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Post by Arc Bedlam on Mar 31, 2012 17:06:31 GMT -5
Thread finished! journeysend2.proboards.com/index.cgi?board=midgarcity&action=display&thread=271Post Exp: 583 Thread bonus exp: 2000 exp Gil obtained: 2000 gil Gained Honeybee Inn Membership Pass Upgrade to Magic Mastery Perk Total Exp: 2583 Level up from 1 to 2 -500exp Level up from 2 to 3 -1000exp Spent 600 exp to Learn Thundara Remaining Exp: 483 So here are my stat upgrades: Level 1-2: Hp: +50 Mp: +150 Magic: +100 Defense: +50 Magic Defense: +50 Level 2-3: HP: +100 Mp: +100 Magic: +100 Magic Defense: +100 So my stats now should be: HP: 250/250 MP: 400/400 Strength: 50 Defense: 250 Magic: 600 Magic Defense: 350 Speed: 150 Oh btw, I have not specified my specialization on the Magic Mastery Perk, so I'll specify it now. White Magic. Which means I'll have 50% more effectiveness on my white magic spells
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Lorenzo
Full Member
[A1i:1]
Posts: 159
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Post by Lorenzo on Mar 31, 2012 17:57:40 GMT -5
Updated.
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Post by Arc Bedlam on Apr 16, 2012 20:58:01 GMT -5
Updates!!
There was an issue from last update where I bought thundara for 600 exp but did not take into account the mage discount of 10%. The total thundara cost should have been 540 exp leaving me with 543 exp instead of 483.
543 Remaining Exp.
Saga Finished!! journeysend2.proboards.com/index.cgi?board=midgarcity&action=display&thread=291&page=5
Total Thread Exp: 468 Exp Rewarded: 6000
Total Gain: +6468 exp Current: 6468 + 543 = 7011 exp
Items Acquired: 3 hi-potions 2 ethers 1 phoenix down 2 echo herbs
Gil spent in thread: -1830g Gil Obtained from thread: +1000g Total Gil left: 1170g
Obtained: Parkour Perk Tier 1!! Obtained: Magic Mastery Perk Tier 3!! Obtained: Tome of the Grand Magisters!!
Tome of the Grand Magisters: Learned 2 Black or White Magic trees (Lvl 1 to 3) and 1 Arcane Magic Spell
Spells Taken: -Quake -Quaka -Quakaga -Haste -Hastara -Hastaga -Comet
-3500 Exp to take 2 level ups
Level up to 4!! +50 hp +150 mp +100 Magic +100 Defense
Level up to 5!! +100 hp +100 mp +100 Magic +100 Magic defense Stats should look like following:
HP: 400/400 MP: 650/650 Strength: 50 Defense: 350 Magic: 800 Magic Defense: 450 Speed: 150
Bought Cura Spell: -1080 Exp ([600 + 600 for 3 level 2 spells known] – 10% discount)
Bought New Level 1 CA: -460 Exp ([300 + 100 for 1 level 1 CA known] + 15% extra cost)
Basic Magical Surge Description: Arc’s Magical prowess has been developed to the point he emanates visible magical energy which forms an inclined ring around his body. This magical energy is seen as a faint blue and glowing mist. Arc can tap to this magical energy and cast spells without exhausting his own mana reserves. The surge of magic disappears whenever used and reappears after a while. Damage: None. Additional Effects: Arc casts a level 1 White or Black Magic spell he knows for 0 mp, this ability then cannot be used again for three of Arc's posts after being used. This ability can only be used to a maximum of three times per battle. MP cost: 40
Bought New Level 2 CA: -690 Exp ([600 + 0 for 0 level 2 CAs known] + 15% extra cost)
Advanced Magical Surge (Upgraded from Basic Magical Surge) Description: The Magical Surge which envelopes Arc has developed a new stronger ring. The new mist ring has a different inclination angle than the lesser one and seems a little bigger. The new magical energy ring can be consumed for casting stronger Magic without exhausting Arc’s mana reserves. Damage: None Additional Effects: Arc casts a level 2 White or Black Magic spell he knows for 0 mp, this ability then cannot be used again for three of Arc's posts after being used. This ability can only be used to a maximum of three times per battle. MP cost: 110
Bought New Level 2 CA: -920 Exp ([600 + 200 for 1 level 2 CA known] + 15% extra cost)
Solar Shroud (Upgraded from Luminescent Shroud) Description: Further development of the original Luminescent Shroud has led Arc to create a superior version of the former, the soothing heat it emanates greatly empowers Arc's magical recovery. Visibly it now creates a yellowish heat emanating light around Arc's body. Damage: None. Additional Effects: The shroud increases Arc’s Magic score by 20%, reduces all incoming magic damage by 20%, and restores Arc's mp by 10% at the end of each turn. The shroud lasts for 5 turns after activation.This CA replaces and is replaced by Luminescent Shroud whenever either is activated. Mp cost: Leave Blank
Remaining Exp: 361
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Post by Malice on Apr 17, 2012 16:04:12 GMT -5
First two accepted.
