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Author Topic: Disquiet (Working Title) - System Design (formerly concepting)  (Read 17753 times)

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Re: Disquiet (Working Title) - Character Concepting
« Reply #25 on: June 26, 2012, 06:22:14 PM »
Guess I might as well post what I have for who, idea-wise...


Noemi
----
Flare Shot(MP) - L1 Fire spell, damage over 3 hits -> Flare Shell(MP+TP) - Boosted fire spell, increased damage per hit
Sleeping(MP) - Inflicts sleep upon a single target -> Knockout(MP+TP) - Hits three randomly-selected targets.  Repeat targets are checked for sleep per hit.
Spark Cluster(MP) - L1 Lightning spell, high accuracy, critical, and variance, single hit -> Thunderstrike(MP+TP) - Boosted lightning spell, higher base damage, lower variance, ITE
Flame Blade(MP) - Makes target ally's weapon fire-element -> Burning Armory(MP+TP) - MT version
Spell Buffer(MP) - Increases target ally's resistance to nonphysical non-Disquiet elements -> Spell BarrierMT version
Lethargy(MP) - Lowers target enemy's speed -> Binding(MP+TP) - Negates enemy's ability to counterattack
Flash Burn(MP) - L2 Fire spell, damage over 5 hits -> Flash Bomber(MP+TP) - MT version, lowers enemy accuracy
Vanisher(MP) - Full-field dispel -> Eraser(MP+TP) - Dispels effects from a single enemy
Empower(MP) - Boosts target ally's STR -> Energize(MP+TP) - Boosts target ally's ATK
Necrolysis(MP+TP) - Deals Disquiet-type damage to a target.  Deals fairly heavy ITD damage on the next turn.  Ineffective on Disquieted.
Quieting(MP+TP) - Deals Anti-Disquiet damage and stuns the target.  Ineffective on non-Disquieted.
Prodigy(TP) - Copies a spell from an ally to use for the duration of the battle.  Is replaced by copied spell.


Nama's Notes - Only two real changes were wanted of Noemi, and that was two skill additions, as seen above.  Noemi had the most solidified concept at first, and it showed.  Her skillset didn't require much tampering with.  Necrolysis was made the way it was because a straight damage skill felt plain (and she doesn't need a flat-out nuke.  She's fast as all hell, and her attacks add up.), so instead making it a skill with a one-turn pseudopoison effect would work better to me.  Quieting felt a bit too strong to me, so I instead put it as a magical Anti-Disquiet effect.  Think Efess or St.Fire, only to Disquiet targets rather than demons.  Not that there's much of a difference between the two given universe parallels.


Kasia
--
Recovery(MP) - Heals ~60% HP to a single target and temporarily blocks further healing
Rejuvenation(MP) - Heals ~40% HP to the party and temporarily blocks further healing
Cleansing(MP) - Heals target of physical ailments and lowers VIT
Purge(MP) - Heals target of mental/spiritual ailments and lowers SPI
Resurrection(MP) - Revives one target to full while reducing mHP to 75% for fight duration
Bolster(MP) - Raises target VIT, lowers target SPR
Reinforce(MP) - Raises target SPR, lowers target VIT
Swiften(MP) - Raises target EVA, lowers target VIT/SPR
Resist(MP) - Raises target status resistance, lowers target VIT/SPR
Last Breath - MT Auto-Life effect  that revives downed allies with 15% mHP and inflicts Healblock for X turns.

Poison Shot - Attack with a chance of adding poison
Arm Shot - Attack that lowers target DEX
Leg Shot - Attack that lowers target EVA
Retreating Shot - Attack that also lowers chance of targeting user (lowers user Odds)
Quick Shot - Attack at lowered accuracy, but with lowered recovery time
Barbed Shot - Attack that reduces target's Counter and Critical rates

Nama's Notes - Added the auto-life effect.  Other than that, Kasia's largely turned out better than I thought.  Nobody seems to have any objections, anyway.


Erastus
--
Flare Shot(MP) - L1 Fire spell; damage over 3 hits.  Builds TP.
Ignition(MP) - Low fire damage over 2 hits, reduces target fire resist
Fireball(MP) - L1 multitarget Fire spell; damage over 4 hits.  Builds TP.
Napalm Shot(MP) - Fire damage over one hit, inflicts damage over time
Searing(MP+TP) - Fire damage over 3 hits, reduces target's STR
Blasting Spread(MP+TP) - Fire damage over 3 hits, reduces target's VIT
Flash Burn(MP) - L2 fire spell, higher damage over 5 hits.  Builds TP.
Funeral Pyre(MP+TP) - 50% Gravity effect--hit by fire resistance/immunity but not by fire weakness.
Napalm Bomb(MP) - MT fire damage over one hit, inflicts damage over time
Conflagration(MP+TP) - Deals fire damage over 7 hits (higher than average per-hit) to random targets.  Subpar accuracy
Inferno(MP) - L2 fire spell; MT damage over 7 hits
Plasma Shot(MP+TP) - TP-Burst ability; burns all TP and deals damage proportional to the amount of TP Erastus has.
Plasma Storm(MP+TP) - Full Field fire spell; extremely high damage over 10 hits

[Passive] - Adds 1% HP regen for every 5 TP Erastus has.

