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  1. #31
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Job Ability (category): Construct
    Level: Varies by structure.
    Construct (sub-menus)
    > Continuous Traps
    > Regenerating
    > Damage
    > Protection

    Allows the Engineer to construct several battlefield machines to aid in battle.
    * Only 1 of each category of construct can be active for each Engineer. (1 trap, 1 healing, 1 damage, 1 protection)
    * They can be removed by the same Engineer that constructed them, so a different structure can be put up.
    * They require a "Construction Kit" in inventory, not ammo.
    * Multiple constructs of the same type have cumulative effects, when 2 or more Engineers are present.
    * Constructs have HP. They can be destroyed by damage.
    * Constructs have durations. They disappear after a certain amount of time.
    * Constructs gain enmity so enemies want to attack them, with no further actions other than existing.
    * Moving interrupts building.
    * Taking direct damage interrupts building.

    Continuous Traps: Set down traps that regularly(15sec) produce a short duration(5-15sec) AoE enfeeble.
    (Appearance: Glyphs of Light that produce pulses of light)
    Traps can be targeted by the Engineer with their gun, and when they are destroyed by this attack they produce their normal AoE enfeeble with higher potency, and a longer duration than normal.

    * Level 15: Paralysis Tube (Paralyze) (Build Time: 6sec)
    * Level 25: Silencing Tube (Silence) (Build Time: 6sec)
    * Level 35: Binding Tube (Bind) (Build Time: 6sec)
    * Level 45: Virulent Flask (Poison) (Build Time: 6sec)
    * Level 55: Plague Flask (TP damaging Plague) (Build Time: 10sec)
    * Level 65: Sleeping Tube (Sleep) (Build Time: 10sec)
    * Level 75: Blinding Tube (Blind) (Build Time: 10sec)
    * Level 85: Dispelling Tube (Dispel) (Build Time: 12sec)
    * Level 95: Temporal Tube (Slow) (Build Time: 12sec)


    Regenerating: Structures that provide AoE regenerative powers to the alliance.

    * Level 30: Repair Station: AoE Machine Regen. Repairs damage done to automatons and friendly structures.
    Recast: 5min, Duration: 5min (Build Time: 10sec)
    Large Area of Effect, like wind instruments.
    Repair regen is +10hp/tick
    Repair functions on all other engineer structures.
    * Level 50: Moonlight Collector: AoE Refresh +1 or 5.
    Recast: 5min, Duration: 5min (Build Time: 10sec)
    MaxMP +50 for all in range, any time of day.
    Refresh is +1 at night.
    When there is a full moon, it increases to +5 refresh at night & +1 during the day.
    Always at "full moon" power in Abyssea (have you seen that moon?)
    * Level 60: Astral Gate
    Recast: 5min, Duration: 5min (Build Time: 10sec)
    Stops avatar perpetuation costs.
    * Level 75: Movable Mantelet: Regen, Refresh, Regain +1.
    Recast: 5min, Duration: 5min (Build Time: 10sec)
    Effect stacks with Campaign Mantelet.
    Its HP slowly reduces over time on its own, so taking damage will severely cut down its life span.
    Mantelet follows the Engineer around? (maybe stationary)
    * Level 90: Artificial Astral Candescence: Produces similar effects to the real thing, for short periods of time.
    Recast: 10min, Duration: 3min (Build Time: 15sec)
    Large Area of Effect. (can hit mages at maximum casting distance)
    Increases crystal drop rate. (allows crystals to drop from "too weak" enemies.)
    May draw beastmen to attack it from a distance.
    Regen+3/Refresh+3 under 75%/max
    Halts food duration timer.
    10% XP bonus
    Reduces resist rate for "Magitek Upgrade" elemental damage.


    Damage: These structures deal damage at regular intervals.

    * Level 50: Remora Spheroid: Occasionally attacks the Engineer's target with a lightning based attack.
    Recast: 5min, Duration: 1min (or until destroyed by damage) (Build Time: 5sec)
    Spheroid has very low HP. 100-200
    It will follow the Engineer around and target the same enemies.
    When the Engineer uses a weaponskill, the Spheroid will use Stunbolt (chance to stun)
    Think of it like a high chance for a lightning element double attack round that doesn't give you TP.
    * Level 70: Drone: Occasionally attacks the Enginee's target with a physical attack.
    Recast: 5min, Duration: 1min (or until destroyed by damage) (Build Time: 5sec)
    Drones have very low HP. 200-300
    (Imagine a "doll" type enemy, the size of an Automaton)
    It will follow the Engineer around and target the same enemies.
    When the Engineer uses a weaponskill, the Drone will use Kartstrahl (chance to induce sleep)
    Think of it like a high chance for a physical double attack round that doesn't give you TP.
    * Level 85: Siege Turret: Attacks the Engineer's enemy structure target at a slow rate.
    Recast: 5min, Duration: 5min (Build Time: 1min - yes, one minute)
    Can only be deployed against enemy structures.
    Shoots cannonballs (has its own ammo, not engineer's, part of the "kit")
    Turret has Medium HP. around 500
    Highly resistant to attacks from campaign enemies.
    Does much more damage to enemy Campaign structures than melee and magic attacks.
    Gains high enmity, especially from Campaign enemies.


    Protection: Structures that protect the Engineer.

