Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by philsov, December 21, 2010, 01:22:31 pm
QuoteI guess this means that you'll be using those spare ability slots you had on monsters then?
QuoteWell, I did have some ideas with regards to that
QuoteWhat are you going to do encourage females to use PA classes and males to use MA classes, though? Nothing? It's not a huge deal, but it's still something that happens.
Quote from: RavenOfRazgriz on January 15, 2011, 10:25:22 pmThe Damned - the easiest solution is to use ARH to give every class a unique skill that's locked by gender, but that leads to the people who have star-over-class-OCD being forced to buy a useless skill to get it.
QuoteThat, or just balance your classes so that females in a physical class with magic secondaries or the inverse are at least acceptably worthwhile. Otherwise it's an arbitrary "do things backwards to get a class then never do it again" thing which doesn't really have enough of a reason to exist to care.
Quote from: philsov on January 19, 2011, 11:03:28 pmOffhand I know Bombs could use some work (their species-specific abilities aren't too different, its all fire in different fashions)
Quote from: philsov on December 21, 2010, 01:22:31 pmCounter List: spoiler AbandonPA SaveAuto PotionAuto ProtectDamage SplitGilgame HeartMA SaveRegeneratorSpeed SaveBlade GraspBrave UpCounterCondemnDragon SpiritAuto ShellCritical QuickHP RestoreMeatbone SlashMP RestoreAbsorb Used MPProjectile GuardCatchCounter FloodCounter MagicDistributeFaith UpFinger GuardHamedoMP SwitchAwareness
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 a bit of defense by proxy. Primary support units, with almost all their moves being Self + 1 AoE in nature. spoiler HP: medC.Ev: lowPA: lowMA: medSp: highM/J: 4/4Elements: Neutral to allReaction 1: CounterReaction 2: Auto ProtectGeneral: Choco Meteor / Choco Cure* / Choco EsunaTier 1: Choco ShellTier 2: Choco Protect Tier 3: Choco HasteChoco Meteor - 3 range MA*9 damage, unevadeable.Choco Esuna - Self + AoE1 status cleansing, doing a majority of nasty statusChoco Cure - Self + AoE1 HP curingChoco Protect - Self + AoE1 Protect effectChoco Haste - Self + AoE1 Haste effectChoco Shell - Self + AoE1 Shell effect
Quote from: philsov on December 21, 2010, 01:22:31 pmGoblin - Grunts of the monster world, specializing in melee range attacks. spoiler HP: med-highC.Ev: med-highPA: med-highMA: lowSp: med-highM/J: 3/3Elements: noneReaction 1: Meatbone SlashReaction 2: PA SaveGeneral: Sleeper Hold / Goblin Punch* / Spin FistTier 1: Magic HammerTier 2: Zap Teir 3: MutilateSleeper Hold - 1 range attack with high success rate to Sleep the targetGoblin Punch - 1 range attack, dealing damage in the difference in their HP. 50+PA% success rate.Spin Fist - Monk versionMagic Hammer - 3 range attack, deals 50% MP damage. 70+PA% chance to work, P.Ev-ableZap - 3 range 1 AoE attack dealing MA*10 lightning damage, with a possible Stop procMutilate - 1 range 75% HP Attack with moderate success rate
