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  1. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    4,002
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Pictomancer Lv 100
    The En-Spell and Rune systems needs some work. The game doesn't have Elemental weaknesses (it does have resistances as buffs/debuffs but those are fight-mechanic based), so En-Spells would only revolve around your Runes. With 6 elements and 2 versions of Runes (Umbral debuffs and Astral buffs) you're going to have to make 12 different effects and because you can control what debuff and buff you're getting, you're best/better Runes (a.k.a. Runes that increase Damage the Party does) are going to see over use, while the rest won't see little-to-any use. It would essential be like if HW and SB AST could choose what card it got, 99% of the time Balance would be your best choice, with the rare occasion you'd need Bole or Ewer (TP management was too easy in SB for Spire to be noteworthy).

    An Idea I had for your En-Spell/Rune System:
    -You only have 1 En-Spell that grants you 1 of 6 Elemental stacks.
    -As you level, you get traits that let you hold up to 3 stacks.
    -Your Rune abilities us your Elemental stacks for various effects. You could make a normal-Rune, that only uses 1 Elemental stack and a strong-Rune that uses all 3 stacks and stacks their effects.
    For example, lets say you're holding 3 different Elements, Element A, B, and C. With Astral Rune abilities (your buff abilities): A grants a 2% Crit rate increase, B decreases damage done to the affected by 2%, and C grants a low potency MP Refresh. Using your normal-Astral Rune ability, everyone in your party will get A's buff. Using your strong-Astral Rune ability, everyone would get A, B, and C's effects. If you were holding all Element As and use your strong-Astral buff, the party would get a 6% Crit Rate increase.
    -You could then make a few abilities that use up Elemental stacks you don't want (like generic oGCD burst attacks or your DoT).
    -You could have a Rune that only affects a single target but maybe doubles the potency of buff/debuff.
    -You could have an ability that lets you cycle through your current held Elemental stacks, moving the 1st stack to the back, while moving the 2nd and 3rd up.
    -For Astral Rune buffs I'm thinking: 2% Crit Rate Increase (could be replaced with a D-Hit Rate or Det increase instead), 2% decrease in damage taken, a low potency MP-Refresh, a low potency regen, 2% increase in Physical Damage done (or a Skill Speed increase), and 2% increase in Magical Damage done (or a Spell Speed increase).
    -You could also have an burst ability that increase in Potency based on how many stacks you currently have (with or without using them up)

    TL;DR version for my idea: You hold up to 3 Elemental Stacks (there are 6), which you gain randomly from your EnSpell. Rune abilities use these Elemental stacks. One Rune ability uses only 1 Elemental stack and grants its effect to the whole party/target and enemies near by, another uses all 3 Elemental Stacks, stacking the effects.
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    Last edited by Mimilu; 04-29-2020 at 01:53 AM.