    * Level 30: Force Field Generator: Reduces physical damage taken by those nearby.
    Recast: 5min, Duration: 5min (or destroyed) (Build Time: 20sec)
    The main defensive tool of the early engineer for party support (unless you count traps)
    * Level 60: Lightning Rod: Absorbs Lightning-element spells (and maybe some special attacks) that are targeted at the player's party and converts each one into a Charged Cell.
    Recast: 5min, Duration: 5min (or destroyed) (Build Time: 20sec)
    Perhaps one of the most situationally useful protective devices, provided the enemy uses Lightning-based attacks.
    Additional effect: During Thunder weather (one or two thunder symbols), Charged Cells may randomly be created, higher chance when two thunder symbols are up.
    * Level 80: Ward: When the Ward is between you and the enemy. It will "Cover" you until it's destroyed.
    Recast: 3min, Duration: 3min (or destroyed) (Build Time: 20sec)
    Wards do not move. Positioning is entirely up to the engineer to make use of its ability.
    * Level 99: Exoplates: Exoplates surround the Engineer wherever they move. They deal short range AoE damage (Phase Shift) when at 50% & 1% of their maxHP. Any critical hits dealt to the Exoplates grant bonus damage to the next Phase Shift.
    Recast: 5min, Duration: 5min (or destroyed) (Build Time: 20sec)
    HP: 500 Phase Shift AoE damage: 250 at 50%hp, 250 at 0%hp +10dmg per crit hit.
    (Clearly not as powerful as the boss version, and no special attacks aside from Phase Shift)
    (3)

  2. #32
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    (Higher level) Engineer JOB ABILITIES

    Job Ability: Charge Cell
    Level 50
    Recast: 30sec
    Charge a rechargable storage cell for future use.
    Companion ability to "Link Reserves."
    * Turns 100tp into 1 charged power cell.
    * Turns 200tp into 2 charged power cells.
    * Turns 300tp into 3 charged power cells.
    * TP over 100/200 but below 200/300 is not consumed. (157tp > Charge Cell > makes 1 power cell and leaves 57tp)
    * Engineers can use these "Charges" to activate tools.
    * Engineers can only store 3 of these charged power cells (before merits).

    Job Ability: Link Reserves
    Level 50
    Recast: 30sec
    Allows the next tool used to consume a power cell's charge for its activation.
    Companion ability to "Charge Cell."
    * Until this ability is used, tools will still use TP to activate, even if the Engineer has charged power cells.
    * Even if a tool requires less than 100tp for use, it will still use a full charge for activation.
    * Allows a tool to activate by consuming 1 charge, even if it requires more than 100tp for normal activation.
    * After using "Link Reserves", "Supercharge" will also increase the damage caused by additional effects.


    Job Ability: Magitek Upgrade
    Level 60
    Recast: 5min
    Duration: 3min
    Costs 1mp per hit for the effect to activate.
    Temporarily upgrade your weapon with a Magitek crystal power amplifier. This will change your melee attacks into magic attacks, element based on the item used.
    * This is not En-spell additional damage.
    * Attacks change from physical to magic damage in the element of the item used, treated like Formless Strikes.
    * Attacks become subject to magical resist rates.
    * Requires a Lambent Cell (element of cell decides effect) to initiate the ability (not needed for each hit.)
    ("Upgrade" was the command with this effect used by Cid in FFIV: The After Years)


    Job Ability: Reverse Engineer
    Level 65
    Recast: 3min
    Duration: (Depends on copied buffs)
    Copy the buffs on a machine enemy to yourself.
    * You get the full duration of the buffs, even if they were about to wear off on the enemy.


    Job Ability: Signal Jammer
    Level 5
    Recast: 10min
    Duration: 1min
    Machine-based "Circle" ability for Engineers. Gives the party the "Machine Killer" effect.


    Job Ability: Electronic Interference
    Level 87
    Recast: 10min
    Duration: 3min
    Lowers accuracy, evasion, magic accuracy, magic evasion, and TP gain for Machines.


    2 Hour Ability: Power Surge
    (Recast: 2 hours, Duration: 45sec)
    Removes the TP cost associated with all tool usage. (Recasts remain and Magitek still needs MP)
    New Tool Available during 2hr: EMP (Electro-Magnetic Pulse)
    (Recast: tied to 2hr)
    Instantly kill any machine monsters in a large area of effect that are not Impossible to Gauge.
    (3)
    Last edited by AyinDygra; 09-07-2011 at 06:29 AM.

  3. #33
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Engineer JOB TRAITS

    Job Trait: Tool Mastery
    __Tool Mastery I: 10: Reduce Tool TP cost by 3
    _Tool Mastery II: 30: Reduce Tool TP cost by 6
    Tool Mastery III: 50: Reduce Tool TP cost by 9
    _Tool Mastery IV: 70: Reduce Tool TP cost by 12
    __Tool Mastery V: 90: Reduce Tool TP cost by 15

    Job Trait: Machine Killer
    Killer trait against all machine enemies listed in the introduction (not restricted to one "family"):
    __Machine Killer I: Level 10
    _Machine Killer II: Level 40
    Machine Killer III: Level 70
    _Machine Killer IV: Level 99

    Job Trait: Resist Blind
    (tiers)

    Job Trait: Shield Mastery
    In addition to granting TP to Shield blocks, this trait also prevents interruption of "Construct" for Engineers.
    __Shield Mastery I: Level 30
    _Shield Mastery II: Level 60
    Shield Mastery III: Level 90

    Job Trait: Critical Defense Bonus
    __Critical Defense Bonus I: Level 75
    _Critical Defense Bonus II: Level 85
    Critical Defense Bonus III: Level 95

    Job Trait: Store TP
    __Store TP I: Level 15
    _Store TP II: Level 45
    Store TP III: Level 75

    Job Trait: Long Reach
    Allows melee attacks against "flying" enemies, with polearms. These are enemies that are normally out of reach of normal auto-attacks. (Like Cuelebre, Ouryu, etc)
    Long Reach I: Level 40 - Deal 25% melee damage.
    Long Reach II: Level 60 - Deal 50% melee damage.
    Long Reach III: Level 80 - Deal 75% melee damage.
    Long Reach IV: Level 99 - Deal 100% melee damage.
    (Dragoon gains tiers V/VI, which add 10/15% bonus damage to flying enemies. This could extend to several enemies that only appear to be flying and levitating like Bees, Spheroids, Ahrimen, Imps, Puks, Bats, Birds, Flytraps, Flies, Ladybugs, Wamoura, Colibri, Yovra, Ghrah, Wanderers, Gears, Bombs, Clusters, Djinn, Pixies, Moogles, Enemy pet wyverns, and Dragons and Gargouilles that can switch between land and flying mode, when they're flying.)
    Dragoon's Tiers
    Long Reach I: Level 30 - Deal 25% melee damage.
    Long Reach II: Level 45 - Deal 50% melee damage.
    Long Reach III: Level 60 - Deal 75% melee damage.
    Long Reach IV: Level 75 - Deal 100% melee damage.
    Long Reach V: Level 90 - Deal 110% melee damage.
    Long Reach VI: Level 99 - Deal 115% melee damage.

