UsernameMDM Posted April 8, 2015 Posted April 8, 2015 Ah, yes. I will change it so the dragon's health is 30 + Dragoon's level. Woohoo! Thanks! Quote
JimBee Posted April 8, 2015 Posted April 8, 2015 I like the changes made for Cannoneer a lot. I think the new idea for Chrysopoeia is great, but like when Rogues were nerfed awhile back, I think QMs should start dropping treasures more often. I think I've gotten a grand total of two (including the Crystal Ball from 129) so far in the game. As for ether costs, I think we should make the cost of the same action universal across classes. Druid and Necromancer should have an ether cost of 1 per revival. Minstrel still has a lot of issues, and I agree with Chromeknight that there's little incentive for them to attack instead of sing. I think the solution is to continue to increase the cost of songs rather than buffing the attack rolls. I like the cost of 10 ether for buffing allies, and 5 ether per round for debuffing enemies. Black Knight and Paladin were fine as they were, IMO. I think Hide is kind of a weak roll for the class and puts Berserker at an advantage when comparing the two, but the SHIELD roll was good with a x4 multiplier. Maybe if you wanted to make it more unique, have the multiplier be equal to the number of items stolen that battle. Quote
UsernameMDM Posted April 10, 2015 Posted April 10, 2015 An Undead Humanoid would take normal damage from a weapon imbued with an Amethyst & Diamond? Quote
Asphalt Posted April 10, 2015 Posted April 10, 2015 (edited) that is the way it has been explained to me. No bonuses, but no immunities either. Edited April 10, 2015 by Asphalt Quote
UsernameMDM Posted April 10, 2015 Posted April 10, 2015 (edited) Or would it take x2 from the Diamond because Humanoids aren't immune to Light? Technically, Undead is NOT immune to Dark, at least according to the elements rules page. Edited April 10, 2015 by UsernameMDM Quote
Asphalt Posted April 10, 2015 Posted April 10, 2015 (edited) But they(humanoids) don't take double damage from light either. Now I don't know, every time I think I have a handle on the conflicting element issue another situation comes up. I would simplify it by removing one of the two types from the enemy. Make it either Humanoid, or Undead. Then it is easier to answer. Edited April 10, 2015 by Asphalt Quote
UsernameMDM Posted April 10, 2015 Posted April 10, 2015 But they(humanoids) don't take double damage from light either. Not immune to it either. Quote
Myrddyn Posted April 10, 2015 Posted April 10, 2015 4x, I'm pretty sure. Undead is immune to physical, and weak to light, but unlike dark/demon not immune to dark. Humanoid takes 2x from dark but has no strength against light. Quote
UsernameMDM Posted April 10, 2015 Posted April 10, 2015 4x, I'm pretty sure. Undead is immune to physical, and weak to light, but unlike dark/demon not immune to dark. Humanoid takes 2x from dark but has no strength against light. That was my first thought, but I was wondering if CMP and other QMs use that type thinking that it takes normal damage from Dark/Light weapons. Quote
Sandy Posted April 10, 2015 Author Posted April 10, 2015 An Undead Humanoid would take normal damage from a weapon imbued with an Amethyst & Diamond? No, it takes quadruple damage, since both types are vulnerable to one element but not strong against either. Come on, the elemental modifiers aren't rocket science... Quote
Palathadric Posted April 10, 2015 Posted April 10, 2015 (edited) They aren't?!? Edited April 10, 2015 by Palathadric Quote
UsernameMDM Posted April 10, 2015 Posted April 10, 2015 No, it takes quadruple damage, since both types are vulnerable to one element but not strong against either. Come on, the elemental modifiers aren't rocket science... That was my first thought, but I was wondering if CMP and other QMs use that type thinking that it takes normal damage from Dark/Light weapons. Quote
Sandy Posted April 10, 2015 Author Posted April 10, 2015 Alright, after taking your input in consideration, here's what I'm considering for the changes to job classes. I'll make the adjustments over the weekend, so now is your last chance to say something about them. Shaman: Blood Ritual costs 1 ether. Druid: Roots of Life costs 5 additional ether per revival. Evoker: Summoned spirits cause damage equal to 2x summoner’s level. Minstrel: Nanny’s Lullaby removed, Battle Songs cost either 5 or 10 ether. Sound of Music includes attack against all enemies + free random battle song. Dragoon: Mistrust removed. Pet dragon’s health is 30+Dragoon’s level. Necromancer: Raise Army’s revivals costs 5 ether per revival. 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 doubles value of treasure items. Beast Warrior: Beast Unleashed causes bleeding with each consecutive hit. Weather Mage: MIST causes additional ”misty” weather that affects all combatants during the next round. High Cleric: Hallowed Ascension costs ether equal to the amount of heroes. Archmage: Magic Cataclysm costs ether equal to the amount of enemies. Mime: Cannot use equipment that are unique to opposite gender, another race or specific character. Prophet: Alea Iacta Est revival costs 5 additional ether per revival Quote