Quote from: philsov on December 21, 2010, 01:22:31 pmBomb - Your fiery friend and mine, these lovable little scamps specialize in fire damage. spoiler HP: medC.Ev: lowPA: lowMA: med-highSp: medM/J: 2/3Elements: Absorb Fire, Half Ice, Weak to WaterReaction 1: Crit QuickReaction 2: MA SaveGeneral: Eruption* / Self Destruct / DrenchTier 1: SparkTier 2: ImmolateTier 3: Small BombEruption - 3 range single target fire attack, dealing MA*12 damageSelf Destruct - deals HP difference in self AoE 2, inflicting oil in the processDrench - 3 range 1 AoE with smart targetting - inflicts Oil or Don't Act at about 65+MA% success rate eachSpark - Self AoE 2 fire damage, healing self and hurting everything around itImmolate - 5 range linear fire damageSmall Bomb - 3 range 1 AOE dealing fire damage
Quote from: philsov on December 21, 2010, 01:22:31 pmPanthers - Status-heavy kitties. spoiler HP: medC.Ev: highPA: medMA: lowSp: highM/J: 3/4Elements: NeutralReaction 1: MP Switch Reaction 2: Speed SaveGeneral: Poison Nail / Screech / ExecuteTier 1: Cat KickTier 2: Blaster*Tier 3: Blood SuckPoison Nail - 4 range single target - inflicts poison at 100%. UnevadeableScreech - 2 range single target -- cancels Charging on a unit, dealing 51% HP damage to it in the process. Max success rate (faith based)Execute - Archer version - cancels critical on a unit, dealing 21% HP damage.Cat Kick - ????Blaster - 3 range single target - Randomly inflicts Stop, Petrify, or Don't Move onto the target. 50+MA% success rateBlood Suck - 1 range single target - drains 25% HP
Quote from: philsov on December 21, 2010, 01:22:31 pmSquids - Intelligent and misunderstood creatures of the deep. spoiler HP: medC.Ev: med-highPA: medMA: highM/J: 2/3Elements: Absorb Water, Cancel Fire, Weak LightningReaction 1: Counter MagicReaction 2: Counter FloodGeneral: Odd Soundwave / Negation / Aqua BreathTier 1: TransferenceTier 2: RubTier 3: Mind BlastOdd Soundwave - 3 range single target 65+MA% that inflicts either confusion or berserkNegation - 3 range 1 AoE ability that dispels beneficial effects from enemiesAqua Breath - 1 range 1 AoE MA-based damage. Water ele, useful for self healing.Mind Blast - 3 range single target dealing MA*13 non-elemental damage with a Stop procRub - 4 range single target inflicting Dead with moderate success rateTransference - 3 range single target Quick effect. Slightly higher success rate than TM Quick, but still faith-based.
Quote from: philsov on December 21, 2010, 01:22:31 pmSkeletons - Undead and loving it. spoiler HP:med-highC.Ev: med-highPA: med-highMA: medSp: lowMJ: 2/3Elements: Absorb Dark, Cancel Ice, Weak HolyReaction 1: CondemnReaction 2: Auto ShellGeneral: Necrotic Touch / Aqua Soul* / DeathTier 1: HorrifyTier 2: BlackoutTier 3: LiturgyNecrotic Touch - Attack with a chance to inflict UndeadAqua Soul - 3 range single target dealing MA*16 damage; water eleDeath - Wizard versionHorrify - 3 range 1 AoE 0 vert tol - Slows targets with 100% + M.EvBlackout - 3 range 1 AoE 2 vert tol - Blinds target with 100% + M.EvLiturgy - 3 range + 1 AoE - Adds either Sleep or Undead; 65+MA%
Quote from: philsov on December 21, 2010, 01:22:31 pmGhouls - Tormented souls, and misery loves company. spoiler HP: lowC.Ev: highPA: lowMA: med-highSp: med-highM/J: 2/3Elements: Absorb: Dark, Cancel: Wind, Weak: HolyReaction 1: MP SwitchReaction 2: Damage SplitGeneral: Throw Spirit / Drain Touch* / IrreverenceTier 1: Lurid WaveTier 2: Zombie TouchTier 3: PossesThrow 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 isLurid Wave - 1 Range 1 AoE dealing MA*20 damage (also drastically healing the ghost in the process)Zombie Touch - 1 range ability which attempts to inflict Undead on the targetPossess - 4 range ability which attempts to Charm an enemy. Persevering.
