Final Fantasy Hacktics

Projects => New Project Ideas => Topic started by: RavenOfRazgriz on September 17, 2012, 06:05:03 pm

Title: Jobs and Etc. Ideas Proposal Thread
Post by: RavenOfRazgriz on September 17, 2012, 06:05:03 pm
What Goes Here:

This thread is specifically for suggesting ideas for or asking for help with the design of specific Jobs, Skillsets, and Skills.  If you have a Job (or Jobs) you think would be cool, or would like help with designing a Job, but that Job is not associated with an existing project, use this thread to ask for help with it.  Do not make a new thread for this purpose.  The original "Job & Skill Proposals/Idea Thread" can be found in the Old Project Ideas Archive here (http://ffhacktics.com/smf/index.php?topic=4268.0).  Note that this thread is Archived, meaning that (obviously) it is old and that it may contain information that is no longer accurate, but it can still be a wealth of ideas for the aspiring Patcher looking for new Job ideas.

Guidelines:

This should be simple enough.  Post your Job, Skillset, or Skill concept here, along with any information you have for it so far (stats, existing skills, innate abilities, etc. pending on it being a Job, Skillset, or Skill), and what you would like help with on it. If you're looking for help on finishing a Job concept off, the more information you can give, the better the feedback you can get.  If you're just looking to post Job ideas here as a resource for others to use, that's fine too.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: yagood on November 09, 2012, 08:45:15 am
Would be very difficult to create a mmorpg tactics (Final Fantasy Tactics) using the same sprites of spells, characters, monsters, plots, etc. ..?
need not be the exact plot, but the jobs that have a system of jobs like FFXIV, however also using a system of jobs that need prerequisite (each job that needs to have some other jobs lvl to be released).
The signs of the zodiac also could be used causing a change in the character.
These are ideas that seem interesting to me, however and may change.

I was wanting to create a more streamlined tactics mmorpg, at first, and then go to develop the game for their growth ..
nobody knows programming games here?
could give some help or ideas ..

The only problem is that I have no knowledge in programming games, that's why I need the help of some programmer, I do not know how to put a game on the network to be played online. I have enough experience as a player mmorpgs, and I read a little about programming but do not have enough knowledge..

*sorry for my english, I'm Brazilian, and I used google translator*
Title: Undead Status cancels Dead. Unbalanced?
Post by: Timbo on February 05, 2014, 01:09:21 pm
I'm proposing that undead status cancels dead status for my patch. This would allow Oracles to bring people back to life with 0 hp with the Zombie spell. Is this too unbalanced? Will it cause any unforseen gameplay issues. What do people think?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Jumza on February 05, 2014, 02:09:47 pm
I know I stated this before, but I do quite like this idea. If it works then I say go for it! The only way to find out if something is unbalanced is by testing.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Timbo on February 06, 2014, 07:03:56 am
Before I start testing. I need some help. How do I set the AI up for this? With Zombie being a debuff it originally has the flags target enemies and add status. Raise cancels status and targets allies. Berserk on the hand adds status but doesn't have either of the target flags. I'm getting the feeling that if I want Oracles raising their dead allies they won't be able to use the spell as a debuff on their enemies?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Ashiel on April 29, 2014, 03:36:28 pm
Quote from: Jack of All Trades on February 06, 2014, 07:03:56 am
Before I start testing. I need some help. How do I set the AI up for this? With Zombie being a debuff it originally has the flags target enemies and add status. Raise cancels status and targets allies. Berserk on the hand adds status but doesn't have either of the target flags. I'm getting the feeling that if I want Oracles raising their dead allies they won't be able to use the spell as a debuff on their enemies?


I'm not 100% sure, but I think if you select both "adds status" and "cancels status" the oracle will get the idea. The reason I say this is because of Frog. The black mage spell frog has both add and cancel status (in this case the status is frog). Neither target allies nor target enemies is set, but NPC mages will frog enemies and de-frog allies.

So I'm pretty sure that if you just set it to add "zombie" and cancel "dead", the AI will attempt to raise allies with it and debuff enemies with it. Alternatively, if that doesn't work, you might be able to make it a sort of pseudo-raise where you only target allies with it to get them to stand back up and fight some more. That said you might need to set it to restore a % of hit points, since I think simply removing Dead without restoring HP is just going to result in them dying again (since they're at 0 HP) or might cause an immortality bug (if the dead is triggered on falling to 0 HP and isn't triggered if you're already at 0 HP, that could make you immortal).

Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Ronin1984 on September 29, 2014, 07:26:01 pm
The ability to use 'undead' to raise a character is great! I assume the target character stands up with the 'undead' status and can't be healed until that affliction is removed, right?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Ronin1984 on September 29, 2014, 07:28:16 pm
Just on a whim this hit me: what about adding some kind of limited 'charm' effect so that you can use 'undead' to raise ENEMY dead and have them fight for you as zombies for a while? Of course it would have to bring them back with a low % of hp to compensate or something but I just had that thought.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Timbo on September 29, 2014, 08:08:54 pm
The edit button is your friend homie, people get annoyed by double posts.

I'm going to test it out tonight/tomorrow because I forgot how it all works but I should be able to make Undead stack with itself meaning it that the spell can be used to cancel dead even when the target is all ready undead. As far as the charm undead thing both myself and more famously Eternal (see Parted Ways) have created similar abilities using the Undead targeting formula seen with Seal Evil to charm Undead units. Having a single ability that charms and raises the dead would probably be OP in any game.

Edit: Turns out Dead status is hard coded or something because it doesn't work.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Eternal on October 01, 2014, 12:30:30 am
You can't revive a unit as an Undead simply because you can't add a status (Undead) and cancel a status (Death) at the same time. Closest I got was in PW with the Necromancy ability, which revived a unit with 0 HP.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Timbo on October 01, 2014, 09:31:22 am
Well, my idea was to make the undead status cancel the dead status the way haste and slow cancel one another out. It didn't work though.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Eternal on October 01, 2014, 09:58:25 pm
Well, a dead unit flat out can't be targetted unless the skill in question can Cancel: Death. By making Undead Cancel: Death, you simply make an Undead unit immune to the status, IIRC.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: dianeffriansyah on October 06, 2014, 02:48:01 am
Hi all . I am new here , I came from Indonesia , can you help me to make Spirites Lord Rasler Heios Nabradia from Final Fantasy 12 or Ramza with Rasler costume ? pliss help me all :D

contact me : Email : dianeffriansyah@gmail.com
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Shintroy on October 29, 2014, 04:37:26 pm
Blue Mage and Monster Skill.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Raijinili on October 29, 2014, 08:26:55 pm
Lancer concept: 100% character evade, no shield, two-handed spears.

Not very concept-compatible with Jump, though.
Title: New class Idea Soul Slayer
Post by: Hyraldelita on March 12, 2015, 07:04:56 pm
A class i would love to see!

Soul Slayer:

A class born by a deep hatred for magic, this class is the definitive mage-spell caster slayer.

Instead of doing physical damage , normal attack damage MP. (yes he can't kill with physical attack)



Spell break:  Range: 6 effect:1 SP: 100 MP: 10 cancel charge/or casting spell.

Enchant blade: Target allies Range 1 Effect: 1 Sp Now! Mp 20    Give the targeted allies the ability to damage mp with attacks.

Mana destroyer: Range 4 effect : 3 SP 20 Mp 30
Add: Poison Mp

Hazard spell: Range 5 effect: 1 sp 15 mp 30 Damage: 50 hp every magic/skill usage


COUNTER


MP damage reflect: When targetted damage Mp the same amount as the mp used to cast a spell/skill

Counter silence: counter with 100% silence (ignore evade and item protection)

SUPPORT

Magic grudge: normal attack never miss spell caster units such as wizard priest oracle etc..

I'm going to draw a sketch about this class^^ i hope someone enjoy the Idea!

Here you go!^^ it takes a lot of time to color, so i left them black and white. i'll color them if someone want to try and make a class out of it =D

It doesn't let me attach the image so i just put it the way i know. i hope it's not a problem


GIRL version
(http://i393.photobucket.com/albums/pp19/adell83/Soul%20Slayer.jpeg) (http://s393.photobucket.com/user/adell83/media/Soul%20Slayer.jpeg.html)

BOY version
(http://i393.photobucket.com/albums/pp19/adell83/Soul%20Slayer%20male.jpeg) (http://s393.photobucket.com/user/adell83/media/Soul%20Slayer%20male.jpeg.html)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Lijj on March 13, 2015, 06:01:30 pm
noice!!!
you got the special proportions right too.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on March 13, 2015, 07:52:30 pm
You are a really good artist. I'd be interested to see how you'd do with pixel art.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Hyraldelita on March 13, 2015, 08:13:09 pm
no one said anithing about the class XD

But thanks for the compliments!

Aniway, if someone got a bit of patience and tell me what i need to do to work with pixel i would gladly learn, and start to do it, it's always been one of my little dreams to be able to customize FFT, i know it's a lot of hard work =/ but

To think that i could help to make a masterpiece like Jot5 that really make me proud XD

But still i know nothing about these things, i'm doing 2 job at the moment, (work in a hostel and pizza chef in a restaurant) So i really have little time to try to understand how the patching and modifyng things work.

So please if someone in kind enough to help me i would very be gratefull (help me by teaching me even how to modify sprites, couse i try to open shishi, but i really didn't understand how to actually "change" the sprites. i can only open them.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on March 13, 2015, 08:36:48 pm
You can export them as a BMP with Shishi. And then edit in Graphics Gale or Photoshop and the like. There are several tutorials in the spriting section on it.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Hyraldelita on March 13, 2015, 09:31:21 pm
Cool i'll check and read as soon as i have a bit more free time =)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Zolias on March 24, 2015, 03:10:58 pm
I was actually thinking of a class a few days ago to go with an idea for a game I had, as well... a job that would most likely make even Sword Saint Orlandeau piss his pants to encounter.  Going to be using WotL translations for skills, since it's the only kind I know, but if I remember any PSX versions, I'll add them in (these)... lol  -Raises Flame Shield-

Dreadlord  (Brave: 70  Faith: 45  Move: 4  Jump: 3  Phys Evade: 20%)

A knight of pure, concentrated darkness, this warrior wields Fell Swords with superior technique. 

Ability: Safeguard, Waterwalking, Swiftness, Halve MP, JP Boost 

Absorb: Dark

Demonblade: Dreadlord job command. The ultimate in dark sword techniques that inspire fear into their victims.

ACTION ABILITIES

(Side Note: all skills have no vertical limit, are SP: Now!, and use the weapon's element unless stated otherwise.  Also, Hell's Charge attacks in all 4 directions at once, instead of a choice of one.  Finally, all skills bypass Evasion.)

Bloodbath - Learned
Range: 5  Radius: 1  Effect: Drain HP

Mana Surge - Learned
Range: 5  Radius: 1  Effect: Drain MP

(Ch.2 Upgrade)

Frozen Enclave - 400 JP
Range: 4  Radius: 3  Effect: Stop

Deathbringer - 350 JP
Range: 3  Radius: 2  Effect: Doom

Graveblade - 500 JP
Range: 3  Radius: 2  Effect: KO

Oppressive Force - 900 JP
Range: 5  Radius: 3  Effect: Silence

(Ch. 3 Upgrade)

Hell's Charge - 2000 JP
Range: 4-dir.  Radius: 7  Effect: Confuse

Shadowburst - 1500 JP (Self-Damage)
Range: Self  Radius: 5  Effect: Slow  Element: Dark

Armageddon - 3000 JP (Self-Damage)
Range: 4 (cone)  Radius: 4  (More damage the closer the units are)

Crush Armor - 200 JP
no change

Crush Helm - 400 JP
no change

Crush Shield - 450 JP
same as all others, but on shields

Crush Weapon - 500 JP
No change

Crush Accessory - 800 JP
no change

Dread - 1000 JP
Range: 5  Radius: 1  Effect: Brave-10

Purgatory - 2500 JP  Damage Calc: Mag x PWR x (100-Faith)/100 x (Target Faith/100)
Range: 5  PWR: 25  Radius: 1  MP: 15  SP: 85  Element: Dark

(Ch.4 Upgrade)

Raging Howl - 1250 JP
Range: Self  Radius: 1  Effect: Brave+5, Atk+2, Mag+2, Spd+1

Oblivion - Hit to Learn  (Damage Calc: Same as Purgatory)
Range: All  PWR: 50  Radius: All  MP: 60  SP: 66  Element: Dark

REACTION ABILITIES

Counter Tackle - 180 JP


SUPPORT ABILITIES

Tame - 500 JP

all other Squire abilities

MOVEMENT ABILITIES

Master Teleportation - 10000 JP (Available w/ Ch.4 Upgrade; if JP limit is only 9999, then it would be 9999 to learn)

STATS

Stats when Active Job:  HP: A+  MP: B+  Atk: A-  Mag: B  Speed: A-

Stat Growths:  HP: ***** MP: ***  Atk: ****  Mag: ***  Speed: **

EXTRA NOTES

Yes.  Quite OP indeed...  and this is actually the Protagonist for my idea (which obviously wouldn't happen, because I know nothing of coding, spriting, or anything else about making a game.)

