The FFR Step-RPG (Status: Active)

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • PhantomPuppy
    Washed and Irrelevant D7
    • May 2012
    • 1808

    #61
    Re: The FFR Step-RPG (Act: Signups)

    i just realized that the movesets for all the classes has been put up lol. very interesting :P

    edit: do you think if enough ppl participate/level up that there will be guild/clan wars? like, between sets of, idk, 5 people or so?
    Last edited by PhantomPuppy; 06-8-2015, 04:11 PM.

    10th OT (D3): 13th
    11th OT (D6): 11th
    12th OT (D6): 6th
    13th OT (D7): 31st
    14th OT (D7): 25th
    15th OT (D7): LAST PLACE LOL
    16th OT (D7): LAST PLACE LOL


    Originally posted by Funnygurl555
    you know what they say

    under all the rust is really shiny...……… metal

    Comment

    • alloyus
      ¯\_(ツ)_/¯
      FFR Simfile Author
      • Oct 2006
      • 3269

      #62
      Re: The FFR Step-RPG (Act: Signups)

      Originally posted by _Zenith_
      I am going to bump up the EXP reward on quests, and there are going to be more than likely 2-4 quests per week.

      I'm so dumb I didn't read what you originally said correctly at all I'm sorry xD

      ^FFP_D0pey btw

      Comment

      • _Zenith_
        Accuracy Player
        • Mar 2011
        • 4629

        #63
        Re: The FFR Step-RPG (Act: Signups)

        Originally posted by PhantomPuppy
        i just realized that the movesets for all the classes has been put up lol. very interesting :P

        edit: do you think if enough ppl participate/level up that there will be guild/clan wars? like, between sets of, idk, 5 people or so?
        That's an interesting concept; I might consider allowing teams/clans being formed at a later date but everyone is still level 1 as this didn't start and it should be at a later level.

        On the subject of teams/clans, you wouldn't be able to be in two at any given time but you as a player would be in the team/clan/guild. That means if you had two characters, or started a new one, they would be in the team/clan/guild automatically.

        EDIT: Also yes.
        Move Sets used in Dungeons have been released and are in the "Base Stats and Move Sets" tab. Please view them and let me know if something seems unbalanced or incorrect.

        EDIT2: Grabbed you MNIN; Updated to that^ Post!
        Last edited by _Zenith_; 06-8-2015, 04:37 PM.





        Comment

        • MyNameIsNothing
          ʕ◡ᴥ◡✿ʔ
          • Mar 2013
          • 519

          #64
          Re: The FFR Step-RPG (Act: Signups)

          character name: minibuns
          class: saboteur

          Comment

          • _Zenith_
            Accuracy Player
            • Mar 2011
            • 4629

            #65
            Re: The FFR Step-RPG (Act: Signups)

            How does everyone feel about starting this tomorrow as opposed to Wednesday?





            Comment

            • PhantomPuppy
              Washed and Irrelevant D7
              • May 2012
              • 1808

              #66
              Re: The FFR Step-RPG (Act: Signups)

              1. im fine starting tomorrow

              2. for dragoons, you should clarify how much lancet heals for. like 25% of damage dealt, or whatever you feel is right.

              3. i think that bloodthirster's enrage lowers too much defense, since its 20% every time you're hit. i feel the defense lowered should either be lower than the amount of damage you dish out is increased (ex 20% damage up, 10% damage taken). that, OR it can be toggled instead of a passive. like, you have the option each turn to toggle it on or off. in that case, it should stay at 20% and 20% since you're at an advantage of controlling it. also, you should clarify how many turns the enrage effect lasts if you want to keep it as passive.

              4. juggernaut's last hope! should either heal only 50% of max hp for entire party, or keep it at 75% and only heal the juggernaut himself for 50%.

              5. vindicator's glaive fever seems a bit OP if its used against a lot of enemies, even with the 1 turn delay. maybe like, 200% or even 225% would be ok?

              6. rejuvenator's removal should have a 1 turn cooldown, since i can see this becoming a bit OP.

              7. since invoker can only attack 1 person at a time, i feel their damage on all their abilities is too low. even with the situational effects done to enemies, 100% is just... well, i think it should be raised to 125% on at least the incinerate and frostbolt, with the lightning staying at 100% since that has a huge effect of interrupting spellcasts.

              8. for magister's anti-damage zone, it should keep all enemies AND allies from using attacks, but allies can still use like, items and healing abilities. however, it should have a 1-2 turn cooldown. that way its used primarily as a situational ability to give your party some breathing room or healing.

              9. spellbreaker's double strike might be more effective if it were a passive that gives them a 10% chance to do an empowered version of the ability used instead. like, dispel would remove all effects from the party instead, magical strike would deal 225% damage, and amount of damage reduced would become 35%.
              Last edited by PhantomPuppy; 06-8-2015, 05:15 PM.