Quote from: philsov on December 21, 2010, 01:22:31 pmFlotiball - MA-heavy foes with a perchance for status infliction. spoiler HP: medC.Ev: medPA: medMA: highSp: med-highM/J: 2/4Elements: half allReaction 1: Counter MagicReaction 2: AwarenessGeneral: Doom* / Hyponsis / RadianceFlotiball: GazeAhriman: Light WhisperPlague: CircleDoom - 2 range ability, 75+MA% chance to inflict Death SentenceHyponsis - 2 range ability, 70+MA% chance to inflict either confusion or sleepRadiance - 3 range singe target, inflicts Reflect status with high success rateGaze - 5 range single target ability dealing non-elemental damage. MA*11Light Whisper - 3 range + 1 AoE ability randomly dealing Holy and MA-based damage to the areaCircle - Reduces targets MA by 5
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. spoiler HP: lowC.Ev: highPA: medMA: lowSp: highM/J: 3/4Elements: Absorb: Wind, Cancel: Lightning, Weak: EarthReaction 1: Speed SaveReaction 2: Auto ProtectGeneral: Shine Lover / Beak / AeroJuravis: CrippleSteel Hawk: HurricaneCockatoris: Feather BombShine Lover: self-only haste+regenBeak: 1 range 45+MA chance to petrify targetsAero: 3 range single target MA*X wind damageCripple: 1 range ability that breaks PA by 4Hurricane: 3 range 2 AoE ability that knocks off 60% HP on targets Feather Bomb: 6 range single target MA*10 damage (light damage but snipes well)
Quote from: philsov on December 21, 2010, 01:22:31 pmUribo - Lovable little scamps, boasting mostly defensive abilities. spoiler HP: lowC.Ev: med-highPA: lowMA: med-highSp: med-highM/J: 2/3Elements: Neutral allReaction 1: HP RestoreReaction 2: Auto ProtectGeneral: Nose Breath / Oink / WarnUribo: OinkmentPorky: ExaltWildbow: VivifyNose Breath: 1 range 50+MA% charmOink: 1 range ability that revives fallen allies at 70% HPWarn: Mediator version. 3 range 1 AoE that inflicts Defend.Oinkment: 2 range single target ability that cleanses status ailments, healing them for 33% of their health in the processExalt: 1 range ability that inflicts Reflect and Faith to the target. High success rate. Vivify: Self-only reraise+shell at 100%
Quote from: philsov on December 21, 2010, 01:22:31 pmWoodmen: Specializing in self-AoE effects. Very defensive-oriented skillset. spoiler HP: med-highC.Ev: lowPA: med-highMA: highSp: medM/J: 2/2Elements: Absorb: Earth, Cancel: Water, Weak: FireReaction 1: Counter FloodReaction 2: MA-SaveGeneral: Leaf Dance* / Regeneration / PruneWoodman: Barrier SpiritTreant: Mending SpiritTaiju: RebirthLeaf Dance - Self AoE 2 dealing earth-elemental damage to all enemies within rangeRegeneration - Self AoE 2 granting the Regen status to all allies within rangePrune - Map-wide effect that removes Regen from allies but heals them for 100% HPBarrier 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 range - heals PA*10 HP, PA*5 MPRebirth - Self AoE 2 reviving all allies within range at very low health
Quote from: philsov on December 21, 2010, 01:22:31 pmBull Demon - Damage-heavy foes, with a good spread of melee, AoE, and status. spoiler HP: highC.Ev: medPA: highMA: medSp: medM/J: 3/3Elements: Absorb: Earth, Cancel: Fire, Weak: WaterReaction 1: PA SaveReaction 2: CounterGeneral: Wave Around* / Berserk / AccumulateBull Demon: HolyMinotaur: Blow FireSacred: Mimic TitanWave Around - PA-based self AoE 1 damageBerserk - 3 range single target 50+MA% chance to inflict Berserk its targetAccumulate - Squire version - boosts PAHoly - Priest version, faith/MA based damageBlow Fire - 3 range Linear fire attack, dealing MA*X damage to all targets in rangeMimic Titan - Self AoE 2, dealing MA*12 Earth damage
