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View Full Version : Idea: lvl 99 critical situation job traits



Cabalabob
03-15-2012, 10:50 AM
basically had an idea that i thought would be fun, the idea is at lvl 99 each job gets a critical situation job trait. This would be a job trait that has a 100% activation but only activates when certain conditions are met, these would usually be situations relevant to the job.

these are my ideas, i don't play many jobs so people who do play them probably have a better idea of what would be good for them than me, so feel free to suggest alternatives.

WAR: resolve - when hp critical (25% hp - red) detrimental effects on certain abilities will be negated. (berserk, defender and aggressor will only give their buffs and not their detriments - so basically doubled attack and defense and an acc boost without evasion loss).

MNK: last chance - survive a killing blow. (a hit that would KO the MNK will put them straight into weakened state instead, with full -weakened- hp, obviously this trait won't activate while the mnk is weakened, and upon death and raise if they die while weakened they will be put into double weakened.)

WHM: SOS-regen - when hp critical, you are granted a potent regen effect. (50hp/tic regen, stacks with other forms of regen, once at 26% hp the SOS-regen will stop)

BLM: double magic - when mp critical, magical attacks will deal double damage. (all nukes will recieve an unresisted 100% damage bonus applied after all other calculations including magic affinity, due to the fact it's mp critical the amount of high lvl nukes available will be rather restricted, so not too overpowered, won't activate if used with manafont or manawell.)

RDM: sagacity - when hp critical enhancing magic spell potency is enhanced, when mp critical enfeebling magic is enhanced. (hp critical, all buffs will be double potency e.g. refresh goes from 3mp/tic to 6mp/tic. mp critical, all enfeebles will be unresistable, this includes NM's that are normally immune.)

THF: tactical retreat - enhances flee when hp critical. (flee will be made AoE to party members when the THF is at 25%hp, not my best suggestion i'm aware, i don't play thf so thf's feel free to make other suggestions.)

PLD: auto-cover - you will cover critically wounded allies. (basically the same as cover, but activates on anyone targeted by the monster who is behind the PLD and is in critical hp -kind of like the knight class in ff3)

DRK: now i couldn't decide on DRK, i'm stuck between 2 ideas, SOS-haste - gain the effect of haste when hp critical. (15% job trait haste, would break the 80% haste cap putting a fully hasted DRK at 95% haste, would secure DRK it's old spot as fastest 2 handed DD.). Or, frenzied soul - gain enhanced attack and magic attack when hp critical. (50% damage boost on all attacks and magic attacks, stacks with, and applied after, all DRK abilities and aftermath effects -souleater, scarlet delirium, last resort, empyrean double damage aftermath etc.-, this would secure DRK it's old spot of 'glass cannon' seeing as it's only active when hp critical and would likely generate lots of enmity.)

BST: sorry BST's i have no clue of your wants or needs ;/ any BST's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

BRD: sorry BRD's i have no clue of your wants or needs ;/ any BRD's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

RNG: SOS-bind-spikes - when hp critical, you gain the effect of bind-spikes. (bind will be the same type of bind as shadowbind, so if the mob hits you it will 100% stick as long as the monster isn't immune -same monsters that are immune to shadowbind- and will wear off if the monster is attacked.)
-note: could also name this ambush as SOS-bind-spikes looks wierd.

SAM: SOS-critical - enhanced critical hits when hp critical. (increased chance of critical hits and double critical hit damage when below 25%hp.)

NIN: sorry NIN's i have no clue of your wants or needs ;/ any NIN's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

DRG: Dragonheart - increased weaponskill damage when wyvern is hp critical. (when wyvern is below 25%hp DRG gains a 50% weaponskill damage boost, applied after all other weaponskill damage boost effects.)

SMN: SOS-refresh - when mp critical, you gain a potent refresh effect (when mp is below 25% SMN gains a 25mp/tic refresh, wears off when mp is at 26% or more.)

