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Posted

Hi, everyone! This is your Game Manager speaking. :grin:

As was discussed earlier, the job classes were in a need of a new, bigger balancing act. Below is a list of all the changes implemented to the existing job classes. The biggest overall change is the increase in ether cost for almost all ether-based classes, to make ether matter even in the higher classes. Some classes were in the need of nerfing (ie. making them less potent) while others needed a lift in their appeal.

These changes will go into effect immediately, and are not negotiable at this stage. There was plenty of time to discuss them earlier. Everyone must familiarize themselves with the changes, and if you need clarifications to anything, ask them here.

IMPLEMENTED CHANGES:

Cleric: Miracle costs 1 ether per healed ally.

Mage: Magic Burst is no longer random elemental, and costs 1 ether per damaged enemy.

Shaman: Blood Ritual costs 1 ether.

Battle Mage: Circle of Might & Magic costs 1 ether per damaged enemy.

Sage: Magical Vortex changed to Arcane Vortex and costs 1 ether per damaged enemy and healed ally. If ether is depleted, only 1 ether is regained.

Druid: Roots of Life costs 1 ether per healed ally and 5 additional ether per revival.

Evoker: Summoned spirits cause damage equal to 2x summoner’s level. Summon Burst costs 1 ether per damaged enemy.

Sorcerer: Razzmatazz costs 1 ether per damaged enemy.

Minstrel: Nanny’s Lullaby removed. Battle Songs cost either 1, 2 or 5 ether per affected target. Some Battle Songs stack with positive effects and negate negative effects. Sound of Music includes attack against all enemies + free random battle song.

Dragoon: Mistrust removed. Pet dragon’s health is 30+Dragoon’s level.

Cannoneer: Track Down trait replaced by Perquisite to Dain Almight’s Bomb Shelter. BOMBARD adds the bomb’s power, element and effect to the attack. Barrage uses the same chosen bomb three consecutive times (if bomb was not chosen, three attacks against the target). CRAFT BOMB recreates the last bomb that was used in BOMBARD or Barrage.

Alchemist: CHRYSOPOEIA creates Gold Bar (worth 50 gold).

Beast Warrior: Beast Unleashed causes bleeding with each consecutive hit.

Weather Mage: Disaster causes damage equal to weapon power added to level and costs 1 ether per damaged enemy. MIST causes additional ”misty” weather that affects all combatants during the next round.

High Cleric: Hallowed Ascension costs 1 ether per healed ally and 5 additional ether per revival. ARC HEAL costs 1 ether per healed ally.

Archmage: Magic Cataclysm and ARC SPELL costs 1 ether per damaged enemy.

Mime: Cannot use equipment that are unique to opposite gender, another race or specific character.

Prophet: Alea Iacta Est costs 1 ether per affected target and 5 additional ether per revival, and is no longer affected by lucky-effect. Prophet regains full ether if ether runs out before or during the skill.

See the Rules and the Training Room for further details. Do note that if you've visited the topics recently, it might take a while for the pictures to update themselves into the new versions.

EDIT on the 30th of April: CHRYSOPOEIA changed.

Posted

There's one clarification I'd like to make myself: when the rules say "costs 1 ether per damaged/healed target", it means ether is consumed only if the enemy is not immune to the spell's element or the healed ally is not at full health or knocked out already. So even though the ether cost has increased for most ether-based classes, the Shield-skills do not waste ether recklessly.

Posted (edited)

I know I am late to this discussion, but I just thought about this. It compliments the Alchemist's Mixture ability and goes with the alchemy myth (lead into gold):

Alchemist: CHRYSOPOEIA generates 1 random treasure item, determined by dice roll (Crystal Ball, Golden Crown, Silver Ore, etc, basically ranging from value of 50 - 500 gold).

Edited by UsernameMDM
Posted

Alchemist: CHRYSOPOEIA generates 1 random treasure item, determined by dice roll (Crystal Ball, Golden Crown, Silver Ore, etc, basically ranging from value of 50 - 500 gold).

I respect Sandy's wishes, but I do like this. :thumbup:

Posted

That seems like an easy way to rack up a lot of money very very quickly.

Still, the current way could rack up money quickly too. If an alchemist keeps only, say, a Silver Ore in their inventory, it can go up to almost 2,000 gold in 5 rolls of miss.

Posted

I'm assuming it can only double once? Lets look at the math:

Assuming 60 rounds of battling in a quest, that's about 10 misses. (Not taking into account lucky.) If someone keeps a single pece of silver ore (50 gold?) in their inventory:

50/100/200/400/800/1600/3200/6400/12800/25600/51200 gold by the end of the quest.

Posted

Easier than it was before? It's even easier to rack up gold with Sandy's system.

My assumption was that each piece of treasure could only get doubled once, but if I'm mistaken, I much prefer UsernameMDM's.

Posted

I do not want to make the Alchemist's roll too complicated, but I understand how it currently could still be abused.

So I'll use UMDM's suggestion and have CHRYSOPOEIA create a treasure item, instead. That way nobody should have issues with the skill anymore.

Posted

Gah, stop changing it. :wacko:

I will, as soon as people stop nagging me about it. :tongue:

But yeah, this solution is probably the best I can find. You (or actually, we) will get 50 gold every time we roll a 4, but can only spend it on shops.

Posted

The wiki has also been updated with these changes now.

I also forgot that the extra Minstrel's Battle Songs that have been dropped during quests need tweaking as well. The changes made for those are marked in red:

Hundred Hero Hymn (Battle Song that doubles the current and maximum health for the rest of the party for the remainder of the round. Stacks with the inspired-effect. Costs 2 ether per ally.)

Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 2 ether per damaged enemy. Battle Song)

True Love Serenade (Restores 50 health to the rest of the party instantly. Costs 2 ether per healed ally. Battle Song)

Murder on the Dancefloor (Has 1/6 chance of instantly knocking out each opponent (unless immune to sudden death) when sung. Costs 5 ether per non-immune enemy. Battle Song)

Posted

You're missing a few, Sandy. I assume they're the same as Serenade of Water?

Waltz of the Tundra: Causes Ice damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 2 ether per damaged enemy. Battle Song.)

Minuet of the Forest: Causes Wood damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 2 ether per damaged enemy. Battle Song.)

Bolero of Fire: Cause Fire damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 2 ether per damaged enemy. Battle Song.)

  • 5 months later...
Posted

ANNOUNCEMENT!

Some adjustments have been made to three job classes:

Chi Monk: the Shield-skill Chakra is now used on the target of healing instead of only the Chi Monk. If the Chi Monk has chosen to attack instead of heal, it will target itself. This should make the class a more viable option for healers.

Necromancer: Amplified Hit is now calculated to use the total power of the undead army added to WP and Level, instead of the amount of undead multiplying WP. This balances the class while still keeping it powerful when a large number of enemies have been raised.

Prophet: Meditate to Nirvana now restores 25 ether instead of full ether. Likewise, if the prophet runs out of ether during Alea Iacta Est, they will gain 25 ether instead of full ether. This makes ether management more of an issue to the class.

These changes will take effect immediately.

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