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Started by philsov, December 21, 2010, 01:22:31 pm
Quote from: philsov on December 21, 2010, 01:22:31 pmChocobo: speedy and mobile, but with low HP and minor evade. Notably have choco meteor as their primary attack function -- it's weaker than other iterations but it gives them very little reason to be in the thick of things. Primary support units, with almost all their moves being Self + 1 AoE in nature.Reaction 1: CounterReaction 2: CautionTier 1: Choco Meteor / Choco Cure* / Choco Esuna / Kweh?!?Tier 2: Choco Meteor / Choco Cure* / Choco Guard / Kweh?!Tier 3: Choco Meteor / Choco Esuna / Choco Guard / Kweh?!?Choco Meteor - 3 range MA*Y damage, unevadeable.Choco Esuna - Self + AoE status cleansing, doing a majority of nasty statusChoco Cure - Self + AoE HP curingChoco Guard - Self + AoE Protect or Shell effectKweh?!? - Self + AoE Haste effect
Quote from: philsov on December 21, 2010, 01:22:31 pmGoblin - Grunts of the monster world, specializing in melee range attacks. Reaction 1: Meatbone SlashReaction 2: CounterTier 1: Attack / Magic Hammer / Goblin Punch* / ???Tier 2: Attack / Zap / Magic Hammer / ???Teir 3: Attack / Zap / Goblin Punch* / ???Magic Hammer - 1 range attack, deals 50% MP damage. 80+% chance to work, P.Ev-ableGoblin Punch - 1 range attack, dealing damage in the difference in their HP. 50%+ success rate.Zap - 3 range 1 AoE attack dealing MA*Y lightning damage, with a possible Stop proc???? - ????
Quote from: philsov on December 21, 2010, 01:22:31 pmBomb - Your fiery friend and mine, these lovable little scamps specialize in fire damage. Reaction 1: Crit QuickReaction 2: CautionTier 1: Attack / Spark / Eruption* / DrenchTier 2: Attack / Spark / Self Destruct / DrenchTier 3: Attack / Eruption* / Self Destruct / DrenchSpark - Self AoE 2 fire damage, healing self and hurting everything around itEruption - 3 range single target fire attack, dealing MA*Y damageSelf Destruct - deals HP difference in self AoE 2, inflicting oil in the processDrench - 3 range 2 AoE with smart targetting - inflicts Oil and/or Slow (seperate) at about 75% success rate each
Quote from: philsov on December 21, 2010, 01:22:31 pmPanthers - Status-heavy kitties. Reaction 1: CounterReaction 2: AwarenessTier 1: Attack /Poison Nail / Screech / ???Tier 2: Attack / Poison Nail / Blaster* / ???Tier 3: Attack / Screech / Blaster* / ???Attack - Normal attackScreech - 2 range single target -- cancels Charging on a unit, dealing 33% HP damage to it in the process. Max success rate (faith based)Poison Nail - 4 range single target - inflicts poison at 100%. UnevadeableBlaster - 3 range single target - Randomly inflicts Stop, Petrify, or Don't Move onto the target. ~60%+ success rate
Quote from: philsov on December 21, 2010, 01:22:31 pmSquids - Intelligent and misunderstood creatures of the deep. Reaction 1: Counter MagicReaction 2: Counter FloodTier 1: Attack / Negation / Odd Soundwave / TransferenceTier 2: Attack / Negation / Mind Blast / TransferenceTier 3: Attack / Odd Soundwave / Mind Blast / TransferenceAttack - YeahNegation - 3 range 1 AoE ability that dispels beneficial effects from enemiesMind Blast - 3 range single target dealing MA*Y non-elemental damage with a Don't Act procOdd Soundwave - 3 range single target Faith-based ability that inflicts either confusion or berserkTransference - Squid manipulates time to cause their ally to immediately take another turn. ~100% Quick effect