Innate JP Boost, while almost unfair, actually IS fair, due to such high JP costs to master the class.  Waterwalking so he doesn't drown.  Swiftness and Halve MP just because he's OP.  Absorb: Dark obviously makes sense in my own head (but I also was dropped on my head as a baby, mostly because I fell out of my playpen on my own, so there's that... XD). 

Master Teleportation is broken, but it'd take forever to gather that much JP even with an innate JP Boost, so there's the balance for that.

  High stats and growths, because it's a powerful class, obviously.  Also, if you didn't notice, the skills are slightly remodeled Sword Saint + Dark Knight skills, with 3 skills altered from Ramza's Squire job.

Dread replaces Steel (Cheer Up is the original, I believe), but reduces an enemy's Brave by 10.  Raging Howl replaces Shout (Yell, I believe), and while it reduces the amount of Brave you receive, you also gain 1 extra point of Atk and Mag.  Finally, there's Purgatory (originally was Ultima in Ramza's skills) and Oblivion (Based off of All-Ultima).  This is actually something I thought would suit him, and for those who don't understand the damage calculation I put up there, it's actually simple:  The highest damage is possible if the Dreadlord has 0 Faith (Athiest) and the target has 100 Faith (Faith).

Tame: Undead is basically the only way to get allies in this planned version, except for a single supporting human.  Monsters such as the Skeleton and Ghost families are affected by this, but it also affects Undead Classes, as well.  Undead Black Mages, Undead Time Mages, Undead Knights, etc. will also be affected by Tame: Undead.  As a secondary skillset, I would recommend Martial Arts. 

This job shares a skill with another job, Tame, and learning them in either one will consider it learned for both.

If I could also add a special weapon which he'd get at the start of Ch.4, it'd be this:

Godslayer - Fell Sword  A pitch-black blade forged of Dark Matter.  The blade is so dark, even light and time gets absorbed.

Atk: 40  Parry: 30%  Always: Athiest, Haste  Absorbs: Holy  Boosts: Dark


I don't have a drawing for what the character would look like, but I do have a way to describe it:



It'd be like that Ramza, but having brown hair, no cowlick, and the cape would be a blood red.  The portrait would look different, yet it's hard to describe....  Brown hair, red eyes, and a vertical scar down his left cheek (so it'd be on the right side of the portrait).

Well, this is just wishful thinking anyway, since I have no means of creating this, so... yeah.

EDIT: I put some added info, but the main idea is if someone wanted to work on this idea, but can't get the ranges/radius/vert. increases on some of the skills, just keep the changed names, but otherwise, keep them as their counterparts (should be easy enough to figure out what swordskills are what, but the HP/MP Draining swordskills are based off of Dusk Blade and Shadow Blade).  If unable to make the magic abilities work with the described formula, then the magics can be cut from the class.  I might also place a post under Patch Idea Proposals, if anyone felt like making it for something to do when they have nothing to do, or to see if the idea could work...
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Zorconomy on April 28, 2015, 12:24:25 pm
A job class that I see could replace or be compared to Geomancer would be:

Name: Elementalist (Or something along those lines)

Attack Base: Using Elemental Strikes to enhance attack power and change element to the attack used.

Say relating this to Geomancer you use a close range version or 'strike' version of Torrent/Water Ball having all the effects of the attack but then leaving that effect on the user's weapon or just their 'Attack'-skill.

Here's a small example:
(http://i62.tinypic.com/whl3zr.jpg)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: HyoOminas on May 23, 2015, 02:17:02 pm
I always wanted to see a Queen Ruvelia sprite and maybe a Queen job class. Maybe with some holy thematic and light equipment. I developed her family connections and made a somewhat good storyline, so if anyone can help me with a sprite of her, I would be very glad <3
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: RayKamiya on June 25, 2015, 08:39:13 pm
I have thought about making a 'Necromancer' Or 'Exorcist' Class for Final Fantasy Tactics

I was thinking for Necromancer They would be Physical oriented Mages able to equip Rods, Poles, Daggers, and Axes as well as heavy armor and clothes with Moderate Hp Growth and low Mp Growth with Innate Short charge and undead. 

Necromancer:  Unit that uses powerful Magic that effects the dead and living alike and often uses "Necromancy" To empower the dead and harm the living.

Necromancy: Necromancer Job command, Magic that is bound to darkness.

Life Break --------------------15Mp ----------------- Deal damage to targets Hp. -------------------  300 Jp
Dead Rising ------------------ 30Mp ---------------- Adds Protect and Shell to an undead unit ------- 500 Jp
Dark Holy -------------------- 45mp ---------------- Dark elemental magic -------------------------- 700 Jp
Spiritual Surge --------------- 20mp ---------------- Adds 1Pa, 1Ma, 1Speed to any undead unit ----- 800 Jp
Dark Whisper ---------------- 50mp ---------------- Dark attack adds Sleep or Death if it hits -------- 900 Jp
Nightmare  -------------------55mp ---------------- Adds sleep and doom --------------------------- 350 Jp
Zombify --------------------- 80mp ---------------- Revives a fallen unit as an undead. -------------- 400 Jp
Bio ------------------------- 16mp ----------------  Deal non elemental damage and inflict Oil, Blind or Poison. --------- 250 Jp                           
Bio 2 ----------------------- 32mp ----------------  Deal non elemental damage and inflict Toad, Slow or Silence. ------ 500 Jp
Bio 3 ----------------------- 48mp ----------------- Deal non elemental damage and inflict Undead, Death or Stone. -----600 Jp

the Exorcist on the other hand is Pure magic and has attacks that Harm the Undead and protects Allies.
I was thinking the Exorcist would use Staffs, Rods, Robes, Hats and Clothes. With stats focusing on Mp, Ma and Speed.

Exorcist: Divine unit of the clergy used to combat demons and other unholy beasts

Exorcism: Exorcist job command, Channels holy power to smite foes and help allies.

Dia ------------------- 30 Mp ----- Deals Holy damage to all Undead enemies deals 0 damage to living enemies. ---- 150 Jp
Dia 2 ----------------- 40 Mp ----- Deals Holy damage to all Undead enemies deals 0 damage to living enemies. ---- 300 Jp
Dia 3 ----------------- 50 Mp ----- Deals Holy damage to all Undead enemies deals 0 damage to living enemies. ---- 400 Jp
Heavens Song -------- 25 Mp ----- Heals All Allies Mp by 10. ----------------------------------------------------- 100 Jp
Holy Strike ----------- 10 Mp ----- Adds Holy element to weapon attack. ----------------------------------------- 100 Jp
Smite ---------------- 27 Mp ---- Deals Extra damage to undead and Demonic Enemies with weapon attack. -------- 200 Jp
Angelic Aid ----------- 75 Mp ---- Adds Haste, Regen, Float, Protect, Shell, Re-Raise, Faith to Caster. -------------- 1200 Jp
Holy Surge ----------- 45 Mp ---- Raises One ally Pa by 1 and Ma by 1. -------------------------------------------- 300 Jp
Divine Aid ------------ 35 Mp ---- Casts Protect, Shell and Regen to one ally. -------------------------------------- 600 Jp 

Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: gatebuster202 on June 26, 2015, 12:14:59 pm
Job Tree Overhaul.

So, I saw CoP remove two base classes in favor of six-eight. Now personally I thought that could open up some new possibilities.

I want to create a more frontline/brutal Job Tree for both Vanilla and my Fifty Years War project Idea I proposed in the sister thread.

Squire and Chemist will have to go. Instead we start with Knight, Archer, Cleric(Priest), and Apprentice(Wizard.)

Knight (3 Square Ranged Ruin/Melee Break Class) - Ruin is for stats, they only subtract 1 stat point but hit at a much higher rate, while MP and Equipment still take the normal break command.Ruin will take 4-8 mp(Based on balance.)

Archer (Aim and/or Support Skills.) - Archer will be where we find Dash, Monster Skill, and a few Marksman abilities, if I can slot these in with Charge. (Three basic (shots). Pinpoint(Ignores Shields and Accessories.) Snap Shot(Ignores Reactions and Class Evasion) Blunted Shot(80% chance Knockback at 50% damage.)

Cleric (A limited selection of White magic, and Oracle Magic as Well as the Ability to equip Rods, Flails, Poles, and Heavy Armor. Esuna is replaces with the Squire's Salve. Magic is limited to level 2 Spells)

Apprentice (Level 2 magic from Black Magic, Poison, + Don't move, Don't Act, Float, and Demi.)

Of course these are Tier 1 classes, and lacking a base class, I don't exactly know if the soldier shop can handle recruitment for non-squires, so, it may be removed.

Ramza/Barbaneth will see an overhaul too. But those are story oriented so I don't want to put that out just yet.

I'll put more info here as I feel comfortable, until I have a cohesive document. Then I'll upload a public Google Doc.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: RayKamiya on June 30, 2015, 11:42:47 pm
so another Job class I wanted to create for Final Fantasy Tactics was a Cross Knight, I have been working on some stats and skills it can use as well as its abilities and trying to make it a balanced class, I have also been thinking about design and what not so i am interested if someone who is good with sprite work can work off some of the refs I made using the Rpg Maker VX ace sprite maker.


http://sta.sh/028g13uamnl0
http://sta.sh/0199iqnf6mml
http://sta.sh/02d4f8ywx97e
http://sta.sh/0ku6fjddf8i
http://sta.sh/01yh3y4oqkfn
http://sta.sh/011pvnxohfvz



Cross Knight
Warrior with elite training of Knighthood, Fights without a shield and uses two swords instead.

Innate: Two swords, Weapon Guard

Brave: 60
Faith: 50

Stat Growth
Hp: low
Mp: low
Attack: High
Magic: Med
Speed: med

Equipment
Swords
Knight swords
Heavy Armor
Robes
Accessories

Skills

Job Skill Sword Skill: Cross Knight Job command, uses various attacks using the sword.

Stasis Sword -------- 10 Mp ------- Deals Holy Damage can cause Stop
Split Punch ---------- 15 Mp ------- Deal Holy Damage can cause Doom
Night Sword ---------- 8 Mp ------- Deal Dark Damage and absorb Hp
Dark Sword ---------- 16 Mp ------- Deal Dark Damage and absorb Mp
Cure Sword ---------- 10 Mp ------- Target one Ally and Heals them (Range 3 vert 1)
Healing Sword -------- 25 Mp ------- Target one Ally and Heals Them (Range 3 Vert 2)
Flame Sword --------- 20 Mp ------- Target's an enemy and uses Flame sword magic 25% Berserk (Range 3)
Blizzard Sword -------- 20 Mp ------- Targets an enemy and uses Blizzard sword magic 25% Slow (Range 3)
Lightning Sword ------ 20 Mp -------- Targets an enemy and uses Lightning sword Magic 25% Paralyze (Range 3)
Ultima Sword --------- 99 Mp -------- Targets a group of enemies and uses Ultima Sword Magic. (Range 4 Targets 4 enemies)

Reaction Ability's
Counter Tackle

Support Ability's
Defend
Equip Axe
Equip Sword

Movement Ability
Move +1
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: ToddKOart on July 31, 2015, 06:35:23 pm
Hope you guys like this idea. Essentially, they are Dragoons that have the ability to move enemy units. Enjoy!

-Job Idea:
Valkyrian ~ Graceful knights who practice the ancient war arts of the Valkyrie, a forgotten race of winged warriors. Their powerful strikes turn the battle tides by reeling their enemies in whatever direction they please. Their elegant leaps are as beautiful as they are deadly, giving them the miracle of flight and their enemies the terror of raining blades.