Quote from: philsov on December 21, 2010, 01:22:31 pmMorbols - Quite the hybrid nowadays. spoiler HP: med-highC.Ev: medPA: med-highMA: medSp: lowM/J: 2/2Elements: Absorb: Water, Cancel: Earth, Weak: IceReaction 1: PA-SaveReaction 2: MA-SaveGeneral: Drain Tentacle / Collide / Bad BreathMorbol: LickOchu: GooGreat Morbol: BioDrain Tentacle: Weapon strike with HP absorb effectCollide: melee range, PA*20 damage as the Morbol receives backlash.Bad Breath: Self-AoE of 2 dealing an array of status effectsLick: ???MP restoration move for melee-range target???Goo: 4 range single target MA*16 damage with a poison procBio: 3 range 1 AoE dealing MA*12 damage with seperate blind, silence, and oil procs. smart targetting
Quote from: philsov on December 21, 2010, 01:22:31 pmBehemoths - Damage-heavy monsters. spoiler HP: highC.Ev: lowPA: highMA: med-highSp: lowM/J: 2/3Reaction 1: CounterReaction 2: Counter MagicGeneral: Roar* / Comet / BoostBehemoth: GigaflareKing Behemoth: BlazeDark Behemoth: LifebreakRoar - Unevadable melee attack - slightly weaker than standard attackComet - Time Mage version, dealing Fa/MA damage to a single targetBoost - Self-only perk of +15 Brave (maybe 20? idk)Gigaflare - 3 range 2 AoE MA*12 damageLife Break - 2 range single target dealing damage in HP differenceBlaze - 4 range 3 AoE fire elemental dealing MA*9 damage to enemies in the area
Quote from: philsov on December 21, 2010, 01:22:31 pmDragon - More diversified than your normal monster family. Only PA component is their normal attack (which still hurts); spoiler HP: HighC.Ev: med-highPA: HighMA: medSp: medM/J: 2/3Elements - Dragon: Absorb: Lit, Cancel: Dark,Holy, Weak: WaterBlue D: Absorb: Ice, Cancel: Dark,Holy, Weak: FireRed D: Absorb: Fire, Cancel: Dark,Holy, Weak: IceReaction 1: Dragon SpiritReaction 2: CounterGeneral: Shatter / Wall / DisruptDragon: Lit BreathBlue Dragon: Ice Breath*Red Dragon: Flame BreathShatter - Knight; cancels a units defending/protect/shell and harms them for 33% HP damageWall - Priest; provides protect and shell to a targetDisrupt - 3 range single target, inflicts either Don't Act or Don't Move with 65+MA%.Lit/Ice/Flame Breath - 2 range MA*12 elemental damage
Quote from: philsov on December 21, 2010, 01:22:31 pmHydras: 3 heads = triple the fun. spoiler HP: med-highC.Ev: medPA: med-highMA: med-highSp: medM/J: 2/3Elements: Absorb: Fire, Lightning, Weak: Ice, WindReaction 1: RegeneratorReaction 2: Dragon SpiritGeneral: Triple Attack / Triple Flame / Mega BreathHyudra: D-Power UpHydra: Triple ThunderTiamat: Dark WhisperTriple Attack - 3-way 1-panel PA-based attackTriple Flame - 3-way 2-panel MA*10 fire damageMega Breath - 3 range dragon-like breath. Fire/Thunder/Dark elemental dealing MA*~12 damageD-Power Up - 3 range Dragon-only that separately inflicts Protect/Shell/Haste/Regen at ~50%Triple 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
Quote from: philsov on January 20, 2011, 11:52:10 amthanks for the feedback. Quick note, Speed Save is being ASM-hacked (thanks to Pokeytax) of simply granting 20 CT on trigger, so there's no massive cyclic effect anymore.
Quote from: philsov on January 20, 2011, 11:52:10 amTrue, auto-protect does seem out of place on chocos. Making Haste familywide is a good thought, but I think one monster family needs to have an esuna-like ability as a baseline. Choco cure is too much of a staple, and this leaves... choco meteor as something for the Red? Doesn't exactly fit the scheme but it might work better overall.
