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View Full Version : [dev1004] Corsair’s Phantom Roll Ability



Kuno
03-10-2011, 04:56 AM
While the obvious choices would be to enhance the bonus/extend duration, what would be cool would be any roll that is at 11 should not be counted as one of the "2 rolls" you have. Meaning if you had 2 rolls up, and one was 11, you could be able to do a third roll (on anyone that already has 2 buffs with one being 11).

This should probably be limited to 3 or 4 buffs max or else it'll just get silly.

Burmecia
03-10-2011, 08:05 AM
That's an interesting idea. It would certainly make getting an 11 worthwhile!

I'm excited to read what ideas you guys will come up with, and what SE follows through with.

Trefold
03-10-2011, 08:37 AM
I'd like to see it give a new type of effect altogether, but still based on the effects you wanted.

Like Chaos Roll would not only give the enhanced attack that you now get when rolling an 11, but would also get +15 STR for example.

More examples would be:
Fast Cast Roll - Small "Quick Magic" chance of 5%.
Blitzer's Roll - Chunk of Haste. Say +10% Job Ability type Haste.
Samurai Roll - small regain effect of like 2/tick.
Hunter's Roll - +15 DEX increase.
Gallant's Roll - already gives "damage reflection", but also give a conversion of that damageback to HP or MP. Or +15 VIT increase.
Ninja Roll - +15 AGI increase.
Magus Roll - Magic Evasion as well. Or +25 to all resistances included in the MDB bonus.
Healer's Roll - 10% boost to maximum MP.
Choral Roll - +15 CHR increase.
Monk's Roll - 10% chance of not feeding any TP to enemy when attacking.
Evoker's Roll - Immunity to plague effects.
Rogue's Roll - Increases critical hit damage by 5%.
Warlock's Roll - +15 MND increase.
Fighter's Roll - Small percent chance to triple attack, say 3-5%.
Wizard's Roll - +15 INT increase.
Dancer's Roll - +10% boost to maximum HP.
Scholar's Roll - +10% Fast Cast.
Tactician's Roll - Quadruple attack +1%.

Would certainly make it interesting to try and land 11, instead of just being pleasantly surprised when rolling 11.

Cett
03-10-2011, 10:24 AM
Append extra quick draw charges. So that when you successfully roll an 11 the "cap" charge is increased for the duration of that roll. More pew pew action! :D

Dekken
03-10-2011, 01:38 PM
I love the idea of getting an additional roll for hitting an 11.

As Kuno mentioned, increasing the effect and duration of the roll is a good start and Trefold brought up some really great ideas as well. A lot of times when I hit the lucky number, I just stop trying for the 11 since it feels pointless. How about adding an ability called "Straight" that allows you to roll the next sequential number after your first roll. For example: if you roll a 5 and use "Straight", then the next number on the double-up would be a 6 and you would have a total of 11. This could also help when trying to get a lucky number; roll a 2, use "Straight", double-up 3 = 5 (lucky for many rolls). I know this wont help with all rolls but it can also help to get away from the unlucky number. This is something I have thought about since I finished Corsair merits, and having it as a 5 minute ability would be awesome.

Another idea: a "Joker" ability that will shorten the duration of the roll but double the effect.

Lushipur
03-10-2011, 04:31 PM
3 roll would be really broken...a brd to get the third song need to complete an empirean weapon...

an extra bonus like +5 on a stat would be nice (af3 brd get only +4 for every song)
or extended duration

Pezant
03-11-2011, 01:38 AM
I think Trefold has a great idea about getting a bonus buff along with the normal effect with the roll. Some of the buffs may need to be adjusted but I think we are on the right track to give SE some great feedback. In regards to the extra roll I also feel that would be broken. Perhaps down the road COR may get a weapon that allows for a 3rd roll much like BRD got.

Edyth
03-13-2011, 06:04 AM
I support Trefold's idea.

arlais
03-15-2011, 01:25 AM
For show, a small firework animation on an 11 would be really cute.

Velocy
04-07-2011, 07:12 AM
well I know a 3rd roll would be nice, but given the recast / duration it would be annoying in my opinion... so you would be rolling 5 times in 5 minutes, which means you have to be exactly on timer to not have some ppl without buffs. I personally enjoyed the 10 minutes duration... but... well seems many peeps didnt like it.

Trefolds idea sounds really nice to me... I just would alter some of the effects... to give them some more job characteristics. That means 11 adds the normal boost + the one listed below. Strengh of the effect below also alters with or without job in party (or COR Relic Armor head).

I am sure some of them are overpowered or arguable useful... but compared to atmas in abyssea this seems like nothing to me ;-)

Corsair's Roll - Extends the time to continue a exp chain by x minutes.
Ninja Roll - Increases effect of Dual Wield.
Hunter's Roll - Not sure about this... I would say Zanshin effect for accuracy even if its not ranger like.
Chaos Roll - Occ. deals double damage (and please add: Increases Ranged Attack as well)
Magus Roll - Occ. anulls magical damage taken.
Healer's Roll - Cure / Waltz Potency + x%
Puppet Roll - Adds double attack effect to pet.
Choral Roll - All Songs +1 or +2 (or all Stats +x)
Monk's Roll - Melee attacks do non-elemental damage (formless strike).
Beast Roll - Pet critical hit damage + x%
Samurai Roll - Adds Conserve TP effect.
Evoker's Roll - Instantly recovers x MP
Rogue's Roll - Increases critical hit damage.
Warlock's Roll - Increases Magic critical hit accuracy
Fighter's Roll - Adds Occ. attacks twice
Drachen Roll - Enhances pet's magical crit damage and accuracy
Gallant's Roll - Occ. annulls phyiscal damage taken.
Wizard's Roll - Increases magic critical hit damage
Dancer's Roll - Instantly recovers x HP.
Scholar's Roll - Increases resistance to enfeeblings (slow, para and so on).
Bolter's Roll - Effect does not wear off when you get hit by a monster.
Caster's Roll - Quick Magic
Courser's Roll - Adds effect of Recycle + x%.
Blitzer's Roll - Occ. no delay between attacks.
Tactician's Roll - Instanly gives x TP.
Allies' Roll - Skillchains lower monsters elemental resistance.