-Stats:
Brave: 70
Faith: 55
Weapons: Pole arms, Long bows
Helmets: Helmets
Armor: Armor, Clothes, and Robes
Shield: Yes
Move: 4
Jump: 5
Speed: 9
Physical Evade: 20%
Base Attack: Very High
Base Magic: Very low
Base HP: High
Base MP: Low

-Stat Growth:
HP: ****
MP: **
Attack: *****
Magic: *
Speed: ****

-Innate Abilities:
Fly

-Action Abilities:
Forceful Arts ~ Valkyrian Job command, strikes that move enemy positions with force.
1) Port Revolver ~ Damages target and forces them to turn clockwise.
Range: Weapon
Vertical Range: Same as Weapon
JP Cost: Learned
MP Cost: 0
Charge: Instant

2) Starboard Revolver ~ Damages target and forces them to turn counter-clockwise.
Range: Weapon
Vertical Range: Same as Weapon
JP Cost: Learned
MP Cost: 0
Charge: Instant

3) Stern Revolver ~ Damages target and forces them to face backwards.
Range: Weapon
Vertical Range: Same as Weapon
JP Cost: 400
MP Cost: 0
Charge: Instant

4) Drive ~ Damages target and knocks them 1 spaces away.
Range: Linear 5
Vertical Range: +/-1
JP Cost: 650
MP Cost: 0
Charge: Instant

5) Drag ~ Damages target and brings them adjacent to the user.
Range: Linear 5
Vertical Range: +/-1
JP Cost: 650
MP Cost: 0
Charge: Instant

6) Pursuit ~ Damages target while landing adjacent to them. Can be used before or after the user's Move phase to extend movement. The ability cannot be executed unless there is an unoccupied panel nearby.
Range: Linear 4, Landing Radius: 1 around target
Vertical Range: +/-1, Landing vertical range: +/-1
JP Cost: 750
MP Cost: 0
Charge: Instant

7) Pierce ~ Damages multiple targets in a row while moving through them. The user stays 1 panel beyond the row of targets. The ability cannot be executed unless there is an unoccupied panel beyond the row of targets.
Range: Linear 4
Vertical Range: +/-1
JP Cost: 900
MP Cost: 0
Charge: Instant

8) Springboard ~ Flings target onto a selectable panel. Does not damage target.
Range: 1, Launching range: 8
Vertical Range: +/-1, Launching Vertical range: no limit
JP Cost: 1800
MP Cost: 0
Charge: Instant

9) Catapult Launch ~ Damages target while flinging them onto a selectable panel.
Range: 1, Launching range: 5
Vertical Range: +/-1, Launching Vertical range: no limit
JP Cost: 2000
MP Cost: 0
Charge: Instant

10) Sky-fallen Spear ~ Heavily damages targets. Becomes even stronger with Pole Arm equipped.
Range: 3, Radius: 1
Vertical Range: no limit
JP Cost: 1500
MP Cost: 0
Charge: Instant

11) Skyward Shot ~ Heavily damages targets. Becomes even stronger with Long Bow equipped.
Range: Weapon, Radius: 1
Vertical Range: no limit
JP Cost: 1500
MP Cost: 0
Charge: Instant


-Support Abilities:
High Critical ~ Critical hit ratio +70% (from 5%)
JP Cost: 1200

-Reaction Abilities:
Revolver Counter ~ Counter with a Stern Revolver if in range
Trigger: Getting attacked
JP Cost: 800

Drive Counter ~ Counter with Drive if in range
Trigger: Getting attacked
JP Cost: 800

-Move Abilities:
Full Throttle ~ Attack and Speed +1 for every panel unit moved that turn. Attack and speed reverts back at the end of the unit's turn.
JP Cost: 1000
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Aiolon on July 31, 2015, 07:04:55 pm
i like this job it looks pretty original but making it in a patch would be super complicated. the amount of asm hacks you require to fulfill the effects of the skills are many and some look complex such as the revolver skills because there arent formulas that can do things such as make the target turn to an especific direction or moving them (and many of the skills listed have an effect on the targets location and or direction)
said if it was posible to make use of all of those unit movement effects this would be a totally new class.
but for the default formulas there are only 1 or 2 formulas that can knockback a unit and its only 1 tile.

i really like the idea tho  :P

Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Angel on July 31, 2015, 07:25:52 pm
Very cool idea. True about the ASM, though; I couldn't even get anyone to feign the interest in making ability movement a reality when our active esoteric userbase was at its largest.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: ToddKOart on August 03, 2015, 04:44:52 am
 
Thanks for the compliments!
Ah, I see... Yeah I kinda figured it would be a hassle to hack. But it would be cool if it were a thing though. I mean, by nature, positioning is integral in a game like FFT, and I felt that a job like the Valkyrian would reinforce that mechanic. That's why I came up with the idea.

Well, here's another job idea. I think it would work really well as a challenging boss! Hopefully its one that's not TOO complex to fully realize haha!
I give you... the Juggernaut!!
A self-Berserking warrior.
With 2 sets of HP... hehehe...
:twisted:


-Job Idea:
Juggernaut ~ Brutes with an overwhelmingly violent nature. Their pure rage and willpower makes them blind to pain and thirsty for blood. The Juggernaut is both an immovable object and an unstoppable force.

-Stats:
Brave: 75
Faith: 30
Weapons: Knight Swords, Fell Swords
Helmets: Helmets
Armor: Armor
Shield: Yes
Move: 3
Jump: 3
Speed: 7
Physical Evade: 15%
Base Attack: Very High
Base Magic: Very Low
Base HP: High
Base MP: Very High

-Stat Growth:
HP: ****
MP: *****
Attack: *****
Magic: *
Speed: *

-Innate Abilities:
MP Switch ~ Loses MP instead of HP when damaged.
Grit ~ Unit survives a killing blow with 1 HP remaining. Only works if HP is above 20%.
Critical MP ~ Fully restores MP when HP is below 20%.
Unscarred ~ Boosts PA, Speed and Defense by 50% if the unit has Full HP.
Focus Rage ~ Unit has control of themselves while under Berserk or Confuse.
War Path ~ PA +1 per panel while moving when Berserked.
Immune: Doom

-Action Abilities:
Brutalities ~ Juggernaut job Commands, arts that enhance and channel one's rage for delivering and receiving punishment.
1) Chakra ~ Restores HP and MP.
Range: self, Radius 1
Vertical Range: +/- 1
JP Cost: Learned
MP Cost: 0
Charge: Instant

2) War Cry ~ Brave +10/ PA +1/ Speed +1.
Range: self, Radius 1
Vertical Range: +/- 1
JP Cost: 2000
MP Cost: 0
Charge: Instant

3) Enrage ~ Casts Haste and Berserk.
Range: self, Radius 1
Vertical Range: +/- 1
JP Cost: 4000
MP Cost: 0
Charge: Instant

4) Dark Blade ~ Absorbs target's HP
Range: 3
Vertical Range: +/- 1
JP Cost: 500
MP Cost: 0
Charge: Instant

5) Night Blade ~ Absorbs target's MP
Range: 3
Vertical Range: +/- 1
JP Cost: 100
MP Cost: 0
Charge: Instant

6) Violent Swing ~ Heavily Damages targets.
Range: self, Radius: 2
Vertical Range: +/- 2
JP Cost: 900
MP Cost: 0
Charge: Instant

7) Violent Stab ~ Heavily Damages targets.
Range: Linear 3
Vertical Range: Same as User
JP Cost: 1000
MP Cost: 0
Charge: Instant

8) Violent Smite ~ Heavily Damages targets.
Range: 1, Radius 1
Vertical Range: +/- 1
JP Cost: 1200
MP Cost: 0
Charge: Instant


-Support Ability:
Vehemence ~ PA +50%, Defense -50%.
JP Cost: 900

-Reaction Ability:
Fury ~ PA +1
Trigger: HP loss.
JP Cost: 900

Retaliate ~ Casts Berserk on self.
Trigger: HP loss.
JP Cost: 500

-Move Ability:
Manafont ~ recover MP upon moving.
JP Cost: 500


-Notes:
The gimmick with this job is the innate MP Switch and Critical MP abilities. With MP Switch, Juggernauts won't be hurt until they lose ALL their MP. This grants them the stat boosts from Unscarred since their HP is preserved because of MP Switch. If they run out of MP and are hit with a killing blow, they will survive it with 1 HP left because of their Grit ability. This activates Critical MP to fully restore their MP, resetting the MP Switch. 

The other gimmick of this job is the benefits they receive when Berserked. Their Enrage ability grants them both Berserk and Haste. Focus Rage will help them maintain control of themselves while still reaping the benefits of Enrage. And just when you think it can't get any better, War Path will further increase their PA with every step they take. Combine this with the attack boosts from Unscarred and Vehemence, and you got yourselves MAJOR damage output.

These two dynamics embody what I meant when I referred to the Juggernaut as, "an immovable object and an unstoppable force." 
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Sindalla on November 16, 2015, 01:15:19 am
So, here's my idea. I'd like to see what you guys think.

I've been a fan of FFT for years, and WoW for years as well.

How possible, easy, likely, etc. would it be to revamp the classes as classes from WoW?

For example:

Balance Druid; lots of nature based offensive magic (similar to geomancy, but doesn't require ground underneath)

Feral Druid; the ability to shapeshift (this one could be impossible to the best of my knowledge)

Restoration Druid; healing magic focused (somehow has the ability to stack the regen effect)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: theultrawolf on November 16, 2015, 01:52:32 am
Quote from: Sindalla on November 16, 2015, 01:15:19 am
So, here's my idea. I'd like to see what you guys think.

I've been a fan of FFT for years, and WoW for years as well.

How possible, easy, likely, etc. would it be to revamp the classes as classes from WoW?

For example:

Balance Druid; lots of nature based offensive magic (similar to geomancy, but doesn't require ground underneath)

Feral Druid; the ability to shapeshift (this one could be impossible to the best of my knowledge)

Restoration Druid; healing magic focused (somehow has the ability to stack the regen effect)


Balance Druid
It wouldn't honestly be that hard. You could change a job to have a Geomancy-esque skillset and just change the action set to make it a normal job skillset. Or you could modify something like a Wizard to have multiple elemental spells, several patches have already done something similar to this, including the one I'm working on. I don't really know how else that could work. Geomancy skills are determined via each individual tile which has an attribute on it. I suppose with a lot of ASM it could be changed to work across an entire map, or be related to the weather somehow, but other than that your best bet would be the first thing I mentioned.

Feral Druid
Even with a ludicrous amount of ASM hacking this would likely be nearly impossible because you would probably be calling on too many spritesheets and the game can only handle so many at one time. After a while the sprites will begin to warp unnaturally and be disjointed and not resemble their intended sprite at all.

Restoration Druid
You could make this happen, definitely. You could remove AOEs on healing spells and also give them the "Stop at Obstacle" attribute which could potentially create a missile healing spell.
What do you mean by stacking? Regen stacks with multiple other statuses, and those it don't it can be made to with some very basic status attribute edits. If you mean you want the class to START with Regen or have it INNATELY, you could do this by adding either of those to the Job that you're looking to modify into that one.

Hope I could be of help!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Sindalla on November 18, 2015, 11:34:13 pm
I appreciate the response. I've been working on it for the past few days, so far, all I've gotten done is changing the text on most of the abilities and the names of said abilities, as well as jobs.

It's a lot harder than I thought it would be, for sure.

What I meant by the stacking regen effect was would it be possible to have multiple regen effects running at the same time? A restoration druid in WoW has at least 3 different Healing Over Time spells that heal for different durations and different values, all of which can be reset by casting a standard heal.

Would something like this be possible with a simple patch, or would it require something a little more in depth?

Final note: it's a shame the feral druid won't ever happen. It was my favorite class and spec when I played WoW.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: theultrawolf on November 19, 2015, 12:34:14 am
Quote from: Sindalla on November 18, 2015, 11:34:13 pm
I appreciate the response. I've been working on it for the past few days, so far, all I've gotten done is changing the text on most of the abilities and the names of said abilities, as well as jobs.

It's a lot harder than I thought it would be, for sure.

What I meant by the stacking regen effect was would it be possible to have multiple regen effects running at the same time? A restoration druid in WoW has at least 3 different Healing Over Time spells that heal for different durations and different values, all of which can be reset by casting a standard heal.

Would something like this be possible with a simple patch, or would it require something a little more in depth?

Final note: it's a shame the feral druid won't ever happen. It was my favorite class and spec when I played WoW.


Hey, no problem! Making a patch, personal or project, always takes a lot of work. I'm about 50-60% done with my patch and it's taken me 4-5 years (It doesn't usually take that long, don't worry!) It sure is hard, but don't be afraid to get involved, ask questions, browse the site, and siphon information. Making a patch can be a rewarding thing and can let you see SRPGs in a whole new light.

As far as a stacked Regen effect, you could potentially modify one of the unused effects to have similar effects to Regen, then use the ASM to change the Regen heal percentage and you could have something remotely similar. But if you wanted to stack the same status 3 separate times, without some hard hacking, I'm not sure if that would even be possible. Even if you found a way to stack the Regen status (without creating a new status), they would all activate at the same time due to the way those types of status work.

And yeah, like I said, it wouldn't really be feasible considering sprite limitations, and it would need very heavy ASM to even reach a proof-of-concept point, which I doubt many would consider helping with since it isn't really feasible.
In FFTA, there's a job class known as the Morpher which can adopt various other creatures' abilities by "Morphing" with them, an ASM hack of that could potentially be possible, but you would REALLY need to get your hands dirty as well as probably getting others to help in that area, but even then you would have to consider: How badly do you want this?

