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Posted

I said Money Maker needed to be changed... not that much gold...

So you want a change out of greed. Great...

Most classes can't make gold at all. With Harlot, you are guaranteed to get at least some gold from every single battle. What in that needs changing? :wacko:

Posted

So you want a change out of greed. Great...

Most classes can't make gold at all. With Harlot, you are guaranteed to get at least some gold from every single battle. What in that needs changing? :wacko:

Ummm... yeah okay, you're right.

Posted

IMPORTANT ANNOUNCEMENT!

The changes to the job classes will be implemented today, and they will replace the old rules as soon as I post the update.

You did see my suggestion for Weather Mage, right? I know I'm not really that active anymore (and unlikely to play the class again either way because of that), but it'd be nice to know my idea has at least been seen. :classic:

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.

Weather Mage: MIST causes additional ”misty” weather that affects all combatants during the next round.

Weather Mage: I'm of two minds about this. As a QM, I do think Weather Mage is somewhat crazily powerful in the right hands (i.e. mine), but as a player I detest rolls that needlessly hamper other party members. Here's what I'd change: weather should have an Ether cost per Round it's in play (which also means that a weather roll on a SHIELD will last until it's drained the Weather Mage's Ether completely), and Mist should act like it currently does (or similar to it), but should make all Ether costs doubled while it's in effect. (Thus, spells and Scrolls alike against affected targets will cost double Ether, as will the cost of the weather; if you wanted, you could then make Mist affect the entire enemy party, which would make ALL characters' Ether costs double--including healing and Minstrel songs).

I really want to push for my change--the Mist you're proposing won't really limit the Weather Mage so much as it will just make all the other players hate them, plus it makes their Shroud job trait worthless. I really think the answer to Weather Mage lies in making the Ether costs of weather much steeper, with Mist increasing the cost again to balance out the advantage it grants.

Like I said, better to nerf the class via Ether cost (which only affects the Weather Mage) rather than the Weather Mage's mere existence nerfing the entire party.

Posted

You did see my suggestion for Weather Mage, right? I know I'm not really that active anymore (and unlikely to play the class again either way because of that), but it'd be nice to know my idea has at least been seen. :classic:

Like I said, better to nerf the class via Ether cost (which only affects the Weather Mage) rather than the Weather Mage's mere existence nerfing the entire party.

I saw it, and I saw the push, too. I just don't agree with it.

The change I proposed for Mist isn't really a nerf, it's just making it more logical and meaningful. Enemies that cause elemental damage are quite rare, but most enemies are immune to at least one element.

The Weather Mage is getting the same treatment as other mages and healers with the increase of ether cost of AoE-Shields, anyway. :wink:

Posted

I humbly request that the effect of different elements on Ethereal-type enemies be put in the FAQ, because I always forget. :blush:

What do you mean by that, exactly? That ethereal enemies are not affected by any elements unless paired with another type?

Posted

What do you mean by that, exactly? That ethereal enemies are not affected by any elements unless paired with another type?

Yeah, that, I guess. An Ethereal/Beast type enemy for example can only be affected by pure ice or fire or non-elemental attacks. A fire- and wind-type weapon will not work on this enemy. I think that's how it goes, but again I always forget.

Posted (edited)

Yeah, that, I guess. An Ethereal/Beast type enemy for example can only be affected by pure ice or fire or non-elemental attacks. A fire- and wind-type weapon will not work on this enemy. I think that's how it goes, but again I always forget.

Or would it deal half damage due to full damage on account of the fire and no damage on account of the wind?

EDIT: Nevermind, thought it through. :blush:

Edited by K-Nut
Posted

Or would it deal half damage due to full damage on account of the fire and no damage on account of the wind?

As a QM, if it was up to me, I'd rule that Fire did full x2 damage. The wind effect doesn't counteract the fire effect, it just doesn't boost it. But, then again, I don't see myself mixing Ethereal with a second element in the first place...

Are there any weapons that deal Ethereal damage? Now there's a sweet drop...

Posted

Are there any weapons that deal Ethereal damage? Now there's a sweet drop...

How would that even work? :wacko: The point of Ethereal is to negate any double damage.

Posted (edited)

How would that even work? :wacko: The point of Ethereal is to negate any double damage.

It wouldn't have something you could embue or remove, like most elemental weapons, it would just be a weapon that could deal 2x damage to Ethereal enemies. Edited by Lind Whisperer
Posted

But Ethereal is an enemy type, not an element. It'd be like having a weapon deal Beast damage. Do you mean a weapon that damages ethereal enemies? That'd be a non-elemental weapon.

A weapon that deals 2x damage against ethereal enemies would be alright, but ethereals aren't that common anyway.

Posted

But Ethereal is an enemy type, not an element. It'd be like having a weapon deal Beast damage. Do you mean a weapon that damages ethereal enemies? That'd be a non-elemental weapon.

:blush: My bad, and yes.
Posted

Yeah, that, I guess. An Ethereal/Beast type enemy for example can only be affected by pure ice or fire or non-elemental attacks. A fire- and wind-type weapon will not work on this enemy. I think that's how it goes, but again I always forget.

Let's break it down:

Ethereal/Beast enemy vs. fire- and wind-elemental weapon

Ethereal: 0x from fire, 0x from wind

Beast: 2x from fire, 1x from wind

Each "zero" nullifies one 2x multiplier, so it is basically 2 immunities against 1 weakness, which means the enemy is immune to the weapon's damage.

It's the same deal with all other enemy types: if the enemy has more immunities against the element(s) than weaknesses, it remains immune. If they are tied, the element deals normal damage.

Posted

Let's break it down:

Ethereal/Beast enemy vs. fire- and wind-elemental weapon

Ethereal: 0x from fire, 0x from wind

Beast: 2x from fire, 0x from wind

Each "zero" nullifies one multiplier, so it is basically 3 immunities against 1 weakness, which means the enemy is immune to the weapon's damage.

This is the most straight forward explanation of elemental multipliers I have seen. Each zero negates one multiplier. Perfect, thanks.

Posted

Except I'm pretty sure beast has x1 for wind, since it's neither strong nor weak against it.

x1 never changes anything. :tongue:

Posted (edited)

When a Hero throws a throwing/ranged weapon from the back row, they do the same damage to enemies that they would on the front - throwing/ranged weapons don't have negative row damage modifiers.

Now, what about when an enemy throws a throwing/ranged weapon against a Hero? Does the halved damage to row apply to their attack, even though it wouldn't apply for a Hero?

Edited by Lind Whisperer
Posted

When a Hero throws a throwing/ranged weapon from the back row, they do the same damage to enemies that they would on the front - throwing/ranged weapons don't have negative row damage modifiers.

Now, what about when an enemy throws a throwing/ranged weapon against a Hero? Does the halved damage to row apply to their attack, even though it wouldn't apply for a Hero?

It deals full damage no matter what.

I don't think that's ever happened before. The only time rows have ever really been disregarded is through Special Skills. The point of the back row is to halve damage taken, seeing as it's used mainly by ranged classes with low health. Taking that away doesn't really make sense... :sceptic:

Posted (edited)

Just as heroes with ranged weapons do full damage to enemies independent of their row, I've always treated enemies that attack from their own back row with ranged weapons to do full damage to heroes independent of the hero's row, but I make sure to indicate that in the enemy's stats. There have been a few cases of weapons which *Knock Back* enemies to their back row causing them to do half damage to heroes in the front row wielding melee weapons but also only taking half damage from heroes in the front row wielding melee weapons.

Edited by Waterbrick Down

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