Nama's Notes - Switched around which skills have TP costs, and made the Napalm skills less MDEF-dependent.  Plasma Shot got changed to a TP Burst format.  Plasma Storm is still "HAX SIGN:BURN EVERYTHING."


Mirek
--
Essence Flare(MP) - Increases own MDEF, raises chances of being targeted.  Persists through battle.  Dispels Bunker/Layered/Deflection/Buffering Soul.
Bunker Soul(MP) - Increases party MDEF, lowers own slightly.  Persists through battle.  Dispels Essence Flare, Layered/Deflection/Buffering Soul.
Layered Soul(MP) - Greatly increases own MDEF.  Persists through battle.  Dispels Essence Flare, Bunker/Deflection/Buffering Soul.
Deflection Soul(MP) - Reflects magic(self-only).  Persists through battle.  Dispels Essence Flare, Bunker/Layered/Buffering Soul.
Buffering Soul(MP) - Increases party resistance to Disquiet.  Persists through battle.  Dispels Essence Flare, Bunker/Layered/Deflection Soul.
Purifying Soul(MP) - Weakens stats of Disquiet type enemies (reduced effects for bosses/particularly strong types?).  Lasts for 3 rounds.  Dispels Essence Flare, Bunker/Layered/Deflection/Buffering Souls.

Swift Cutter(TP) - Slashing attack that ignores counters.  Consumes half of required TP.  Fixed Strikes =1
Mail Cleaver(TP) - ITD slashing attack.  Slow recovery.  Consumes half of required TP.  Fixed Strikes =1
Revenger(TP) - Increases evade and counter rate.  Lasts 3 turns.  Consumes half of required TP.
Soul Brandish(TP) - Damage and dispels effects on an enemy
Shock Blade(TP) - Impact damage on one enemy, adds heavy delay to target.  Consumes half of required TP.  Fixed Strikes = 1
Banishing Edge(TP) - Anti-Disquiet attack on one enemy (Disquieted types take high damage, normals take regular), slow recovery.  Consumes half of required TP.  Fixed Strikes =1
Full Draw(TP) - Extremely heavy Slashing damage to one enemy.  Slow recovery.  Consumes half of required TP.  Fixed Strikes =1

[Passive] - SPD increases by 1% for every 2 TP Mirek has.

Nama's Notes - Mirek is admittedly a weird case since we kept a lot of the stat weirdness and lost some of the rest.  His basic physical isn't meant to be so dominating anymore, for example, he starts slower, and he's a lot more dependent on burning TP for his big damage.  Soul Brandish was removed to aid in removing some overlap with Isolde--ironically, he inherits one of Isolde's old IAQ skills modified to give him two benefits rather than one--A form of control that can be exerted on an enemy, and the only Draw skill that does Impact damage instead of Slashing.


Eirwen
--
First Aid(Item) - 36% health regen applied to ally over 3 turns
Recuperate(Item) - Heals physical statuses from target
Resuscitate(Item) - Heals incapacitated ally with 5% mHP
Refresh(Charges) - Restores 25% MP to a target.
Invigorate(Charges) - Increases TP gain rates by 5 for 3 turns.
Turn Boost(1) - Gives one ally an instant turn.

Speed Fang(TP) - Basic attack at half swings, takes half as long to recover
Dazing Flurry(TP) - Attack that has a chance to confuse the target
Offensive Posture(TP) - Increases own SPD, decreases EVA and MEV
Defensive Posture(TP) - Increases EVA/MEV, decreases SPD
Swarm Buster(TP) - Attacks all enemies, high TP consumption
Mad Flurry(TP) - Flurry of random-target lower-accuracy attacks.
Vulcan Chain(TP) - Attack on a target that has a 1.5x swingcount
Bloodletting(TP) - Attack that has a chance to inflict bleeding upon the target
Vital Shrike(TP) - Attack that has a chance to instantly kill the target
Accelerate(TP) - Act twice instantly

Nama's Notes - Refresh and Invigorate vary between episodes on how many charges they have.  Both will be low as all hell.  As a sidenote, if we intend to make all the healing ones item-based, I demand a fairly low cap so that she can't stockpile the things.


Bartol

Sonic Boom(MP) - STR-based magic attack, deals Impact damage.  Delays target
Kinetic Buffer(MP) - Raises self resistance to physical attacks
Staggering Impact(MP) - Attack that reduces the damage of the target's next attack
Grand Charge(MP) - Attacks a single target for increased damage, lowers all enemies' STR
Sundering Edge(MP) - Attack that lowers the target's ATK
Sweeping Blast(MP) - As Sonic Boom, only MT.  And slower to recover.
Stunning Blow(MP) - An attack that stuns an enemy for one turn
Infinite Superspeed Edge - ITD ITE attack that deals heavy damage.  Low accuracy, heavy recovery.  Fixed Swings =1

Taunt(TP) - Makes enemies more likely to target self (raises Odds stat)
Fearsome Strike(TP) - Attack that lowers target's STR
Covering Attack(TP) - Attack that hits a random enemy before covering selected target until next turn
Enrage(TP) - Berserks one enemy
Disorienting Strike(TP) - Attack that lowers target's ACC
Unbalancing Strike(TP) - Attack that lowers target's DEX
Arrogant Gambit - Greatly raises counter rate but lowers DEF for three turns.