Once again, I hope I could be of at least a small bit of help!

Easy answer: It could TECHNICALLY be possible, but you're going to need to really get your hands dirty and learn ASM hacking and status effect values.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Sindalla on November 19, 2015, 07:02:14 pm
It helped a good bit. I've got quite a bit on my plate right now. 3 jobs and a newborn, I picked up something small I could put down at pretty much anytime. It's relaxing, and I'd prefer to keep it that way, even if it means no feral druid.

As I was typing this, it dawned on me. The frog spell, if it was worked with a little bit, would that make it more feasible you think?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on November 19, 2015, 11:17:14 pm
Not really. It's not a whole sheet, it shares with the chicken, crystal and boxes, which is why you don't go over the limit with it. We wanted to replace the chicken status with the scarecrow status from SMRPG for Jot5, but we couldn't even do that due to the size restrictions.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Sindalla on November 20, 2015, 12:49:14 am
Dang! Was worth a shot, I'll keep looking into it. Thanks! I have absolutely no background knowledge when it comes to programming, hacking, editing, etc. So this is a lot harder than I thought it would be. >.<
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on November 20, 2015, 12:53:24 am
Don't feel bad. That's why most people who show up with big ideas disappear, sadly. The work isn't as hard as it seems at first, it's more about just diving in (to something other than FFTP) and learning what you can and ask questions when needed.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Sindalla on November 20, 2015, 12:57:30 am
I intend to do everything else except the Feral Druid at this point. Who knows, by the time I get everything else done, maybe someone will have come up with something, or I'll figure it out on my own by some miracle.

I appreciate the feedback! Hopefully this turns out as cool as I see it in my head.  :D
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Lockeadon on November 25, 2015, 05:18:17 am
@yagood, final fantasy tactics social already did that.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on November 25, 2015, 05:59:29 am
Are you serious? That dude posted that 3 freakin years ago.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Lockeadon on November 25, 2015, 06:24:30 am
someone else might want to do it, you never know who's lurking. anyway, i'd like to see a real ff5 myatic knight. all the spells already exists, so it's just a matter of implementation. i suppose one could use status (or formula 2) to apply the spells after normal attacks, or make them more like swordskills with the effects. it's probably less practical to try and implement the skills exactly like 5, with the increasingly powerful bonus damage(and instant death) for hitting weakness. i'll admit to being slightly confused on how to implement the two drain moves. come to think of it, spell fencer ala bravely default would also be excellent, perhaps even moreso. i also wouldn't mind either version having a few normal spells. spell fencer has some awesome passives.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Angel on November 25, 2015, 08:03:31 am
But... replying to someone three years late, who hasn't logged in in three years, from the first page of an ongoing topic?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Deverca on December 17, 2015, 12:27:15 am
Alright, I have some ideas for a few skill ideas. They were thought of for rounding out the squire job, but could potentially work for any job.

Delay/Postpone Death:  This skill would be a cheap (perhaps free) and instant way to reset the death counter. Essentially, I believe this could be accomplished by raising unit with 1hp, then inflicting 1hp in damage.  I oppose giving too many jobs Raise abilities and I think this strikes a balance.  Range 3.

Impasse/Entangle/Wrestle:  This skill inflicts Don't Move on both the target and the unit. Range 1.

Squire:  This skill could actually do what squires were meant for!  This skill would re-equip another unit.  Range 1.

Crit Quick:  This would be an instant, high percentage quick at a moderate MP cost that could only target critical-state allies. 
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: old school on January 25, 2016, 05:53:26 pm
Quote from: Zorconomy on April 28, 2015, 12:24:25 pm
A job class that I see could replace or be compared to Geomancer would be:

Name: Elementalist (Or something along those lines)

Attack Base: Using Elemental Strikes to enhance attack power and change element to the attack used.

Say relating this to Geomancer you use a close range version or 'strike' version of Torrent/Water Ball having all the effects of the attack but then leaving that effect on the user's weapon or just their 'Attack'-skill.

Here's a small example:
(http://i62.tinypic.com/whl3zr.jpg)


You are referring to either the FFV Sorceror or the FFXI Red Mage enchant spells.  I am interested in this as well.  Has anyone had success with these?  If so, can you point me to a forum post?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Thorndarien on April 26, 2016, 12:19:27 pm
First time here, but have read a lot of the forums here to try and find what I need and haven't had much success.

I was working on a job mod project to change the existing jobs other than squire and chemist to the jobs from FFXIV. I am making good progress but there are a lot of damage + status skills, sometimes the status is applied to the caster. Are there any formula mods that exist that could damage a unit (either PA or MA based) and apply 100% status to the caster?

I am also trying to implement the conjurer's fluid aura spell and the 100% knock back patch works well but I need it to apply 100% status (don't move) and be MA based instead. Ideally this would be a new formula and not a replacement for throw stone (but adding a status to both would be great). 

I plan on using formula 2 with the 100% proc hack to build combos like fast blade -> savage blade -> rage of halone (you pick rage of halone and it attacks with formula two which procs two dummy abilities, the second of which replaces power break and deals damage). I think I have a handle on that, though.

Any quick help for those formulas would be great though.  Thanks.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Xifanie on April 26, 2016, 02:13:25 pm
I'm sorry, but this is just not going to work...
The ASM hack required for this kind of idea would be huge (since XIV has just about 100 statuses with durations). And yeah, let's not get started on combos, which would be doable if you completed the first part and used my ARH2 (Ability Requirement Hack v2, works solely by ASM hacking), but still a lot of trouble. Not only that but you'll be limited to 16 action abilities per job (and that is really stretching it, you'd run out of ability space way too fast with this many per job)

Unless your dedication and skills are that of every other member of FFH combined (if not more), I'd suggest scrapping your project or toning it down (at lot) to make your expectations more realistic.

Edit: If you want to make it work without ASM hacks, you can... but it won't be anything close to XIV.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Thorndarien on April 26, 2016, 02:55:39 pm
My goal isn't to make an exact copy of FFXIV. Nor do I want to reproduce every combo and status effect in the game.  I have narrowed down all the magic related jobs to 15 abilities and only 9 for the rest, and only a very small number don't fit into FFT without ASM hacking.

The biggest part is changing for example, all the conjurer's/white mage cure abilities to be single target or aoe as in FFXIV and have smart targeting, and to do likewise for black magic. I am not interested in building umbral ice and astral fire effects or anything crazy like that.  Medica right now is always centered on the caster and ignores enemies. Medica 2 applies regen using the raise formula with +25% heal which is good enough for me.

For white mage, fluid aura is the only issue and only because I want MA based damage and a status.

The physical jobs have a lot of "do damage and buff self" which since self buff abilities exist already, I figured would be doable. I'm not sure if I want to implement combos as multi proc effects using formula 2 or to ignore steps one and two and just leave say rage of halone or butcher's block or something that has a charge time.  No enforcing of ability sequences or that type of thing.

If there is a knock back formula that uses MA and possibly adds status and if there is a PA/WP formula with status to caster, that's really all I need to accomplish my goals.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Panda_Tar on November 09, 2016, 12:15:45 pm
This is a skill concept that I'd like to propose for use, if anyone sees it fit somehow. It is designed for jobs related to the relation between body and nature, so you can think of it useful for Monks, Geomancers etc. It is supposed to give the idea of flowing energy and synergy between man and nature, also being considered flow between elements.

MOVE SKILL
Flow
When standing on natural terrain (which means terrains like grass, water, dirt, snow, rock), character has boosted PA or MA or speed (depending on the job).

I don't know if these stats such as PA, MA and Speed can be modified by terrain checking, so it's just an idea if it feels useful somehow. Also, if it already exists, I apologize for repeating. I was designing this for my Monk class, back when I was pondering about making a patch myself.

***

The other skill, also a MOVE SKILL, was designed for a Priest-like job: in the case of my old project, Zealot was its name. I also don't know if the mechanic of it is possible to be designed the way I was intending.

MOVE SKILL
Repentance
Constantly cleansing one's soul from sins and maladies, after moving it'll dispel a random ailment inflicted upon the character.

I don't know if its possible procuring and checking for ailments active on the target so it'll randomize one to be cleansed. But that's the conception, of walking in repentance of sins and then getting better as one is cleansed from status ailments.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Dermatological Zoo on November 18, 2016, 03:43:33 pm
Quote from: Panda_Tar on November 09, 2016, 12:15:45 pm

MOVE SKILL
Flow
When standing on natural terrain (which means terrains like grass, water, dirt, snow, rock), character has boosted PA or MA or speed (depending on the job).

***

The other skill, also a MOVE SKILL, was designed for a Priest-like job: in the case of my old project, Zealot was its name. I also don't know if the mechanic of it is possible to be designed the way I was intending.

MOVE SKILL
Repentance
Constantly cleansing one's soul from sins and maladies, after moving it'll dispel a random ailment inflicted upon the character.


I'm definitely more of a consumer than producer of patches, so I'm not sure as to their viability, but I think these are both really cool conceptually!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Steiner on March 19, 2017, 03:11:12 am
Been working on making the Knight job more interesting. I love FF9 and decided to make the Knight more like Steiner's Knight Class. Already have the abilities Darkside, Minus Strike, Lai Strike, Thunder Slash, Shock, Stock Break, and Climhazzard (different from Cloud's Limit Break) set up to function well along the lines of FF9. The job is balanced and very powerful in end-game. I also formulated all the jobs to have more HP and MP growth so at level 60+ you can have 600-800 hp, depending on the gear you wear...
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: C1REX on May 29, 2017, 07:58:53 am
I'm thinking of doing my own simple patch focused mainly on job/skills changes. Nothing too big but too make the game more fun to play. Same story, similar difficulty but rebalancing so you can use less popular skills and jobs very early in the game.

1. Changing jobs progression tree. Making the less popular classes available much earlier and Knight as a final melee job.
I would like to make Dragoon, mime, ninja, calculator, geomancer completely different classes. Oracle and Mediatior would be combined into one. Mediator sprite would be used for a new job.

2. Ramza would have unique skills of a leader/paladin with some of area effect. Like PA+1/MA+1/SPD+1/Innocent etc with area effect like draw-out with heavy mp cost. Ultima would be a very powerful spell worth the trouble.

3. Mime would be a completely different class and available early. It could learn some of the monsters and boss skills. Best ones could be learnt only on hit.

4. I like the idea to make the Knight more fun to play with completely different skills. Something like elemental attacks and less popular Sword skills.

5. Thief would be Steal focused. All steals would be 100% but with mp cost and charge time. Can carry two daggers. Total damage very similar to Squares but way more fragile. Available very early.

6. All Status would be 100% but balanced with high  mp cost, charge time and duration time. Charm for example would be 100% but last 1 turn only and heavy mp cost.

7. Dancer and bard would be available early. Their skills would be 100% accurate but would be balanced with mp cost and damage.

8. Lancer would be available earlier with a skill to throw spear - stronger than jump.

9. Almost any skill would be learnable on hit to reduce jp grinding in the game.


All specials would be rebalanced to be more useful.

Mustadio would be more like a sniper. 100% Death sentence (Critical wound) skill would added for non boss kills. Very high jump base. Range improved even further.

Agrias would gain some defensive skill to make her more defense oriented.

Orlandu would have skillset a bit limited to remove less popular skills.

Miledau - would be boss oriented job. Skills would do PA-1/MA-1/SPD-1 and one standard damage and one HP% damage skill. Very good on bosses but not so great on standard fights.

Agrias would more defense and magic oriented. Not like weaker Orlandu clone.


Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Heisho on June 19, 2017, 02:38:48 pm
Well I'm also going to add my two cents.

It's a re imagining of the Knight class, it will keep its name but will be more support oriented, high HP, above average evasion, Parry innate. Some or most abilities will use MP to avoid abuse. No description for abilities yet, but the in-battle quotes are ready. The Break/Rend abilities will pass on to Rad/Ladd who will have a special class that will learn its attacks from a class named Lieutenant who will use attack Meliadoul-like without range and only usable with swords.

I already made then work on an older project patch that went sour on PSP but I'm moving it to PSX, they have their own animations which are the animation from other weapons but with swords to simulate different movevements at the moment of ability execution.


--------KNIGHT--------
A strong and honorable warrior that protects
the allies with a sacred Chivalry code.

(Chivalry)
Knight job command. Inspires and guides the
allies straight to victory over the wicked.

Encourage - +5 Brave (Area 2, Auto, Ally)

Do not fear the enemy! Fear what
will be the outcome if they win!


Defense Formation - Defend, Protect (Area 1, Auto, Ally)

Everyone! Raise your shields
and brace yourselves!


Attack Formation - +1 ATT (Area 1, Auto, Ally)

It is time for the foe to meet
its maker!


Rescue - Effect Wish (Unit, Ally)

No soldier should be left behind!


