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  1. #1
    Player Ramenuzumaki's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    37
    Character
    Ramenuzumaki
    World
    Asura
    Main Class
    THF Lv 99
    i definitely like Ether and Sainly better than Grim and Divine :P
    (0)

  2. #2
    Player
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    Mar 2011
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    18
    Quote Originally Posted by Ramenuzumaki View Post
    i definitely like Ether and Sainly better than Grim and Divine :P
    Well Im just happy that everyone is implementing there own suggestions. We need more people like you who are willing to share there ideas. Yes, both of our ideas are polar opposites but both have nice aspects to them.

    Keep up the discussion guys.
    The more you care and discuss the more attention we are likely to get from the Devs.
    (0)

  3. #3
    Player Ramenuzumaki's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    37
    Character
    Ramenuzumaki
    World
    Asura
    Main Class
    THF Lv 99
    Quote Originally Posted by TrentWeskin View Post
    Well Im just happy that everyone is implementing there own suggestions. We need more people like you who are willing to share there ideas. Yes, both of our ideas are polar opposites but both have nice aspects to them.

    Keep up the discussion guys.
    The more you care and discuss the more attention we are likely to get from the Devs.
    I didnt mean the aspects i just meant the names haha. A BLM isnt really Grim, or evil it just casts damaging magic. thats why its considered, "Black." However it does rely on MP, Mana, an energy from the "Ether" to cast it's spells. However, Saintly and Divine pretty much go hand in hand. Divine Seal etc.
    (0)

  4. #4
    Player KorPoni's Avatar
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    Mar 2011
    Location
    Carbuncle
    Posts
    205
    I like the animator ideas in that they aren't overpowered. Would be great for 99, since everything needs to be stronger to keep up. But what about the base animator? There'd hafta be one for the trials...maybe this:

    Old Animator
    All races
    Allows use of maneuvers.
    75 PUP.

    Then the upgraded version, before it branches off to the various other animators:
    Unique Animator (Aug, Ex)
    All races
    Allows use of maneuvers. HP+5
    75 PUP

    After that, there'd hafta be ones specifically for 75, but I think branching beforehand could be done.
    (0)
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  5. #5
    Player Siviard's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    336
    Character
    Siviard
    World
    Shiva
    Main Class
    BST Lv 99
    I don't mind having multiple animators as long as they were storable via Porter Moogle NPC. Besides, I like doing Magian Trials, especially on my PUP!
    (0)

  6. #6
    Player KorPoni's Avatar
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    Mar 2011
    Location
    Carbuncle
    Posts
    205
    I think, but not 100%, swapping animators kills maneuvers too. I like your idea of elemental based animators, but the only way to introduce that fully without imbalancing it, to my opinion, is to increase slightly the threshold of overload for 7 of the elements to decrease threshold severely for the animator's element. Here's maybe one attempt:

    Gyro Animator (Aug, Ex)
    All Races
    Agi+3, allows use of maneuvers
    Reduces chance of overload with wind manuevers, but increases chance with other maneuvers.
    Automaton: Ranged Acc+3, Evasion+3
    75 PUP

    Gyro Animator +1(Aug, Ex)
    Agi+3, Evasion+3, allows use of maneuvers
    Reduces chance of overload with wind maneuvers, but increases chance with other maneuvers.
    Automaton: Ranged acc+4, Evasion+4
    80 PUP

    Solar Animator (Aug, Ex)
    Str+3, allows use of maneuvers
    Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
    Automaton: Attack+3, Double Attack+2%
    75 PUP

    Solar Animator +1(Aug, Ex)
    Str+3, Attack+3, Allows use of maneuvers
    Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
    Automaton: Attack+4, Double Attack+3%
    80 PUP
    (0)
    Last edited by KorPoni; 03-15-2011 at 05:27 AM.
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  7. #7
    Player Awezomeos's Avatar
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    Mar 2011
    Posts
    29
    I dont like the idea of multiple new animators. Give me one animator to rule them all !