    Job Trait: Conservation Principle
    Chance to use Engineer Abilities without using their related consumable items.
    __Conservation Principle I: 20: 10%
    _Conservation Principle II: 40: 15%
    Conservation Principle III: 60: 20%
    _Conservation Principle IV: 80: 25%
    __Conservation Principle V: 99: 30%


    Engineer MERITS (assuming current Merits system, pre-revision)

    Group 1
    Tools Recast (5 merits)
    Reduces all Tools' recast by -2 seconds per merit. (-10sec)

    Extra Power Cell (5 merits)
    Increases max stored power cells by 1 per merit. (Max: 8)

    Sabotage Duration (5 merits)
    Increases the normal duration of debilitating statuses caused by Sabotage.
    (2 ticks/merit, Total +10 ticks)
    Also increases chance of additional duration caused by hammer strikes.
    (2%/merit, Total +10% chance bonus)

    Reverse Engineer Recast (5 merits)
    Reduce recast on "Reverse Engineer."
    (-6sec/merit: -30sec = 2:30sec)

    Group 2
    Technician (5 merits)
    Increases the HP of all constructs.
    (10%hp per merit, max +50% HP)

    Demolition Expert (5 merits)
    Increase damage done by bombs and mines.
    (5%/merit, +25% max)

    Combat Engineering (1 merit)
    Boosts the power of all structure effects.
    * Increases Regen/Refresh/Regain from Structures by +1.
    * Increases potency of trap effects.
    * Increases damage of Siege Turrets and Spheroids.

    Surplus Power (1 merit)
    Provides a chance that when using "Charge Cell", an extra power cell will be charged.
    * Percentage of TP over each 100% mark increases the chance for extra. (176tp: 76% chance for extra power cell)



    ~*~ Gear ~*~

    Job Specific "Special stats":
    Enhance Sabotage: Allows hammer hits to increase enfeeble duration more frequently.
    Enhance Dismantle: Stronger Spear creates stronger "Dismantle" bonus.
    Enhance Explosions: Increases the damage caused by bombs when they are triggered by the Engineer's Gun attack.
    Enhance "Surplus Power": Increases chance of extra power cell creation.
    Enhance "Construct": Reduce "Build Time" by (2sec?).
    Enhance "Magitek Upgrade": Occasionally does not cost MP on hit.
    Augment Reverse Engineer: Chance of dispelling a buff that is copied.
    Augment Traps: Adds TP damage to each status inflicting pulse.
    Augment "Conservation Principle": When ammo is consumed, adds a chance to create one charged power cell.

    Special Traits:
    Quick Build: Chance to finish "Construct" activities nearly instantaneously.
    Ignite: Add a fire damage over time effect to enemies hit by bomb explosions (strength of DoT varies by bomb).




    Other machines I couldn't categorize properly:

    * Pathos Field Generators
    Create weaker versions of the Pathos effects found in Salvage: -10 stats, Block abilities/spells)
    These could require 3 or more Power Cell charges to activate, and would not last as long as other constructs.
    * Weather Machine (create weather in a zone... highly unlikely to be implemented anyway)
    This might make some magian trials too convenient. Also, weather is generally zone-wide, so multiple Engineers in the same zone could potentially be working against each other, unless this creates a localized weather phenomenon that only impacts the Engineer's party, like Scholar weather spells. This version of weather would not cause elementals to spawn or have an effect on quests, such as taking pictures in Aht Urhgan for a series of quests, Scholar quests or others.
    (3)
    Last edited by AyinDygra; 09-07-2011 at 06:30 AM.

  4. #34
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    New Job: Judgemaster (JDG)

    ~*~ The Concept:
    To oversee the games of the Simuilacrum, Judgemasters have been appointed. They use powerful techniques and technologies to enforce "laws" on the participants of battles in their vicinity. They can change the course of a battle by Prohibiting certain actions entirely or penalizing their use on one hand, or approving the use of other actions. They can also render judgments on the participants of battle, further swaying things one way or the other.

    Judgemasters control the battlefield. Their means to regulate battle are the "Laws" of combat. These "Laws" are imposed upon a battlefield by means of "Judge Cards." All Judge Cards create a very large aura effect around the Judge, impacting equally all players and monsters in battle range. The range extends beyond the maximum casting distance so everybody involved in the battle is held to the laws.

    Their abilities are based on a combination of Legal Judge and Referee, since they took on this merged role in several games, both in their role in the story, and their functions in gameplay.

    ~*~ Game Mechanics:
    There are four types of "Judge Cards":
    Yellow: Penalty Cards - Penalize actions.
    Red: Prohibition Cards - Prevent specific actions.
    White: Approval Cards - Reward actions.
    Blue: Permission Cards - Bypass Prohibitions.

    These cards activate the "Judgment Field" device (Key Item) that the Simulacrum created after studying the Olduum civilization's technologies and the Iron Colossus in particular. This device creates a localized effect around the Judgemaster, akin to Pathos and Sanction, based on the Judge Cards used.

    Prohibitions and Permission
    Prohibitions are the most powerful of the cards. These Red Cards prevent the specified actions from being used by anyone involved in the battle. The only ways non-judges can perform actions currently prohibited is for a Judge to grant temporary permission with an "exempt judgment" or cancel a prohibition with their permission via a Blue Card.
    Penalized and Approved
    If someone breaks the "law" of a currently active yellow card, the "Penalized" status will be inflicted on the offender that lasts until the penalty card is removed from play or expires, and the Judge who's rule was broken gains a Judgment Point. Continually performing penalized actions while "Penalized" can result in being afflicted with "Timeout" status.