Blitzkrieg - CT 100 (Area 1, Ally)

All men, with me! Charge!--

---------DRIFTER KNIGHT---------
[LADD]
(Drifter Knight)
A mercenary that wanders Ivalice learning skills
from different places to perfect his Vagrant Blade.

(Vagrant Blade)
Drifter Knight job command. Collect skills and
techniques from all four corners of the realm.
Unit Quote
~ "Instead of a book, I prefer to learn from practice.
Or by being hit for all that matters" ~

Upward explosion that will rend thy head
in half! Geyser Slash! (Helmet break)

Strip the body from innapropiate
vestments! Heathen Ablution! (Armor break)

Coward! It is futile to hide behind
shields! Dragon Claw! (Shield break)

Do not impair the innocent any longer!
Falcon Cleave! (Weapon break)

Brush the vanity of useless trinkets!
(No name yet) (Accesory Break)

The world is safer without your foulest
incantations! Mana Break!** (-MP)

Feel your feet getting heavier by the
minute! Iron Punishment! (-SPD)

My sword will rip apart your meaningless
spirit! Soul Tear! (-MAG)

Rendering your muscles until no strength
is left in them! Griffin Grip! (-ATT)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: C1REX on March 17, 2018, 06:31:45 pm
Dear all,

I'm looking for ideas and maybe somebody can help me.
I keep working on my personal patch and one of the thing I hate in games in general is rng (at least in most cases).
I want to reduce hit rate/luck to minimum or even eliminate it if possible.

My question is how would you balance the most powerful skills in the game if there would be 100% hit rate?
Is it even possible to balance Frog, Death or Invite with 100% hit rate?
If you had to how would you do it for these 3 specific skills?

My idea for invite is to make CT=50 or so (with "follow target") and 1 range.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on March 17, 2018, 11:02:16 pm
I can't adequately describe how bad of an idea that all is. Maybe basic attacks would be fine this way, but one-hit-KOs?

If anything the base accuracy is a bit too high. Jot5 increases evasion all around the board, and it sets up a great niche for abilities specifically designed to be unevadable - if you want to reduce RNG, put in some of those, but don't make 100% the baseline for everything.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: C1REX on March 18, 2018, 06:54:45 am
This patch is for myself only at this point. I don't want to copy Jof5 - it's an amazing patch that I can play already. Probably the best balanced mod I've experienced. Now I want a different experience and if it's fail to be fun for me then it's fine.


I already increased global evade and made shields way more efficient to be a strong alternative to two sword skill. I'm OK with this rng and avoidable skills. I'm not OK with 20% hit rate for skills that win the battle.
I hate 1 HKO but that is already available in most mods. Ninja with martial arts and no swords is often a 1HKO killing machine in most mods.

The problem with Invite, Frog, charm and death is that it can too easily win the fight if you lucky. If not then you can reset the game and keep trying until you start the fight with such powerful hit.


1.3 has reduced hit rate for those skills but I still managed to cheaply win some difficult battles by keep trying to use most powerful skills early on. And resetting the battle is just a longer version of using save states. So I either cheat the game by keep trying to get invite early or the game cheat on me and I get miss 30x in a row and get the fight 1h long for no reason.


In my personal mod invite cast is 3 turns long - This makes it almost useless at the begging of the fight as it would put you at a huge disadvantage. I made similar change to Charm so my cheap tactic to start with 3 charms at the beginning isn't cheap any more.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: tompeters4000 on March 21, 2018, 07:35:45 pm
Just throwing my 2 cent in...Necromancer..like from Diablo II

you can summon an AI skeleton, Golem, etc to fight for the team...like "guest" unit does.   

They would also have dark magic skills.  Easily copy the sprite for fire and make it Black and Blue?...

I'll leave the creative side to the talented people.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on March 23, 2018, 01:30:46 am
Its not nearly that simple. You have to take the sprite limit into account
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: RavenCurow on April 10, 2018, 05:50:26 pm
In in FFT the special knight jobs are all pretty cool, so I was thinking about a patch that would make all the classes different types of knights. Give the jobs a more regimented military feel. So the starting job could be like clouds soldier job. You could replace priest with paladin/holy knight, wizard with blackguard/dark knight, and oracle with templar/temple knight. Just thought it would be interesting. The real problem would be balancing and keeping them interesting and unique.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: supercala on April 12, 2018, 05:29:02 pm
Was actually working on something like this, however; I wanted to add something fresh so I added a Berserker class and it has similar abilities to monk. I changed a couple giving them heavy axe oriented abilities. I stopped working on it because I made new .BIN abilities and downloaded some from the forums, but couldn't figure out how to put them on the .iso/.bin.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Tskidless on May 06, 2018, 04:55:02 am
I had an idea for a class based on items like the Chemist but each "item" would have it's on pros and cons.  I'll list some examples below.

Healing Hypnotics - A sleep aid used by doctors to treat patients.  Add: Regen and Sleep.

Psychotic Burst - A lethal concoction that gives the recipient an adrenaline rush however it also causes the recipient to go berserk.  Add: Haste, Berserk, Death Sentence.

Booster - A fetid tonic that is sure to liven anyone who smells it.  Side effects are lethargy, loss of appetite, and increased anger to the person who made you smell it.  Effect: Quick  Add: Slow

Oily Ointment - This slimy ointment made from monster extract helps protect against most kinds of magic.  Add: Shell and Oil

These are just a few ideas I had but as for what class to give them to I have no idea.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on May 06, 2018, 02:06:06 pm
The problem with a job like that is... well, it's never going to be used. You can have both pros and cons to a skillset, but the pros need to actually be worth it, especially compared to what other jobs offer. Why would anyone choose a single target Regen/Sleep when they can just cast Regen, hit multiple targets, and not cripple their own forces to do it? Never mind that Regen is NOT a good tradeoff for Sleep - full HP restoration might be, but not Regen.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Tskidless on May 06, 2018, 11:34:39 pm
I'll keep that in mind if I decide to make a class like that.  I did make two new jobs that I call Elementalist and Commander which replace Bard and Dancer respectively.

Elementalist - Men who are in tune with the elements.  Uses "Elemental" magic to damage and debilitate foes.

Stats

HP: 10 Growth, 85 Multiplier
MP: 9 Growth, 10 Multiplier
Speed: 100 for both Growth and Multiplier
PA: 50 Growth, 100 Multiplier
MA: 45 Growth, 115 Multiplier
Move: 4
Jump: 3
C-Ev%: 10

Weapons are Poles and Flails.  They can wear clothing, robes and hats.

The "Elemental" abilities all have the same range (5), effect area (1), vertical (3), cost 7 mp with no charge, and cost 150 JP to learn.  Damage formula is (MA+21)/2*MA.

Hazy Flames - Deals fire damage and has a chance to inflict Confuse.
Shock Storm - Deals lightning damage and has a chance to inflict Don't Act.
Snow Fall - Deals ice damage and has a chance to inflict Slow.
Storm Gust - Deals wind damage and has a chance to inflict Silence.
Earth's Fury - Deals earth damage and has a chance to inflict Petrify.
Toad Time - Deals water damage and has a chance to inflict Frog.
Dark Embrace - Deals dark damage and has a chance to inflict Darkness.
Night Light - Deals light damage and has a chance to inflict Sleep.

All of the Reaction, Support, and Movement are the same as Bard's minus Fly.

Commander - Warrior women who have risen through the ranks.  Uses "Authority" in battle support allies and defeat foes.

Stats

HP: 10 Growth 80 Multiplier
MP: 15 Growth 75 Multiplier
Speed: 90 Growth 110 Multiplier
PA: 40 Growth 110 Multiplier
MA: 50 Growth 100 Multiplier
Move: 4
Jump: 3
C-Ev%: 15

Weapons are Knives, Swords, Axes, Crossbows, Bows, and Guns.  They can only wear clothing and hats.

"Authority" abilities are the following.

Ethion - Heals HP and MP.  Range 3, Vertical 2.  Formula is PA*4 for HP and PA*4/2 for MP.  200 JP to learn.
Quick Hit - Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.  250 JP to learn.
Killing Blow - Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.  400 JP to learn.
Overwhelm - Deals damage based on PA*(WP+3).  Only hits a single target next to you.  300 JP to learn.
Rebuke - Lowers enemy stats by one with a 60%+PA chance to hit.  Uses weapon range.  300 JP to learn.
Encourage - Raises Brave by 12.  Range 4, Vertical 1.  Doesn't miss.  350 JP to learn.
Rally Cry - Plus one to all stats.  Range 4, Vertical 2.  Doesn't miss.  500 JP to learn.

Reaction, Support, and Movement abilities are the same as Dancer's except Fly which has been removed.

Sorry for the long post.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on May 07, 2018, 12:42:23 am
Isnt that Elementalist just an 'at will' Geomancer though?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Tskidless on May 07, 2018, 01:06:44 am
More or less right now.  If I could change Geomancer I would but I'm pretty sure it's hard coded.  That being said I'll probably nerf the attacks to only hit a single target and lower the damage but add buffs to the class.  I also buffed Geomancer's abilities already.

Edit:  I'm changing the class once again to but this time to Scholar and giving him the tier 2 and 3 spells from Priest and Wizard along with a few non elemental spells.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on May 12, 2018, 12:03:36 am
Well, while I do love the Red Mage (and the Scholar is kind of partway there) the Bard's location in the job tree is so deep that it really doesn't seem like it'd be worth it.

You might be better off merging both concepts, changing the Elementalist from Geomancer 2.0 into something a bit more broad.
A single-panel, stronger Holy heal that only works if the target is debuffed (but also cures those debuffs); a linear, weaker but AoE Water heal; a Dark drain; a weak Frost attack that has a chance to inflict multiple effects (slow, immobilize, doom); an instant Lightning attack; a quick, very weak Wind attack that cancels casting; a strong Fire attack; a very-wide-range Earth attack centered on the caster that will also hit allies in range (i.e. kind of hard to use without damaging your own units too). Maybe take one or two of those and turn them into weapon/PA type skills if you want the job to reach a little further into RM territory.

It'd be a kind of gimmicky job that maybe emulates the Monk a bit too much, but it'd still be an interesting new niche to run with. Geomancer 2.0 and a very late game Scholar... aren't interesting, I'm afraid.

Your Commander concept does a better job at being its own thing, though I'd think that maybe using the Chakra formula is a bit too much (change it to just an MP restoration skill?) and that its stat buffs shouldn't be able to be used on the caster (to support the idea of unity on the field rather than just one super strong tanky destroyer).
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Emir Tarver on May 12, 2018, 04:55:10 pm
Wiccan - A moraled Wizard
Esper - A spirit realizer
Pinsearcher - A precise Hunter
Trees Man - One who stands still
Arms Man - A weapons master/warrior
Eye Master - One with Good Vision
Spirit Kin - A Battle ready Spirit for all races of the World
Spell Liner - A master of Words
Holy Hunter - A Person of Good Nature using War arts
Dark Mind - A seeker of Power Through the use of Ill Intentions
Judge - Justice Bringer
idK maybe if i give it enough time i can come up with something better !
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on May 12, 2018, 06:06:01 pm
Those are incredibly vague descriptions, not coherent Job concepts.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Feelie on May 12, 2018, 09:07:01 pm
Quote from: Nyzer on May 12, 2018, 06:06:01 pm
Those are incredibly vague descriptions, not coherent Job concepts.


Pretty much this ^ names and vague descriptions don't really tell anything about the class or what kind of skills they would have. Let alone actually planning out the class itself, as well as growth and such.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Emir Tarver on May 13, 2018, 08:52:46 am
typed thought = idea suggestion

and if someone is a Treeist = Treesman
there has to be a connection of their skill and class
Such as a Treeist abilities
ex. Wears Robes Uses Staves Cast Elemental Magic Relating to BioGeography
Essence = recovery move
Camouflage = Turns the User unseable for 3 Turns but can still take damage
Wood Bend = Traps opponents to an area until the tree is cut down
Natures grace = Heals all Surrounding Party Members
Wood Needles = giant wooden nails burts through the ground impaling the enemy
Stand Still = Stat Boost
If you have any disparages i can understand !
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Tskidless on June 18, 2018, 06:12:38 am
Sorry for the long post ahead of time.  I've been working on a few jobs and buffs to various jobs as well.  It's really late as well so I'll probably post stats tomorrow.

Priest now has two new spells that replace Protect and Shell 2.  They are called Banish and Purge, both of them use the standard Black Magic formula of Dmg_F(MA*Y) ME with Banish costing 150 JP to learn and having a Y of 16, a CT of 5, MP cost of 9, and it isn't an AoE.  Purge costs 250 JP to learn and it is AoE with a Y of 20, a CT of 6, and an MP cost of 16.  Both are holy element as well.  It also got Preach as well.

