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  1. #1
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    47
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99

    Implementing new haste spells.

    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.
    (2)

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    WHM casting Haste on the PLD would break the job even more in this case, -78% PDT, -97.5% MDT...
    (0)

  3. #3
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    47
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99
    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
    (0)

  4. #4
    Player Dreamin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    510
    Character
    Dreamin
    World
    Ragnarok
    Main Class
    MNK Lv 99
    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?
    (0)

  5. #5
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    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.
    (0)

  6. #6
    Player Chimerawizard's Avatar
    Join Date
    Apr 2011
    Location
    Florida
    Posts
    148
    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
    (0)