the same chance of breaking as any Katana.
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Post by: Archael on November 29, 2008, 06:22:27 pm
fix Reliquian typo

rarrrr
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Post by: Archael on December 06, 2008, 01:12:32 am
hey

can we get a list of proposed abilities on main topic?

I'd like to check em out
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Post by: LastingDawn on December 06, 2008, 01:03:54 pm
Indeed Voldemort, the first post has been updated, I'd like your critiquing on the chosen abilities.
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Post by: Eternal on August 17, 2009, 11:37:35 pm
Their origin story:

"Keepers of sacred relics who are from clans located in the ruined villages in Zeklaus Desert. In times past, they were mere merchants, travelling amongst their families to scrape together a living. Ultimately, they had to resort to exploration to find a source of valuable goods to sell. Throughout their explorations, they fell upon various relics of ages past. While holding onto these relics, they came to recognize their powers and shared their secrets with others of their trade. Ultimately the Church felt threatened by these relics, and began hunting down Reliquians, one by one. Only those who had mastery over the Relics survived the holocaust, and they went into hiding. To prevent others from using the Relics in evil ways, they scattered the relics to the Ivalician ash, ne'er to see the light of day again."
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Post by: MiKeMiTchi on August 18, 2009, 01:48:41 am
^ That was good. :)
I edited some words.

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Their origin story:

"Keepers of sacred relics from a clan located in the ruined villages in Zeklaus Desert. In times past, they were mere merchants, traveling amongst their families to scrape together a living. In the long run, they had to resort to explorations to find a source of valuable goods to sell. Throughout their expeditions, they fell upon various relics of ages past. While holding onto these relics, they transpired to descry their powers and shared their prowesses with the rest of their trade. However, the Church felt threatened by these relics, and began hunting down Reliquians, one by one. Only those who had mastery over the Relics survived the holocaust, and they went into veiling. In turn, Reliquians restricted others from using the Relics in vile ways, by scattering the relics to the Ivalician ash, ne'er to see the light of day again."

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Post by: Eternal on August 18, 2009, 12:50:25 pm
Sounds much better, thank you Mike. Never again am I typing these origin stories at midnight. =P
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Post by: LastingDawn on August 18, 2009, 12:54:09 pm
Hehe, alright. I'll put this on the front post, thank you for the assistance fellows.
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Post by: dwib on August 18, 2009, 02:01:25 pm
It would be nice to update the first post with the sprite and portrait also
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Post by: Asmo X on August 21, 2009, 04:06:55 am
Wait, did you already change the brown one? It looks way better but its hard to tell because of the dimming effect. Also, watch the black outlines. This is especially obvious in the lower arm of the casting animation.
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Post by: SilvasRuin on November 29, 2009, 10:54:25 pm
The jewel is pillow-shaded and outlined.  The light source for the rest of the portrait seems to come from above and a bit in the direction she is facing.  The jewel's light source almost looks like the viewer.  The outline needs to be far more subtle at the very least.  Use something other than black.

Otherwise, I agree with the others, looks nice.
Title: Re: Reliquian (Antiquirian) (Update on First Post)
Post by: LastingDawn on July 30, 2010, 01:39:47 pm
Resurrection! (Well not really)

This is a class which cannot be altered that easily. So it's in our best interest to just keep it as is.