Knight has been changed to Paladin and gets Stasis Sword, Split Punch, Lightning Stab, Shock, Faith, Cure 2, Raise, Wall, Despair, and Don't Act.  Damage Split has replaced Weapon Guard since everyone has it in my mod.  All "Sword" abilities now cost mp now as well.  They have had their speed multiplier lowered to make up for increased stats in just about everywhere else.  Requirements are level 4 Squire and 3 Priest.  Any class that needed Knight now needs at least one extra level of Squire which was also buffed.

Archer has been renamed to Ranger and can now use Guns.  All Charges after 3 have been removed and the ones that were kept have been buffed.  Change 1 now has a CT and power of 3, 2 has a power and CT of 5, and 3 has a CT and power of 7.  They also have Aim Arm, Aim Leg, and Equip Gun.  Requirements are level 3 Squire.

Thief lost Steal Heart but gained Insult and the ability to Blind foes along with gaining Ninja's old speed and Crossbows which also have been buffed.  I'm debating on whether or not I should give them Bows or not due to their new found speed.

Mediator got fused with Bard losing a lot of it's original abilities but gaining a lot in return.  All songs no longer perform and are stronger / more accurate, and out side of Last Song are AoE with an effect area of one, but now cost MP to confiscate for the buffs they got expect Angel Song.  Speaking of Angel Song it is a real pain to balance, it heals MP = to MA*Y which means that it is either too strong or too weak.  Right now the Y is at 6 and I'm going to play around with it some more.  Life Song is Holy now and can hit enemies as well and uses the same formula as Angel Song just for HP instead of MP, and the Y is 10 and it doesn't use Faith.  All the stat buffs have a 70% chance to hit, and Nameless no longer gives Regen.  Last Song has a 50% chance to hit and as stated before is not an AoE.  The class has kept Invite, Praise, Mimic Daravon, and gained Steal Heart, all of these also have increased accuracy as well, and gained a magical attack called Shout which does damage equal to MA*15 in a line ahead of the Bard. The Classes stats have been buffed to be much more magical inclined as well.  Weapons are Knives, and Instruments now.  Requirements are the same for Mediator.  Also does anyone know how to get Praise to hit more than one person at a time?

Geomancer has been changed to a new class I call Adventurer.  It's stats are largely the same as before but it's abilities are a lot different.  Weapons are Knives, Swords, Axes, and Bows.  Abilities are Home made Potion which heals 20% of the targets HP and grants Regen, along with Home made Ether which heals MP equip to the Adventurer's MA * 2, a better name is also pending. Quick Hit (Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.) and Killing Blow (Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.) from my Commander class have been moved here and function the same as before, and they gained an ability called Molotov which does Fire damage at long range and uses ((PA+4)/2*MA) as it's damage formula along with Ultima Strike ((PA*Brave/100)*MA) and Hide which simply grants invisibility.  Requirements are level 3 Square and Chemist.

Ninja has lost all Throws but Shuriken, but gained elemental Ninjutsu which do the same thing has my old Elementalist abilities but now they do (MA+10)/2*MA, they're also not AoE now.  Ninja has had it's stats changed to better use these abilities as well.  They also can't use Flails now.  Ninja no longer needs Knight or Geomancer to be unlocked but it does need level 3 Squire along with 3 Archer, 3 Monk, and 4 Thief.

Calculator has been changed to Red Mage and it's stats are balanced in the Jack of all trades way.  They can use Swords, Knives, Rods, Staffs, Poles, Shields, Clothing, Robes, and Hats.  Spells are Cure 1 and 2, Raise, Fire, Ice, Bolt 1 and 2, Slow, Blind, Spell Absorb, and Silence Song.  Requirements are the same as Calculator except you need one less level for each of them.

Bard has been changed to Dark Knight which is a glass cannon class with high power (PA Growth is 35 and it's Multiplier is 120, MA Growth is 45 and it's Multiplier is 105) but low health (13 Growth and 65 Multiplier) even with armor equipped.  Abilities are Dark Sword, Night Sword, Dark Holy, Bio (Darkness), Bio 3 (Death), and Souleater.  Souleater does damage equal to PA*23 but you take half of that in return.  Weapons are Swords, and Knight Swords, and the class can wear Armor and Helms.

Commander replaces Dancer and she has lost Quick Hit, Killing Blow, and Ethion but gained Marching Order with is Quick with a 50%+MA chance of hitting an ally.  Shield Oath which grants Regen, Protect, and Shell.  Defiant Strike (Uses weapon range with a damage formula of ((PA+2)/2*PA) that can cause the following status effects randomly, Confusion, Silence, Berserk, Chicken, Stop, Charm, Don't Move, Don't Act, and Death Sentence.  Along with the other abilities I've already posted.  She cannot target herself however with any of her abilities.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: lunar on July 09, 2018, 02:41:41 am
I have an idea of putting dart from the legend of dragoon in as ramza and it is going great but the problem that im having rn is that i named the normal Squire class dragoon when it is only for ramza should be. but every thing else is goign great but do you guys have any idea about squall (ff8) because i want to add him.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Elric on July 09, 2018, 10:44:15 am
You need to edit the name of the squire class that is specific to ramza. The one containing guts (not delitas) and not the one that uses basic skill.

There isnt a fully complete squall sprite iirc
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: lunar on July 10, 2018, 12:47:33 am
I have finally figured it out and how to save it without an error (thank god for help forms) well here is the squall sprite sheet i just need some ideas. 
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: azavier on January 21, 2019, 12:53:36 pm
Hi im looking on making a necromancer class. Im using tietra sprite from fft remix. It is beautiful and it fits because she died.

Move idea:

Dark holy
Death
Zombie
Despair ( reworked as a heal for undead like cure 2)
Darkness ( reworked for a 70% chance to invite undead)
Death cold ( like magic barrier but for undead. Gives Haste, Float, Regen, Transparent, Defend)
Lich
Seal Evil ( reworked to a touch move 70% petrify undead)
Drain Touch
Parasite
Deathspell 2
Raise

Thoughts? I would like feedback , thanks (:
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on January 21, 2019, 10:31:37 pm
I think a niche can be carved out for a dark magic user in FFT (I really don't find the WotL Dark Knight to be all that inspired, though the same is true of many other of FFT's jobs), but a necromancer specifically? Not without a major overhaul to the game, IMO. There just aren't enough undead enemies to be worth an entire job. And one of the best potential uses for necromancy - raising charmed/invited minions using battlefield corpses - doesn't work because IIRC there's no formula out there that allows you to inflict undead any status on a KO'd target.

The undead status is a bit of an interesting one, and I could see a niche open up for having it used defensively - turning it into a permanent, slow Reraise, and then having some healing/cleansing/buffing skills using the formulas that only make them worthwhile on undead units - but with the game as is you'd basically be spending way too much time turning your special characters undead or sacrificing too many human slots for undead monsters. Or you'd have to field a full team of necromancers. Compared to what FFT's stronger jobs (never mind the OP ones) are capable of without spending all that time preparing, this... just doesn't seem worth the player's time.

Not only that, but it also makes the necromancer incompatible with most standard healing.

It can work great as an enemy, set up with a fixed (undead) team, but as a playable Job that just totally clashes with so many others...? No.

Moving on...

Well, your changed skills just have really bizarre names for what they've become. How does "Death Cold" at all work as a name for something comparable to Magic Barrier? How does "Despair" work as the name for a heal??

Much of the rest of your skillset doesn't really have any discernable niche; there's no clear goal you're going for with it.

Much of your skillset is just frankensteined from other generic job skillsets, and this is something you should almost always avoid for a playable job. There's a case to be made that a Red Mage could take skills from White and Black Mages, but something like that would be the only exception.

The skillset is too large for the character. Skillsets with more skills look good, but fleshing out a single job too much kind of undermines the entire job system. It's not ideal to have a job that basically doesn't need a secondary skillset. Or, if you give a job a ton of skills with very little versatility, you end up with a ton of redundant shit that the player never really goes back to once they can use the best skills. Rafa/Malak, or the Black Mage/Oracle jobs are pretty good examples of this.

I know I was planning out a concept for a dark-based job not that long ago, and trying to establish a clear niche for it while still keeping its skills varied enough that none of them were redundant wasn't an easy task. I'm still not 100% on some of the skills. It can definitely be difficult.

For a bit of positive feedback on the concept, I did note that you tried to make use of a good number of enemy-only, monster-only, or niche special unit skills. That works: building a niche by recycling a bunch of otherwise-scattered, rare skills. I don't know if all the skills themselves work, but the logic behind that is fairly sound.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Zantetsuken on January 22, 2019, 08:39:11 pm
You can make really interesting skills using some monsters skills/spells animations. As an example i made a whole new skillset for the ninja class, called jutsus, mid-range single target magic skills, using animations from spells like dark wisper, fire bracelet, triple thunder and others. Another example, for those who like D&D, you can make the spell magic missiles using the animation from Dispose(worker 8 skill), looks great ;D.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: azavier on January 30, 2019, 08:59:24 pm
So mostly the point of the class was simple to inflict the undead status & then invite them to the team. Thats it. raise and dark holy because its a priest that deals with the dark. Im having fun with w balanced chance of inflicting undead and then inflicting invite and having zombies fight for me like necromancers do. Its the closest thing i can do without ASM hacks. (:
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Stone of Light on October 08, 2019, 07:23:37 am
How broken would a "Zone of Control" type ability be that caused units to stop their movement if they enter a square adjacent to the unit with the ability? One of the things that has always bothered me about the game is that there is hardly any way to actually "hold the line", so to speak. I want to protect my squishy Priest but the enemy melee units just saunter on past my Knights as pretty as they please and strike her down. I figured I'd make it a innate ability for the Squire class (probably as a replacement for that cursed Gain JP Up).
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on October 08, 2019, 10:06:33 am
Well, the bigger concern is making a reaction skill like that in the first place. Not only is there no such reaction trigger, there's also no such mechanic for stopping a unit's Move mid-walk.

But yes, it would be stupidly broken. Especially as an innate. (Not that innate Reactions even work.) Lots of fields have areas that are only a few panels wide anyway, and you'd basically be able to completely block them off with just one unit.

You ought to be able to make it work anyway; Priests have a 3-4 range on their spells, along with 1-2 extra panels if said spell has area of effect. If your melee unit is directly between the enemy and your priest, that should be able to block them off for a turn. Especially if you have multiple melee units, or make use of chokepoints in the terrain, or take advantage of the CT system that allows your priest to set a spell on the ground, then step back, or to set the spell on your knight before they step forward.

If you really want your Squires to be able to better hinder enemy progress, you'd do better to give them a melee range Slow or Immobilize.

Or, if you actually do have the skill to make up new mechanics, recycle the unused Dark status into something that reduces unit Move by 2 (a status effect that affects a stat seems WAY more viable than an entirely new reaction AFAIK) then give the squires an ability that inflicts that. Maybe turn Counter Tackle into Counter Hinder as well if you also want a reaction out of it; all you need to do is put this skill in Tackle's ability slot.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Stone of Light on October 08, 2019, 11:04:45 am
Quote from: Nyzer on October 08, 2019, 10:06:33 am
You ought to be able to make it work anyway; Priests have a 3-4 range on their spells, along with 1-2 extra panels if said spell has area of effect. If your melee unit is directly between the enemy and your priest, that should be able to block them off for a turn. Especially if you have multiple melee units, or make use of chokepoints in the terrain, or take advantage of the CT system that allows your priest to set a spell on the ground, then step back, or to set the spell on your knight before they step forward.


Yeah, no doubt I just suck at the game. The battle that really made me think of this was the one with Weigraf at the windmill in Chapter 1. You are sort of forced in a corner there and given l i t t l e room to move your more squishy units away from the action. However, perhaps it was the patch that I was playing with that was really the problem. I don't know that Weigraf had "Stasis Sword" in vanilla.

Quote from: Nyzer on October 08, 2019, 10:06:33 am
If you really want your Squires to be able to better hinder enemy progress, you'd do better to give them a melee range Slow or Immobilize.

Or, if you actually do have the skill to make up new mechanics, recycle the unused Dark status into something that reduces unit Move by 2 (a status effect that affects a stat seems WAY more viable than an entirely new reaction AFAIK) then give the squires an ability that inflicts that. Maybe turn Counter Tackle into Counter Hinder as well if you also want a reaction out of it; all you need to do is put this skill in Tackle's ability slot.


