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Started by LastingDawn, July 30, 2010, 12:22:53 pm
QuoteMonk - Master of Internal Energy, also the starting point for all physical-ish jobs. If you wanna know the basics, you start with yourself. Iconic skills:Searing Salvation - clears the soul of impurities with holy fire. Deals 15% HP damage, able to target self and allies. (Self-only cleanse is worthless for most of the big ones, we need function here)Chakra - melee-range, PA-based spirit exhertion damage!(Secret Skill) - I don't think Demi Fist is fitting for the class, but we'll go back to these later.Ramza:Golden Hand - 5 range linear, instant, no MP - cancels Charging and PerformingOgre Run - 2 range linear, instant, no MP - Earth ele damage + haste cancel proc.Wave Fist - 2 range, single target. Like the old one, only shorter range.Pressure Point - PA*X (or MA*X?) damage with a 25% chance to Don't Act target. 1 range, 1-3CTR.Meditate - Self-only regen, 100%.Grid - Self only defend + protectRad:Mage Bane Fist - melee range, small charge time, no MP - 25% MP damageTurning Gust - self-AoE, instant, no MP. - no ele damage + Float/Regen/Faith cancel proc.Consuming Fist - PA-based damage with recoil. 2 range, 1 AoE.Radiant Claw - 4 range, single target, CT, MP - artillery shotTranquility - Enemy-only. Dispells all status effects on the user. PA+X% success rate.Brace - Self only defend + shell~
QuoteScryer - Supa-chemists! Fine for now. I probably want to change a rune or two but that's another step. ~
QuoteInvoker - The black mage-like-class. Features MA-but-not Fa-based damage with moderate status infliction in some cases. Hosts the various elements. I went with a dark/light split on Ramza + Rad. Seems fitting, ability wise, though you may want to shuffle for thematics.Iconics:Explosion - MA * 5 (MA + 30%) Range 4, Effect Area 2, Vertical 2, MP 2 - The Invoker's most destructive spell, as well as the most inaccurate, from a distance the Invoker let's fly a large explosionMetal (I'm really at a lost for this slot...) - MA * 2 (MA+90%), range 4, AoE 0, MP 1 - Invoker's most basic spell, manipulates the opponents equipment to deal them harm.(Secret Skill - Blood Sin)Ramza: Dark chant - MA * 2 (MA + 65%) Range 2, Effect Area 0, Vertical 5, MP 2, chance to Inflict charm,Poison - Engulf - MA * 4 (MA + 60%) Range 2, Effect Area 1, Vertical 4, MP 2, Inflict Poison Ice - Freeze - MA * 3 (MA + 40%) Range 4, Effect Area 1, Vertical 1, MP 2, Inflict SlowEarth - Tremor - MA * 3 (MA + 50%) Range 0, Effect Area 2, Vertical 0, MP 2Poison + Earth = Rot - MA * 5 (MA + 45%), range 2, Effect Area 1, vertical 0, MP3. Chance to inflict Undead or Death SentenceDark + Ice = White Death - MA * 4 (MA + 50%), range 3, Effect Area 2, Vert 2, MP3. Inflicts Sleep.Rad:Light - Spirit Surge - MA * 5 (MA + 45%) Range 5, Effect Area 0, Vertical 3, MP 2, Inflict ConfusionLit - Shock - MA * 2 (MA + 70)%) Range 3, Effect Area 0, Vertical 10, MP 2, Inflict Stop or Don't Act or Don't MoveFire - Burn - MA * 6 (MA + 50%) Range 3, Effect Area 1, Vertical 3, MP 2, Chance to inflict HasteWind - Gale - Dmg_Random(1...4)* MA (For now PA...) Range 4, Effect Area 4, Vertical 2, (linear attack), MP 2Fire + Wind = Flash Fire. MA * 4 (MA + 50%), range 4 linear, vert 2. No status.Lit + Light = Smite - MA * 6 (MA + 90%), Range 4, Effect Area 0. Chance to inflict Dead. ~