    After triggering the approval effect of a white card, the "Approved" status will be granted, lasting until the approval card is removed from play or expires and the Judge who's recommendation was followed gains a Judgment Point. Continually performing approved actions while "Approved" can result in gaining the "Advantage" status.
    If a person engaged in combat involving a Judgemaster is under a card effect and they leave the combat area, the card effect will be removed, but they will have a new status: "Spectator." In this status, they cannot interact with any player or monster under a Judge Card effect at all, and for the next 30 seconds after returning to the aura effect area. (The Spectator status can also be used in other areas of the game to allow players to watch battles without interacting with anyone involved.) Anyone who takes any action on anyone with a card effect on them becomes subject to the card effect, with the same benefits and restrictions as those directly involved with combat.

    Use of Judgment Points
    Judgments can be rendered by spending Judgment Points. A Judgment point is lost when the Judge breaks a penalty card's restriction. Judges can take actions normally prohibited by Yellow or Red cards as long as they have a Judgment Point to be spent for each action, without any other penalty. Judges will still be marked with "Penalized" by breaking a penalty (This is important because of their Job Trait: Fair Play)

    * Judges can accrue 50 Judgment Points and they stay for 2hrs. They are lost when the Judge changes zones.
    * Only 1 of each Card can be in effect at any time for each Judgemaster. (one Yellow, Red, White (blue only removes red))
    * Only 1 of each effect can be active at any time. (2 Judges cannot have the same Penalty, Prohibition or Approval active)
    * NPC Judges have longer lists of Penalties, Prohibitions, Approvals and Judgments that are not accessible to players.
    * Penalties, Prohibitions and Approvals are learned via "Law Cards" which are used like spell scrolls.
    * Separate "Law Cards" are needed for each Job, Magic School, Enfeeble & Buff for each Penalty, Prohibition and Approval.
    * Judgments are simply gained by levels.
    * There are some broad categories that function identically, "Job", "Race" (includes both monster families and player races), "Magic School", "Weapon Type" (includes individual weapons and general damage types), "Enfeeble" and "Buff". These would tend to make the listings quite difficult to navigate manually due to how many options there are. (macros would bypass this issue for often used options) If possible, I suggest breaking up the "Declare" commands into new Category menus with sub-menus within the category.

    ~*~ In Battle:
    * Declare Penalties to produce increasingly potent enfeebles on enemies and build Judgment Points.
    * Declare Prohibitions to stop specific actions for short periods of time.
    * Declare Approvals on actions to help you and your allies and build Judgment Points.
    * Use Judgment Points to render Judgments against enemies or for allies.
    * Enforce Penalties with "Penalty Box", and reward those who are Approved with "Advantage"
    * Keep your party safe from enemy Judges with Abate, Yellow Clip and Judge's Permission.


    As a Support Job:
    They cannot use Prohibitions at all.
    The Penalized and Approved conditions do not have a chance to automatically cause "Timeout" and "Advantage."


    Combat Skills and Gear:
    * Polearms A- (no spears/lances/javelins) They get access to a new design: The Glaive (Scimitar, Spear or other large blade on each end of a staff for Drg, Sam, Jdg - Slashing and Piercing versions) This is the signature weapon for Judgemasters.
    * Great Sword A-, Great Katana A- (these weapons fit them well, but wouldn't be geared toward Judgemaster in most cases)
    * Sword B-, Katana B+ (these are for use when dual wielding)
    * Great Axe C+, Axe C+, Staff C+, Hand-to-Hand C+, Club C+ (they're skilled melee combatants, but not as good as War)
    * Throwing C+ (books)
    * Evasion C, Parry B+, no shield skill, C guard skill, no magic skills

    They wear Plate armor like Paladins, but they rely mostly on their penalties, prohibitions and judgments for defense. (Plate, Chain, Scale)

    Artifact/Relic/Empyrean gear needs to be impressive plate armor with a ram-horned or dragon-horned helmet.
    (4)
    Last edited by AyinDygra; 09-07-2011 at 08:20 AM.

  5. #35
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Judgemaster JOB ABILITIES

    Beginning at level 10, Judgemasters gain a series of Judgments that cost Judgment Points to activate.
    (See Judgments List post)

    Job Ability: Declare Penalty
    Level 10
    Duration: 5min
    Recast: 2min
    Using a Yellow Card, declare a ruling on the field of battle to change the required strategies. These penalties are able to be avoided if the participants follow the ruling. Those who break the penalty rulings will be found worthy of adverse judgment.
    (See Penalty List post)


    Job Ability: Declare Approval
    Level 10
    Duration: 5min
    Recast: 2min
    Declaring a certain set of actions to be approved encourages battle participants to use strategies involving those actions. When participants do so, those actions grant Judgment Points to the Judge. Participants who have gained the approval of a Judge are granted additional bonuses as an incentive. Continuing to perform "Approved" actions can result in the "Advantage" status.
    (See Approval List post)


    Job Ability: Declare Prohibition
    Level 30
    Duration: 2min
    Recast: 5min
    Using a Red Card, the Judge can declare certain actions illegal, preventing their use entirely.
    Notorious monsters may partially resist this effect, treating it like selective paralysis.
    (See Prohibition List post)


    Job Ability: Penalty Box
    Level 20
    Duration: about 5 to 20 seconds (varies, can be resisted or "critical" for longer duration)
    Recast: 2min
    The target is inflicted with the "Terror" status for a short period of time.
    * Target must first be under the "penalized" effect caused by a Yellow Card, otherwise the ability will "miss."
    * This effect can also trigger automatically if someone under the effect of "penalized" continues to perform actions that are penalized.
    * The automatic version usually only lasts as long as a weaponskill's version of stun - less than a second, but enough to interrupt spellcasting or enemy TP moves.


    Job Ability: Advantage
    Level 20
    Duration: 30 seconds
    Recast: 2min
    The target is buffed with the "Advantage" status which gives them a slight advantage in almost everything they do. When an action has a chance to fail or a spell is resisted, they get a second chance at success before the game finalizes the outcome. (Perhaps best described as 100% Zanshin for all actions that can miss or be resisted)
    * Non-self targets must first be in the "Approved" status caused by a White Card effect, otherwise the ability will "miss."
    * Judges can target themselves with "Approved" without having first attained the status by a white card effect.
    * This effect can also trigger automatically if someone under the effect of "approved" continues to perform actions that are approved.
    * The automatic version only lasts until its effect is used one time, or 10 seconds, whichever comes first.