Thanks for the alternatives. I don't currently have the skills necessary to implement new mechanics yet, so I'm thinking applying Slow would be the best way to do it. (Immobilize seems a bit much).
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: RetroTypes on January 11, 2020, 09:02:46 pm
Quote from: Nyzer on October 08, 2019, 10:06:33 am
Or, if you actually do have the skill to make up new mechanics, recycle the unused Dark status into something that reduces unit Move by 2 ([highlight=yellow]a status effect that affects a stat[/highlight] seems WAY more viable than an entirely new reaction AFAIK)


Ok so I was actually planning on doing exactly this to create a not-OP version of Accumulate. Instead of semi-permanently raising PA by 1 and letting it stack, it would inflict an "empowered" status that raises PA by 1 or 2 until the status wears off. Still learning the inner workings of ASM-ing, but glad to hear this is possible and makes sense. I do have a question though: instead of using the Dark status, could I use the "Wall loses all hard-coding" ASM in the Razele.xml that came with the patcher, and then apply another ASM to make it inflict my Empowered status?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on January 12, 2020, 12:15:43 am
Whoa, I am NOT a good source for identifying what is and is not possible with ASM. That was a suggestion that seemed simpler than what they originally came up with, but that's all.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: yamigata on April 23, 2020, 02:07:33 pm
Not sure if something similar has already been mentioned...

I always thought it would be cool to have a "Witch" job. It would function just like Chemist, but instead of potions, elixirs etc, the items would be poisons, brew/concoction, etc. To avoid the trouble of creating new items into the game, instead existing items would be combined to yield different results.

Perhaps combining a potion with a soft would create a brew that causes petrification. Maybe an Ether combines with a phoenix down to turn the opponent into a chicken. Yada yada....

The effects would be instant and 100% chance to occur (excluding Effect-cancelling gear), but everything would be timed (I think Frog and Stone are usually indefinite).

Combining the items would, of course, consume those items.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on April 23, 2020, 03:16:03 pm
The biggest barrier to that is making a skillset that uses multiple items. As it is the item skillset is already fairly restrictive with what it can do.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: PrometheusBR on April 27, 2020, 11:41:43 pm
I have a suggestion to make the chemist a Supplier character. It would works like this, characters adjacent to him would be granted equip change the the same way monster skill enable monsters an extra skill.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Daizengar on May 12, 2020, 11:59:12 am
I, unfortunately, have no skill in drawing or coding  :cry: but I do have a great love for all that is FFT. With that I would like to present to you a concept that I have only dreamt of for over 20 years!!

Summon Knights or "Smites" for short
Lore: Every summon in Final Fantasy has been worshiped or revered by one order or another in Ivalice, and these powerful being have decided to bestow their power in a more permanent way on their most loyal subjects. Each summon created a single supreme armor set and matching weapon that takes on the vestige of their form. These set would give immense power to their wielders at a cost to their lives.
Effect: Basically the armors draw power from their  wielders, so the max HP is lost once per turn for a set number in exchange for powering up different aspects of character. This need not be automatic! The player is prompted at the beginning of their first turn on the map to select the number of turns they wish to have their life force drained. I would not exceed 5 turns for the max drain/boost, with each level giving access to new skills and level 5 giving an ultimate skill. Since skills come at a cost to one's life, buying them with JP is significantly low.
Concepts:
Ifrit Knight
Scale armor, red and brown, allowing for agile movements and powerful strikes. Claws or fist weapons. A cross between a monk and a fire-bender!
Unlock: Master Monk; Level 4 Thief; Level 4 Black Mage
Skills (tentative names):
- Fire ball: 4 squares range and ignites enemies
- 1-inch-punch: Knock-back guaranteed
- Dodge: Impossible to be hit by one attack -- long cooldown
- Disengage: Escape being corners or boxed in -- long cooldown
- AOE Fire blast: 4 squares in every direction (3 jump) and ignites enemies
- Fist of Ifrit -- Ultimate (Think Kenshiro from FoTNS)
Shiva Knight
White and blue plate shoulder pads and greaves with light leather covering the rest of the body. Short bow and charms for weapons. A cross between a ranger and a charmer, with an emphasis on freezing stuff and using traps.
Unlock: Master Ranger; Level 3 Dancer or Bard; Level 3 Ninja
Skills (tentative names):
- Ice arrow
- Freeze trap
- Charm trap
- Party protection buff
- AOE Ice Storm
- Trap and Kill -- Ultimate (An ice block encases a single target and an arrow shoots to break it dealing 250% damage)

More later!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on May 12, 2020, 06:58:53 pm
Mid-battle spell unlocks are not feasible without major ASM hacks, I'd expect.

Literally the only skill possible in your Ifrit Knight's set would be the one-inch-punch. IDK what the "ignite" status is supposed to be, unless you're talking about an FFTA2 status that I've totally forgotten about.

Traps aren't possible, again unless this is an FFTA2 mechanic I've forgotten about. (Does ring a bell in that case.)

Mastering a job to unlock another job isn't a requirement we can set without ASM hacks that no one has done AFAIK. The WotL jobs don't use normal unlock mechanics.

I don't want to discourage you from coming up with ideas - but I'd say there isn't much of a point in coming up with job ideas that simply can't be used anyways.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Daizengar on May 13, 2020, 10:03:54 am
@Nyzer Thank you for your comments!

Like I said in the beginning, I have no skill in drawing or coding, so I'm just throwing out ideas as they come to me.

But all the skills can be discussed and rework if the idea of the Summon Knights job is appealing to you! We can always hash-out the details later, but for now, would you, and everyone else, like to hear more?
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on May 13, 2020, 11:45:19 am
The problem is that ideas that cannot be used aren't useful at all. An entire job being impossible isn't a "detail to work out later".

You should spend some time playing with the Patcher to understand what's even possible before proposing a huge list of ideas about remaking Jobs (as, aside from the DK hack, we can't add new Jobs to the wheel; they'd have to be special units or replacement jobs only.)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Daizengar on May 13, 2020, 03:04:08 pm
Thanks for the advice!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on July 31, 2020, 03:11:56 am
Hello. I'm new here. I love the work and dedication you are putting into this game. I didn't know that FFT could be taken so far!! I have no skill in spriting or coding (like @Daizengar, but I have some ideas for some generic jobs and Special jobs as well....


Ever wonder what it would be like if Shin-ra took over Ivalice (If you  haven't, then it looks like I'm the only weirdo here.)? FFT generic jobs get taken over by Soldier here! Six generic jobs to replace or add to the collection of jobs in FF Tactics: The Shin-ra Infantry man, the Turks, Shin-ra Scientists, and 3rd, 2nd, and 1st class Soldiers!

I play the WOTL version of FFT, and don't know the names of every FFT spell or job or ability in the PSX version. Nevertheless, I will try my best to address a subject by the PSX name, along with the PSP version.

Constructive criticism is welcome.

I haven't finished with making every single description for each character and attack, and you re welcome to modify or finish them if you would like to.


You are free to use this idea without my permission, and you can remix or change it however you like.

Alright! Onto the ideas!


Shin-ra Infantry Man
Ability: Battle Tech.
Prerequisites: None
Description: The bulk of Shin-ra's army, the Infantry Man is the first big step into becoming a Soldier.

This class was meant to replace the squire. Shin-ra Infantry Men are obviously meant to be an early game job, but since it more interesting attacks and abilities, and can equip a variety of weapons, you may use them throughout the entirety of the game.

Stat. Growth

HP: Moderate
MP: Low
Attack: Moderate
Defense: Moderate




Equip.

Weapons:  Daggers, Guns, Poles (Closest thing to a baton???)
Head: Hats
Body: Clothing


Attacks

Focus (Wasn't it Accumalate or something in PSX?)
Rush
Potion
Ether
Phoenix Down

Barrage: An attack Balthier can learn in WOTL. Can it work on PSX?


Squat: Exactly like Focus/ Accumalate, but it increases 1+ speed rather than attack. Same animation use.
Description: Squat to increase the unit's focus and speed.  Soldiers do the every day.
JP cost: 300 Range: self     Radius: 1

Dynamite: Pretty much allows the use of throwing bombs early game.
Description: Throw an explosive at the enemy from your inventory.


JP cost: 70

Suppresion: Immobilizes an enemy with a flurry of shots to Immobilize them. It would be cool if the animation of the suppresion is just the Shin-ra soldier attacking over and over again, even after the unit's turn. So basically it's a repeated animation of attacking until the unit's turn comes around again. If you have a whole bunch of infantrymen using suppresion, you could have a fire fight going on. I don't know if that would work well for the device you are playing on however. Would this be possible?
Description: Launch a flurry of attacks onto an opponent, forcing them to not move. Has a small chance of doing damage.

Reactions: Counter Tackle

Support: JP Boost, Defend, Equip Guns, Beastmaster

Move: Move +1, Accrue JP?, Treasure hunter


Scientist
Ability: Research
Description: Crucial for the deveopment of Shin-ra's products, Scientists are dedicated to the research and evolution of Soldier.


Something to replace the Chemist job. The crucial abilities needed for early game were transferred to the Shin-ra Infantry Man. Stuff like Maiden's kiss and golden needle can be substituted by the white mage/priest's Ensuna.

Stat. Growth
HP: Low
MP: High
Attack: Low
Magic: Moderate


Equip.
Weapons: None
Head: Hat
Body: Clothing

Attacks:
Examine:Any opponent that was examined by the Scientists does 30% less damage to that unit.
Description: Studies the opponent's customs and method of attack, and records kt dwn for future use.
JP Cost: 270   Range 3 Radius: 1

Mako up: Increase Mag. Points by 1. Basically like Focus/Accumalate
Description: Infuse one's self with Mako, boosting the unit's magick power.
JP Cost: 300  Range: self. Radius: 1

Lecture: Similar to the Mimic Darvolon  Orator/talker skill. Has the same animation.
Description: Bore the enemy to sleep with long redundant reports about mako levels.
JP Cost: 300   Rang: 3.  Vertical:   3 Radius:   2.  Effect: Sleep

Incubate: puts a ko'd unit into an incubator. The unit will still be KO'd,  and will hav the KO countdown. Once countdown reaches 0 however, the incubator will disappear and th unit will hve full HP, MP, CT set to 100, and all status effects from equipment restored. Sn imcubtor sprite will have to b mde in rder for this thing to work.
Description: Place a fallen ally in an incubator, slowly reviving them.
JP Cost: 450  MP Cost: 8  Range: 1. Vert.  1.  Radius. 1

Rocket Fall: An attack simlar to Reis's Holy Breath, hitting random tiles. For the animation, I imagine using the Grenade monster's Bomblet attack.

Description: Launch multiple missiles in enemy's direction. Not very accurate.
JP Cost: 700 Range: 4.  Radius.  3.    Vert.   3.

Reaction: Mako Frenzy: Raises Magick power by 1. Same animation as Pa save/adrenaline rush.
Description: Consume an overdose of Mako,  getting stronger  in Magick as th battle wages on.
JP Cost: 750     Trigger: HP loss

Status
Safeguard

Curiousity: Whenever hit by a magick spell, the unit with. Curiousity will temporarily learn the spell, and can use it for the remainder of the battle as long as they meet the MP cost. Special character spells do not trigger Curiousity.
JP Cost: 1500

Move set
Accrue exp

Apologies for all the spelling mistakes you may find here. I have the stupidest auto-correct ever. I will try to send my next post on a different device. I will be busy next couple of days, but will be back to finish this thing off. Until then, have a nice day!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on July 31, 2020, 03:16:20 am
That was my first post by the way. Coming up: The Turks and the Soldiers: 3,2, and 1 class!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on July 31, 2020, 09:44:27 am
Interesting concepts, but much of what you're proposing isn't possible with what's currently out there. You can't have inventory consuming abilities sharing a skillset with regular abilities, and neither Examine nor Incubate are even close to doable with the ASM hacks currently made.

I'll give you the same suggestion I've given someone else in here:

Quote from: Nyzer on May 13, 2020, 11:45:19 amThe problem is that ideas that cannot be used aren't useful at all. An entire job being impossible isn't a "detail to work out later".

You should spend some time playing with the Patcher to understand what's even possible before proposing a huge list of ideas about remaking Jobs (as, aside from the DK hack, we can't add new Jobs to the wheel; they'd have to be special units or replacement jobs only.)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on July 31, 2020, 10:59:13 am
I understand @Nyzer. I've already seen some of the things you've done on here like JOT5, and will look into more of the patches here. Thanks for the feedback!
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 01, 2020, 01:42:38 am
Hello again. Back with more FF7 ideas. These may or may not work,just saying. I am eager to hear your feedback.

Turk
Spycraft
Prerequisites: 3rd Class Soldier Lv. 2
Infantry man Lv. 2

 Turks can replace Archers, since the Archer Job class sucked anyway..