Nama's Notes - Nothing really of note here.  Changed Sonic Boom/Sweeping Blast to make it into more of pseudomagic, though this could easily be changed to something else.


Isolde

Oversurge(HP) - Increases self STR and MAG for next attack (may increase MP costs and/or remove other STR/MAG buffs).  Instant-use.
Cold Snap(MP) - L1 ice magic, slightly delays enemy on hit
Shockwave Burst(MP) - L1 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Compression Break(MP) - Inflicts ice-elemental magic damage, lowers target DEF
Magna Spiker(MP) - Inflicts earth-elemental magic damage, hits VIT, lowers target EVA
Crystal Lancer(MP) - L2 ice magic, three hits of damage and heavier delay
Upheaval(MP) - L2 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Erosion(MP) - Earth magic attack that reduces target's physical resistances (maxes to neutral)
Execution Bind(MP) - Deals heavy ice damage, may freeze opponent

Barrier Crush(HP+MP) - Weapon attack that dispels defensive (VIT, DEF, MDEF, resistance, some invincibility) buffs
Aura Scythe(HP+MP) - Weapon attack that lowers target MDEF
Jagged Edge(MP) - Weapon attack that inflicts bleeding
Heavy Cutter(MP) - ITD weapon attack
Freeze Cutter(HP+MP) - Weapon attack at increased power, inflicts Healblock on the target enemy.  Ice/Weapon element.
Rending Blade(MP) - Weapon attack at increased power, but reduces Isolde's DEF/MDEF for the next turn.  Earth/Weapon element.

Fragmentation Blade(HP+MP) - Multiphase attack: standard physical followed by an ITE ice spell
Impact Edge(HP+MP) - Multiphase attack: standard physical followed by a MT earth spell
Axion Breaker(HP+MP) - Deals extremely heavy composite damage to a single target.  Cannot critical.  Fixed Swings=1

Nama's Notes - There, Andy, more HP+MP costing skills for you.  She only has one physical skill that only costs MP.  I guess if you feel the effects are powerful enough to warrant such, fine, though Aura Scythe feels a bit on the low end for that, pending.


Katarine (disclaimer: Technique names in particular will most definitely not be final)

Spark Cluster(MP) - L1 lightning spell: high variance and critrate, single hit, high accuracy
Executioner's Aim(MP) - Increases ally's ACC, reduces ally's EVA
Executioner's Precision(MP) - Increases ally's critical rate, reduces ally's EVA
Magnetize(MP) - Deals lightning damage to one target, reduces target's slash/pierce/impact/lightning resists for one turn
Executioner's Speed(MP) - Increases target's SPD, decreases target's VIT and SPR
Impulse Shock(MP) - L2 lightning spell; increased power from L1 version
Executioner's Power(MP) - Increases target's STR, decreases target's SPR
Executioner's Will(MP) - Increases target's MAG, decreases target's VIT
Chaos Spark(MP) - ITE lightning attack, high power, 100% variance

(Spread Formation only)
Wisp Spread(TP) - Attacks each enemy with (shots/3, round up) shots
Nemesis Mirror(TP) - Attacks all enemies once, with a full set of randomly-targeted shots following
Lanzerkanone(TP) - Standard attack sequence based on DEX instead of normal shot count (specific multiplier)
Sword Breaker(TP) - STR-based attack chain on one enemy followed by ITE normal attack chain
O.O. Launcher E-type(TP) - Full attack chain on all enemies

Suppression Fire Type-N - Low-damage random-targetting attack that reduces targets' EVA until their next turn.
Focused Fire Type-R - Standard attack that focuses all shots on a single target.
Supporting Fire Type-A - Attack that deals low damage but adds a flat increase to the damage the target takes from its next attack.


(Focused Formation only)
Cross Smasher(TP) - High-CT attack with increased ATK
Halberd Shooter(TP) - Single shot followed by two randomly-targeted lower-ACC hits
Photon Laser(TP) - Attack with 100% critical rate
Lanzerkanone W(TP) - Standard attack sequence based on DEX instead of normal shot count (specific multiplier)
Mega Flasher(TP) - Attack with high power, but renders Katarine unable to act on her next turn

Sustained Shot Type-B - Attack at reduced damage that may inflict Burn on a target.
Locked Shot Type-V - Attacks with a 100% critical rate.
Cluster Shot Type-F - MT attack at reduced damage that reduces targets' ACC for their next turn.

[Passive] ATK increases by 1% for every 1 point of TP.  I will adjust base weapon ATK values for this so that it doesn't end up with silly values.

Nama's Notes - Well, at least the war over Katarine's skillset is dying down.  Lightning magic gives her a bit of (albeit unpredictable) offensive variety that lets her stay relevant, though I was half-tempted to give her low-level ice magic as well to diversify the cast a bit more.  That aside, she's designed to be as offense-focused as possible--closest thing she's got to a defensive skill is Cluster Shot Type-F, and she can't keep that up forever.
« Last Edit: August 07, 2012, 11:14:32 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

AndrewRogue

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Re: Disquiet (Working Title) - Character Concepting
« Reply #26 on: June 26, 2012, 08:56:08 PM »
Mirek Sebrle (Filler Names, yes)

Guardian's Strike (Passive): Basic attacks increase in power the more Focus Mirek has.

Guardian's Shroud (MP): CT Boost, increases party MDef for a short time.

