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NEW CLASSES!?

Started by trickstardude7, March 27, 2008, 03:50:49 pm

Vanya

April 05, 2008, 03:08:45 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I agree. It should probably be the most expensive spell for the Alchemist to learn.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 06, 2008, 12:26:38 am #21 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
transmute.... that is doable isnt it? nice idea.....
maybe if theres a way to set it so the enemy has to have taken a certain amount of damage for it to succeed or something like that?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Sen

April 06, 2008, 12:32:44 am #22 Last Edit: December 31, 1969, 07:00:00 pm by Sen
or maybe the targets must be dead to transmute.

Zozma

April 06, 2008, 12:51:14 am #23 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
thats probably better actually. is there a formula existing for that? "target must be dead in order to take effect? other than life and phoenix down... hmm
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Lydyn

April 06, 2008, 12:55:36 am #24 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
I think there's a forumla like that for weapons, but skills? *Shrug*

Vanya

April 06, 2008, 01:17:50 am #25 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
The only one I know of for sure is the one used y Seal Evil, but of course, that depends on the unit being UN-dead.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Sen

April 07, 2008, 07:43:33 am #26 Last Edit: December 31, 1969, 07:00:00 pm by Sen
hehe the transmutation skill probobly will be Lust's weakness.

Vanya

April 07, 2008, 02:13:26 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
LOL! I hadn't thought of that. =)

OK, so I'm redesigning the Squire into a Warrior. Here's what I have so far:

-Equipment-
Knives, swords, axes, flails, staves, pole-arms, and crossbows.
Shields, helms, hats, clothes, shoes, gloves, rings, and capes.

-Battle Skills-
First Aid - *unchanged*
Provoke - 20% chance to +Berserk, single target. R:3 AoE:0.
Battle Cry - +1 Brave, self and surrounding allies. R:0, AoE:1.
Throw Stone - *unchnged*
Wild Swing - Use weapon to strike all surrounding targets. R:0, AoE:1.
Mighty Strike - An attack with increased power, but slow delivery. R:1, AoE:0, CT:1.

-Abilities-
Vigilance
Equip Axes
Defend
Move+1
Jump+1

I'm basing it on all the different Warrior jobs that have appeared throughout all the FF's with a focus on FF1 and FFTA. Any skills or abilities that are being made available earlier that in the original will be balanced by either powering them down or increasing costs.

What do you guys think?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Austin

April 07, 2008, 02:23:41 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Battle Cry - +1 Brave, self and surrounding allies. R:0, AoE:1.

That's not going to be very useful at all.
  • Modding version: PSX

Vanya

April 07, 2008, 02:28:55 pm #29 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Actually, I originally thought of making it raise more brave and extending it's range a little. Also, what if you group together your warriors in formation and have them all use it simultaneously? Ever seen the front line of a medieval battle in a movie like 'Braveheart'? I'm open to suggestions, of course.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Lydyn

April 07, 2008, 03:17:59 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
What's First-Aid and Vigilance do?

Vanya

April 07, 2008, 04:01:51 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
First-aid is called Heal on the PSP. It cures poison, blind, and mute.
Vigilance is called Caution on PS1. It reacts to physical damage by placing the user into defend status.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Lydyn

April 07, 2008, 04:15:04 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Heal and Caution, got it. Thanks. ^_^ Yeah, it looks pretty good to me, but maybe bump the Brave up to +2.

LastingDawn

April 08, 2008, 02:14:32 pm #33 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
QuoteZozma (Posts: 193)   Sun Mar 30, 2008 9:06 pm  
well shes technically going to be a bonus character in my game, both her and lavian will not join the group untill late.. and i plan on making it a challenge just to save them, but not the objective. their skills cost mp, plus the attacks are based on lvl 2 spells so shes not overpowered really, i may just make it so they only do the element damage. but the point of slashing thru a sword is not only the fact that they have physical attack combined with the spell but that they can be used quickly basing these off of the temple knights skillset as a matter of fact i totally took out that set to create new magic sword skills.