    Job Ability: Judge Sword
    Level 25
    Duration: 1min
    Recast: 3min
    While this is in effect, every time the Judgemaster strikes an enemy, they have a chance to obtain a Judgment Point.
    * If your target is "Penalized," your attacks do 25% more damage to them and you are more likely to hit them.


    Job Ability: Judge's Permission
    Level 30
    Duration: Instant
    Recast: 1min
    Use a Permission card to nullify one enemy Judge's Red Card effect.
    * Requires Blue "Permission" Cards.
    * Can fail to remove the Red Card Prohibition. (level check against enemy Judge, and maybe some other factors)


    Job Ability: Abate
    Level 40
    Duration: 2min
    Recast: 5min
    Stops enemy Judges from using any Cards for a period of time.


    Job Ability: Yellow Clip
    Level 50
    Duration: Instant
    Recast: 2min
    Removes the "Penalized" status from selected alliance member.


    Job Ability: Substitution
    Level 70
    Duration: Instant
    Recast: 10min
    Target: Entire Party
    Resets the recast of all "pet creating" or "alternate target creating" abilities currently in cooldown.
    * Dragoon: Call Wyvern
    * Puppetmaster: Activate, Deux Ex Automata
    * Beastmaster: Call Jugpet, Charm, Snarl
    * Summoner: all "Summon magic" recasts
    * Engineer: certain Damage and Protection Constructs
    * Ninja: Utsusemi: Ichi, Utsusemi: Ni (they fit the pattern, conceptually)
    * Paladin: Cover
    * Any "Blink" spells. (Including blue magic)


    Job Ability: Judge, Jury, Executioner
    Level 90
    Duration: 1 Minute
    Recast: 10min
    Target: Entire Party
    While this effect is active, all party members gain the "Judge Sword" bonuses against penalized enemies:
    * 25% bonus damage
    * Extra accuracy
    * Plus Increased double attack rate and critical hit rate (unique to this ability, not related to Judge Sword).


    Law Book
    This is the Judgemaster's "Thrown Weapon specialization". They use either Law Books (or maybe Gavels) to produce effects geared toward the "Court Judge" aspect of the job (rather than the "Sports Referee Judge"):
    > Guilty
    > Contempt
    > Overruled

    (ammo - Law Book) Guilty: Judging an enemy to be guilty, you "throw the book at them." Deals damage based on how strong of a penalty effect is currently active on the target.
    (ammo - Law Book) Contempt: For repeated violations against the Judge, find them in contempt. Terror effect. (lasts longer depending on the strength of their "Penalized" status; misses when the enemy is not penalized.)
    (ammo - Law Book) Overruled: Prevent the use of the ability or spell currently being readied by the enemy. Similar to stun, but stops that specific ability or spell from being used for a period of time after being blocked.


    2 Hour Ability: Final Order (it's a legal term, to help with translation: an order of a court or quasi-judicial tribunal which leaves nothing further to be determined or accomplished in that forum except execution of the judgment and from which an appeal will lie)
    Duration: 45 seconds
    Allows the use of Judgments without spending Judgment Points for the duration.
    * This may be accompanied by a reduction in recast timers for Judgments.
    * The Judgemaster's current stock of Judgment Points will not be consumed for the duration.
    * The Judgemaster does not need to have any Judgment points at all (they are not simply protected from consumption).
    (4)
    Last edited by AyinDygra; 09-07-2011 at 06:31 AM.

  6. #36
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Judgments
    These abilities can only be used by spending "Judgment Points." Most of them require large amounts of JP to prevent them from being used too often, even if their timers are up. Also, there are many Penalties and Approvals that will not grant many JP compared to others, making use of Judgments less frequent to balance their usefulness. Only 50 JP can be stored at any time for up to 2 hours like Finishing Moves and they are lost upon zoning.
    Exception: Requires 10 Judgment Points.
    Level 10
    Duration: 30sec or until 1 Red Card effect is ignored
    Recast: 20sec
    Grants the target a one-time exception to a Red Card effect.

    Repeal: Requires 1 Judgment Point.
    Level 25
    Duration: Instant
    Recast: 30sec
    Remove your own Penalty, Prohibition or Approval Card Effect from play early.

    Out of Play: Requires 20 Judgment Points.
    Level 40
    Charge Time: Instant
    Duration: 1min or until an enemy TP move or spell hits the Judge.
    Recast: 1min
    Declare the next move out of play. Triples the recast of the next offensive ability or spell used against the Judge.
    * Applies to both single target and Area of Effect, as long as the Judge was hit.

    Free Shot: Requires 10 Judgment Points.
    Level 45
    Charge Time: Instant
    Duration: 1min or until your next ranged attack.
    Recast: 1min
    Your next ranged attack cannot be blocked or resisted.
    * Has a +50% recycle effect as well.

    Foul: Requires 10 Judgment points.
    Level 50
    Duration: 5min (see notes)
    Recast: 30sec
    This judgment reduces the offender's stats as if their level has dropped by 2.
    Additionally, defenses are dropped for a very short period of time. (Free Shot!) (No counter/evasion/shield/guarding)
    * Temporarily reduces combat/magic skill levels by the amount gained in the last 2 levels. (regardless of current skill)
    * Removes access to spells, abilities and traits down to the new level's selection, if applicable.
    * Probably easiest to use something like the "Level sync" status effect, without all the side effects.

    Power Play: Requires 10 Judgment points.
    Level 50
    Duration: 5min
    Recast: 30sec
    This judgment increases the target's stats as if their level has risen by 2.
    * Temporarily raises combat/magic skill levels by the amount they could rise in 2 levels.
    * Grants access to spells, abilities and traits of the new level, if applicable.