Stat Growth
Low HP
Moderate MP
Moderate Attack
Moderate Magic
High Speed

Equip.
Weapon: Poles, Flails, Ninja Blades, Axes, Katanas, Guns,  Crossbows
Head: Hat
Body: Clothing



Attacks

Arm Shot, Leg Shot, Seal Evil, Shuriken (Ninja's throw ability),
Stop Bracelet (Celia and Lede's {Lettie's??} attack. Immediate KO, but unlike the Assassin's skill, it's not 100% guaranteed to work. Any Melee weapon required. JP Cost: 450

Hide: (Inspired by JOT5). Grants Invisibility/ Transparent. Basically Snake's attack from JOT5. The Turk's version only affects Self however.
Description: Disappear from an enemy's sight to prepare for  a killing strike.
Range: Self    Radius. 1    Effect:    Invisibility/ Transparent    JP Cost: 200   NOW     MP Cost: 5

Silent Shot: Fire at an enemy without triggering the lost of Invisibility/Transparency. The attack is guaranteed to work, but not guaranteed to let you maintain Invisibility/ Transparent Status.
Description: "Slaughter the enemy's forces from the shadows, picking them off one by one."
JP Cost: 200      NOW    No MP Cost

Smoke Bomb: Invisibility for your troops and blindness to the enemy. Use Reis' Holy Breath animation for the smoke?
Description: Hide one's self in a pillar of smoke, becoming invisible and hiding oneself from the enemy.
JP Cost: 800.  Range:Self.   Radius: 3.   Vert.3 Target:Allies and Enemies
Effect: (Ally) Invisibility.    (Enemy). Blind

Air Strike: Not sure if this one would work, since it would require a custom animation. This is basically a summon of a helicopter, flying around and then leaving. I believe you have to replace a summon to have  a new summon, so maybe get rid of Ilfrit.
Description: Call a helicopter from HQ to shower a barrage of bullets upon the enemy.
JP Cost: 300.  Range: 4. Radius. 3.  Vert.  2.  (Enemies). Mp: 24. Speed.15. 

Reactions:
Bullet Dodge:   Dodge projectiles from Guns, bows, and crossbows.
Trigger:  Guns, bows, crossbows.  JP Cost: 400

Overwatch: Not sure if this one can work....  Fire at an enemy after they've finished moving. Not very accurate.
Must equip: Guns, Crossbows. JP Cost: 400. Trigger: Enemy moves

Status set

Equip Axes, Vanish???, Concentration, Equip Crossbows


Soldier 3rd Class
3rd Tech.
Prerequisites: Infantryman. Lvl. 2
Description: While not the most powerful of Soldiers, the 3rd class is significantly more powerful than the common infantryman.
Stat growth.
High HP
Medium MP
High Attack
Medium Magic
Fairly Low speed

Equip.
Weapons:  Swords, Knight swords
Head: Helmet
Armor: Heavy armor

3rd class soldiers to replace knight. They are the exact same thing, just with more attacks

Attacks: 
All knight attacks
Plus....

Air render: Same as the Monk's Aurablast, just better to use with a sword. Use same animation?
Description:  Strike from a distance with an attack that tears the air.
JP Cost:  300. Range: 3.  Vert. 3.   Radius:   1

Rend Courage: Lowers bravery
Description: Antagonize the enemy with wild swordplay, scaring them off.
JP Cost: 350 Range: Weapon's.  Radius:   1

Rend Reputation: Lowers Faith.
Description: Wield a blade with incredible power, impressing the enemy and lowering their Faith in their masters.
JP cost: 350. Range: Weapon's.   Radius:   1

Rend Blessing: Cancels any positive buffs.
Description: Destroy positive buffs granted to the enemy.

Reactions:  Parry, Reflexes?? (Ninja skill)

Status set
Equip heavy armor
You can give the 3rd class soldier or the dragoon Equip shields, but I prefer giving it to the latter.

That's all for this post. I will try to send Second and First class Soldier proposals soon, and I'm thinking of replacing the Thief, Ninja, and Samurai with Wutai troops (IDK what though.) If you guys have any ideas, please PM me
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Nyzer on August 01, 2020, 03:00:51 am
Quote from: Arthur Rightous on August 01, 2020, 01:42:38 amShuriken (Ninja's throw ability)

I mentioned before that you can't use inventory-consuming skills along with regular skills. In fact, pretty much anything in a skillset that isn't labeled "Default" in the Action Menus tab of FFTP isn't usable with any other skillset.

You really do need to spend some time seeing what's possible by tinkering with FFTP before you propose big ideas involving skills that do things that were never seen before in FFT. Even some things that normally aren't possible (such as the multi-type weapon restricted skills in JotF) are the result of ASM hacks, which you should never, ever assume might/will be made. I follow that principle strongly enough that when the topic came up, I suggested to Elric to go with reusing Sturdy and Adeptness from JotF for the TLW Dark Knight's Support skills rather than hope that HP Boost and Vehemence might be made. After all, I had no idea how long it might take to make such skills, how difficult it would have been. And he certainly seemed to agree, because that's what he went with.

Skills with totally new functions like checking to see if a self status should not be removed while attacking a different target, or using a trigger that nothing else does such as "enemy unit movement", shouldn't be on the table unless you plan to make those ASM hacks yourself.

I don't want to shit on your creativity here. I just want to see it actually go somewhere feasible, rather than running headfirst into a brick wall.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 01, 2020, 03:04:36 am
Concerning my earlier post...

Shin-ra infantryman: Suppresion wouldn't work, would it?

Scientist: Definitely throw Examine out the window
Taking back what I said about the Scientists not having the Chemist skills. I think the Scientists should keep that.

Incubate must die!!!! (For now.)

Ok. I'm going to go research some patches now.
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 01, 2020, 03:12:03 am
I understand. I'm going to reserch some more before I post again. No problem with the crit: I need it!

I just want to see it actually go somewhere feasible, rather than running headfirst into a brick wall.

Running headfirst into brick walls: it's what I do best at. (See Uribos)
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 01, 2020, 04:12:20 am
Is there somewhere in the forum where I can view completed ideas for  jobs for inspiration?

BTW. Love everyone else's jobs in the Jobs proposal thread
Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 03, 2020, 12:14:02 am

More FF 7 job classes.

Soldier 2nd class
2nd Tech.
Prerequisites: 3rd Class Soldier lvl. 3
Description: This Soldier class specializes in training soldiers to fight with all weapons, including their fists.

Replace Monk with Soldier 2nd Class.

Stat Growth: 
High HP
Low MP
High Attack
Low Magick
Medium Speed

Job Stats.
Moderate HP
Low MP
High Attack
Low Magick
Moderate Speed
High Bravery
Low Faith
Moderate Physical Defense
Moderate Magickal Defense

Equipment
Weapons: All item can be equipped, but fists work best
Head: Helms
Body: Clothing

Attack Set:

Cyclone, Pummel, Aurablast, Shockwave

Solar Plexus: Causes Stop.
Description: Aim for the enemy's stomach, stunning him or her with a gut punch
Range: Weapon   Radius:  1  JP Cost: 250   Time: Now    Effect: Stop

Comet Punch: Reduces opponent's HP by half. Not a great chance of hitting.
Description: Smack an opponent with great power, lowering their HP by half
  Range: Weapon   Radius:  1  JP Cost: 350 Time: Now

Sucker Punch: Sets opponent's CT to 0.
Description: Knock the opponent in the stomach, leaving him or her gasping for air.
 Range: Weapon   Radius:  1  JP Cost: 400  Time: Now    Effect:  CT 0

Acu-Punchure: (Pun intended). Heals your buddies and removes nasty status effects.
Description: Apply a certain amount of pressure in a jab, healing wounded allies.
  Range: Weapon   Radius:  1  JP Cost: 300 Time: Now    Removes: Poison, Vampire, Charm, Silence, Disable, Immobilize, Stop

Status Set:
Equip all Wea. : Lets you equip any kind of weapon. Not sure if this will work though.

Brawler



Reaction Set

First Strike, Counter



Move Set
Warm Up: Similar to Life Front, which heals a small amount of HP every time the unit moves. Also innately halves damage from Ice Element attacks.

Title: Re: Jobs and Etc. Ideas Proposal Thread
Post by: Arthur Rightous on August 03, 2020, 01:26:39 am

Gardener
Ability: Nature's Way
Prerequisites: Monk lvl. 5, Onion knight lvl. 3

To replace the Geomancer. The Gardener job is basically a spinoff of the Samurai job with Geomancer and Dragoner/ Dragonskin skills.

Stat Growth
HP: Moderate
MP: Moderate
Attack: Low
Magick: High
Speed: Moderate

Job Stats.
HP: Moderate
MP: Moderate
Attack: Moderate
Magic: Moderate
Speed: Moderate
Bravery: High
Faith: High
Physical Defense: Low
Magickal Defense: Low

Equipment.
Daggers, Axes, Crossbows, Handbags (Females Only)
Additionally, it would be cool to see shovels added into the game. Simply take the pole sprites and stick the metal spade part on them, and bam! You have a shovel. I just want  to propose to change the Pole art in the games, not the poles themselves.

Attack Set
All Geomancy

Toadstool
Does Damage. Has a moderate chance of affecting the enemy with poison and a small chance with Toad.
Description: Draw out a poisonous mushroom from handbag, causing the air to be filled with diabolical spores.
Radius: Self   Range: 3  Vert:  3   JP Cost: 250   MP Cost: 10   Effect:  Poison, Toad     Enemies

Mosfungus/ Mossfungus: Not like the one in the CCP Patch (BTW. Just checked that one out yesterday. It's AMAZING. My regards to Celdia and FFH). Does damage. Has a moderate chance of effecting the enemy with slow and a small chance with Doom.
Description: Draw out a deadly mushroom from handbag, causing the air to be filled with sinister spores.
Radius: Self   Range: 3  Vert:  3   JP Cost: 250   MP Cost: 10   Effect:  Slow, Doom. Enemies

White Rose: Heals Allies
Description: (FF2 reference) Pull out a magickal flower from handbag, healing allies who look upon it.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 150 MP Cost: 7 Allies

Onion: Gives Haste and Berserk to allies. Has a very small chance of causing blind as  well. While this might seem like a useless attack (Giving Haste AND Berserk to allies), it can be helpful if your party is comprised of Onion Knights, hence the attack Onion.
Description: Draw out a raw onion from hanbag, causing allies to tear up and rage.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 150 MP Cost: 4 Effect: Haste, Berserk, Blind. Allies

Yggdrasil Mistletoe: Gives Reraise and Regen
Description: Draw out a parsitic shrub, its leaves having the power to give eternal youth.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 400 MP Cost: 14 Effect: Reraise, Regen.  Target: Allies

Bam! Boo: Does damage
Description: Draw out a bamboo sprout, its ability to grow swiftly overwhelms the opponent.
  Radius: 4-dir   Range: 8  Vert:  3   JP Cost: 500 MP Cost: 16

Venus Flytrap: Does damage. Cause Don't Move/ Immobilize and has a small chance of causing Charm.
Description: Draw out a giant flytrap out of handbag, causing enemies to be trapped in its roots.
  Radius: Self   Range: 3  Vert:  3   JP Cost: 400 MP Cost: 10.  Effect: Don't Move/ Immobilize, Charm.    Target: Enemies
Nymph's Charm: Just like Reis' Dragon's Charm, but works only on Nymph monsters. Charms Nymphs with 100% accuracy.
Description: Speak the ancient language of Wood-tongue (What was I thinking), persuading  Nymph to become an ally
Range: 2. Vert:  2.  Radius: 1. Target: Enemy Nymph. Effect: Traitor.

Nymph's Gift: Just like Reis' Dragon's Gift, but works only on Nymphs. Heals Nymphs while curing negative status effects with 100% accuracy. The unit will lose a bit of HP though.
Description: Lend the life force of the unit to restore that of a Nymph's.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  Cancels: Blind, Confuse, Silence, Oil, Berserk, Toad, Poison, Stop, Sleep, Immobilize, Disable, Vampire

Nymph's Might: Just like Reis' Dragon's Might, but works only on Nymphs. Gives +2 Speed, +5 Bravery Points, +1 Physical power and +1 Magickal power
Description: Encourage an ally Nymph in the language of Wood-tongue, boosting their speed, bravery, physical and magickal attack power.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  +2 Speed, +5 Bravery Points, +1 Physical power and +1 Magickal power

Nymph's Speed: Just like Reis' Dragon's Speed, but works only on Nymphs. Gives CT 100 to an ally Nymph, but immediately ends the unit's turn.
Description: Hurry an ally to do battle by giving it a pep talk in Wood- tongue. This act tire out the unit.
boosting their speed, bravery, physical and magickal attack power.
Range: 2. Vert:  2.  Radius: 1. Target: Ally Nymph.  Sets Nymph CT to 100

Reaction set
Nature's Wrath
Onion Breath: Causes Blind to opponents. Trigger: Melee attack


Status Set
Attack Boost, Ignore Terrain

Move Set
Lifefront, Manafront

Hope you guys like this idea. Critcism is wanted here. (I'm looking at you Nyzer!)