QuoteCantor - Voice of Heaven. Ramza and Rad given a good split on abilities, then gain a Cure-like spell each (Ramza with healing voice got an AoE, Rad got the opposite). And I know you're going more for the vocal angle here, and I went more with the priesty angle, so feel free to change the names. I like the abilities themselves though, nevermind the awesome bias.Iconics:Hymn of Life = Range self, AoE 1. Revives!Throe of Rebirth = single target, light CT, light MP. Inflicts Reraise but harms unit for 25%. Ally/self only.(Mighty Prayer)Ramza:Healing Voice - 40% healing to a nearby target, triggering prayer status. Instant.Tumultuous Bellow - Range 0, AoE 1. Success = 50% + MA; Inflicts Berserk around the casterLethargic Psalm - Heals 65%, inflicts sleep and slow. Very high success rate, ally only.Anoint - Heals CFa * TFA * MA * 20; range 4, AoE 1, moderate CT and MP.Repent - Strips target of Innocent or Shell status, dealing 20% HP damage in the process. Sonnet to Faram - self-only, moderate CT, MP. Success = ((CFa/100)^2) * (160+MA)) -- protect/shell/regen/faithRad:Healing Breath - 20% healing for a large area, triggering prayer status. Instant.Insane Chant - Range 2, AoE 0. Success = 40% + MA. Light PA-based damage plus confusion inflictionAria of Peace - Dispels Berserk and heals target for 25%. Success = PA+125%. Bless - Heals CFa * TFa * MA * 25; range 4, AoE 0. moderate CT and MP.Penance - Inflicts Addle. Success = MA + 60%, Range 2, AoE 0, instant, no MP. Coronach to Lucavi - Formula (100-CasF)*(100-TarF)* (Move + 6) * Current MP/2 #Hit Rdm 6 (wtf?); Single Enemy - Berserk/Blind/Poison/Innocent (All)~
QuoteKnights - got kicked out of both Holy and Dark knight school, kinda waffling around with both and willing to sacrifice their own well being to get the job done.IconicsSomber Drive - melee range, PA based. Nasty damage with nasty recoil.Battle Cry - Because Haste infliction ought to be shared <3(Sanct Saber) - RamzaAbraxas - Good range (5? Greater than xbow, imo), single target, 30% recoil, 15 MP. PA-based damage.Ironclad - self/ally only - inflicts protect, regen, and slow. Moderate MP, instant.Chaste Slice - low faith enemies suffer~. 14 MP, instant, weapon range. MA-based???Iai Strike - Moderate MP Cost, can only be used with certain weapon types. 50% Chance to -20 Br.Final Sacrifice - Must be critical Sacrifice the last bit of your life force for a high damage sword strike. Cimmerian Edge - A Dark Elemental Sword StrikeRadNix = 50% chance to transform dead unit into a crystal - 30 MP, weapon range, small CT.Transfusion = Range 0, AoE 1. Heals surrounding units for 40% HP at the expense of 20% on the self.Swiftness - 15 MP. Unevadeable weapon strike (use ARH! no guns).Fanatic's Folly - Higher damage to Higher faith units.Sacred Symbol - Holy Elemental Sword strike.???
QuoteTravelers - Rhodes Scholar? More like rogue scholar! lololololololol. Did a decent split, then mirrored up Pick Up Speed and gave them both cool little duo tricks. Ramza gained Ghost Strike as Rad has the thing from Monk.Iconics:Steal Heart - (MA + 50%) Range 3, Single Target, Charm, CT 3, MP 25 Blow Leaves Dmg F_(MA * 5) 3 Range, 3 Area, 3 Vertical - MP 10 (?????) - (MA + 5%) Range 4, Area 3, Vertical 3, CT 5, MP 60 - Has a small chance to turn your foes into Treasures.Rad:Rust Helm - (PA + WP + 60%) Range 3, Single Target, MP 10 Rust Weapon - (PA + WP + 30) Range 3, Single Target, MP 18 Hide Away MA + 70% 3 Range, 3 Vertical, Single Target, CT 4 MP 10Steal Exp - Drop Down Speed - (Status 100%) 3 range, Target enemy, MP 16. With a quick incantation they apply slow to the foe.Saved Time - Success = PA + 90%. Cancels an ally's haste in order to heal them for ?50%?.Ramza:Rust Armor - (PA + WP + 40%) Range 3, Single Target, MP 12 Rust Shield - (PA + WP + 55%) Range 3, Single Target, MP 5Ghost Strike - Dmg_MP * 5, Melee range, Single Range, MP 10 Steal Gil - CastLvl_SP 100% Hit - Field Wide, CT 2, MP 5Pick Up Speed - (Status 100%) Target Self, MP 16, With a quick incantation they apply Haste to themselves.Steal Time - Success = MA + 65% - Attempts to deal 50% damage to an already Slowed opponent.~