Guardian's Defense (MP): CT Decrease, significantly increases target MDef, as well as as grants immunity to Disquiet damage.

Guardian's Reversal (MP): Reflect incoming spells for a limited time.

Counterstance (Focus): Lowers speed, but increases evasion and counter attack rate.

Staggering Blow (Focus): Damage + Speed Decrease, Accuracy Decrease, Chance of Silence

Deathblow (Focus): Instant death.

Second Wind (Focus): Drops Speed/Eva and restores MP.

One Stroke (Focus/MP): Massive damage + CT decrease

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Re: Disquiet (Working Title) - Character Concepting
« Reply #27 on: June 26, 2012, 10:05:22 PM »
Eirwen Glass (Skill names, placeholders, etc

Patch-Up (MP): Provides regen to target character.

Encourage (MP): Provides an MP boost to target character.

Inspire (MP): Increases focus generation to target character.

Defensive Stance (Focus): Short duration Evasion boost, prevents Focus gain while in effect.

(Knife Skills)
(Quarterstaff/Polearm Skills)

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Re: Disquiet (Working Title) - Character Concepting
« Reply #28 on: June 28, 2012, 06:27:15 AM »
My plan was to generally Evaluate, Edit, Suggest, Supplant instead of invent. So I'll start with Noemi. Gonna go with combining the best aspects of Andy and Nama's stuff rather than ticking off all their stuff. In general though, I'm a fan of her proposed system of boosting certain spells via Focus. I'd require a bit more cost though, maybe a half turn to charge on average, and make the results similarly worth it. You can thereby improve/differentiate her from certain characters that have similar stuff to a greater degree.

Probably will be slightly lower on the amount of abilities than both, since planning for first episode. Too many skills doesn't leave us with many places to go (though I get too little makes it not as interesting)

Names are of course of no consequence, but I like the idea to call the limit attacks Crescendos.

Noemi

- Prodigy (MP/Focus): Noemi copies certain abilities from other characters.
(Obvious one. I would say though that it requires focus to both grab AND keep a skill, and she can restore the initial focus by cancelling the spell if thats possible).

- Flare Shot (MP): Single target, multi hit Fire Spell.
      -Crescendo (MP+Focus): Requires a full turn wait. Hit all, multi-hit Fire spell. Increased fire damage per hit vs Flare Shot.
(Reflects Noemi pretty well. She's travelling with super-firemage Erastus, so her standby Fire spell is understandably going to get super-boosted on focus, reflects her ability to make jumps well, and the wait can serve to differentiate it from Erastus stuff)

- Dance Against Demons (MP): All characters gain resistance to Disquiet damage.
      -Crescendo: (MP/Focus): Half-turn wait. All characters gain immunity to Disquiet damage for 2 turns.
(Don't see much need for change here. Reflects her Disquiet focus pretty well, but possibly better served on Mirek as a Guardian? His Reflect though works just as well for him, so this'll fit her. Timing... immunity is good, 2 turns... not so much in CTB. Speedy characters may even outspeed it's usefulness)

- Spark Cluster (MP): - Lightning spell, high accuracy, critical, and variance, single hit
      -Crescendo: (MP/Focus): Quarter-turn wait. Boosted lightning spell, higher base damage, ITE.
(A spell for speed and a solid punch. You can make the focus hit a bit higher than normal to counteract the high speed)

- Crumbling Sonata (MP): Moderate earth elemental damage to all targets.
      -Crescendo: (MP/Focus): Half-turn/three-quarter turn wait. Moderate earth elemental damage to all targets and delays their next turn significantly.
(Crescendo is more about the speed hit against the enemy than the damage. The speed at which she gets this move off depends on balance, really.)

- Knockout (MP) - Inflicts sleep upon a single target, good chance
      -Crescendo: (MP/Focus) - Hits three randomly-selected targets.  Repeat targets are checked for sleep per hit.
(Fills out the skillset nicely, doesn't need much changing)

5-6 seems right for most characters first episode, maybe 6 for Erastus and Bart. For Noemi, this covers her bases pretty well I think without going overboard, since it's technically 10+infinity skills considering Prodigy.

I like Andy's idea for her debuff, but that seems more like Episode 2 territory, full-field dispel as well but that also may fit another character better.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #29 on: June 30, 2012, 08:03:40 PM »
Review of last meeting regarding skillsets:

*Noemi, Kasia, Mirek, Eirwen, and Erastus were mostly solidified.

*Low-level universal elemental spells attached to equipment were agreed to be a decent addition and if they interfered with balance too much, they were easy to remove or just turn into enemy-only skills. Appr. 5 spells planned, one for each major element. The equip is likely to be an accessory-type called Echo Sigils.

*Noemi's primary features are her Prodigy ability for variety, her Crescendos for MP/FP interplay, and the unique ability among the PCs to use Disquiet as a damage element. Her Disquiet spell will be used to allow her a method to 'keep up' on the damage scale with Mirek and Isolde. The Disquiet spell will likely feature some kind of turn-delayed damage or Damage-over-time effect (thus making it unlikely to be buff-able). It is likely that she will regen low amounts of MP on her physicals.

