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  1. #1
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99

    [dev1058] 2-Hour Job Ability Merits Category (Suggestion)

    Personally I think it would be a great advantage to gameplay if we could customize our 2-hour abilities with additionally effects/modifiers.

    Potency shouldn't necessarily be changed, however I think the following would be good ideas and examples:

    ==MONK

    2-Hour: Hundred Fists
    Merit Category: 2-Hour Ability
    Max Merits in Category: 10

    -Increase Accuracy by 5% per Merit (up to max. 5 Merits/25% Acc.)
    -Increase Attack by 5% per Merit (max. 5 Merits/25% Atk.)
    -Decrease Monster TP Gain from Attacks by 2% per Merit (up to max. 5 Merits/-10% TP)
    -Decrease Enmity Gain from Attacks by 5 per Merit (up to max. 5 Merits/-25 Enmity)
    -Grant a random Additional Effect to your Attacks (cost: 5 Merits, grants a 10% chance of initiating the following Additional Effects on any attack: Attack Down, Accuracy Down, Evasion Down, Defense Down, Stun, Paralyze, Drain, Absorb TP)


    ==WHM

    2-Hour: Benediction
    Merit Category: 2-Hour Ability
    Max Merits in Category: 10

    -Reduce Enmity Gain by Benediction by 5 per Merit (up to max. 5 Merits/-25 Enmity)
    -Grant MP Restoration of 5% per Merit (up to max. 5 Merits/+25% MP)
    -Grant Invincible effect for 6 sec. per Merit (up to max. 5 Merits/+30 sec.)
    -Grant Reraise III to party members (cost: 5 Merits)
    -Grant Regain and Refresh effects (cost: 5 Merits, duration: ~1 min.)


    ==RDM

    2-Hour: Chainspell
    Merit Category: 2-Hour Ability
    Max Merits in Category: 10

    -Reduce Enmity Gain from Spells by 5 per Merit (up to max. 5 Merits/-25 Enmity)
    -Reduce MP cost by 2% per Merit (max. 5 Merits/-10% Cost)
    -Increase Accuracy and Attack of successive spells of the same element (cost: 5 Merits, bonus is 2.5% MACC and MATK per cast, capping at +20 MACC/MATK)
    -Sphere: Reduce Casting/Recast Time to party members in range by 25% (cost: 5 Merits)
    -Sphere: Raise Defense and Magic Defense to party members in range (~20% DEF, ~40% MDEF) (cost: 5 Merits)

    ==Paladin
    2-Hour: Invincible

    Merit Category: 2-Hour Ability
    Max Merits in Category: 10
    -Increase Accuracy and Attack by 5% per Merit (up to max. 5 Merits/+25% Acc. and Atk.)
    -Grant Magic Defense and Magic Damage Reduction of 7% per Merit (up to max. 5 Merits/+35% Magic Defense and -35% Magic Damage)
    -Grant Holy Spikes, Light Elemental Damage with a chance to blind target 10% per Merit (up to max. 5 Merits/50% Flash effect)
    -Sphere: Grant Regen and Regain effect to party members within range (50HP/tic, 10TP/tic for duration of 2-Hour) (cost: 5 Merits)
    -Sphere: Reduce Enmity of party members in range by 25% (cost. 5 Merits)

    Just examples, though....
    (2)

  2. #2
    Player Tile's Avatar
    Join Date
    Dec 2011
    Posts
    336
    Character
    Tilemon
    World
    Carbuncle
    Main Class
    SAM Lv 99
    think the plan is to add new 2hours through merits, but who knows if they scrapped that like 1/2 the stuff they come up with
    (0)

  3. #3
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    There was a thread a few months ago regarding the new plans for merits where some suggestions were made for mod'ing old 2 hour abilities with new merits. Here's what I said then.

    Quote Originally Posted by Lokithor View Post

    Let's assume that Group 3 is ONLY about 2-hour strengthening. (The wording can be interpreted that way, although the 2-hour thing may only be one element of group 3).

    Each group normally has 4 or 5 choices, each choice can have 5 levels with a max combination of 10 through the group. This would allow several different "original 2 hour" buffs you could apply, mix and match, various levels, to totally customize your 2 hour.

    Ranger: Eagle Eye Shot

    1. Increase damage by 1 per level (EES is now effectively 5x hit). 5/5 would double the damage. Bah, make it 2 per level. We rngs deserve it.
    2. Increase accuracy in 5 steps up to guaranteed accurate.
    3. Increase range up to 2x current range over 5 steps
    4. Decrease enmity in 5 steps up to max of zero enmity
    5. Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

    Thief: Perfect Dodge

    1. Increase duration of effect 5 sec per step. Max would be 55 sec from current 30
    2. Add chance to dodge ranged attacks. 20% per step to max of 100%
    3. Add chance to dodge magical attacks. 20% per step to max of 100%
    4. Increase enmity when used so at level 5/5 it is equal to (unmerited) invincible
    5. Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.
    (0)

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