              10th OT (D3): 13th
              11th OT (D6): 11th
              12th OT (D6): 6th
              13th OT (D7): 31st
              14th OT (D7): 25th
              15th OT (D7): LAST PLACE LOL
              16th OT (D7): LAST PLACE LOL


              Originally posted by Funnygurl555
              you know what they say

              under all the rust is really shiny...……… metal

              Comment

              • Guest15937
                One-handed elite
                • May 2008
                • 1464

                #67
                Re: The FFR Step-RPG (Act: Signups)

                I feel like Invoker is a bit underpowered...all the other classes get huge damage attacks, wide buffs, even full negation of attacks...and invoker gets normal-damage elemental attacks and a shield that burns through mana?
                The renegade has betrayed me.

                Comment

                • PhantomPuppy
                  Washed and Irrelevant D7
                  • May 2012
                  • 1808

                  #68
                  Re: The FFR Step-RPG (Act: Signups)

                  Originally posted by Guest15937
                  I feel like Invoker is a bit underpowered...all the other classes get huge damage attacks, wide buffs, even full negation of attacks...and invoker gets normal-damage elemental attacks and a shield that burns through mana?
                  yea, he's making changes atm. you can hop in chat on the spreadsheet if u wanna make more suggestions

                  10th OT (D3): 13th
                  11th OT (D6): 11th
                  12th OT (D6): 6th
                  13th OT (D7): 31st
                  14th OT (D7): 25th
                  15th OT (D7): LAST PLACE LOL
                  16th OT (D7): LAST PLACE LOL


                  Originally posted by Funnygurl555
                  you know what they say

                  under all the rust is really shiny...……… metal

                  Comment

                  • _Zenith_
                    Accuracy Player
                    • Mar 2011
                    • 4629

                    #69
                    Re: The FFR Step-RPG (Act: Signups)

                    You bring up excellent points! This post will cover some changes to the classes.

                    Dragoon: Lancet now steals 20% Life and 10% Mana of the total damage dealt (10 damage dealt, +2 HP and +1 mana). Safeguard now has a two turn cooldown.

                    Bloodthirster: Taking 15% of Total Life now triggers Enrage. Lasts One Turn. Defense loss has been swapped with damage taken instead. Bloodthirsts heal is increased by 5% (up to 10%). Whirlwind now tears at the enemies defenses, increasing all damage taken by 10% for one turn.

                    Juggernaught: Last Hope! now heals himself for 50% of total life, while party members are healed for 75% Total Life. Cracking Skulls now increases threat generation, making enemies more likely to attack them. Shove has been scrapped and replaced with Rebound (Toggled). Rebound: If toggled on, the juggernaught can choose to transfer a negative effect from an ally to himself (Limit 1 effect per turn). If toggled off, the juggernaught receives 10% increased healing effects. Can toggle once per turn; toggling does not count towards using a turn. Guardian Stance is now a passive effect that decreases all damage taken by 15%. Cracking Skulls now deals 120% damage to all enemies, decreases their damage output by 10% for one turn, and makes all targets 50% more likely to attacking him.

                    Vindicator: Now must wait two turns to use Glaive Fever again. Trigger Happy! received a 20% Damage Reduction (from 100% to 80%), and Weak Spot is now only applied when they damage a target first and 5% weaker (from 15% down to 10%). They can now choose separate targets when using Trigger Happy!

                    Rejuvenator: Removal now has a One Turn Cooldown. Renewal has gained 5% increased healing.

                    Magister: Anti-Damage Zone now applies to all applicants in battle (enemies and allies). Rejuvenator can still cast heals during stasis. Has a two turn cooldown.

                    Spellbreaker: Double Strike has been removed and replaced with Empowered Spells! Empowered Spells Empowers the next spell for the next turn. Empowered Dampen Magic reduces magical damage taken by 30% to all allies instead of one. Empowered Magical Strike doesn't give the buff next turn, but instead increases Magical Strikes Damage by 50%. Empowered Dispel removes all effects from all allies instead of one. Has a two turn cooldown. Dampen Magic lost its cooldown, and 5% of the magical damage reduction (down to 20%) and can only be applied to one ally or themself. Lasts one turn. Dispel has changed too: Dispel - Removes a magical effect, HoT, or Buff from an enemy. Empowered: Removes magical effects, HoT's, and Buffs from all enemies.

                    Saboteur: Happy Feet has been changed! It is now a permanent effect. This'll be a blast! can now stack up to three times, with a 10% increment on each bomb (leads up to a total of 330% damage). Explosive Tendency has increased by 5% (up to 20%), and Show Ya Moves now does 150% to two targets, instead of 200% to the secondary target.

                    Demonologist: The Invoker class was scrapped after reworks. It is now named the Demonologist, and has a completely different kit. Check the spreadsheet for the updates! Players who were Invokers are now automatically transferred to Demonologists, who can change again if they do not want to stick with that class. (Directly, Awein and Guest).
                    Last edited by _Zenith_; 06-8-2015, 07:47 PM.