BLU: adapt - when hp critical, positive monster correlation effects are enhanced. (BLU's more neglected side, when below 25%hp, spells that have a positive monster correlation with the target -plantoids spells on beast type monsters- act as if under chain affinity and efflux -does not use up tp so can be used before a weaponskill and still create a skillchain with a weaponskill or another correlating BLU spell, whichopens up many reversed skillchain and even multiple skillchain opportunities-.)

COR: sorry COR's i have no clue of your wants or needs ;/ any COR's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

PUP: sorry PUP's i have no clue of your wants or needs ;/ any PUP's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

DNC: dance macabre - when hp critical, dances will be enhanced. (when below 25%hp half recast on the ability timer -waltzes, sambas, steps etc.-, but not the abilities within them -e.g. Curing waltz-, the abilities within will be half tp cost.)

SCH: Tactician - when hp critical stratagems will be free. (dunno how wanted this would be by SCH's and i know it's not very original but i thought it would be nice, when below 25%hp stratagems will be free of charge.)

That's all i've got, sorry to the jobs I didn't list anything for, i've just not played those jobs or know much about them from FF history to bother making any suggestions, anything i say would probably be negativley recieved, so i decided to leave them up to people that know the jobs. suggestions for better job traits ideas are welcome.

Kristal
03-15-2012, 06:41 PM
COR: sorry COR's i have no clue of your wants or needs ;/ any COR's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

PUP: sorry PUP's i have no clue of your wants or needs ;/ any PUP's feel free to make some suggestions, maybe i'll edit one in later if i think of one.

COR: Goblin Die : varies random effects on the party or enemy, with better and stronger effects when COR HP <25%. (Seperate timer from normal rolls, and you roll 2 dice at once.)

PUP: Critic Strike : master critical hit rate, damage and enmity increased when automaton HP is critical, and vice versa.

Economizer
03-15-2012, 07:23 PM
The basic concept is okay, I think this would either be something tied to gear or if SE was willing to be very bold perhaps a quested job trait for every job.


WAR: resolve - when hp critical (25% hp - red) detrimental effects on certain abilities will be negated. (berserk, defender and aggressor will only give their buffs and not their detriments - so basically doubled attack and defense and an acc boost without evasion loss).

MNK: last chance - survive a killing blow. (a hit that would KO the MNK will put them straight into weakened state instead, with full -weakened- hp, obviously this trait won't activate while the mnk is weakened, and upon death and raise if they die while weakened they will be put into double weakened.)

Okay, so we start off pretty strong. Warrior's plays right into the job perfectly. Monk's is interesting as well depending on how that gets handled.

I'll skip some mediocre ones and go to the next one a point can be made about.


PLD: auto-cover - you will cover critically wounded allies. (basically the same as cover, but activates on anyone targeted by the monster who is behind the PLD and is in critical hp -kind of like the knight class in ff3)

Clever, although breaking the critical HP being on the user shows the slope start to form.


DRG: Dragonheart - increased weaponskill damage when wyvern is hp critical. (when wyvern is below 25%hp DRG gains a 50% weaponskill damage boost, applied after all other weaponskill damage boost effects.)

Slope getting quite wet, however you could make the case for the breath damage to be stronger or something and that be the cause or something.


SMN: SOS-refresh - when mp critical, you gain a potent refresh effect (when mp is below 25% SMN gains a 25mp/tic refresh, wears off when mp is at 26% or more.)

And this slope is now officially slippery and we busted out the full on OP! Congratulations, you have come up with a completely broken idea.

When MP is critical? MP doesn't get critical. I guess infinite MP is a perfectly legit idea (that was sarcasm, it isn't). Even something that would still be pushing it like "Perp Cost reduced to 0" would be more balanced then this.