Quote from: philsov on December 21, 2010, 01:22:31 pmSkeletons - Undead and loving it. Reaction 1: CondemnReaction 2: CautionTier 1: Necrotic Touch / Aqua Soul* / Horrify / BeckonTier 2: Necrotic Touch / Aqua Soul* / Ice Soul / BeckonTier 3: Necrotic Touch / Horrify / Ice Soul / BeckonNecrotic Touch - Attack with a chance to inflict UndeadAqua Soul - 3 range single target dealing MA*Y damage; water eleHorrify - 2 range 1 AoE 0 vert tol - Slows targets with high success rateIce Soul - 3 range single target dealing MA*Y damage; ice eleBeckon - Persuades fellow undead to join the cause. Undead-only Invite skill with 30%+ success rate
Quote from: philsov on December 21, 2010, 01:22:31 pmGhouls - Tormented souls, and misery loves company. Reaction 1: Damage SplitReaction 2: MA-SaveTier 1: Throw Spirit / Drain Touch* / Irreverence / Dark WaveTier 2: Throw Spirit / Drain Touch* / Possess / Dark WaveTier 3: Throw Spirit / Irreverence / Possess / Dark WaveThrow Spirit - 3 range attackDrain Touch* - 1 range ability which drains 33% of the targets Max MPIrreverence - 3 range single target damage; Dark elemental which deals more damage the more faithless the target isPossess - 4 range ability which attempts to Charm an enemy. Persevering.Dark Wave - 1 Range 1 AoE dealing MA*X damage (also drastically healing the ghost in the process)
Quote from: philsov on December 21, 2010, 01:22:31 pmFlotiball - MA-heavy foes with a perchance for status infliction. Rough foil to GhostReaction 1: CondemnReaction 2: Counter MagicFlotiball: Attack / Hypnosis /Doom* / Light WhisperAhriman: Attack /Hypnosis / Gaze / Light WhisperPlague: Attack / Doom* / Gaze / Light WhisperHyponsis - 2 range ability, MA+X chance to inflict either confusion or charmDoom - 2 range ability, MA+X chance to inflict Death SentenceGaze - 5 range single target ability dealing non-elemental damage. Charge time + faith basedLight Whisper - 4 range + 1 AoE ability randomly dealing Holy and MA-based damage to the area
Quote from: philsov on December 21, 2010, 01:22:31 pmJuravis - Mobile and speedy, with a nice mix of status, self-buffs, and ranged AoE. Reaction 1: Speed SaveReaction 2: Projectile GuardJuravis: Attack / Beak / Shine Lover / Feather BombSteel Hawk: Attack / Beak / Tornado / Feather BombCockatoris: Attack / Shine Lover / Tornado / Feather BombBeak: 1 range MA+X chance to petrify targetsShine Lover: self-only haste+regenTornado: 3 range + 1 AoE wind damageFeather Bomb: 6 range MA*Y
Quote from: philsov on December 21, 2010, 01:22:31 pmUribo - Lovable little scamps, boasting mostly defensive abilities. Reaction 1: HP RestoreReaction 2: CounterUribo: Attack / Terrific / Radiant / ???Porky: Attack / Terrific / Humble / ???Wildbow: Attack / Radiant / Humble / ??? Terrific: 1 range MA+X charmRadiant: 2 range ability that cleanses the target of status ailments, healing them for 33% of their health in the processHumble: 1 range ability that revives fallen allies at 70% HP??? - Hell if I know what the real ability will be but it'll be called Some Pig.
