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  1. #1
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,786
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I don’t disagree that bozja’s rather opaque lost action system should be streamlined, I disagree with the idea that “streamlining” it should remove how essences and actions have limited numbers (I don’t mean how stuff like bubble has 99 charges I mean you have to go out and farm bubble as an action) and there are specific systems in place in Bozja to farm those actions as they act as incentives

    Like my point is basically removing needing to actually farm the initial items as a solution to streamline the system is throwing the baby out with the bath water
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Like my point is basically removing needing to actually farm the initial items as a solution to streamline the system is throwing the baby out with the bath water
    I haven't suggested removing mob grinds as related to being able to use actions, though???

    The first spitball suggestion was just to replace the inventory-consuming token-drops (2 stages removed from the actions) with non-inventory-consuming direct action drops that needn't therefore be 99 charges at a time.

    The second simply replaces farming integer inventory-consuming tokens (for items for a 99x charges set of Lost Actions) with farming granular non-inventory-consuming Essence that is then consumed on use of Lost actions (such that, say, a Lost Cure IV consumes more than a Lost Cure) and allows one to embed additional effects into said actions and passive benefit for oneself (greater customization) without item bloat. I.e., you still grind, but now there's a more obvious sense of progression to said grind as stronger skills consume more resource but stronger mobs also give more resource. (And you get extra customization, to boot.)

    Clarification: By "Essence", I don't mean the potions. I just mean a generic term for a granular resource:

    "Essence"-based mock-up, if a fuller fleshing-out were necessary:

    Different mobs and objectives reward different amounts of different Essences, which you junction to Lost Actions to source them (consuming said Essence) while receiving passive benefit based on the portion of junction covered by the given Essence (e.g., by slot weight of the actions you've junctioned it to or just the number of a limited amount of actions, or even by precise choice, whatever). Let's say there are 7 essences: Essence of the Veteran, Irregular, Beast, Templar, Watcher, Guardian, and Profane.
    • Veteran focuses on just accentuating one's core role and improving general sustainability (a bit more eHP, a bit more MP and HP generation).
    • Irregular focuses on flipping one's typical role partly on its head or offering powerful but infrequent cross-role actions.
    • Beast focuses on greedy sustained output with tight requirements.
    • Templar focuses on group coordination and boons, sometimes conditional to group actions.
    • Watcher focuses on quick access to suppression and utility-focused spot-support.
    • Guardian focuses on keeping others and self alive through active efforts.
    • Profane takes the "Irregular" vibe even further, going so far as to turn standard healing Lost Actions into vampiric heals, grant buffs that temporarily turn most heals into especially powerful attacks while healing from portions of normal attacks' damage dealt, etc.

    The more action weight slotted to the given essence, the more of its passive benefits you gain. (I'll let you imagine those out for yourself, in keeping with the themes above.)

    Now, let's apply those to a Lost Action. For instance, consider Raise:
    • Veteran: Raise
    • Irregular: Second Wind (instant, short-duration revive that does not inflict an extra bout of Weakness on death and does not require player confirmation)
    • Beast: Ceaseless Rage (you cannot fall below 20% HP; would-be fatal damage is instead taken in periodic ticks, accumulating, until dealing more than your HP in a single tick, at which point it finally counts against; heal for a portion of damage dealt, increased with missing HP, including the amount stored against you).
    • Templar: Collective Spirit (single-GCD cast; your party can prevent a single death by splitting the overkill damage + 20% of the would-be slain party member's health as a DoT over 6 seconds among everyone else; cannot be repeated within 60s).
    • Watcher: Deathward (single-GCD instant; prevent the next death within 15s on the given party member, restoring 20% HP and converting that and the overkill damage into a DoT over 6s; 3-charges, 60s recast)
    • Guardian: Transference (transfer all damage that would otherwise reduce target below 20% HP from target to self)
    • Profane: Sacrifice (offer an ally or self a chance to sacrifice self to raise another without Wounded status; if you die, you may still use this to request an ally to sacrifice themself for you).

    Or Rend:
    • Veteran: Rend Armor (increases target's damage taken)
    • Irregular: Pulverize (decreases all the target's resistances, including to damage [at half the effect of Rend Armor], and maximum speed)
    • Beast: Rend and Tear (your attacks debuff the enemy)
    • Templar: Dismantling (party's attacks increasingly debuff the enemy)
    • Watcher: Thwarting Blow (decreases the efficacy of enemy's attacks and defenses [at half the effect of Rend Armor])
    • Guardian: Limb Crush (greatly decreases the efficacy of enemy's attacks)
    • Profane: Blood Trade (increases target's damage taken; effect increased for your own party's attacks but party also takes some reflective damage when thereby benefiting).
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    Last edited by Shurrikhan; 02-08-2025 at 05:00 PM.