                    Comment

                    • Deidara837
                      For a New Beginning
                      FFR Simfile Author
                      • Jun 2008
                      • 1751

                      #70
                      Re: The FFR Step-RPG (Act: Signups)

                      Rip negative zone abuse lol
                      Good changes though Bunch of comments regarding Spellbreaker:

                      For readability, the Empowered Spells effects could be split up among their respective ability cells in the sheet. Such as, "If Empowered, [ability text]"

                      Does the Empowered Magical Strike's +50% damage modify it from 200% -> 300% (multiplicative, assuming this one) or 200% -> 250% (additive) ?

                      [Dampen Magic -> Dampen Magic] seems more effective than [Empowered Spells -> Dampen Magic], not sure if something should change there

                      _9th OT: D2 - 13th Place
                      10th OT: D5 - 45th Place
                      11th OT: D6 - 12th Place

                      EMG Rivalry | EMG Spreadsheet

                      Comment

                      • AragakiAyase
                        Waifus
                        • Apr 2015
                        • 961

                        #71
                        Re: The FFR Step-RPG (Act: Signups)

                        Originally posted by Deidara837
                        Does the Empowered Magical Strike's +50% damage modify it from 200% -> 300% (multiplicative, assuming this one) or 200% -> 250% (additive) ?
                        It's additive.

                        pikakirby123 reincarnated





                        Comment

                        • PhantomPuppy
                          Washed and Irrelevant D7
                          • May 2012
                          • 1808

                          #72
                          Re: The FFR Step-RPG (Act: Signups)

                          @deidara we changed dampen magic. also like aragaki said, all the buffs/defuffs are additive.

                          edit: does anybody feel that for base stats, each class should have only one stat that starts off at 1? cuz there are currently 4 classes that have 2 stats that start at 1, and it seems like they're at a disadvantage. (btw, im not part of staff, so i cant enforce it myself)
                          Last edited by PhantomPuppy; 06-8-2015, 07:56 PM.

                          10th OT (D3): 13th
                          11th OT (D6): 11th
                          12th OT (D6): 6th
                          13th OT (D7): 31st
                          14th OT (D7): 25th
                          15th OT (D7): LAST PLACE LOL
                          16th OT (D7): LAST PLACE LOL


                          Originally posted by Funnygurl555
                          you know what they say

                          under all the rust is really shiny...……… metal

                          Comment

                          • _Zenith_
                            Accuracy Player
                            • Mar 2011
                            • 4629

                            #73
                            Re: The FFR Step-RPG (Act: Signups)

                            Originally posted by PhantomPuppy
                            @deidara we changed dampen magic. also like aragaki said, all the buffs/defuffs are additive.

                            edit: does anybody feel that for base stats, each class should have only one stat that starts off at 1? cuz there are currently 4 classes that have 2 stats that start at 1, and it seems like they're at a disadvantage. (btw, im not part of staff, so i cant enforce it myself)
                            If people feel is one is too low I'll bump it up, but the only stats that are 1 are Wisdom and Luck, which does not increase a core stat (they are gimmick stats that certain classes benefit more from, but any class can build into it).

                            The classes that have more than 1 in Wis or Luck are classes that are more beneficially built towards those stats, where a dragoon doesn't necessarily need those stats as much as their recommended ones.





                            Comment

                            • PhantomPuppy
                              Washed and Irrelevant D7
                              • May 2012
                              • 1808

                              #74
                              Re: The FFR Step-RPG (Act: Signups)

                              fair enough zen, that makes a lot of sense. hmmm, just curious, how come nobody wants to play juggernaut? :P

                              edit: suggestion, do u think for leveling up stats, should the recommended stats get an RNG between 3-5, and the other 4 stats RNG between 1-3? that way nobody gets completely screwed over by RNG by the time they're level 50, or even 25. it would also be more focused and beneficial towards specific classes.
                              Last edited by PhantomPuppy; 06-8-2015, 08:28 PM.

                              10th OT (D3): 13th
                              11th OT (D6): 11th
                              12th OT (D6): 6th
                              13th OT (D7): 31st
                              14th OT (D7): 25th
                              15th OT (D7): LAST PLACE LOL
                              16th OT (D7): LAST PLACE LOL


                              Originally posted by Funnygurl555
                              you know what they say

                              under all the rust is really shiny...……… metal

                              Comment

                              • _Zenith_
                                Accuracy Player
                                • Mar 2011
                                • 4629

                                #75
                                Re: The FFR Step-RPG (Act: Signups)

                                The RNG level up stats are 1-5 per stat, but it does help to have specific targets on recommended stats so yeah. Aside from 1-3 per stat, recommended stats will be 2-4 RNG'd.

                                I planned on starting this, but may wait either longer today or back to tomorrow as my sister staying home really fucced my dad and I with our plans.

                                Also I might switch to Juggernaught as it is highly recommended to have one in a dungeon group.

                                May add an incremental 10 per level (you need 10 more exp to level again) IE: To hit level 50 you'll need roughly 600 experience. Subject to change or tweaking.

                                CHANGE: Non-Recommended Stats will now be RNG'd through 1-3, while recommended stats are being RNG'd through 2-4.
                                Last edited by _Zenith_; 06-9-2015, 08:06 AM.





                                Comment

                                Working...