Quote from: philsov on December 21, 2010, 01:22:31 pmWoodmen: Specializing in self-AoE effects. Very defensive-oriented. Reaction 1: Counter FloodReaction 2: CautionWoodman: Leaf Dance* / Regeneration / Barrier Spirit / ?Pruning?Treant: Leaf Dance* / Regeneration / Mending Spirit / ?Pruning?Taiju: Leaf Dance* / Regeneration / Rebirth / ?Pruning?Leaf Dance - Self AoE 2 dealing earth-elemental damage to all enemies within rangeRegeneration - Self AoE 2 granting the Regen status to all allies within rangeBarrier Spirit - Self AoE 2 granting either Protect or Shell to all allies within rangeMending Spirit - Self AoE 2 healing both the body and mind of all allies within rangeRebirth - Self AoE 2 reviving all allies within range at very low healthPruning - Map-wide effect that removes Protect, Shell, and/or Regen from allies but heals them for 100% HP
Quote from: philsov on December 21, 2010, 01:22:31 pmBull Demon - Damage-heavy foes, with a good spread of melee, AoE, and status. Reaction 1: PA SaveReaction 2: CounterBull Demon: Attack / Holy / Wave Around* / TrembleMinotaur: Attack / Wave Around* / Berserk / TrembleSacred: Attack / Berserk / Mimic Titan / TrembleHoly - Priest version, faith/MA based damageWave Around - PA-based self AoE 1 damageBerserk - 3 range single target MA+X chance to inflict Berserk on either itself or targetMimic Titan - MA-based self AoE 2, dealing Earth damageTremble - MA-based attack dealing damage through 5 total range (earth slashish)
Quote from: philsov on December 21, 2010, 01:22:31 pmMorbols - Quite the hybrid nowadays. Reaction 1: CounterReaction 2: AwarenessMorbol: Attack / Drain Tentacle / Goo / BioOchu: Attack / Drain Tentacle / Bad Breath / BioGreat Morbol: Attack / Goo / Bad Breath / BioDrain Tentacle: Weapon strike with HP absorb effectGoo: 4 range single target MA-based damage with a poison procBad Breath: Self-AoE of 2 dealing an array of status effects
Quote from: philsov on December 21, 2010, 01:22:31 pmBehemoths - Damage-heavy monsters. Reaction 1: Critical QuickReaction 2: CautionBehemoth: Attack / Roar* / Gigaflare / BlazeKing Behemoth: Attack / Roar* / Lifebreak / BlazeDark Behemoth: Attack / Gigaflare / Lifebreak / BlazeRoar - Unevadable melee attack - slightly weaker than standard attackGigaflare - 3 range 2 AoE MA-based damageLife Break - 2 range single target dealing damage in HP differenceBlaze - 4 range 3 AoE dealing MA-based damage to everything in the area
Quote from: philsov on December 21, 2010, 01:22:31 pmDragon - gain some Fa-based human spells. Only PA component is their normal attack (which still hurts); Reaction 1: Dragon SpiritReaction 2: CautionDragon: Attack / Lit Breath / Shatter / Mega BreathBlue Dragon: Attack / Ice Breath* / Wall / Mega BreathRed Dragon: Attack / Flame Breath / Reraise / Mega BreathLit/Ice/Flame Breath - 2 range MA-based elemental damageShatter - Knight; cancels a units defending/protect/shell and harms them for 33% HP damageWall - Priest; provides protect and shell to a targetReraise - Priest; provides Reraise to a targetMega Breath - 3 range MA-based tri-elemental damage
Quote from: philsov on December 21, 2010, 01:22:31 pmHydras: 3 heads = triple the fun. Reaction 1: Dragon SpiritReaction 2: AwarenessHyudra: Triple Attack / Triple Flame / Triple Thunder / D-BarrierHydra: Triple Attack / Triple Flame / Dark Whisper / D-BarrierTiamat: Triple Attack / Triple Thunder / Dark Whisper / D-BarrierTriple Attack - 3-way 1-panel PA-based attackTriple Flame - 3-way 2-panel MA-based attackTriple Thunder - 3-range AoE 1 MA-based attack. randomly hits 3 timesDark Whisper - 3-range AoE 1 MA-based attack, randomly hits 3 times. Hits harder than triple thunder but has higher vert tol
QuoteMaybe I'm being an overly critical dick but I have high standards. :p
QuoteDo they still have elemental weaknesses? Perhaps it would be a good idea to include monster status immunities as well.
QuoteOnly 3 range on Choco Meteor really still does leave them "in the thick of things."I dislike Choco Guard on principle that you need to toss a coin and hope you get the damage reducer you want, adding a luck element to tactics involving a Chocobo support unit that honestly doesn't feel necessary.Their monster skill is... Haste? That's seriously it? :/ Some of the Monster Skills in 1.3 were seriously ridiculous until they got redone (and now I don't know how balanced or imbalanced they are because I'm not touching 1.3 again until 1.3035 comes out and I can test drive all my new toys at once) but that's not even worth it if it's Self+1, even if it's 100% rate.