*Kasia's buffs need some retooling due to the combining of VIT and SPR into a single VIT stat. It was agreed that a 'panic button'-esque MT Auto-Life technique was a good addition to her skills. Second Wind - MT Auto-Life that revives downed allies with 15% mHP and inflicts Healblock for X turns. It was agreed that some of Kasia's heals/buffs/status skills should be available on at least one or two other PCs.

*Mirek was agreed to be fine as posted.

*Eirwen was noted as having some low-level ally-targeting MP/FP regen/healing to round out her "First Aid" style skillset. Might still be worth looking into a Hi-Item-type skill for her, but Items haven't been discussed yet.

*Erastus, for plot reasons, is getting a Summoning-type Aesthetic to most of his fire skills (Think: Andy's names, Nama's skill descriptions). It was also agreed that he gets a Magic-Burst style skill, most likely the Agni Titan.


074

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Re: Disquiet (Working Title) - Character Concepting
« Reply #30 on: July 04, 2012, 05:24:07 PM »
--Because we might as well complete the set.  Currently assuming that bows/crossbows have single shot-count as of current.

PC Tentatively Named Dai

HP:D
MP:C
STR:B
VIT:D
[SPR]:C
DEX:C
MAG:[Whatever the hell it needs to be, damnit.  Do Guardians even have a use for their MAG stat?]
SPD:C
EVA:C/A

Weapon: Bows, Crossbows
Armor: Light

TP mechanic: Dai is rather simple compared to the rest--his TP doesn't go up unless he actually bothers to spend turns aiming (IE: aim skill that boosts his own TP fairly significantly)...but it degrades over time.

Critical rate rises alongside TP.

Proposed skillset:

Aim(Free): Increases TP.  Self-only.
Camouflage(MP): Lowers chance of being targeted (lowers odds stat).  Battle duration.  Cancels Essence Flare.
Essence Flare(MP): Increases own MDEF, raises chance of being hit.  Battle duration  Cancels Camouflage, Dampening/Imbue/Stalwart Soul.
Dampening Soul(MP): Lowers MAG field-wide.  Battle duration.  Cancels Essence Flare, Imbue/Stalwart Soul.
Imbue Soul(MP): Attacks gain lessened Anti-Disquiet property.  Self-only.  Battle duration.  Cancels Essence Flare, Dampening/Stalwart Soul
Stalwart Soul(MP): Improves resistance to magically-induced status effects.  Battle duration.  Cancels Essence Flare, Dampening/Imbue Soul.

Draining Shot(TP): Weapon attack that also does MP damage to a target
Clouding Shot(TP): Weapon attack that lowers target's MAG
Sealing Shot(TP): Weapon attack that may inflict Silence on an enemy
Locked Shot(TP): ITE weapon attack with increased damage
Purifying Shot(TP): Anti-Disquiet attack to one enemy.
Precise Shot(TP): Weapon attack that adds DEX to STR.
Vital Shot(TP): Weapon attack with a chance of instantly killing the enemy.
Rapid Shot(TP): Series of weapon attacks at reduced power.  Very high TP cost.

[Passive] Critical rate rises by 1% per 4 TP gained.

Nama's Notes - Clarified the soul abilities and changed Aim to a free effect--it already costs a turn to get the TP off of that.  Unsure about Precise Shot right now--as-is it's a bit on the weak side when compared to a basic attack against average- or low-DEX enemies.  Though I guess it fills the niche against high-DEX...
« Last Edit: August 07, 2012, 04:24:59 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

AndrewRogue

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Re: Disquiet (Working Title) - Character Concepting
« Reply #31 on: July 06, 2012, 05:07:07 PM »
Dai looks more or less acceptable for the moment.

074

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Re: Disquiet (Working Title) - Character Concepting
« Reply #32 on: July 09, 2012, 05:22:03 AM »
Averages of a sort, since I was requested, assuming C is some nebulous 0, and each one above or below is 1 (so B = 1, D = -1, so on)

HP: C+1/9
MP: C-1/9
STR: C -2/9
VIT: C -1/3 (full C- in old IAQ terms)
DEX: C +2/9
MAG: Without Guardians, average is C+4/7.  Guardians are now to be assigned either one D and one G, or two Fs, if we want it to average out to C (though that wouldn't quite be necessary.  Doesn't matter in-game anyway)
SPR: C +4/9 (C+ +1/3 in old IAQ terms)
SPD: C -1/3 (See VIT)
EVA (using ad-hoc merging): C -1/9
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

AndrewRogue

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Re: Disquiet (Working Title) - Character Concepting
« Reply #33 on: July 09, 2012, 05:24:46 AM »
Topic updated to reflect 7/6/12 meeting

AndrewRogue

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Re: Disquiet (Working Title) - Character Concepting
« Reply #34 on: July 09, 2012, 07:30:19 AM »
Oh yeah. Unique Defend commands. We wanted those. People should theorize some about them here too/if they're worth it/what they do

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Re: Disquiet (Working Title) - Character Concepting
« Reply #35 on: July 09, 2012, 07:43:50 AM »
This one drifted through my mind.  Erastus takes damage while defending as Fire damage.
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Re: Disquiet (Working Title) - Character Concepting
« Reply #36 on: July 09, 2012, 03:07:46 PM »
Even if we're not using Echo Sigils as skill-granting equips, I think we were leaning towards one-use Magic-casting items (a la WA Gems) running off of a PC's MAG stat, so there is a theoretical use for Guardians and other physicallers to have a MAG stat.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #37 on: July 11, 2012, 09:26:20 PM »
Rough learning order for PCs!    Because skillset learning order is fun and educational--well, okay, not educational, but it helps.

