Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@Jerkchicken Thanks for the criticism – I'm sorry my explanations didn't cover everything. I suppose part of the issue lies with the tabletop tag. It was the closest thing that was available when posting so I stuck it on. All of the mechanics and inner workings draw from the root of the Final Fantasy Tactics games. A random number generator is involved in a lot of the calculations – rather than creating complex formulas, I opted to go with percent chances. Having damage represented in percentages mostly makes it easier for me to scale enemies and put costs on skills. Unless a skill includes variance, I know exactly how much damage/healing/etc a skill will do at any given time and can adjust when creating enemies.

As far as the math goes, damage formulas are fairly simple. I'll use your ability Claw, a general physical unit's level 1 stat pattern (25HP/15MP/4Atk/3Def/1Int/2Spr), and a general starter enemy stat pattern (15HP/10MP/4Atk/1Def/1Int/1Spr) in this example:

Rio uses Claw on Enemy unit! 4 Damage (4 Atk x 1.1 [110%] = 4.4 Damage –> 4 Damage)

Enemy unit takes 3 Damage! (4 Atk - 1 Def = 3 Damage)

HP: 12/15

In essence the formula comes out to: (Player Stat x Damage Percentage) - Enemy Stat = Damage Taken

Obviously this can be shaken up. If you look at the example profile I posted you can see the formula gets tweaked with her B-Ability activated. For reference here is the ability:

+Glyph Augmentation – Alters key parts of glyph construction for a short time in order to assault targets with the force of their own will. The user's skills deal damage mitigated by the target's physical defensive stat for Three Turns upon activation. In addition to this effect, 30% of the target's magical defensive stat is added to the user's base damage for the same duration.

Using her stat spread (15/25/1/2/4/3) and her ability Fyr with Glyph Augmentation active against the same Enemy, the formula gets additions:

Cerys casts Fyr on Enemy unit! 6 Int Fire Damage! AUGMENTED!! ((4 Int x 1.3 [130%]) + (1 x .3) = 5.5 Damage –> 6 Damage)

Enemy unit takes 5 Damage! (6 Int - 1 Def = 5 Damage)

HP: 7/15

Cerys' B-Ability shakes up the formula by adding in a component – factoring in additional damage based on her opponent's stats. This is readily available in abilities and, potentially, equipment. There are also other factors such as critical hits (x1.5 Damage without a skill/ability that augments) and elemental weaknesses/resistances (x4, x2, x0.5, and x0 respectively).

I was going to use the practice battle to explain most of this, but this will probably help in creating your characters. If you have any other questions please do not hesitate to ask!

@AlternateMan If it's a buffing move for the D-Ability, I think the damage might be a little much. And toward who? The allies or enemies? I also think a 50% boost would probably suffice. 100% is just a little too much for three turns, even as an ultimate ability. Also tagging you in case the above info is helpful to you.

@Lauder Just tagging you in case any of this info is useful.
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Hidden 7 yrs ago Post by Lauder
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Lauder The Tired One

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@Renval

That is some useful information, it’ll definitely help me rework some of my abilities. I would have my sheet out sooner but Christmas got me all wrapped up, pun intended, with drawing in my new sketchbook (of which I came up with the design for my character).

It’ll likely be out soon, not tomorrow, but soon.
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Hidden 7 yrs ago 7 yrs ago Post by Cello
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Cello Rainbow 2.0

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This tickles my Final Fantasy itch quite nicely! I've prepared a sheet here; Zeke is just your typical bare knuckled brawler/wrestling type character but I'm going with the idea of an escaped arena fighter for him. Please let me know if some of his stats are too high for level 1 and I'll adjust accordingly.

EDIT: I notice we already have a character in the making who somewhat fulfills the role of an unarmed type brawler. If you would prefer to not have the theme repeated, I can think of something else.

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Hidden 7 yrs ago 7 yrs ago Post by AlternateMan
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AlternateMan there is calcium in my bones

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WIP2
Reposted since page changed.

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Hidden 7 yrs ago 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@Leslie Hall This looks fantastic! Party composition is totally up to the players – all I will say is that lacking a magical character will hurt when we fight very physically bulky enemies! It might also be tougher to tank when enemies with high intelligence are attacking if we don't have someone who soaks up magic well. There are a few edits I would like you to make, suggestions I have for you, and other potential changes, but other than that this looks to be in great condition.