QuoteMagic Hammer needs more range to be useful personally, since once the Goblin's at range-1 you want them attacking or using Goblin Punch, not trying to Magic Hammer a mage that's already dropped shit on their heads.Zap makes me think you've been in my notes. I'm guessing Magic Hammer is there to try to stop Wizards from Ice Bombing them? Although if it was, it would have to be ranged. I'm not really sure what Goblins are supposed to do with Zap though. Seems a little out of their element, being magical and lightning elemental and all. Anti-Squid duty? Do they even have any MA to run it off of? Perhaps Goblins could benefit from having a Self Protect/Regen Spell? As for a Monster Skill, how about their old Goblin Punch from 1.3?
QuoteBombs all basic, so I can't say much.Drench - huge area, but also seems hugely unreliable unless its unevadable. Better than the Chocobo's Monster Skill by far but at the end of the day it's still Faithless Slow 2 that sometimes tosses Oil on for funsies.Don't put Spark and Self Destruct on the same set unless you make Bombs weak to Fire so the healing is large enough to matter.
QuoteWhy are you using Death over 2D for Screech exactly?Everything else is again standardish.
QuoteSo Dispel, standard MA damage with lucky proc, Status skill that seems to needlessly require Faith. Mmk.Transference, why the fuck is that a Monster Skill? Can it hit anything on the map or have a solid range combined with an Effect Area?
QuoteWhy the fuck does one of the Skeletons have two -Soul moves? Tier 1 and Tier 3 are carbon copies with a slightly different Element.Horrify - so it's Slow without the Faith factor and I think poorer range? :/Beckon - So, I need a guy with Monster Skill, land a lucky proc or sport an Oracle, get a worthwhile Enemy under Undead status, get him, the Monster Skiller, and the Skeleton all close together with the Monster Skiller and Skeleton being both adjacent and on roughly the same height... for a 30-35%ish chance to land my skill? I know it's Invite and all and I'll admit it's a cool idea with a ton of flavor, but it is ridiculously impractical and something I would honestly never use unless I was using Monster Skill for something else and had this situation occur by accident.
QuoteGhosts are actually pretty cool. Irreverence and Possess are rather unique and useful. Dark Wave, however... even if that's smart targeted, that's all the hell of making a Monster Skill setup work to hit what's usually only going to be one enemy, if that, and heal self. Definitely doesn't seem worth it at all. EDIT: I misread it slightly, it can extend for up to two panel range, but it would have to be smart targeted and pretty great at damage considering I have to give up my Support on a human unit and place two units in close range of the enemy.
QuoteHypnosis should inflict Sleep over Confusion.Doom is meh unless Death Sentence expires more quickly and the hit rate is solid. Otherwise the Ahriman just walked in range to get itself killed while giving plenty of time to allow the player to move the inflicted unit somewhere they can easily damage control things.Why the hell is Gaze Faith based? Light Whisper... there's nothing wrong with it and it looks like the first Monster Skill I'd actually use out of these, but where the hell did the inspiration come from? Looks entirely out of left field.
QuoteSpeed Save? Really?I love how they get Shine Lover but Chocobos need Monster Skill to just get Haste.Otherwise fine, though with Tornado you've again stolen your way slightly into my notes...
QuoteJust us the original names for Terrific / Humble. :/Uribos: Would having their MS be some form of MBarrier be too much?
Quote"Very defensive-oriented" - What the fuck are they doing with Counter Flood then?Otherwise its fine I guess, but they've basically got Choco Guard 2.0 going on right down to the random element.Does prune require actually having Protect/Shell/Regen on to work, or does it work irregardless?
QuoteBerserk - "on either itself or target"? How did you rig this up?Rest is yeah.
QuoteAttack and Drain Tentacle on the same set is redunant and you know it. You may as well give them all Drain Tentacle / Goo / Bad Breath / Bio if this is your plan, they'd be better off. There's no reason to use the tier 1 Morbol, and while Drain Tentacle and Bad Breath together seems alluring, it basically means you only have two skills so the Great Morbol will almost always be the best of the bunch to use in terms of skills because it has range, melee, and Bad Breath all in one set.It would've been cool for you to define exactly what "Bio" refers to. I know you consolidated all the Bio spells into about 3 Spells total, but it kinda sucks to have to go look that up especially since that still doesn't tell what the range and area are, meaning I can't evaluate whether Monster Skilling with Morbols is worth it.