    Overtime: Requires 25 Judgment Points.
    Level 60
    Duration: Instant
    Recast: 5min
    Allow target to immediately use any job ability or spell of their choice that is currently in "cooldown", except for 2-hours.
    * Adds the current duration of cooldown remaining to normal cooldown required by the Job Ability or Spell.
    (If a Monk uses Dodge, then it wears off and the Judgemaster uses Overtime on the Monk and they choose to use Dodge again, with a current cooldown of 2:55, that time will get added to the normal 5min cooldown for a total cooldown of: 7:55)

    Game Over: Requires 50 Judgment Points.
    Level 75
    Duration: Instant/30seconds
    Recast: 20min
    Ends combat instantly (everybody disengages and spells being cast at the target are interrupted.) This puts the enemy into passive mode, unclaimed. For 30 seconds, the enemy will not aggro anybody.
    * Removes all Judge Card Effects.
    * The enemy's hate list is completely wiped clean.
    * This will cause de-spawning of some enemies. Caution is advised.

    Severe Penalty: Requires 20 Judgment Points.
    Level 90
    Duration: Instant
    Recast: 1min
    Target: Everyone with the Penalized status in range (card effect range).
    Does damage to everyone with the Penalized status, in range.
    * Damage varies by severity of the Penalized status. (remember, the status is like a Dnc's steps)
    (4)

  7. #37
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Job Ability: Declare Penalty
    Level 10
    Duration: 5min
    Recast: 2min
    Using a Yellow Card, declare a ruling on the field of battle to change the required strategies. These penalties are able to be avoided if the participants follow the ruling. Those who break the penalty rulings will be found worthy of adverse judgment.
    * If someone breaks a penalty rule, they receive the "Penalized" status with differing effects for each rule. In addition, if they break the same penalty rule under this status, they may randomly be inflicted with the "Timeout" status, and the "penalized" status makes them vulnerable to the Judgemaster's "Penalty Box" ability (which forcibly induces the "Timeout" status.) (See Job Ability: "Penalty Box" for details).
    * The "Penalized" status remains until the Penalty Card they breached is no longer in play.
    * Penalty effects start out weak, increasing in potency with each infraction. (Like Dnc steps)
    * The "Blind" status occasionally stops a Judge from being awarded a Judgment Point. Also reduces the "Vigilance" trait's ability to grant an extra JP for penalty breaches and from granting random JP on recurring penalty breaches.
    Penalty List (Requires Yellow "Penalty" Cards)

    Use of <Job> Abilities Penalized (TP moves by Mobs of that <main job> count as penalized abilities)
    * Level: (Different for each job. Same levels as Corsair rolls?)
    * Penalty Effect: Recast timers doubled, HP damage incurred upon use.
    * 1JP for each Job Ability used from that job. (main or support job)
    Use of <Magic Skill> Penalized
    * Level: Healing 4, Elemental 8, Divine 12, Enhancing 16, Enfeebling 20, Ninjutsu 24, Dark 28, Singing 32, Blue 36, Summoning 40
    * Penalty Effect: Recast timers doubled, MP damage incurred upon use.
    * 1JP for each spell cast from that magic school. (and bloodpact use)
    Resting Penalized
    * Level: 10
    * Penalty Effect: Resting ticks may be skipped or do HP/MP damage rather than recover (enemy in passive mode counts as resting)
    * 1JP for first resting tick. Grants 1JP each tick thereafter when the negative effect triggers.
    Ranged Penalized
    * Level: 21
    * Penalty Effect: Ranged accuracy reduced and causes physical backlash damage
    * 1JP for each ranged attack.
    Movement Penalized
    * Level: 25
    * Penalty Effect: Weight effect immediately, continued movement may cause bind
    * 1JP when anyone tries to move or use Flee/Mazurka/Jigs, 1JP when "bind" is inflicted.
    Pet Commands Penalized
    * Level: 35
    * Penalty Effect: Recast timers doubled, Pet takes HP damage upon use of pet commands.
    * 1JP for each pet command issued.
    <Weapon> Penalized
    * Level: 50
    * Penalty Effect: Using that weapon type will cause physical backlash damage.
    * 1 JP for first hit for each person using that weapon type 100% of the time. Randomly grants 1JP after.
    Use of Weaponskills Penalized
    * Level: 55
    * Penalty Effect: Weaponskills require 300% TP, treated like only 100% TP used
    * 1JP for each weaponskill used.
    Item Use Penalized
    * Level: 60
    * Penalty Effect: Item may be consumed without taking effect (you don't see many enemies using items)
    * 1JP for each item used.
    Melee Penalized
    * Level: 65
    * Penalty Effect: Auto-attack damage reduced and causes physical backlash damage.
    * 1 JP for first hit for each person 100% of the time. Randomly grants 1JP after. (See Vigilance Trait)
    <Race> Penalized
    * Levels: (Different level for each monster family and player race)
    * Penalty Effect: Acts like Paralysis
    * 1JP for each action taken by that race.
    Attacking <Race> Penalized
    * Levels: (Same levels for each monster family and player race as above)
    * Penalty Effect: Acts like a killer effect when the target is a member of the race.
    * 1JP for each action taken against that race. (not including auto-attack)
    <Enfeeble> Penalized (individual enfeebles, or all enfeebles for simplicity?)
    * Levels: Different for each of these enfeebles: Slow, Stop, Sleep, Sap (includes poison, choke, etc), Paralysis, Attack Down, Defense Down, Silence, Doom, Plague, Disease, Amnesia, Bind, Blind, Charm, Curse, Attribute Down, Encumberance, Evasion Down, Mute, Magic Accuracy Down, Magic Evasion Down, Magic Defense Down, Petrification, Weight, Zombie
    * Penalty Effect: Chosen status will be easily resisted. Chance to backfire on whoever tries to inflict the status.
    * 1JP each time the enfeeble is inflicted (from all non-gear sources, including statuses caused by weaponskills)
    <Buff> Penalized (individual buffs, or all buffs for simplicity?)
    * Levels: Different for each of these buffs: Haste, Regen, Refresh, Regain, Attack Up, Defense Up, Attribute Up, Quickening, Evasion Up, Magic Accuracy Up, Magic Evasion Up, Magic Defense Up, Image (Blink/Utsusemi), Spikes, Crit Hit Rate Up (others?)
    * Penalty Effect: The beneficial status will have a shorter duration, may cause "opposite" effect, if applicable.
    * 1JP for each buff used (from all non-gear sources, including buffs granted by consumable items)