@AlternateMan Looking so much better. I have a few edits/changes/suggestions/etc for you as well!



Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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I know @Lauder is creating an Int-based character. My biggest concern for y'all is a lack of a support/healer type unit. But there are items for that and potential guest characters (I will not be playing a party character just fyi).
Hidden 7 yrs ago Post by AlternateMan
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@Leslie Hall This looks fantastic! Party composition is totally up to the players – all I will say is that lacking a magical character will hurt when we fight very physically bulky enemies! It might also be tougher to tank when enemies with high intelligence are attacking if we don't have someone who soaks up magic well. There are a few edits I would like you to make, suggestions I have for you, and other potential changes, but other than that this looks to be in great condition.



@AlternateMan Looking so much better. I have a few edits/changes/suggestions/etc for you as well!


Nerfed SHIELD IS UP so Carbo can actually use it at level 1.
Threatening Swing has MP cost.

For D-ability,
First attacks allies(including Carbo himself) do after getting buffed will deal 130% damage.
Ex: Rio uses Claw on AlternateMan( 10 hp, 0 mp, 1 atk, 1def, 1 int, 1 spr): 4atk x q.q=r.r -> 4
4 atk - 1 def = 3
The final output x 1.3
Which, in this case, will be a 3.9. That could be.... 4...?
The respective stats(if ally uses magic then int, if physical then atk) would be used, of course.
Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@AlternateMan Okay! I see what you're saying now. I think the better phrasing for that would be: The first attack/skill executed by all allies after receiving the buff receives a 30% boost to damage dealt. The math is a little off there, as it would instead apply before the defensive stat is reduced so, using what you just gave me the calc would look like this:

Rio uses Claw on AlternateMan! (4 Atk x 1.1 Damage x 1.3 Boost = 5.72 –> 6 Atk Damage)

6 Atk - 1 Def = 5

AlternateMan takes 5 Damage!

HP: 5/10
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Hidden 7 yrs ago Post by AlternateMan
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AlternateMan there is calcium in my bones

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Our team tank is ready to go.
Alright, let’s see.... a bruiser, a bruiser, and possibly a battle mage...

I NEED HEALING.
Hidden 7 yrs ago 7 yrs ago Post by Bishop
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Thoughts? What ability don't you like? I'm waiting for your response on my D ability before I make it since it would be a shame if I thought everything and you just didn't approve the idea of the ability.

I left all the stats empty (x) for you to decide. If you let me, I'll put some ridiculously OP amount and we will argue back and forth about the value, me trying to milk every drop of % I can get. Yeah, I know myself, can't help it.
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Hidden 7 yrs ago 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@Bishop Frozen Recovery is a little too powerful for a starting ability. I'm afraid I'm at a loss for how to cost everything else. Part of this has to do with the fact that there are no parameters set for anything. I don't know what these ice weapons do or how long they last. The S-Ability you've created is actually an R-Ability because it counts as a reaction to certain stimuli, in this case, your character's abilities and physical contact. I will say, however, that it's a little too strong as an R-Ability – particularly with the secondary effect on 'frozen' units.

@AlternateMan @Leslie Hall @Lauder @Jerkchicken I realized after the fact that providing you all with an "inflictionary" might be a good idea as you continue to work on your sheets. These are all the common status effects in play in this roleplay. Sorry I keep throwing these things out after the fact. It's been a long while since I hosted one of these and I'm still getting back in the saddle.



There may be some that I'm forgetting, but they will be added if they come up in battle.  Also, the durations are only standards and may vary depending on which technique is used to inflict them. I will make sure to move these over to the character profile thread in the roleplay once we start for easy access.
Hidden 7 yrs ago 7 yrs ago Post by Cello
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Cello Rainbow 2.0

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@Renval I made the changes. I ended up swapping out Shoulder Charge for a different ability though, so please feel free to read that at your leisure.



EDIT: I'd be happy to make a healing/supportive type character if you're okay with us having multiple characters.
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Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@Leslie Hall Lock Up costs 8 MP with an additional 4 MP per additional turn (i.e. Max Cost 16 MP).