QuoteMy only issue with this is that Blaze can very easily nail the Monster Skiller. It's another usable Monster Skill at last regardless though, even if it seems a bit redundant as its Gigaflare 2.0.
QuoteDid you just run out of ideas giving them Shatter/Wall/Reraise? Or is it a skill slot thing? Regardless, toss Reraise for something else, they have fucking Dragon Spirit innate and Red Dragons aren't exactly Supporting units.
QuoteNifty edit to Triple Flame, but it seems a tiny bit undermined because Triple Thunder and Dark Whisper are still counterparts. Dragon Barrier yeah, it's not something I'd go out of my way to equip Monster Skill for most likely, but if I'm running something like a Behemoth that has a huge and worthwhile Monster Skill, I'd be inclined to use a Hydra class even if I wouldn't normally if only for the extra synergy and the fact a Hydra class with all those buffs is tearing a hole in something, so it passes well enough.D-Barrier? I think you meant D-Whisper. Otherwise, I love it.
QuoteNot a bad start, mostly Monster Skills need work and the Morbols got kinda flopped. Your Reactions also didn't seem to be spread out all that much, there was a lot of redundancy going on. Lots of Caution and Awareness, which I guess work as default "secondary" Reactions... but there's also a lot of Counter, 2-3 instances of Critical Quick, etc. Both Dragon families also just have Dragon Spirit and an incredibly common secondary Reaction... eh. Also, animals have no God, remember?
Quote from: philsov on December 26, 2010, 09:33:44 pmAaaand, back. On a sidenote forgive the X's all over the place -- balancing monster and human MA relative to HP scaling is a bitch with the blue mage in play. Fuckin BM's.
Quote from: philsov on December 26, 2010, 09:33:44 pmYes, the weaknesses are still around. Most of the monsters that are weak to something also have an absorb, and many of the absorbers are doubly weak for healing funsies. I'll update the OP with changes from this post and ele and immunities stuff shortly.
Quote from: philsov on December 26, 2010, 09:33:44 pm3 range is the standard range for "range" -- it keeps them out of melee so they're less likely to be swarmed. They have rather absurd move so I'm leery to give them 4. Understood on the guard/haste then... may as well go two birds one stone? Hee... birds.Tier 1: Choco Meteor / Choco Cure* / Choco Esuna / Choco GuardTier 2: Choco Meteor / Choco Cure* / Choco Haste / Choco GuardTier 3: Choco Meteor / Choco Esuna / Choco Haste / Choco GuardChoco haste - self AoE 1 with 1 or 0 vert tol at ~85% or 100% success rateChoco Guard - self AoE 1 with 2 vert tol - Protect and Shell to self+allies
Quote from: philsov on December 26, 2010, 09:33:44 pmDamage output, mostly -- though 33% does seem low in retrospect. 66%?
Quote from: philsov on December 26, 2010, 09:33:44 pmAs for transference itself, it isn't AoE (multi-target quicking pairs = game broken) nor map-wide but it does have 6 range.
Quote from: philsov on December 26, 2010, 09:33:44 pm- replace one of the souls with a PA-based ability? PA*WP with a 100% chance to blind? - up horrify to 100% with M.Ev- do... something to Beckon. I know I want to keep it as an undead-only move, and preferably offensive. Invite is very rare and powerful, and the fact that this needs either a 1-2 setup from oracle or sheer luck means it can't be used as a ninja-like opener (which is what caused the great Invite nerf of 1.3). 100% Undead-only (AoE) sleep is an option, I suppose.
Quote from: philsov on December 26, 2010, 09:33:44 pmDeath Sentence... expires on a units AT O.o. Hit rate is certainly solid
Quote from: philsov on December 26, 2010, 09:33:44 pmSpeed Save is awesome! Though I suppose their secondary can be beefier to make up for lack of upfront dealings. Maybe hamedo? Choco's got their haste fixed hopefully and past that "good enough" works for me for now.
Quote from: philsov on December 26, 2010, 09:33:44 pmYou are no fun
Quote from: philsov on December 26, 2010, 09:33:44 pmWell, their skillset is defensive-oriented :p. They're trees and naturey and no other monster has counter flood.