QuoteGambler - My life is a chip in your pile. Ante up!Iconics:Darts - Formula: 1F (100-CasF)*(100-TarF)* (Move + 0) * Current MP/2 #Hit Rdm - X Variable:10 - Y Variable: 0 - Range: 4 - Effect Area: 0 - Vertical: 1 - - CT: 2 - MP: 15Jackpot - 50/50 chance to hurt or heal targets in range. How is this getting rigged up?(Shady Deal) - Steal AccRamza:Dice Off - Range 1, area 1, linear attack, random fire, deals light-moderate non-elemental magical damage 1-6 times randomly between the gambler and his targetStraight - Deals one of 5 status effects at 50% -- (Blind/Poison/Don't Move/Addle/Berserk)Ace of Spades - Deals high damage, Low chance to cause instant death. Double Down - Self + AoE 1. ~75% chance to work with 50/50 Reraise/Don't MoveRoulette - Haste or Slow to everything in sightPolarize - Innocent or Faith everything in sightRad:Coin Toss - Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds)Three of a Kind - 3 range linear - PA-based damage with a chance to inflict ?????Tantalize - MA+60% chance to inflict Stop. (we need less charm and confusion imo)Drink Off - Self + AoE1. ~50% chance to work with 50/50 Sleep/BerserkMoss Shroom - Poison or Regen to everything in sightDazzle - Blind or Protect to everything in sight (Defend and Blind might be more fitting, but def is too temp for blind)~
QuoteReliquian - Much like the Scryer, this chap is capped on available, so little will be added/split. Tweaking may be needed, but later!~
QuoteBlue Mage - Needs no description! (In the Interim of being changed)IconicsChoco Cure - Self AoE CuringDrain Touch - MP damage and MP restoration all in one!(Hurricane) - I think self-destruct is imba, but secret skills will be looked at after the status effect bit. RamzaEye gougeIce BreathTriple ThunderSparkCalm SpiritNot cat kick - ???RadMind BlastBlasterBlow FireTriple AttackWind SoulCircle~
QuoteEsperblade - Subjected to a paradigm shift. The esperblades will only be able to summon Espers tied to their equipped weapon, thanks to ARH. There are 4 subgroups with 4 espers each, to the tune of: Healing, Support, Elemental, and Non-elemental. Highly specialized but highly effective. All spells are Faith-based, and all spells in the elemental and non-elemental brances have a 100% chance to hit. Also forgive me for imprinting summon functions from my own patch :3.HealingMoogle - Range 4. AoE 2 - Wide-area healingFairy - Range 4, AoE 0 - Revives target with 50% health (Raise, basically)Leviathan - Range 3, AoE 2 - Regen inflictionSilf - Range 3, AoE 1 - Drains 15% HP from targets. (does AoE drain work, at all? Would be nice to siphon life from a large area, while keeping things balanced for boss fights coupled with the drain cap ASM)Elemental - Ifrit, Shiva, and Ramuh do the same damage with the same MP cost. Titan is stronger (same MP?) due to range issues.Ifrit - Range 4, AoE 2, affects both enemies and allies. Fire elemental.Shiva - Range 6, linear. Enemies only. Ice eleRamuh - Range 4, 3-way attack. Enemies only. Lit eleTitan - Range 0, AoE 2. Enemies only. Earth ele. SupportGolem - Range 3, AoE 1 - Esuna-like effect, high success rate.Salamander - Range 4, AoE 1 - CFa/100 * TFa/100 * (MA + 170) chance to inflict Berserk. Enemy only.Lich - Range 4, AoE 1 - CFa/100 * TFa/100 * (MA + 180) - Removes all positive status from the enemy.Carbunkle - ?Confuddle? - Range 4, AoE - 1 - CFa/100 * TFa/100 * (MA + 130) - inflicts Charm, Confuse, OR sleep. Enemy only.Non-elementalBahamut - Range 4, AoE 2. Affects both enemies and allies. Higher damage and MP cost than ifrit.Odin - Range 6 Linear - CFa/100 * TFa/100 * (MA + 140) to inflict either Dead or Death SentenceZodiac - Range 4, AoE 0 - heavy damage, no AoE.Cyclops - Range 4, AoE 3 - Med-Light damage, wide area.