There are a ton of other ideas that could work for Summoners, especially ones that aren't bad and waste all their MP, such as having critical HP making your Summoning Magic have 100% Quick Magic and having Avatar: Enmity +100 or something actually balanced. Don't kill a good idea with bad suggestions, speaking of:


SCH: Tactician - when hp critical stratagems will be free. (dunno how wanted this would be by SCH's and i know it's not very original but i thought it would be nice, when below 25%hp stratagems will be free of charge.)

The only redeeming quality here is that you didn't also suggest they get their 2hour spells as well. Any Scholar can pop Convert, and as long as you stay out of range you just got free stratagems for as long as you feel that you won't pull hate (which incidentally is easier then ever with the extra enmity reduction Stratagem).

-

The concept is good but your suggestions in general could use polish. For example, a Black Mage doing double damage is overpowered particularly with Meteor coming and will cause massive enmity, however if you had something else like "Conserve MP" procing 100% of the time (which would also do more damage due to the AF3 set bonus) you'd have a trait more likely to be implemented by an exponential amount (although even this might be overpowered).

Basically the suggestions are okay as just suggestions if they get people thinking and talking, however some of them are broken.

Cabalabob
03-17-2012, 10:29 AM
The basic concept is okay, I think this would either be something tied to gear or if SE was willing to be very bold perhaps a quested job trait for every job.




When MP is critical? MP doesn't get critical. I guess infinite MP is a perfectly legit idea (that was sarcasm, it isn't). Even something that would still be pushing it like "Perp Cost reduced to 0" would be more balanced then this.




There are a ton of other ideas that could work for Summoners, especially ones that aren't bad and waste all their MP, such as having critical HP making your Summoning Magic have 100% Quick Magic and having Avatar: Enmity +100 or something actually balanced. Don't kill a good idea with bad suggestions,





The concept is good but your suggestions in general could use polish. For example, a Black Mage doing double damage is overpowered particularly with Meteor coming and will cause massive enmity, however if you had something else like "Conserve MP" procing 100% of the time (which would also do more damage due to the AF3 set bonus) you'd have a trait more likely to be implemented by an exponential amount (although even this might be overpowered).

Basically the suggestions are okay as just suggestions if they get people thinking and talking, however some of them are broken.

i wouldn't want it tied to gear, quested sounds interesting, or even a magian trial, the green moogle doesn't do much, he could offer the lvl 30 job emotes then lvl 99 job traits.

Mp critical refers to when mp is below 25% same as hp, may not be it's official name but itshould have been easy enough to pick up on that without me putting a side note as to what it is, don't knit pick.

refresh overpowered fair enough, I put about 5 mins of thought into all these job traits combined hence why the first ones are better than the last ones, i got bored. how about when mp critical (below 25%mp -just in case the concept is not self explanitory-), blood pact cost is halved (applied after blood boon -if it procs-).

all my friends with blm are gimp cause it's not their main so i guess i underestimate it a lot, how about below 25% mp current MaB value is doubled, that way it's still effected my MDB and resistances.

again all of these are simply my ideas, if someone who knows the jobs better has better ones then feel free to suggest them.



COR: Goblin Die : varies random effects on the party or enemy, with better and stronger effects when COR HP <25%. (Seperate timer from normal rolls, and you roll 2 dice at once.)

PUP: Critic Strike : master critical hit rate, damage and enmity increased when automaton HP is critical, and vice versa.

I like you're PUP one, might need some thought though as crit rate and emnity won't really help with the whm and blm pup frames, but i like the idea of PUP being stronger when the puppet is weak and vise versa.

as for the COR one, it looks kinda more like a job ability than a job trait? how bout this instead: PUP: Goblin die - adds a random additional effect of regen, refresh or regain to rolls when hp is critical (regain, refresh and regen effects potency increases with number on roll -roll of 1 = 1mp/hp/tp etc.-)

hiko
03-19-2012, 07:13 PM
NIN: split dmg : take 1/(#shadows+1) dmg from aoes (shadows disapear normally)