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Started by LastingDawn, September 20, 2009, 01:11:06 am
QuoteAlso, is there any changes for Lucavi, Sir LD?
Quote from: "SilvasRuin"What, no Behemoths? I would like to see Behemoths with nods to the past games. The strongest ones not only were capable of brutal physical attacks, but you would often see them throw around some Flares too, and their dying blow would be a nasty attack like Meteor. So... I suppose I'll suggest a Behemoth concept. Are the Monster Skill abilities going to be in this patch, or should we limit suggested abilities to three?
QuoteHeave - Powerful physical attack with a chance of instance death.Flare - However powerful you think it can be without being totally broken.Parting Gift - Essentially the same as a Bomb's Self-Destruct but with either Meteor or Cloud's Meteorain graphics and maybe some tweaks to ranged and power.
QuoteIf you have Tonberries, all of them must have the ??? status.Knife - DeathPoke - Very high damageKarma - Ranged attack. Damage = caster's lost hp. This right here is why they need to have ???. It allows them to get enough damage without dying to make this attack both lethal and frightening, especially if your party is swarmed with Tonberries.The strategy to fight them would be to try and outrun them while focusing on only one at a time so that there is only one powerful Karma at any given time, making it easier to revive characters that will inevitably die. To actually keep it a decent challenge, Karma might should have some hefty range to it so that a bunch of bows or crossbows can't annihilate them without effort.Yeah, I'm wanting to make the monsters very, very powerful... but they can't be recruited, and I think the Tonberry concept is perfectly beatable so long as you don't have a Berserked character and don't have a lousy setup.Oh, and if you haven't already made plans for all the equipment already, how about giving certain monsters signature weapons, and the way to get those weapons is to steal them from the monsters? I don't recall the Knife list of yours, but would there be room for a Tonberrion knife for this purpose?EDIT: Just checked. I noticed the Cluster dagger is WP^2. What do you think about making that the Tonberry knife? I think it would fit the role well.
Quote from: "jimmyjw88"This is interesting ^^So, basically, its old monsters with new skills or new monsters? Also, is there any changes for Lucavi, Sir LD? Like that Bomb Lord made by Curu; I think that would make an awesome Lucavi or Boss where it will summon his minions, Bomb. Hehe ^^I wish I good at this
Quote from: "mav"So with new subclasses, each monster is limited to one sprite and palette, right?Anyway, monsters equipping items is brilliant! I dunno much about skillsets, but I'll start thinking of some (most likely drawing inspiration from some of the Final Fantasy games of yesteryear). Hopefully some more members will flutter by and drop their two cents.
Quote from: "Kagebunji"Maybe something like this:Movers(those three floating, red balls)Divine Ultima- In other FF they had normal Ultima, but in FFT normal Ultima is weak, so Divine Ultima is better choice IMODelta attack- how about casting Bolt 3, three times?Giga Flare- Maybe give this attack the same range as Bahamut got?(if possible)Sprite for them will be hard to do though
QuoteIf you're going to call it "Divine Ultima" you may as well just name it Eschaton.
Quote from: "Dormin Jake"Some random ability ideas. http://finalfantasy.wikia.com/ is a pretty good place for inspiration and cobbling together ideas from other games. Not that I've REALLY done so. Abilities unchanged from vanilla except where noted.
QuoteChocobo - Choco CureChoco EsunaChoco BallChoco Meteor
QuoteGoblin - Goblin Punch - physical damage with chance to cancel chargingTurn PunchMagic Hammer - MP damage, 2 or 3 range (Magic Break formula?)Frog Drop - low magic damage with chance to add Frog
QuoteBomb - Self-DestructBurn - a la InvokerFlamethrower - 2 panel linear fire damageBurn Wave - Spark, but doesn't heal the Bomb, so they're more likely to use Self-Destruct when critical
QuoteCuar - Poison Nail - physical damage with poisonShock - InvokerLife DrainBlaster
QuoteMindflare - Dominate - add charmOdd SoundwaveAqua Rake/Aqualung/Aquabreath - moderate water damageFreeze - InvokerMind Blast - random confusion/berserk/addle
QuoteBone Snatch - Ancient Armor - self protect, Sandstorm animationShadow Lance - linear dark damageHollow Sword - sword skill with chance to add undeadDeathbloom - cancel all status effects on target, deal 1/3 (1/2?) HP damage (Death formula)
QuoteGhoul - Cold Touch - ice damage, chance to add slowSleep TouchSilenceSpirit Surge - InvokerDark Chant - InvokerPhantom Cry - magic damage, add darkness, Draw Out aoe
QuoteAhriman - Gale - InvokerLook of DevilDeath SentenceCircleDemi/Demi 2
QuoteCockatrice - Feather Bomb - wind physical damageBeak??? really not sure what else to do hereMonk's Radiant Claw?Warder's Slice Tendon?
QuoteTreant - Tranquility - heals MPShelter - adds protect and shell to surrounding unitsWhite Wind - heals HP in Draw Out radiusEnchant - low chance to add sleep in aoe, or moderate chance to single target (whichever sounds better)
QuoteIron Giant - got nothing at the moment
QuoteMinotaur - Snort - 1/2 HP damage to target with float, cancel float (death formula)Tremor - InvokerOgre Run - MonkEarth Rave - 4-hit earth magic damage, 1 range, 1 aoe, does not hit casterEarth Heal - self regen
QuoteMalboro - Engulf - InvokerGoo - 2 range, 1 aoe, high chance of don't moveLick - self or 1 range healBad Breath - same, but adds all or nothing poison/addle/confusion/darkness
QuoteBehemoth - Sudden Cry/HeaveMeteor - high physical damage in 1 aoe of caster, Meteorain animationDark Matter - high magic damage to single target, high range, long charge time???
QuoteDragon - Tail Swing - same, but with 2 range instead of 1 (long tail!)Fire Breathgot plenty of ideas for elemental dragons, but that's understandably n/a here
QuoteIf nothing else, hope this at least stirs some creative juices! Things can be greatly expanded upon I'm sure.LD, with your multi-patching idea, monster abilities could be progressive in strength. Like if the original Black Magic existed, you could have Bombs use Fire in chapter/patch 1, Fire 2 in chapter/patch 2, and so on. That way abilities are leveling up along with stats! So you really do have quite a lot of creative room here.tl;dr - hello, hi!
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