QuoteArchers - Bow-weilders with a hint of magic! And, yes, this one is a bit hard without overlapping. They both gained a shot with a 25% proc of an invoker spell -- I chose one from each of their books but maybe a cross-swap would be better? idk. Invoker spell choice was the one most likely to connect, because procs that ultimately fail are lame. Both also gained an AoE spell, and the cover fire idea is all skip sandwich iirc. Also stepped on monks' toes a bit, and then straight stole from Dragoon but eh.Iconics:Beso Toxico - PW*WP with 100% chance to poison target. Weapon range, MP 10.Dominate Demon - Randomly inflicts Slow, Stop, DA, or DM onto a monster. 3 CTR, 12 MP. 100%.(Lifeforce Shot) - Self-destruct formula, 8 range linear 8 vert, 30 MP, 100% ConfusionRamza:Divine Bolt - Sp + 50% chance to petrify undead. Given to Ramza because he needs more light-based stuff.Take Aim = PA*WP (maybe normal weapon strike? I don't know if the goal is to inflict more than normal damage or just do unavoidable), 100% accuracy. Given to Ramza since Rad has the thing from Knight.Mist Disperse - MP damage, 20%+MA; 100%Volley - moderate MP cost. Bow/xbow only? 4 range, 1 AoE, 2 vert. Weapon Strike damage into the area. Dark Shot - Weapon range, moderate-low MP cost. Weapon Strike with a 25% chance to cast Dark Chant on the target.X - Entice Demon - 100% Monster charm. (Is there a monster-only formula that isn't 100%?) - higher MP/CTR than dominateRad:Black Out Bolt - 100% Blind, but deals no damage. 2 MP.Cupid's Arrow - Because Rad is a charming mofo. MA+60%, weapon range, 3 CTR, 18 MP.Cover Fire - 3 range, 1 AoE, 2 vert. Enduring (perpetuating? performing? whatever) at.... 6 CTR intervals. Uses truth formula to fire up to 3 arrows into the affected area every cycle. Lit Shot - Weapon range, moderate-low MP cost. Weapon Strike with 25% chance to cast Shock on the targetStone Arrow - 100% chance to cancel charging and performingX - Soothe Demon - 100% Monster Sleep. (Is there a monster-only formula that isn't 100%?) - higher MP/CTR than dominate~
QuoteInquistor - EXPECT IT. Stole a bit from Meliadoul. When it doubt, give it a swordskill!Drawing a blank on these skills... maybe I'll thumb through the list from Ivalice Arena now that it's rather kaput.Iconics:Mirror Stance - self-only Reflect infliction at 100%.Head Cracker - PA+65% chance to inflict Addle. (damage + 100% seemed too good, and damage + 25% seemed to weak, so... goodbye damage)(Blissful Indulgence) - MP restoration to ally?Ramza:Tear Away - 100% removal of magical benefits from target. 3 range, light MP cost, instant. (Rad has the other dispel in monk)?Shield Strip? - PA*WP with a 100% chance to break the targets shield. Very high MP cost.?????????Steady Feet - Range 0, AoE 1 vert 3; 100% cancel Stop and Don't ActRad:Mana Strip - removes X% (30%?) mana from user. This makes Rad/Ramza 2 and 2 for mana burn.?Accessory Strip? - PA*WP with a 100% chance to break the targets accessory. Very high MP cost.??????God's Orb - Tar_F * MA * X damage. Range 4, single target. Non elemental.Stable Feet - Range 0, AoE 2 vert 3; 100% cancel Slow and Don't Move
QuoteTrancer - We need to see what formulas do and do not work with geomancy, and more importantly concrete out the rest of the classes before solidifying this.