Quote from: SquidsReaction 1: Counter MagicReaction 2: Counter Flood
Quote from: philsov on December 26, 2010, 09:33:44 pmThere's no rigging -- the AI still views berserk as a negative status. It's just that when the player has control of a bull demon it can berserk itself.
Quote from: philsov on December 26, 2010, 09:33:44 pmPerhaps a melee-range ability with the work formula? The backlash damage is negated by the drain attack.
Quote from: philsov on December 26, 2010, 09:33:44 pmAs for Bio, apologies for not listing the ability description -- it's a 4 range 2 AoE ability with smart targetting featuring seperate blind, silence, and oil procs.
Quote from: philsov on December 26, 2010, 09:33:44 pmIt's more that I stole some stuff from FFTA. There's still some skillslots left. Reraise seemed superior to a gather power or dragon-power ability, but considering there's two sources already from generics I suppose it's a touch generic. Maybe oil breath?
Quote from: philsov on December 26, 2010, 09:33:44 pmTrue... needs a little more work all around, but you helped out some so thanks!
Quote from: The Damned on December 28, 2010, 07:03:28 pm(Speaking of which, you still have my equipment list, RavenofRazgriz. I would kindly ask you to delete/destroy that if you've not the time to comment on it. Good to see you around again, regardless, though.)
Quote from: The Damned on December 28, 2010, 07:03:28 pmAs much as I like multi-quoting things into oblivion, given that this new forum still kind of gives me a headache just looking at, I'm just going to use a list:
Quote from: The Damned on December 28, 2010, 07:03:28 pmOut of curiosity, since I might try to start my project back up, I have to ask if you made use of a generic monster attack that worked or if you just named things like Tentacle and Scratch Up "Attack" since there's no real difference between them. I'm asking because I remember trying to consolidate attacks for all the classes you could do it for, only for it to look like monsters (specifically Panthers) were trying to spaz-out and hump the enemy to death--I used Ahriman's Wing Attack.
Quote from: The Damned on December 28, 2010, 10:52:49 pmAlso, I had figured as much about your situation, which is why I didn't flood your PM box or anything. Like I said, it's good to see that you're back.
Quote from: Eternal248 on December 28, 2010, 11:17:43 pmIn FFV, Holy is obtained in the Fork Tower after beating Minotaur, who is Sekhret (Sacred)'s brother. Minotaur attempts to cast Holy, but doesn't have enough MP. I think that's what Phil is referencing.
QuoteYour max human MA is too high. Happy
Quote3 Range, the opponent can usually saunter down and bop you in the head. Unless "out of melee range" = "not triggering counter and dodging 2 base units."Chocobos look better though, but I'd give Choco Guard the 2 Effect Area since it actually has a vaguely hard trigger to meet compared to Kiyomori and co.
QuoteNecrotic Touch is already a PA based hit. Whoever got it and the Ice Soul replacement would have no magic or range. ...The last bit is why I'd just remove Invite and make people use Train to get their monsters. Headaches, many are saved. Sizable Range Sleep with Area for a Monster Skill works. The Undead requirement still makes it a bit hard to use but if the situation comes up where it can trigger it has a far higher chance of actually being relevant.
QuoteI mean the count for Death Sentence being lower than 3. Otherwise Ahriman walks into Melee range, casts Doom, maybe hits, dies, player has time to get the Doomed unit somewhere they can heal it. Also AI dipshittery. If Death Sentence has a lower count, this isn't so bad, I forget if you modded it for ASM'd.
QuoteSpeed Save = Throw Stone or Dagger hurling + Shine Lover > QUAD TURN EVERYTHING LOLOLOL.
QuoteWell huh. Something else has counter flood.
QuoteThen your description is misleading because it sounded like Berserk randomly hits the caster and/or the target.
QuoteAnd morlboro bio does damage I assume?
QuoteGive it a generic negative status based skill to keep things consistent. One cancels positive, one adds positive, one adds negative.