Quote from: philsov on January 20, 2011, 11:52:10 amWith bombs they all still have the "attack" command, which will work well enough for fire-friendly foes. I don't think Counter would supplement that much.
Quote from: philsov on January 20, 2011, 11:52:10 amPanthers and 51% damage screech is a concern. Perhaps wrangling it down to 33% or 25%?
Quote from: philsov on January 20, 2011, 11:52:10 amRegarding execute, it's an ideal 100% kill shot on an opponent with low health. With global class evade and innate weapon guard, unless a unit is rocking concentrate physical attacks can always miss. And while execute is faith-based and marred by compat, it should, more often than not, provide a certain edge to things.
Quote from: philsov on January 20, 2011, 11:52:10 amSquids and aqua breath isn't auto-AoE. So it's akin to being on the outside of a + sign. It slightly resembles a breath attack from FFTA. It can be targeted on self (for now), but it's basically the same thing as Lurid Wave for ghosts, only water instead of Dark.
Quote from: philsov on January 20, 2011, 11:52:10 amSkeletons and Death... perhaps Demi or Lich instead? Auto-shell does seem off, I admit.
Quote from: philsov on January 20, 2011, 11:52:10 amFlotiballs and Death Sentence/Confusion -- the AI actually quite intelligent, really. There's no point in acting on a unit that will be dying shortly or will be doing random actions. The current death sentence stupidity comes from (previous) items that block dead but do not block death sentence. This is fixed in this patch.
Quote from: philsov on January 20, 2011, 11:52:10 amFor confusion... there isn't much I can do with it atm since it's still coded last indefinitely, so the "Loss strat" is possible but unlikely.
Quote from: philsov on January 20, 2011, 11:52:10 amFor light whisper... perhaps just plum Light Pillar? Single strike on a single panel?
Quote from: philsov on January 20, 2011, 11:52:10 amBirds and Hurricane -- yes its still wind elemental, but being weak to X element when the attack is % based will only increase the odds of it working, not its direct output. 60% is strong, I admit. But I think it needs a large AoE - so its either weak but likely damage or strong but may not work damage. Hm.
Quote from: philsov on January 20, 2011, 11:52:10 amUribos and lacking Monster Talk is something I had neglected to think about. Nose breath should suffice for offensive moves imo, though perhaps they can gain an oracle-like ability instead of Warn?
Quote from: philsov on January 20, 2011, 11:52:10 amExsalt is awesome, though perhaps I should make it ally-only.
Quote from: philsov on January 20, 2011, 11:52:10 amVivify will certainly have an MP cost and/or charge time, btw.
Quote from: philsov on January 20, 2011, 11:52:10 amBull Demons and Holy... they should have enough MP to rock Holy in chapter 2ish. Not that it'll do phenomenal damage, but it's still a long-range unevadable spell. So it's really more of a half-reference -- if I wanted them to truly have crap for species ability I'd leave it blank and then where's the fun in that? :p
Quote from: philsov on January 20, 2011, 11:52:10 amWith behemoths and roar, it's the same formula as wave fist (and gets boosted by martial arts, for what its worth). Or, more aptly, it does normal attack damage if the behemoth had 50 Brave. It seems a bit weak for blue magic but I wanted to include another PA-based ability into the mix and there aren't a lot of good options out for such things. Life Break is quite nasty on behemoths specifically because of their health pool, but we'll see how it plays out. I'm pretty sure then enter the game in chapter 3.
Quote from: philsov on January 20, 2011, 11:52:10 amDragons... I'm aware that their only PA-based function is the "attack" command, but perhaps the Disrupt ability can shift into something hefty? Maybe a PA-based knockbacker?
Quote from: philsov on January 20, 2011, 11:52:10 amHydras -- dark whisper has no status attached to it. It's just straight MA damage with the same formula as MA-based elemental. Hm... I may just make it an AoE effect instead of a multi-hit one?
QuoteDon´t know if will be of some help, but i want to give opinions too
QuoteNot arrows "pew pew" shooting them in the head.
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