QuoteDragoon - Really there's several iconics I wish I could put up, but alas. This'll be fun to divvy....IconicsJump - Duh. SP*WP damage. 5 range, infinite vert imo. Dragon's Cry - 2 range, 2 vert. Success = PA+90%. Revives target with 1% HP. (to review, Fairy rezzes with 50% HP at 4 range and charge time, and cantor 20% with 1 range... this might work?)(Dragon Lord) - Self-only Float, Reraise, Berserk, Innocent, Reflect, Protect, ShellRamza:Wisdom's Downfall - TarCurMP dmg, 18 MP. Bahamut Breath - 3 range linear, MA*10 damage, 30 MP. Possibly elemental.Dragon Gambut - Weapon damage + 50% chance to use Vital Sense.Dragon's Roar - 100% Slow, Self AoE 2 vert 3 MP 32. Slooooow.????Highwind - PA*(high), 4 range. single target. Deals physical damage and knocks enemy back. Only useable while under Float status.Rad:Soul Sphere - PA*WP MP drain strike. MP 45.Dirt Breath- 2 range 1 AoE 2 vert 30 MP MA*10 damage.Earth Elemental.Mimic Tiamat - 1 range, 3-way attack. Dragon Sword - Weapon damage with 50% chance to cast Ghost Strike on your foe.Dragon's Wings - Fa's * (MA + 180) chance to inflict Float. Light MP cost, very low CTR. 3 range, 2 AoE.Bangaa Cry - Will be decided later.~
QuoteWarder - I knew I missed one of em~Iconics:Fortify - Range 0 AoE 1 vert 3. 100% ProtectMuster - PA+120%, range 1 + self. Esuna effect. Moralizes himself or allies, letting them shake off negative status.(unknown)Ramza: Grapple - CT00 with perservere!Crumble - Cancels Protect, Shell, Reflect, or Defend and deals 33% damageDaze - 1 range, 100% Blind. No damage (same as Rad's Archer's Blackout)Knockout - 1 range. Fa*(MA + 160%) success rate; sleep infliction.X - Swordslap - SUPER-light damage (MA*1-ish). 1 range, useful for canceling charm, confusion, and sleep without harming your ally.????Rad:Relieve - 1 range; cancels defending or sleep, healing target for 33%. Max success rate.Kick - 1 range, PA-based damage with target knockbackUnknown - Previously Ramza-only status infliction at decent success rateSnuff - 1 range; cancels sleep, damaging target for 100%. Moderate success rate.Steadfast - self-only. Heals for 10% every 6 ticks until canceled/out of MP. Preferably also inflicts defend but can a formula do both????
QuoteArbalist - A crossbow using heavy damage user that somehow needs to be distinct from Archer and hopefully have minimal overlapping skills. Buh.IconicsElemental Shot - strong charged ability with various elements attached to it. Riskbreaker - Weapon damage with a proc of itself (which can proc itself, which can proc itself, etc)(?????)Ramza??? - 6 range 0 vert tol linear attack dealing PA-based damageAutocrossbow - Uses old repeating fist formula to pelt the enemy with a deluge of bolts, 3 range single targetExecute - Uses Death formula to deal 21% dark damage to critical targets. Weapon range, single target. Desperation - self only, critical-only. Adds haste and innocent at 100%????????Rad??? - 4 range 0 vert tol 3-way attack dealing PA-based damagePoint Blank - 1 range 0 vert tol - PA+WP+X attack. High damage.?Salted Wound? - Damage dealt = damage taken thus far (aka climhazzard) (trumps Execute, I know; but this job is off the Red Mage radar and needs a perk imo)Second Wind - self-only, critical-only. Adds Berserk and Regen at 100%.????????
QuoteInvokerRamza - BurnRamza - Spirit SurgeRamza - TremorRamza - ShockRamza - Blood Sin (Gran Grimoire)Rad - EngulfRad - Dark ChantRad - GaleRad - Freeze Rad - Explosion (Clear Thought)
Quote from: "philsov"*opens up job thread*Scryer: capped by item subset of items, not much to mess with there. Suggest making Fury and Faith runes unique to Ramza and Rad, though.
QuoteMonk:....How does the game treat 0 WP weaponry? Is it considered barefisted and thus "WP" becomes [PA * Br/100]? If so, a "Charge Up" using PA*WP + X formula with a decent CT should fit in nicely with the skillset. Heal Aura(?) - replenishes ally's MP by 25%. Cannot be used on self.[Tranquility - Enemy is cleansed of all status, positive and negativeConsumption - Work formula attack, melee-range with moderate knockback damage.
QuoteInvoker: What other elemental types are there? There's water, but past that you're in the realm of cross-elementals, which might work under this scheme. Let's see... right now you've got fire, ice, lit, earth, wind, poison, light, dark, and blood (secret)....Poison + earth - Rot - MA*2, self AoE of 1 (caster immune) - chance to inflict undead, poison, or death sentenceFire + Wind - Flash Fire MA*4, Linear attack of 4. No status, above average success rate.Ice + Lit - Snowstorm - MA*4, range 4, AoE 2 - chance to inflict stop. moderate to high MP cost.Light + Dark - Inner Confict - MA*8, single target. High damage, but no status and no aoe. (theres several ways to combine the elements, mind, but I like this scheme)
Quote from: "philsov"knockback as in reciprical damage a la work formula
Quote from: "philsov"- There is currently 1 resurrection ability. One. Healing moves aren't that far behind.