Currently using the assumed full-scale skillsets until that changes...

PCs debuting in C1

Noemi

Prodigy -- Initial
Flare Shot/Flare Shell -- Initial
Sleeping/Knockout -- Initial
Empower/Energize -- C1
Spark Cluster/Thunderstrike -- C1
Flame Blade/Burning Armory -- C2
Spell Buffer/Spell Barrier -- C2
Lethargy/Binding -- C3
Vanisher/Eraser -- C3
Flash Burn/Flash Bomber -- C4 (replaces Flare Shot/Flare Shell)
Unnamed damage ability -- C4/C5


Kasia

Recovery -- Initial
Cleansing -- Initial
Bolster -- Initial
Poison Shot -- Initial
Barbed Shot -- C1
Leg Shot -- C1
Resurrection -- C2
Reinforce -- C2
Purge -- C2
Retreating Shot -- C3
Swiften -- C3
Arm Shot -- C3
Rejuvenation -- C4
Resist -- C4
Quick Shot -- C4
Second Wind -- C5


Erastus

Flare Shot -- Initial
Fireball -- Initial
Napalm Shot -- Initial
Searing -- C1
Blasting Spread -- C1
Funeral Pyre -- C2
Napalm Bomb -- C2
Flash Burn -- C3 (Replaces Flare Shot)
Ignition -- C3
Conflagration -- C3
Inferno -- C4 (Replaces Fireball)
[Magic Burst-alike] -- C4
Plasma Shot -- C4
Plasma Storm -- C5


Mirek

Essence Flare -- Initial
Bunker Soul -- Initial
Mail Cleaver -- Initial
Banishing Edge -- C1
Layered Soul -- C2
Swift Cutter -- C2
Buffering Soul -- C2
Revenger -- C3
Deflection Soul -- C3
Full Draw -- C3
Soul Brandish -- C4
Purifying Soul -- C5


Eirwen

First Aid -- Initial
Speed Fang -- Initial
Bloodletting -- Initial
Vulcan Chain -- Initial
Resuscitate -- C1
Offensive Posture -- C2
Defensive Posture -- C2
Recuperate -- C2
Mad Flurry -- C2
Dazing Flurry -- C3
Accelerate -- C3
Swarm Buster -- C3
Vital Shrike -- C4
Turn Boost -- C4


Bartol

Taunt -- Initial
Fearsome Strike -- Initial
Sonic Boom -- Initial
Kinetic Buffer -- Initial
Staggering Impact -- Initial
Disorienting Strike -- C2
Grand Charge -- C2
Enrage -- C2
Sweeping Blast -- C3
Arrogant Gambit -- C3
Sundering Edge -- C3
Unbalancing Strike -- C4
Stunning Blow -- C4
Infinite Superspeed Edge -- C4
« Last Edit: July 11, 2012, 09:27:53 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #38 on: July 12, 2012, 10:32:45 PM »
List of status effects

These are "status effects" as defined by the engine, which includes things like buffs and debuffs, as well as passives. It is based on the information contained within this thread and is subject to change.

Incapacitated (1)

Buff: (22)
Oversurge (STR/MAG up 1 turn)
Empower (STR up)
(VIT up)
(MAG up)
(SPI up)
(SPD up)
Energize (ATK up)
(ACC up)
(MDEF up)
(MDEF up more)
Revenger (EVA/counter up)
(Counter way up)
(ODDS up)
Flame Blade
Imbue Soul (anti-disquiet attacks)
Spell Buffer
Reflect
Disquiet resist
Status resist
Regen
Auto-life
Quick

Debuff: (16)
(STR down)
*(VIT down)
*(MAG down)
*(SPI down)
*Slow (SPD down)
(DEX down)
(ATK down)
*(DEF down)
*(MDEF down)
*(EVA down)
*(ODDS down)
Erosion (phys resist down)
(fire resist down)
(lightning resist down)
(All stats down)
(damage up one attack)

Status: (12)
*Healblock
Bleeding
Ongoing fire
Binding (counter/crit down)
Weaken (damage down, 1 turn)
Blind
Silence
Confuse
Berserk
Stun
Sleep
Freeze

Passives: (4)
Mirek passive
Erastus passive
Katarine passive
Djai passive

Defend-specific effects: (?)


Negative effects marked with a star can be self-inflicted as penalties, which means we need to tread lightly with regards to (a) creating immunity to them, and (b) providing ways to heal them.

Note that RMVX provides natural support for some status effects "cancelling out" others... e.g. if the DEF Down status is applied to someone with DEF Up, we can set things up so both are cancelled. I recommend doing this, and of course that does provide one way to lift otherwise difficult-to-heal stat debuffs.

(Also, yes, I'm aware that modifiers to the Odds status effect could be considered either positive or negative.)
« Last Edit: August 18, 2012, 10:33:10 PM by Dark Holy Elf »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #39 on: July 16, 2012, 07:58:02 PM »
So I want to raise a couple of questions, since these things are still bothering me.

1. Eirwen's MP. Especially given the way MP is working out at the moment, Eirwen's skills (flavorwise) really make no sense being tied to MP. What's a good solution here? The only thing I can immediately think of is deviate her from the MP/Focus norm and introduce a charge system or something for her.

