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  1. #1
    Player Sofrid's Avatar
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    Aug 2013
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    Character
    Sofrid
    World
    Bahamut
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    WHM Lv 99
    Quote Originally Posted by Bamph View Post
    Weaknessna: castable only on yourself, WHM 99. Recast: 5 mins (which would turn into 10 since you cast while weak), cost: 300 MP (or however much MP you have max while weak). Not able to be AoE'd by any means.
    It needs to be a JA, simply because the current recast cap is 255 sec. (Ask a SCH to do Manifestation on Klimaform, without any fast cast. It will show 4:15.) Also, Accession cannot work on anything that SCH do not innately get and/or spells that aren't available as SJ, so it won't be Accession-able. The fact is, you'd have to make Divine Veil not applicable.

    Arise II: castable on party member only, WHM 99; Recast: 10 mins; cost 500MP: Raise with full HP without weakness. No reraise status, unlike Arise.
    Recast issue: see above. (Also, Arise recast is 2min/300MP and already reduces weakness to 3min.)

    Weaknessna II: Cost: 700 MP, only castable under the effect of Divine Seal: Party member only: removes weakness, no HP gain. Not able to be AoE'd by any means.
    700MP is probably a bit on the high side. Also, I would think that this needs to be not a -na spell in name (and effect), because DS already AoEs -na spells.

    Sacrifice II: Cost: 50 MP, castable on party member only: Transfers weakness to yourself.
    I'd only support this if (1) there's a chance for it to fail (like Cursna on Doom) depending on skill/other factor, (2) Cannot be cast if the WHM is Weakened, (3) either has a decent recast and/or requiring Afflactus Solace (and removes it when Weakness is successfully transferred).
    (1)

  2. #2
    Player Bamph's Avatar
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    Apr 2013
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    I didn't know there was a cap on recast timers... You learn something new every day... Too bad there's no possible way to make that timer go higher... (unless the devs do something about it). I also forgot to mention that the spells shouldn't be able to make use of abilities that lower the cost or recast time.

    Quote Originally Posted by Sofrid View Post
    It needs to be a JA, simply because the current recast cap is 255 sec. (Ask a SCH to do Manifestation on Klimaform, without any fast cast. It will show 4:15.) Also, Accession cannot work on anything that SCH do not innately get and/or spells that aren't available as SJ, so it won't be Accession-able. The fact is, you'd have to make Divine Veil not applicable.

    Quote Originally Posted by Sofrid View Post
    Recast issue: see above. (Also, Arise recast is 2min/300MP and already reduces weakness to 3min.)
    Right, but this would be completely different as there would be no weakness when you get up.

    Quote Originally Posted by Sofrid View Post
    700MP is probably a bit on the high side. Also, I would think that this needs to be not a -na spell in name (and effect), because DS already AoEs -na spells.
    All the spells are on the high side (minus sacrifice II, but that would have the inherent cost of losing the MP you had when you get weakened ~800 probably). This would be done for balance so that the WHM would have the option of unweaknessing people or keeping others cured (preventing them from willy-nilly Arise II-ing one person while the party still needs healing). I thought I was being on the conservative side of things with my MP cost.

    Ok, so the spell needs another name... How about "Unweak," or "Strengthen," or "Invigorate." OH!! Choose Invigorate. I like it! Invigorate and Invigorate II.


    Quote Originally Posted by Sofrid View Post
    I'd only support this if (1) there's a chance for it to fail (like Cursna on Doom) depending on skill/other factor, (2) Cannot be cast if the WHM is Weakened, (3) either has a decent recast and/or requiring Afflactus Solace (and removes it when Weakness is successfully transferred).
    I never thought that you could use sacrifice in such a manner... if you were poisoned, and sacrificed to pull the poison away from someone else, I figured it would fail because you were already poisoned. (I looked it up on wiki now that you said it... you can :S. WTF... that's not much of a sacrifice then). If the WHM was weakened and tried to pull away another person's weakness, I'd be all for that WHM dying (and removing reraise). In fact, I'd be OK with it being guaranteed to pull away weakness, but have a chance of dying right afterwards.

    I didn't think that removing doom had anything to do with skill level, just luck. I've used cursna on whm with little skill (I know... BAD WHM!), and my wife used it on hers with capped skill, and we both had about the same success rate. And I always thought that cursna just removed curse if you were cursed, no questions asked, unless it was a different curse (like the difference between silence and mute). (I misread you... I thought you said cursna OR doom, however, I struck it out because I like it as a stepping point for this next spell idea). On a similar note, we need a doomna, or a "insert -na spell here" II that removes the higher tiers. Maybe an Erase II that can erase doom or amnesia.
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  3. #3
    Player Sofrid's Avatar
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    Aug 2013
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    Character
    Sofrid
    World
    Bahamut
    Main Class
    WHM Lv 99
    Quote Originally Posted by Bamph View Post
    All the spells are on the high side (minus sacrifice II, but that would have the inherent cost of losing the MP you had when you get weakened ~800 probably). This would be done for balance so that the WHM would have the option of unweaknessing people or keeping others cured (preventing them from willy-nilly Arise II-ing one person while the party still needs healing). I thought I was being on the conservative side of things with my MP cost.
    You could always give WHM the Reviviscence TP move, tied to a weapon or something that's demanding. (It's the one that Ferreous Coffin uses in Campaign Battle that unweakens a player.) That, or make Arise II tied to a JA and Penury not applicable. (Remember Penury cuts the casting MP of white magic by 50%.)


    I never thought that you could use sacrifice in such a manner... if you were poisoned, and sacrificed to pull the poison away from someone else, I figured it would fail because you were already poisoned. (I looked it up on wiki now that you said it... you can :S. WTF... that's not much of a sacrifice then). If the WHM was weakened and tried to pull away another person's weakness, I'd be all for that WHM dying (and removing reraise). In fact, I'd be OK with it being guaranteed to pull away weakness, but have a chance of dying right afterwards.
    WHM dying and removing Reraise is so detrimental that I would think really hard before using it, especially when the penalty to WHM would be far higher. There's a reason why Reraise (I/II/III) had their level obtained from 33/60/75 lowered to the same level as Raise (I/II/III).

    I didn't think that removing doom had anything to do with skill level, just luck. I've used cursna on whm with little skill (I know... BAD WHM!), and my wife used it on hers with capped skill, and we both had about the same success rate. And I always thought that cursna just removed curse if you were cursed, no questions asked, unless it was a different curse (like the difference between silence and mute). (I misread you... I thought you said cursna OR doom, however, I struck it out because I like it as a stepping point for this next spell idea). On a similar note, we need a doomna, or a "insert -na spell here" II that removes the higher tiers. Maybe an Erase II that can erase doom or amnesia.
    I think Doom shouldn't be included, as Doom already covered under Cursna. I don't know about amnesia, however.
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