QuoteCounter List: I find it rather funny how little of these you actually use between the monsters. Personally, I think that Caution kind of sucks for monsters unless something huge has changed in the past 8 months. I mean, yeah, some of those Reactions suck (lol, Gilgame Heart), but you could certainly be more varied as Raven pointed out. Also, isn't Awareness a reaction-less Reaction in the same vain as Abandon, Finger Guard and Projectile Guard?
QuoteRegarding Stats: May we know these breakpoints? Kind of difficult to judge without these, but then again, given how rusty I am, I suppose you telling me would mean very little at this point.
QuoteFind it weird that this is only monster to have its elemental attributes posted despite being completely neutral to everything. Not much to say about that given Raven's suggestions. I'm curious whether Black Chocobos still have Fly given your consolidation of tiers.
QuoteGoblins: Yeah, I think that Magic Hammer probably needs to have a bit of distance. Even with the explanation, Zap seems a bit random--I keep picturing C. Viper's Thunder Knuckles. Heh. Maybe you could give Goblins Burning Kicks or Seismic Hammers then. Maybe Burst Time Monster Skill? Then again, I suppose Bull Demons already have that technically.
QuoteI think I had trouble thinking of a monster skill for them as well (or at least the non-Vampire cats). Pretty meh, but that's not necessarily a bad thing.
QuoteAdditionally, it just seems rather weird for the Squids to not have any Water-based abilities, but that's not really a huge thing.
QuoteGhouls don't have MP Switch
QuoteEither make it Faith-based or make it generally more damn with charge time, but not both please.
QuoteI think if you want to go the Reraise route, maybe make it 100% self Reraise and go from there
QuoteWhy does a Demon have Holy?
QuoteThey lose their fire attack for Holy and their Monster Skill is just Earth Slash 2.0?
QuoteI can't say that I like Critical Quick on them, especially since they have still have a "Karma" attack,
QuoteOil Breath seems...weird.
QuoteI have to ask if you made use of a generic monster attack that worked or if you just named things like Tentacle and Scratch Up "Attack" since there's no real difference between them. I'm asking because I remember trying to consolidate attacks for all the classes you could do it for, only for it to look like monsters (specifically Panthers) were trying to spaz-out and hump the enemy to death--I used Ahriman's Wing Attack.
Quote from: RavenOfRazgriz on December 29, 2010, 04:50:39 amYeah, it's nice to be back.If you want that Item list looked over still, I can do it after I finish a rather important project I'm working on that I'm half procrastinating on due to the mind-numbing redundancy involved in it.
Quote from: philsov on December 29, 2010, 02:12:21 pmEh, caution synergizes with global class evade and reduces further physical damage by 25, and it triggers against any kind of damage from any range. It's rather weak but its a catch-all so it's something I consider prime for secondary. And, yes, Awareness is a passive reaction, so it might be worthwhile to have as a third innate instead of a true reaction, but some monsters have other properties like cannot enter water and float/fly/teleport/ignore height. Meh, cannot enter water is overrated.
Quote from: philsov on December 29, 2010, 02:12:21 pmAll monster growth is identical -- 5 HP, 25 PA, 25 MA, and 170 Sp -- this is of course accelerated over the humans who max out at 7 / 40 / 40 / 190, but it's not like monsters can get two swords or def up or magic attack up so it's rather even. Multipliers range from 100 to 180 for HP, 100 to 140 for MA, and 100 to 135 for speed. I am, however, taking my own advice and diversifying stats some so they aren't completely identical, but there's still going to be a rough hierarchical system.
Quote from: philsov on December 29, 2010, 02:12:21 pmI started updating then I got distracted by something shiny. And, no, black (and yellow) chocos both got ignore height.
Quote from: philsov on December 29, 2010, 02:12:21 pm*googles to find out what you're referring to*Ah. Heh. Yes, magic hammer will be gaining some range. Zap is... something generic and rangey/AoE to pepper people, really. It's not a major attack but something to do when making the approach. Burst Time would be AWESOME but I don't know if I can rig up animations for it. Setup might be a pain, but oh noes tactics in a tactical game.
Quote from: philsov on December 29, 2010, 02:12:21 pmTrue. I'll probably bring back blood suck or have some permutation of an HP drain attack.