2. Erastus' Focus. This one also doesn't quite sit right with me, and I'm not really seeing any major potential for gameplay dynamic from it. Maybe he should also deviate from the MP/Focus dynamic, giving us ~3 characters who are notably different from the norm? It would sort of make sense since the three are, in theory, different (Isolde and Erastus being significantly older/more experienced, Eirwen lacking magic).

3. Katarine's Focus. Actually need to solidify this. Kinda wishy-washy right now.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #40 on: July 16, 2012, 10:52:18 PM »
It might just be because I am listening to a song with a lot of build up now (put a little mustard on that mustard) am a little pumped, but how about something a little different for Erastus.

You floated running him only on MP maybe to make him the more magey mage.  Stick with that, but leave a focus style bar.  Have it build up at like 2 points a turn.  He has nothing to spend it on.  Make him get 1% more damage for every point of focus he has. 

Burn the world bro.  Burn the world.

Edit OH OH OH make it go up double each turn and always start with 1 focus.  MMMMMMMm dat fire.

Edit edit - Hmmmm So by turn 6 he would have doubled damage, I don't really like that I think it scales up too quickly.  And then I realised you could make it sub for MP in the Magic burst skill and that shit is fucking hot.   Trade long term damage for burst?  Classic design choices wheeeee.

Edit edit edit - ofcourse if you only make it a 50% or 25% damage boost overall it is far less worrisome a scaling factor.
« Last Edit: July 16, 2012, 11:01:12 PM by Grefter »
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Re: Disquiet (Working Title) - Character Concepting
« Reply #41 on: July 19, 2012, 10:06:54 AM »
Alright, since Andy has questions, I guess I can answer them with some degree of feasibility...

1: There's a couple of possible solutions here.  YEM alternates to MP include not only HP and TP, but cooldowns, charges(restorable at the end of a battle or at a rest point), money-costing skills, and item-costing skills.  Each has their upsides and downsides, though honestly I'd like to avoid the latter two on the basis that it encourages hoarding of items.

2: Eh.  I guess if you want we can just make him a standard mage with super-deep resources or something.  The other thought is just an odd sort of inversion of Eirwen's TP; MP starts at full, and regenerates so much every turn.  Either way works, really.

Re:Grefter--as far as I can tell, it's not really possible to have a TP growth that goes and doubles every turn in VX. 

3: Okay, yeah.  Katarine's focus does need to be solidified, since as of current, it's a prototypical version of Kasia's.  So let's see, so far we have:

Noemi: Limit-style TP build/usage--goes up with damage dealt.
Kasia: Builds with attacks, lowers if she has to cast spells.
Erastus: Whatever we're deciding on for him, but he's likely not in the standard TP club at this point, needless to say.
Mirek: Builds over turns slowly.  Boosts damage or whatnot as well.
Eirwen: Builds over turns quickly.  Spent in similarly large quantities.
Bartol/Jernej: Builds over taking damage and taunting/enraging opponents.  Does not lower.
Isolde: No TP.  Spends HP for higher-power attacks as well as Oversurge boosting.
Djai: Aim skill builds TP in large chunks.  It's then used for varied skills in turn.

Looking at this, Katarine obviously needs to have something that stands out.  Looking at the above, I can come up with the following suggestions:

*(From Andy): Start with full TP (or a high amount on battle start/end), weapon techniques drain it.  Can be interpreted as a sort of ammo gauge, I guess.  ...actually don't mind this, makes a bit sense if they'd need to be recharged between fights.  Would need to probably give Eirwen-esque TP costs to prevent abuse in such a case.
*Alternatively, though it's a silly idea, an inverted version of Kasia's: boosts while using buffs--charge as you go?  Possibly combine with the bleed concept from earlier--perhaps the devices lose their charge over time?  Basic attacks, defending, and non-buff magic (more excuse for her to have some offensive magic, cough cough) being actions that'd end up bleeding her TP down.
« Last Edit: July 20, 2012, 02:27:49 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #42 on: July 19, 2012, 04:18:50 PM »
1. I do kind of feel like Charges (restore post battle) is probably the best bet, since Eirwen's skills are some mix of moral support and patching up. Cooldowns could also possibly work though.

2. I actually do kind of like the idea BURN THE WORLD bar. Not sure I like it increasing raw damage, but there is merit to the idea...

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Re: Disquiet (Working Title) - Character Concepting
« Reply #43 on: July 19, 2012, 04:23:16 PM »
I have no opinion on what mechanic you go with, but just chiming in to say we can easily make focus modify damage for a specific PC if that's what we want.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #44 on: July 19, 2012, 10:17:12 PM »
One thought that had occurred to me was to tie it into his spell formula (when I was trying to work out how it would probably function, close NEB?) and realized that means you could make specific spells scale differently with his focus as well, so you could have one of his weaker spells scale up faster and overtake others or equal other spells later on giving you variations in cost effectiveness as battle goes on.

Two things I can think of doing this.

You make some spells you normally use for utility scale up to the level of raw damage spells, so at high TP levels he can be keeping around full damage while debuffing.

Also you could make cheap spells scale more than other spells so at high levels of TP his mana usage just gets more efficient.

I could also see combining them so you still have a cost to spamming status spells with the higher TP cost.

