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View Full Version : Implementing new haste spells.



Fermion
03-12-2013, 03:31 AM
I was thinking about what if Embrava was toned down from a 1 hour spell and made to be a regular spell with the usual 3 min duration. Then I started thinking how the native enhancing magic jobs could all use their own version of this spell.

For example:

Scholar
Spell name ???
15% haste
3tp/tick
40 regen/tick
3 minute duration
(Stackable with Adloquium and Regen)
(Overwritten by Embrava)

Red Mage
Spell name ???
15% haste
+15% double attack (NOT OaT)
+15% attack
3 minute duration
(Stacks with Temper)

White Mage
Spell name ???
15% haste
-10% Physical damage taken (bypassing the cap)
-10% Magic damage taken (bypassing the cap)
3 minute duration

Paladin
Spell name ???
15% haste
+25% HP
Dramatically increases resistance to enfeebling magic
3 minute duration

All of these spells would be considered "haste II" so they would overwrite the haste spell we currently have in game, but they would ALL be able to stack with each other. Cast and recast times would be similar to haste. Stackable with accession, and castable on anyone. MP cost should be relatively high, but not ridiculously so. I'm thinking around 120-150 for mages, half that for PLD.

The haste should be easy to cap at around 420 enhancing skill. The other two benefits should scale up to cap out at 500 skill.

This would synergize enhancing jobs more, and give them a more defined identity.

Demon6324236
03-12-2013, 04:23 AM
WHM casting Haste on the PLD would break the job even more in this case, -78% PDT, -97.5% MDT...

Fermion
03-12-2013, 11:44 AM
You're right, I don't know what I was thinking making the caps be bypassed.

How about this:

White Mage
Spell name ???
15% haste
-10% Damage taken (NOT bypassing the cap)
Increased parry, evasion, and counter
3 minute duration

Dreamin
03-19-2013, 05:53 AM
SE is taking away all the toys now and you want them to bring similar things back??? And this time, spread it to multiple jobs at the same time?

Tennotsukai
03-19-2013, 03:04 PM
SE stated they are looking into haste 2 and maybe giving it to rdm... though i doubt it will be as broken as your spells... probably 20% haste or something per enhancing skill.

Chimerawizard
05-14-2013, 11:27 AM
Spell name: Raise(I,II,III)&Arise
Duration:instant
Effect: brings target back to life
(KOs undead instantly, NMs take damage instead of KO[higher tier=more DMG])


Wrong topic but posting anyway cause of all the ???

Spell name: ??? Holy
Job: WHM99, GEO
Cost: 777mp
Duration:instant
Effect: deals damage dependent on enemy level
(DMG=200*LCD['enemy level'])
I think LCD is not the correct term but basically the lowest prime # the enemy's level can be divided by is that jazz.

Spell name: ??? Death
Job: DRK99, GEO
Duration:instant
Effect: (kills enemy with given probability, no effect on NMs)
Proc=200%/LCD

??? Flare
BLM, GEO
DMG based on enemy level
DMG='Elemental magic'*dINT*LCD