Quote from: philsov on December 29, 2010, 02:12:21 pmThey may gain a water-based primary attack, but that'll be one of the last things to do once I square out exactly how many ability slots are left over -- currently there's 15 including all the post-parasite slots so it may come to fruition.
Quote from: philsov on December 29, 2010, 02:12:21 pmHmmmmm
Quote from: philsov on December 29, 2010, 02:12:21 pmDone and done.
Quote from: philsov on December 29, 2010, 02:12:21 pmClose. So close.
Quote from: philsov on December 29, 2010, 02:12:21 pmMmmm... I think if I go the self-only route there needs to be more than just reraise in play. Maybe shell?
Quote from: philsov on December 29, 2010, 02:12:21 pmWhat eternal said >_>
QuoteHm. Make their MS a super Blow Fire? Still.... earth slash 2.0 but it's fire elemental!
Quote from: philsov on December 29, 2010, 02:12:21 pm~changing
Quote from: philsov on December 29, 2010, 02:12:21 pmMaybe a Don't Move or Don't Act effect? Leaning more towards DA.
Quote from: philsov on December 29, 2010, 02:12:21 pmI haven't done animations and effects (it's at the bottom of the to-do list) but from earlier testing it's fine so long as the animation is something basic like 0A 00 00. I don't think effect should make a difference but I'll defer to Raven on that point.
Quote from: philsov on December 29, 2010, 02:12:21 pmNo, my HP is too high It's falling into the same category of most damage magic -- insanely good early on, good midgame, but falling short at endgame. Buuut I think I've got it now, so...
Quote from: philsov on December 29, 2010, 02:12:21 pmOut of melee range = less likely to be attacked by multiple units when their turn comes up >_>.
Quote from: philsov on December 29, 2010, 02:12:21 pmI'll boost up the range on horrify, introduce a ranged blind effect with AoE and turn their MS in a wide-area sleep?
Quote from: philsov on December 29, 2010, 02:12:21 pmNot modded, but I don't think I'd change it if I could. DS kills people at 1, so DS currently gives people two actions before they 100% die.
Quote from: philsov on December 29, 2010, 02:12:21 pm*Primary!
Quote from: philsov on December 29, 2010, 02:12:21 pmbut it's not like monsters can get two swords or def up or magic attack up so it's rather even.
Quote from: philsov on December 29, 2010, 02:12:21 pmMaybe a Don't Move or Don't Act effect? Leaning more towards DA.
Quote from: philsov on December 29, 2010, 02:12:21 pmbut I'll defer to Raven on that point.
Quote from: The Damned on December 29, 2010, 07:50:51 pmI just realized there's not even a multi-quote button. Joy.
Quote from: The Damned on December 29, 2010, 07:50:51 pmEh, only if you've the time. I was looking at the Equipment list (and my Lucavi list; dear Lord did I buff the hell out of them and monsters) last night and I was embarrassed to notice all the typos it has and all the things that still need to be tested after six months of not working on it at all.
Quote from: The Damned on December 29, 2010, 07:50:51 pm...I'll take your word for it. Even when I was actually working on my patch, I was more focused on making equipment, abilities and classes viable before I even touched stats and since I never finished the former....
Quote from: The Damned on December 29, 2010, 07:50:51 pm...Anyway, I actually think that 1.3 Goblins were great outside of the whole "distant Goblin Punch" thing. Not sure if you could maybe draw from that even though they were essentially just monster Monks.
Quote from: The Damned on December 29, 2010, 07:50:51 pmI'd call you a bastard, but I think I gave Ghouls MP Switch as well.We're horrible people, aren't we?
Quote from: The Damned on December 29, 2010, 07:50:51 pmPerhaps going with what Eternal said, maybe given them some Holy-based (physical) attack?
Quote from: The Damned on December 29, 2010, 07:50:51 pmHaha! I think I gave them Counter and Counter Magic as well.
QuoteDo Red Chocobos have something different movement-wise then? Or did you just forget to mention them?
QuoteI want to say to be an outright douche and go for Sleep + Faith, though I guess Don't Act or Stop (prefer Stop because it gives monsters more ways to manipulate CT) works too.
QuoteIf only Phil weren't already using Counter Tackle's slot for something...
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