Sad you can't make a function for TP change at end/start of turn to call to itself to add.  That probably rules out the other small dream I had of getting all Fibonacci up on this bitch and making them call back to previous turn's TP plus this turn's TP.  It doesn't play properly at high levels of TP if Magic Burst skill burns up TP anyway (I don't think can make that work well while doing funky exponentially scaling TP gains anyway), but it was a fun idea I was toying with.

I suppose another option is to set a target for how long you want fights to go and set a raw TP gain to get his focus around a sane level at the end of fights?  You could even make your expected turn count lower than the cap on his TP so if you drag fights on Erastus is going to finish this shit (Kind of inverse implementation of Zeboyd's enemy scaling functionally?).
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The king perfect of the DL is and always will be Excal. - Superaielman
Don't worry, just jam it in anyway. - SirAlex
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Re: Disquiet (Working Title) - Character Concepting
« Reply #45 on: July 19, 2012, 10:54:23 PM »
While I'm thinking about it, the other option would be the reverse. Erastus starts all excited about burning the world and just gets bored as things go on longer (not sure this works too well since we do have character switching, but we do have a lack of front loaded PCs, in theory).

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Re: Disquiet (Working Title) - Character Concepting
« Reply #46 on: July 19, 2012, 11:04:34 PM »
Too depressingly close to how anger really works not the sexy sexy peaking that those of us with anger management problems dream of.

Would favour whichever one suits his character best.  Is he a slow burner or flash in the pan type?
NO MORE POKEMON - Meeplelard.
The king perfect of the DL is and always will be Excal. - Superaielman
Don't worry, just jam it in anyway. - SirAlex
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Re: Disquiet (Working Title) - Character Concepting
« Reply #47 on: July 19, 2012, 11:09:51 PM »
He seems more of the slow burner type in general. Mainly because he likes heinous/hilarious/painful revenge. So yeah. Build up would likely work better.

Might be worth considering that focus style for Kat instead (making it influence her basic attacks because rawr focus use is hard!)

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Re: Disquiet (Working Title) - Character Concepting
« Reply #48 on: July 20, 2012, 12:23:33 AM »
Well if you wanted a character to lead with that burns out quick then you could just make start at full and  have stuff cost TP constantly and then regen in the back row if possible?
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Re: Disquiet (Working Title) - Character Concepting
« Reply #49 on: July 20, 2012, 08:22:35 PM »
Hopefully I'll have this completed in time for meeting tonight, so here we go.

Numerical stat assignments!

Seeing level as going from 1 to...hm, 65 or so (Not seeing much leveling in C6, admittedly), with PC stats doubling by level 51.

With that in mind, base stats as shown here (Note: Some characters have undergone notable or less notable build changes.  Goddamn over-SPR'd cast.)

[EDIT] Now displaying: level 70 stats as well!

Noemi:
HP:300 -> 728
MP:280 -> 680
STR:54 -> 131
DEX:64 -> 156
VIT:57 -> 138
MAG:74 (74.4) -> 181
SPR:57 -> 138
SPD:72 -> 175
EVA:25%

Kasia:
HP:311 -> 755
MP:260 -> 631
STR:72 -> 175
DEX:53 -> 129
VIT:66 -> 160
MAG:60 -> 146
SPR:69 -> 168
SPD:57 -> 138
EVA:20%

Erastus:
HP:356 -> 864
MP:320 -> 777
STR:30 -> 73
DEX:42 -> 102
VIT:42 -> 102
MAG: 94 (93.6) -> 228
SPR:60 -> 146
SPD:45 -> 109
EVA:20%

Mirek:
HP:289 -> 701
MP:80 -> 194
STR:60 -> 146
DEX:71 -> 173
VIT:45 -> 109
MAG:65 (64.8) -> 158
SPR:78 -> 189
SPD:42 -> 102
EVA:30%

Eirwen:
HP:244 -> 592
MP:(CHARGES.  So either 0 or 40.  40 is loltastic anyway by standard scale.)
STR:42 -> 102
DEX:81 -> 197
VIT:51 -> 124
MAG:22 (21.6) -> 53
SPR:39 -> 95
SPD:78 -> 189
EVA:35%

Bartol/Jernej:
HP:323 -> 784
MP:160 -> 388
STR:102 -> 248
DEX:57 (56.5) -> 139
VIT:84 -> 204
MAG:55 (55.2) -> 134
SPR:51 -> 124
SPD:60 -> 146
EVA:0%

Isolde:
HP:368 -> 893
MP:200 -> 486
STR:96 -> 233
DEX:50 (49.5) -> 122
VIT:72 -> 175
MAG:89 (88.8) -> 216
SPR:66 -> 160
SPD:51 -> 124
EVA:10%

Katarine:
HP:278 -> 675
MP:220 -> 534
STR:24 -> 58
DEX:67 -> 163
VIT:60 -> 146
MAG:84 -> 204
SPR:54 -> 131
SPD:69 -> 168
EVA:15%

Djai:
HP:266 -> 646
MP:140 -> 340
STR:78 -> 189
DEX:60 -> 146
VIT:54 -> 131
MAG:50 (50.4) -> 121
SPR:63 -> 153
SPD:63 -> 153
EVA:30%
« Last Edit: August 02, 2012, 08:54:37 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.