I'd prefer one character to each player. Too many units on the battlefield make it difficult to balance enemies and causes battle updates to take longer.
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Hidden 7 yrs ago Post by Jerkchicken
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Interesting, thanks for the new stuff. I like getting in-depth creating my character in terms of like mechanical abilities and whatnot so getting more information on the mechanical stuff is important to letting me know what I can't and can do.

Anyway I want to know about how you're gonna handle leveling with regards to stat growth and those percentages. Secondly, I wish to know about distance and AOE size when it comes to abilities at level 1. Also are there any status effects that might be too strong for level 1 or is everything fair game?

Anyway I wanna talk about my character concept and what I want him to do. So Rio's thing hitting things good as befitting the theme of like savage power with the claw. I'm think for like thematic of like rending and slashing with it, he'll be doing certain status effects from that list you posted for later moves. They will be: Bleeding, Breaks, thinking about Deprotect so he can do something that directly boosts his allies fighting.

I'm also wonder about the current limits to moves that do reposition on other units on the field since that hasn't been touched upon here, but it isn't something entirely alien to these types of games. However he is also quite agile and since I can't do like a dodgetank type build with him I decided I'd make his support just give him a higher movement rate than normal since outside of doing this, there's no real way to communicate the concept outside of doing this.

Now the thing that has me worried is doing a transformation gimmick. Outside of not always being able to trigger it if the battle ends before the meter fills, there's no downside to it. It's his super mode and with it makes him outright better than his base form and it either modifies the existing moveset, replaces, or adds exclusive moves during that form. I decide to list it as locked as I don't want to compromise and have a weaker version. I'd rather wait and have something that feels well, super over having a weaker version.

So is ultimately is my dude doable? Or should I make a replacement?

Hidden 7 yrs ago Post by Renval
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Renval Prince of Dreams

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@Jerkchicken Good questions!

The percentages of your abilities are fixed. Unless you use a skill point to change/upgrade them, those abilities do the same percentage of damage/effects every time (ignoring, of course, the potential for variance in skills – i.e. a 100% Damage ability with a 20% variance means it could do between 80% and 120% Damage). Upon each level up characters gain 3 stat points and 1 skill point. 1 stat point is equivalent to a single boost – either +5 for HP and MP or +1 for Atk/Def/Int/Spr. Movement is fixed based on profession, equipment, and S-Abilities/A-Abilities that alter movement for periods of time. Evasion receives a boost at fixed levels.

When it comes to range, think about what your character does. If he's highly agile, but an adjacent cell range attacker, an A-Ability that has him dash at an opponent or land in an adjacent cell is totally doable at level 1. AoE is a little different. I wouldn't go too crazy for level 1 – the most I would suggest is a single layer of surrounding cells or adjacent cells.

Status effects should be fairly straightforward. Keep them basic. I mean, there's nothing stopping you from putting Instant Death on a Level 1 ability, but remember, I'll cost it accordingly. Opt for less severe effects early – Poison, Burn, Sleep, and Confuse come to mind, although Bleeding could be an option too – that way you'll actually be able to use your abilities. Stuff like Deprotect and the Breaks are particularly severe and could cost more MP than you have at level 1. When in doubt, think of starting abilities from games like Final Fantasy, Golden Sun, etc.

Repositioning units is fine. Just know there are some units/objects too heavy to reposition in this way!

It's certainly still possible to build him as a dodge tank, although I don't see in your current set up how Rio is meant to fulfill this archetype. You could do a buff to his evade – 5% for a starter S-Ability – if you wanted to start shifting him toward that. If you want to keep his S-Ability as is, then you will get a 1 cell boost to his movement stat.

Is this transformation his D-Ability? If it's an A-Ability, expect for it to cost a lot given the ideas you are discussing. If it's a D-Ability, I'd have to see exactly what the buffs/new abilities are before I can make a call.

Everyone's thoughts can be executed. It's just a matter of balancing characters between one another and the enemies so no one feels gimped. :)

@Bishop @Leslie Hall @AlternateMan @Lauder

I have created the OoC thread. We can move the discussion here to keep crafting these characters. :)
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