swils Posted April 10, 2015 Posted April 10, 2015 I should have stayed as a gold generating class for a longer period of time before switching to Dragoon, since there's no drawback to entering the class at a higher level now, heh. Chrysopoeia... Why not just give gold equal to the value of treasures in the Alch's inventory each time it's rolled? It would only take ten rolls to turn a single 1g treasure into a 1000g treasure. It would take a 20g item only 6 rolls to surpass that. I get that there's the idea of 'Well when you sell that 1000g treasure, you have to start over from 1g again", but that's not how it'll work out. Treasure items will gravitate into Alchemists' inventories, probably through the offer of "I'll pay you more for that treasure than the store will", and then we'll soon have plenty of treasure items worth several thousand gold, and growing. I don't mean to be negative, but there's not much for me to say regarding the other classes; I generally like the changes you're making. Quote
CMP Posted April 10, 2015 Posted April 10, 2015 Treasure items don't grow on trees. How would giving them gold equal to the value of treasures fix the problem you've outlined? It'd just make it much easier to profit from hoarding them. Quote
swils Posted April 10, 2015 Posted April 10, 2015 10 rolls of CHRYS on a 1g item under the proposed system: Item is now worth 1000g 10 rolls of CHRYS on a 1g item as I suggest: 10g generated I think it's pretty clear Quote
Kintobor Posted April 10, 2015 Posted April 10, 2015 Yeah, in general, I agree with swils. You need to make sure that Alchemist can keep some form of gold gaining ability, since it seems that's the only reason people pick the class, but you still need to ensure it doesn't get overtly out of hand. I liked "gains gold equal to level". That seemed to be generally beneficial without being broken. Quote
CMP Posted April 10, 2015 Posted April 10, 2015 10 rolls of CHRYS on a 1g item under the proposed system: Item is now worth 1000g 10 rolls of CHRYS on a 1g item as I suggest: 10g generated I think it's pretty clear There are no 1 gold treasures. Most of them number around 20. At some point with Sandy's suggestion they have to sell the treasure to profit from it. But I see what you mean. Maybe a maximum value should be put in place to prevent someone going all the way and selling an Ultra Super Platinum Crystal Ball (Worth 100000 gold) by the end of one long quest. Quote
swils Posted April 10, 2015 Posted April 10, 2015 A 20g treasure rolled 10 times is 20480 vs 200. Just a different scale, which might even better prove my point, haha. I just used 1 because it was easy to do the math. Perhaps each treasure could only be CHRYS'ed up to, maybe 5 times, and that number would be recorded on the item? Amount subject to change. Quote
JimBee Posted April 10, 2015 Posted April 10, 2015 Yeah, in general, I agree with swils. You need to make sure that Alchemist can keep some form of gold gaining ability, since it seems that's the only reason people pick the class Why do you say that? I'm having a fun time being a healer... Quote
Kintobor Posted April 10, 2015 Posted April 10, 2015 Why do you say that? I'm having a fun time being a healer... Mainly because it was Guts reason for dropping it. Perhaps I should've thrown an emoticon in there to show I was joking. Sorry if I offended our alchemists. Quote
StickFig Posted April 11, 2015 Posted April 11, 2015 Paladin: Guardian Angel removes negative effects as well for 1 ether. Druid: Roots of Life costs 1 additional ether per revival. 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. Druid: Roots of Life costs 5 additional ether per revival. 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. I think the first proposed change to Druid makes a lot more sense than a flat ether cost - my question would be, what happens when a Druid rolls Shield and only has 3 ether? Roots of Life, at 1 Ether + 1 Ether per revival, will still revive (up to) 2 party members under the first plan; under the second, it's useless (nothing happens). I'm not saying I don't want the Roots of Life ether cost increased, and indeed I believe that it might even be worthwhile to increase it to 1 Ether plus 2 Ether per revival, but a flat cost just doesn't do it justice. I will also throw out that the initially proposed changes to Paladin infringed on the Druid's "Nurture" style, so I appreciate that it was dropped. Quote
Sandy Posted April 11, 2015 Author Posted April 11, 2015 Chrysopoeia... Why not just give gold equal to the value of treasures in the Alch's inventory each time it's rolled? It would only take ten rolls to turn a single 1g treasure into a 1000g treasure. I get your point, though. What if Chrysopoeia would randomly double the value of one treasure item in the inventory? That way the Alchemist would benefit from having one such item, but not a whole hoard of them. Quote
StickFig Posted April 11, 2015 Posted April 11, 2015 On, and I really like the proposed changes to Cannoneer - makes things much more appealing in Matthias' future. Quote
Sandy Posted April 11, 2015 Author Posted April 11, 2015 I think the first proposed change to Druid makes a lot more sense than a flat ether cost - my question would be, what happens when a Druid rolls Shield and only has 3 ether? Roots of Life, at 1 Ether + 1 Ether per revival, will still revive (up to) 2 party members under the first plan; under the second, it's useless (nothing happens). That's exactly the point of the ether cost - you can't use the skill endlessly without gulping down a tonic every once in a while. Power should come at a cost, and I'm trying to promote that more. I also agree with JimBee that similar abilities should have the same cost throughout the board. Druids shouldn't be more potent at revival than the higher classes, Necromancer and Prophet, and this is a neat solution for that. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.