    Turbo Animator +2
    Allows use of maneuvers.
    Reduces Overload Rate.
    Increases Elementall capacy for each element +2
    Adds 1 Aditional Attachment Slot.
    Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
    Increase Maneuver duration 50%
    Puppetmaster Level 90

    Hidden Effect: Automaton Combat Skills +5
    Hidden Effect2: Adds regen refresh and regeain 1/tic
    Hidden Effect3: Automaton HP+100 MP+100

    Obtainable throu trial of magians: Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.

    Maybe bit Over the Top but well, why not?
    (0)
    Last edited by Awezomeos; 03-15-2011 at 05:43 AM. Reason: typos as ever

  8. #8
    Player
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    Mar 2011
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    283
    Quote Originally Posted by KorPoni View Post
    I think, but not 100%, swapping animators kills maneuvers too. I like your idea of elemental based animators, but the only way to introduce that fully without imbalancing it, to my opinion, is to increase slightly the threshold of overload for 7 of the elements to decrease threshold severely for the animator's element. Here's maybe one attempt:

    Gyro Animator (Aug, Ex)
    All Races
    Agi+3, allows use of maneuvers
    Reduces chance of overload with wind manuevers, but increases chance with other maneuvers.
    Automaton: Ranged Acc+3, Evasion+3
    75 PUP

    Gyro Animator +1(Aug, Ex)
    Agi+3, Evasion+3, allows use of maneuvers
    Reduces chance of overload with wind maneuvers, but increases chance with other maneuvers.
    Automaton: Ranged acc+4, Evasion+4
    80 PUP

    Solar Animator (Aug, Ex)
    Str+3, allows use of maneuvers
    Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
    Automaton: Attack+3, Double Attack+2%
    75 PUP

    Solar Animator +1(Aug, Ex)
    Str+3, Attack+3, Allows use of maneuvers
    Reduces chance of overload with fire maneuvers, but increases chance with other maneuvers.
    Automaton: Attack+4, Double Attack+3%
    80 PUP
    Quote Originally Posted by Awezomeos View Post
    I dont like the idea of multiple new animators. Give me one animator to rule them all !

    Turbo Animator +2
    Allows use of maneuvers.
    Reduces Overload Rate.
    Increases Elementall capacy for each element +2
    Adds 1 Aditional Attachment Slot.
    Adds the use of 1 additional Maneuver to maximun of 4 active Maneuvers
    Increase Maneuver duration 50%
    Puppetmaster Level 90

    Hidden Effect: Automaton Combat Skills +5
    Hidden Effect2: Adds regen refresh and regeain 1/tic
    Hidden Effect3: Automaton HP+100 MP+100


    Obtainable throu trial of magians: Kill certain ammounts of mobs where automaton needs to do finishing blow with certain Maneuver up at the time of death.

    Maybe bit Over the Top but well, why not?
    I like this post its good idea except the Bold part we all know aiming for one maneuver in that area can send you to overload and that would severely drag out a magian trial
    (0)

  9. #9
    Player KorPoni's Avatar
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    Mar 2011
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    Carbuncle
    Posts
    205
    So, if you're going to do all that, why not this:

    Missile Launcher Animator
    Allows use of up to ten maneuvers.
    Removes chance of overload.
    Automaton: Attacks can hit as if they were ranged.
    Automaton: Melee attacks and ranged attacks never miss.
    Automaton: All damaging spells and attacks do 9999 damage.
    Automaton: Triple attacks every attack.

    It's nice to have alot of good effects, but you gotta be realistic. You can throw a wishlist of obviously unobtainable bonuses, or you can be creative and give SE something to think about.
    (0)
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  10. #10
    Player Awezomeos's Avatar
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    Mar 2011
    Posts
    29
    Quote Originally Posted by KorPoni View Post
    So, if you're going to do all that, why not this:

    Ridicolous Animator
    Allows use of up to as much maneuvers till your whole screen is full with them
    Overlaod converts into Overdrive.
    Automaton: Attacks can hit as if they were ranged.
    Automaton: Melee attacks and ranged attacks never miss.
    Automaton: Additional effect Death on melle effects and can cast Deathga.
    Automaton: Grants Automaton Hundret fists and INstacast.
    Fixed for you
    My Animator is not that unrealistic for an emperian Animator +2.
    (0)
    Last edited by Awezomeos; 03-15-2011 at 06:00 AM. Reason: typos as allways

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