The next thing will be Lavian
She looks just like the "Flame Seer" from golden sun
but if i were to make her a total fire mage i feel that would create
an imbalance in the game lacking the other 3 main elements..
on the otherhand a necromancer would be sweet....

ehh well heres all the ones ive thought of adding to the game so far...
1) Rad the Red mage (not replacing the calculator a special job of its own)
2) Alicia the Mystic Knight
3) Lavian ??? i dont know but obviously a mage type...
4) A berzerker
5) Boco the blue chocobo (can fly and use magic woo)
6) (I might create a moogle out of that pig monster thing...)  

I hate to bring up something old, but going over formula I just realized how easy and possible it is to make a Necromancer class, there's a skill that only affect Undead which is Seal Evil. Now it's formula works around the Undead factor.

"(Sp + X%) If Target is Undead"

Around this formula a lot of skills and such can be made for instance...

"Command Undead"
Range 3
Effect Area 0
Vertical 0
Inflict Status 3E (Charm)
CT: 0
MP: 10


Formula 40 "(Sp + X%) If Target is Undead"

X = 70
----------------------------------------------------------
Haha! This is merely off the top of my head, so I am sure many others can come up with suitable skills! I cannot wait to see what this creative community manages with this! The only limitation will be the Necromancer's coveted stat will be speed. Which in my opinion is highly interesting for a Mage like class.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Lydyn

April 08, 2008, 03:01:33 pm #34 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
That's just plain awesome... whew man, I'll even have to think on that one. xD

Vanya

April 08, 2008, 04:33:54 pm #35 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
If we ever get to the point that we can edit or create formulas it will open a huge amount of possibilities.

But what else can be done with formula 40?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Lydyn

April 08, 2008, 04:43:35 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
It allows you to inflict about any sort of status effect you want on an undead ... except maybe regen? I'm not sure. You'd have to toy around with it. I'm sure there's something else that can be done, I just haven't looked into it yet.

Vanya

April 08, 2008, 06:08:11 pm #37 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Regen would be like poison to an undead unit.
If anyone dose decide to work on a necromancer, remember that a true necromancer has mastery over life and death, also.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Lydyn

April 08, 2008, 06:16:20 pm #38 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
I'm becoming tempted to change the oracle to one... only I'd need to switch it so it required wizard levels instead of priest.. or it'd probably require both. >.> *Shrug*

NeedsMoreNoise

April 08, 2008, 08:00:44 pm #39 Last Edit: December 31, 1969, 07:00:00 pm by NeedsMoreNoise
That's a pretty nice discovery about the Necromancer!

I was thinking as a temporary replacement until something better comes around, skills like these could be used.

From my older post:
Concerning the Necromancer dilemma:

For now, why don't you just make it so the Necromancer can use a spell that acts as Raise (or Raise 2), that also Charms or Invites , casts Berserk, and gives the unit the status effect Undead? Hell, maybe it'd be possible to turn off the "Reverse Undead"-thing for the spell, so you could raise the already Undead.

Together with some attack spells/status-inflicting spells (Zombie/Blood Suck), an intrinsic Resist Undead and Resist Blood Suck, it could be a very playable class, while sticking strictly to the necromancer archetype. It might be a little too unbalanced to be in the job roster, though, so maybe make it a Special one.

Some specifics:
  • Job name: Necromancer; skill set name: Seid
  • Oracle-like growth, but with a lesser HP growth.
  • Able to equip Dictionaries, Robes, Clothes, and Hats.
  • Intrinsics: Half Dark, Weak to Holy, Resist Zombie, Resist Blood Suck
  • Possible skills:
    • Spawn Undead: Like Raise, but the target becomes Undead and [Charmed/Invited]. This can also be used to revive the already Undead.
    • Spawn Undead 2: Like Spawn Undead, but the target is also *Berserked. This can also be used to revive the already Undead.
    • Spawn Vampire: Like Raise, but the target is also [Charmed/Invited] and Blood Sucked.
    • Dark Ritual: Weapon-based attack that, if successful, also casts Regen on the Necromancer. (If not possible, replace with Drain Touch).
    • Dark Holy
    • Dark Whisper
    • Look of Fright
    • Nightmare
    • Maybe more?
  • Ecclesiastical necromancer sprite for male, and more Vodun-oriented/lesser clothed necromancer sprite for female.