40 mp, 110mp respectively.
third denied. Effect too powerful
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Post by Arc Bedlam on Apr 17, 2012 16:34:51 GMT -5
changed the effect of the third CA to make it +40% to magic score... still too powerful?
and btw for the first two I noticed I made it read as if using the skill itself takes an action, which would make it kind of lame as I would need a whole turn to activate the CA and then cast the reduced cost magic. Can I make it so I can use the CA and cast the spell on the same action? They both have a long cooldown after all.
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Post by Malice on Apr 17, 2012 16:53:04 GMT -5
Sure, also yes. Still too powerful. My advise. Drop the increase magic damage thing entirely atm.Think of another effect
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Post by Arc Bedlam on Apr 18, 2012 0:13:10 GMT -5
Modified my last CA again. Now it is a direct improvement from its level 1 version, only changing the fact it now regens mp and lasts for 5 turns instead of 3. As stated, it cannot be stacked with its last version. Left mp cost blank.
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Post by Malice on Apr 20, 2012 11:16:19 GMT -5
Accepted
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Post by Malice on Apr 22, 2012 3:09:54 GMT -5
MP COST = 125
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Post by Arc Bedlam on May 17, 2012 19:24:07 GMT -5
Thread finished! journeysend2.proboards.com/index.cgi?board=midgarcity&action=display&thread=309Thread Word Count: 4408 Thread Exp Gained: 361 exp Thread Rewards: +1000 exp +500 gil Current exp: 361 + 361 + 1000 = 1722 Buying CA level 3 Exp cost: 1150 (1000 + 15% extra cost) Nova Assimilation (Upgraded from Solar Shroud)Description: As the Solar Shroud closes its end, it begins to emanate massive amounts of energy, just like a dying star. Arc is then able to gather this energy to completely renew his magical reserves. Visibly the shroud begins to dramatically expand and emanate shaky energy before being violently pulled inward to Arc and consumed instantly. Damage: none. Additional Effects: This CA can only be used while Solar Shroud is active and only on the last turn of its duration. Upon usage, this CA ends the currently active Solar Shroud. Additionally Arc recovers 100% from his max mp. This CA can only be used twice per battle. Mp cost: Leave Blank exp remaining: 572
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Lorenzo
Full Member
[A1i:1]
Posts: 159
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Post by Lorenzo on May 19, 2012 3:51:05 GMT -5
Main issue I have with this ability is that it deals high amounts of damage, at what is effectively 0 mp cost; because no matter what I set the mp cost to, you restore 60% of your max mp immediately afterwards. I could set a ridiculously high mp cost, sure... but high mp costs are supposed to prevent people from relying too heavily on CAs; limit their usage... but with you restoring 60% max MP immediately afterwards, that sorta underminds that. Giving you a high mp cost on this would only mean you'd have to wait until you had a higher max mp before using it... and once you reached that point, it wouldn't limit the ability hardly at all.
I dunno if I'm making myself very clear, so here's an example. Say, later on, your mp is 10,000 (technically, it can go to ten times that, but for the sake of simplicity, I'll leave it at this). And say, I set the mp cost for this ability really really high, like 6000. Well, with 10,000 max, and 60% return every time you use this, you could use this ability literally every single turn. Well, every other turn, because you'd have to cast Solar first, but still, that's a tad over powered. So, for the moment, the ability is denied.
Suggestions:
A) Remove the damage entirely, and make the ability a simple mp restoring ability. (Even then, I would ask for more limitations on the ability, like only making it usable once or twice a battle, though you could increase the mp recharge to even 100% if you wanted.)
B) Remove the mp recharge, and make the ability a simple damage dealing ability. (In this case, you wouldn't need an additional limiters, as the mp costs would be enough to keep you from spamming this ability on people).
C) You could also have the shroud drain you of power. Ordinarily (at level 2), it boosts your magic, well, you could say that in weaponizing the shroud, it saps your power temporarily, making it sorta the opposite of the shroud. Why would you willingly take a hit to your stats? Well, depending on how it's done, it could be enough to wave the mp costs of the ability entirely, allowing you to use your mp on other abilities.
D) Just tweak the numbers. By a lot. That's the simple solution, anyway.
All of these are just suggestions, it is ultimately your character, and your ideas that matter here.
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Post by Arc Bedlam on May 19, 2012 14:32:44 GMT -5
modified CA, hope it's better.
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Lorenzo
Full Member
[A1i:1]
Posts: 159
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Post by Lorenzo on May 19, 2012 16:41:23 GMT -5
accepted and updated. Because of the 100% mp recharge, there's no point in giving it an mp cost.
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Post by Arc Bedlam on Jun 5, 2012 17:10:35 GMT -5
rewards from thread: journeysend2.proboards.com/index.cgi?board=mtordeal&action=display&thread=351&page=4+4000 exp +2000 gil TWC: 3407 [3407 - (3407*.18)] / 10 +280 WC exp Current exp: 572 + 4000 + 280 = 4852 Level up from 5 to 6! -3000 exp HP + 100 MP +100 Magic +100 Speed +100 HP: 500/500 MP: 750/750 Strength: 50 Defense: 350 Magic: 900 Magic Defense: 450 Speed: 250 Learned Shell (EXPENSIVE ) -720 exp : (300 + [100*5]) - 10% discount -Shell: Causes Shell status on target for three turns. Cost: 60 mp Exp left: 1132
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Post by Squall Leonhart on Jun 5, 2012 17:16:29 GMT -5
Updated.
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