    This was just a brainstorming list... Some may be used, others may be added.
    (4)

  8. #38
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Job Ability: Declare Approval
    Level 10
    Duration: 5min
    Recast: 2min
    Declaring a certain set of actions to be approved encourages battle participants to use strategies involving those actions. When participants do so, those actions grant Judgment Points to the Judge. Participants who have gained the approval of a Judge are granted additional bonuses as an incentive. Continuing to perform "Approved" actions can result in the "Advantage" status.
    Approval List (Requires White "Approval" Cards) Long durations.

    <Job> Approved (TP moves used by mobs with this main job count as job abilities for this effect)
    * Levels: same as Corsair Rolls.
    * Approval Effect: Reduced recast timers for <Job>'s abilities.
    * 1JP for each JA used by that job.
    <Magic Type> Approved
    * Levels: Healing 20, Elemental 21, Divine 22, Enhancing 23, Enfeebling 24, Ninjutsu 25, Dark 26, Singing 27, Blue 28, Summoning 29
    * Approval Effect: Increases Mag Atk Bonus, reduces MP cost/tool usage & casting time for <magic type>'s spells)
    * 1JP for each spell cast from that magic school.
    Skillchains Approved
    * Level: 25
    * Approval Effect: Increases damage caused by skillchains, lengthens window of opportunity to cause skillchains.
    * 1JP for each skillchain created.
    Magic Bursts Approved
    * Level: 35
    * Approval Effect: Increases damage caused by Magic Bursts, lengthens window of opportunity to Magic Burst.
    * 1JP for each magic burst caused.
    Pets Approved
    * Level: 40
    * Approval Effect: Grants all buffs active on masters to their pets. (Continual effect)
    * 1JP for each beneficial action performed on a pet.
    * 1JP for each special attack performed by pets.
    Ranged Approved
    * Level: 41
    * Approval Effect: Ranged damage increased, Recycle+25%
    * 1JP for each ranged attack.
    * 1JP for each ranged Job Ability (like Provoke, Angon, etc) or ranged weaponskill or ranged physical blue spell.
    Physical Defense Approved
    * Level: 45
    * Approval Effect: Physical damage taken is reduced and defensive skills are activated more often.
    * 1JP for first defensive skill activated for each person 100% of the time. After that, defensive skills randomly give 1JP.
    * 1JP when people cast "Protect" and Stoneskin type spells also.
    Magical Defense Approved
    * Level: 47
    * Approval Effect: Magical damage taken is reduced and increases resist rates.
    * 1JP for first magical damage resisted for each person 100%. After that, magical damage resisted randomly gives 1JP.
    * 1JP when people cast "Shell", Aquaveil, and "Bar" type spells also.
    Weaponskills Approved
    * Level: 50
    * Approval Effect: Reduces cost for all weaponskills to 75 TP.
    * 1JP for each weaponskill used.
    Consumables Approved
    * Level: 60
    * Approval Effect: Consumable items and item charges are sometimes not consumed.
    * 1JP for each item used.
    * "sometimes" is linked to the Judge's "Vigilance" Trait.
    Melee Approved
    * Level: 70
    * Approval Effect: Auto-attack damage increased, add "Flurry" status.
    * 1JP for first hit for each person 100% of the time. After that, auto-attacks can randomly give 1JP.
    <Race> Approved
    * Level: Differs for each monster family and player race.
    * Approval Effect: Beneficial spells and abilities performed on <race> are more effective.
    * 1JP for each beneficial action performed on <race>.
    * 1JP for each special attack used by pets of the proper family, and blue spells of the monster family.
    <Weapon type> Approved
    * Level: differs for each weapon type and Blunt,Slashing,Piercing
    * Approval Effect: Damage done by that weapon is increased as if enemies are weak to the damage type.
    * 1JP for first hit for each person 100% of the time. After that, auto-attacks with that weapon type randomly give 1JP.

    Again, this is just a brainstorming post. Some may be used, others may be added.
    (4)

  9. #39
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Job Ability: Declare Prohibition
    Level 30
    Duration: 2min
    Recast: 5min
    Using a Red Card, the Judge can declare certain actions illegal, preventing their use entirely.
    Notorious monsters may partially resist this effect, treating it like selective paralysis.
    Prohibition List (Requires Red "Prohibition" Cards)

    <Job> Abilities Prohibited
    * Levels: different for each job, same levels as Corsair rolls.
    * Prohibition: Cannot use <job>'s abilities.
    <Job> Traits Prohibited
    * Levels: different for each job, same levels as Corsair rolls.
    * Prohibition: All <job>'s traits are disabled.
    <Weapon type> Prohibited
    * Levels: Sword 30, Dagger 31, Hand-to-Hand 32, Axe 33, Great Axe 34, Great Sword 35, Scythe 36, Polearm 37, Katana 38, Great Katana 39, Club 40, Staff 41, Archery 42, Marksmanship 43, Throwing 44
    * Prohibition: Player is inflicted with terror when the weapon type is equipped: sword/axe/etc. Works well against players, but monsters don't have AI that can change weapons, so, not sure what to do with them...
    <Magic Type> Prohibited
    * Levels: Healing 20, Elemental 21, Divine 22, Enhancing 23, Enfeebling 24, Ninjutsu 25, Dark 26, Singing 27, Blue 28, Summoning 29
    * Cannot cast <magic type>'s spells.
    Skillchains Prohibited
    * Level: 25
    * Skillchains will not occur.
    Magic Bursts Prohibited
    * Level: 35
    * Magic bursts will not occur.
    Ranged Attack Prohibited
    * Level: 41
    * Cannot use ranged attacks.
    Weaponskills Prohibited (Includes monster TP-dependent moves)
    * Level: 50
    * Cannot use weaponskills.
    Pet Commands Prohibited
    * Level: 40
    * Cannot use pet commands.
    Movement Prohibited
    * Level: 71
    * Unbreakable Bind effect for duration.