Quote from: "philsov"- There are 2 methods of MP healing, with ~5 methods of MP damage
Quote from: "philsov"- There should be more faith-based magic damage. pewpew.
Quote from: "philsov"- Statuses, as a whole... need to be reviewed, imo. For starters the only way to cleanse half of the negative statii are Monk's Searing Salvation or Hessain's Restore. So there need to be more cleansers, if only for a single status or two.
Quote from: "philsov"Most of the status inflicted is done directly, %based or not, and not as a 25% attached proc on top of damage
Quote from: "philsov"Looking back at all the various status inflictions and curing, I do think I like this scheme, if it were carried through fully. Right now its very much in the crossroads with some classes being able to dish out a large number of status (Archers, e.g.) and many classes with one or two status inflictions. This really ought to be cleaned up, somehow. I'm working on it but I wanted to post up the prelim spreadsheet for all to see first. My suggestion post is going to be a rather lengthy one, since it'll be all big-picturey and probably involve swapping around some of the current skills. Completely offhand I'd like to see Knight with a wish-like ability (recoil seems to be a common theme with them) and Red Mage should be able to inflict Frog and Undead somewhere along the line because, well, no one else does atm.
Quote from: "philsov"ok, I joined the chat a little late and missed a powwow with PX, but in general:Revival is a huge thing. In vanilla there were 3 different skillsets with it and 1.3 offerred 5 different skillsets. This was because the need for revival was so prevalent that it allowed for some variety. Sure, a group of 5x Specials with Item secondary worked, but it was boring as hell. I am so much more a fan of having someone with white magic and someone with punch art and someone with summon magic etcetcetc because I needed to have the revival but I also liked everything else the skillset offered. That said, I am however interested in breaking up the revivers from the cleansers -- for as monks had revive, they also had stigma magic. Esuna was friends with raise and remedy lurved phoenix down. So now the defensive-ish skillsets will be less catch-all, and provide some opportunity cost. The curers still need to be somewhere in the mix, too, but I'd rather not see all three in a single skillset.
QuoteAnd then let's not forget pacing... curing, dispelling, and revival should all be available early on, meaning: Knight, Traveler, Monk, Scryer, Cantor, and Invoker. But, we're somewhat set there already. Monk offers dispelling, Scryer's got some curing, and cantor has revival plus curing. Additionally Blue Mage offers curing (as does Knight, I'll split Rad/Ramza to each have one of these) while Esperblade will rock all 3, although they'll be split into two subgroups. So... from here I suggest Warder gets a major dispel, and Dragoon a revival skill. This gives us:3 revivers (Cantor, Dragoon, Esper)3 major dispellers (Monk, Warder, Esper)4 curers (Scryer, Knight/BM, Cantor, Esper)Which covers all the defensive bases, I think.
QuoteRegarding the to-be split skillsets, taking a page from Raven... we're at 338-ish editable skillslots. If you want 15 classes with 16 skills a piece (BM is a freebie
QuoteWarder having a major Dispel makes a good deal of sense (by Dispel I assume you mean Esuna-esque.) Dragoon getting revival... hmm, I'll wait to see how you manage that before I completely commit to it.
QuoteI planned for... well everything in Mercenaries to cost some amount of MP.
QuoteI suggest that Smite cost 6 MP.
QuoteIs there a reason why Guns shouldn't be allowed to use Swiftness?
Quote from: "philsov"QuoteWarder having a major Dispel makes a good deal of sense (by Dispel I assume you mean Esuna-esque.) Dragoon getting revival... hmm, I'll wait to see how you manage that before I completely commit to it. Heh, yes. I do mean esuna-esque. As for dragoon specifically... maybe not. I would like to see a revival skill somewhere on the northern region of the job tree that isn't BM or Warder, and it seems most fitting on Dragoon rather than any other option.
QuoteQuoteI planned for... well everything in Mercenaries to cost some amount of MP. Ah. Very well, once we start working with hard numbers we can assign fitting MP costs
QuoteQuoteIs there a reason why Guns shouldn't be allowed to use Swiftness?There's a bug with guns (really, anything with WP*WP formula) that prevents the use of formulas 1, 2, and 5 without using the ARH lest 999 exploitation occur. As swiftness would probably use these formulae, you'll need to do some followthrough.
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