    MERIT Prohibitions:
    Melee Prohibited Auto-attacks are suspended for the duration.
    Magic Prohibited Casting of all spells is suspended for the duration.
    (4)

  10. #40
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Judgemaster JOB TRAITS

    Job Trait: Justice
    Level 10
    When a Judgemaster tries to perform an action normally blocked by a Red Card Prohibition, 1 JP is spent to allow it.
    When a Judgemaster performs actions normally penalized by a Yellow Card Penalty, 1 JP is spent to block the negative effect of the penalty.

    Job Trait: Vigilance
    You watch for even the smallest infraction of the rules and are sure to reward those who follow them.
    * Occasionally gain 2 Judgment Points for a Penalty breach. ("Occasionally": see tiers)
    * Penalties and Approvals that initially grant 1JP and 1JP randomly thereafter grant JP more frequently; see tiers.
    * The "Blind" status reduces the effect of "Vigilance" by -10%.
    Tiers:
    __Vigilance I 25: 10% Chance of extra Judgment Point.
    _Vigilance II 50: 15% Chance of extra Judgment Point.
    Vigilance III 75: 20% Chance of extra Judgment Point.
    _Vigilance IV 99: 25% Chance of extra Judgment Point.
    Job Trait: Fair Play
    Level 25
    While currently engaged in battle with weapon drawn and with a Judge Card in effect, but not under the "Penalized" effect:
    * Regen 1/tick
    * Refresh 1/tick
    * Regain 1/tick
    * Being "Penalized" immediately removes Regen/Refresh/Regain effect.

    Job Trait: Authority
    Your word is the law. Occasionally cards are not consumed by Judgemaster abilities.
    Tiers:
    __Authority I 30: 10% card conservation.
    _Authority II 60: 20% card conservation.
    Authority III 90: 30% card conservation.
    Job Trait: Dual Wield
    Some judges were proficient with monsterous two-handed weapons that can be split into two crazy one-handed weapons. Since weapons of this variety do not exist in FFXI, this trait fits Judges.
    Tiers:
    __Dual Wield I: 40
    _Dual Wield II: 60
    Dual Wield III: 80
    _Dual Wield IV: 99


    Judgemaster MERITS (assuming current Merits system, pre-revision)

    Group 1
    Final Authority (5 merits)
    Increase card conservation rate 5% per merit. (Max bonus 25%, Total 55%)

    Eternal Vigiliance (5 merits)
    Increase Vigilance's chance of granting extra JP on certain actions. 1% per merit. (Total 30%)

    Prohibition Duration (5 merits)
    Increase duration of "Declare Prohibition" effects. 10 Seconds per merit (+50 seconds: 2:50)

    Yellow Clip Recast (5 merits)
    Reduce recast time by 5 seconds. (-25seconds: 1:35)


    Group 2
    Judgment:Life Requires 25 Judgment Points. (5 merits)
    Duration: 3min(see notes)
    Recast: 5min (each Merit reduces recast by 30sec, final: 3min)
    Rule in favor of the target. Grants the target the means to stay alive longer.
    * Regen 30hp/tick, 10 ticks
    * Reraise I (at least), if not Reraise II.
    * Immune to countdown-doom. Increase resistance to death spell.
    * Bar-All-Element status effect.

    Judgment:Death Requires 25 Judgment Points. (5 merits)
    Duration: 10 seconds (each Merit increases duration 5 seconds, total 30seconds)
    Recast: 3min
    Rule against the target. Moves the target closer to death's door.
    * A powerful, short duration DoT (50hp/tick, 5 ticks)
    * Prevents healing; Zombie status. (Any source of healing is prevented; cure spells are ineffective, cannot rest)
    * Chance of instant-kill, but never on "Impossible to Gauge" no matter the level.
    * Reduces all elemental resistances.

    Level The Playing Field (1 merit)
    Increase level difference caused by Foul and Power Play by 1.
    * Foul (Only if the highest level opponent is a higher level than the Judge)
    * Power Play (Only if your target's level is lower than the highest level opponent)

    Job Trait: Blind Justice (1 merit)
    The "Blind" status no longer reduces Vigilance percentage.
    Blind INCREASES Vigilance percentage +10%
    (This part makes sense, but is unlikely: randomly gain Judgment points for ANY action taken by anyone while blind)


    ~*~ Gear ~*~

    Job Specific "Special stats":
    * Enhance "Judge Sword" - Increase chance of obtaining JP upon melee attacks.
    * Enhance Advantage - Increase duration of the Advantage status.
    * Enhance Penalty Box - Increase the duration of the Penalty Box effect.
    * Enhance Authority - Increase the chance of conserving cards.
    * Enhance Vigilance - Occasionally gain 3 Judgment points for a Penalty breach.
    * Enhance Fair Play - When under "Approved" status, increase Regen/Refresh/Regain +1 (total: +2)
    * Augment Yellow Clip - Make the target who has had a penalty removed become immune to penalties for a short time.
    * Augment Penalty Box - Cause damage to the target of this ability.
    * Augment Advantage - Cure HP to the target of this ability.

    Special Traits:
    * Judgment Cost: + or - points for declaring judgments.


    Special "Declare Prohibition" Laws: (Used by NMs, Arena Judges, and some other NPC Judges)

    Royal Decree (Raja - prohibit support jobs - and does high AoE damage against enemies only)
    Changing Gear Prohibited (similar to Encumbrance, except it does not remove gear)
    <Element family of Spells> Prohibited
    Damage from <player race> Prohibited (all damage from that player race is nullified)
    Defense Prohibited (including:shield/parry/guard/evasion/counter & spike-spell effects stopped)
    (4)
    Last edited by AyinDygra; 09-07-2011 at 06:32 AM.

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