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  1. #11
    Player
    Mimilu's Avatar
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    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Just added and edited some stuff:
    All of them:
    -Added what armor they could wear, Light Armor, Robes, and Craftsman's Clothing.

    Tinker:
    -Generator type gadgets get potency bonuses based on the Tinker's Craftsmanship and Control.
    -Repair can heal Automatons IF the Mechanist Soul Gem is equipped and is based on the user's Craftsmanship and Control.

    Mechanist:
    -Changed the abbreviation of Crystal Points from CP to CrP.
    -Parts are crafted by Alchemist, Blacksmiths, Goldsmiths, and Armorers, with a few special parts being found in Dungeons or won from quests/trials/FATEs.

    Gadgeteer:
    -Merged Pandorica-Gold into Pandorica-White.
    -Created the Pandorica-Black for your offensive RNG needs.
    -Added for more rolls to each Pandorica.
    -Made Pandorica-White's heals be based on Mind and Pandorica-Black's damage be based on Intellegance.
    -Gave Cleric Stance as a Cross-Skill.
    -Changed Gadgeteer from Healer to Support-DPS who can heal, depending on the roll.

    If you have any ideas, critiques, or constructive-criticisms, let me know. ;D
    (0)
    Last edited by Mimilu; 02-23-2014 at 04:04 PM.

  2. #12
    Player
    HoneyBiscuit's Avatar
    Join Date
    Jan 2014
    Posts
    138
    Character
    Reohart Redstarr
    World
    Ultros
    Main Class
    Conjurer Lv 50
    I read through your Gadgeteer changes real quick. The only things I'm curious about is your choice to only let the Pandorica White to be used below level 30. To me it seems like Joker's Death could very well screw over a higher level group if it happens, so limiting that possibility to a lower level group makes sense. But in doing so, you're also taking the support out of your support DPS for higher level content. I'd suggest removing that restriction on the Pandorica White, and changing Joker's Death.

    My idea would be something like, "Joker's Gambit: Sacrifices 7% of target's current hp and convert's all curable debuffs into buffs." (The number 7 for the damage fits the gambler theme, is a much smaller hit to health than 40%, and it's not tehcnically a gambit without SOME risk) For example things like poison or burns -> regen, vulnerability up -> vulnerability down, det down -> det up, and so on. And if multiple poisons (or whatever) exist all are removed and only 1 regen (or whatever) is applied.
    (0)
    Last edited by HoneyBiscuit; 02-25-2014 at 05:34 AM.

  3. #13
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    @HoneyBiscuit
    The reason Joker's Death was made to be so risky was because I wanted something that reflected the gambler/slot-based moves and limit breaks that have been in the FF series, which usually had at least one bad/Auto-Game-Over outcome, like Setzer for FFVI's Joker's Death) or Cait Sith from VII's Death Joker but without actually killing the target/party. Maybe I can lower the damage to 10-or-20% of the target's current HP (not their max) and keep the regen effect? I think having it covert debuffs into buffs might be a little too op. >A>()
    As for why only Pandorica-White can be used under level 30, when I first made the job, it was a Healer and Pandorica-White was purely healing, while the second Pandorica, Gold, was buffs/support. I figured allowing both would be too much, considering almost every other job can't use any of their skills under 30 (minus SCH and SMN being able to summon their respective pets but that's Job Stone based).
    (0)

  4. #14
    Player
    HoneyBiscuit's Avatar
    Join Date
    Jan 2014
    Posts
    138
    Character
    Reohart Redstarr
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Ahh I see, it was your wording. "Only allows use of Pandorica-White under level 30." Probably should have typed that similar to your above post, "Only Pandorica-White is usable under level 30."

    And I do see why you want Joker's Death to function the way it does. You want it to be related in some way to gambling, which requires the risk of losing everything. But something should be done to make it at least a little less. . . group wipey and unfun for the people around you, IMO. For me, rolling a 4 and watching our tank drop and the fight spiral out of control killing everyone, freaking hilarious. For the tank who was doing his job perfectly and the group that's trying to clear the content, likely not going to be too happy with my class choice. . . or the maniacal laughter coming through my microphone.

    So converting all buffs might be OP. But it could just convert DoTs to HoTs. No DoT, no HoT. You're still gambling here, once with the roll, and twice for the existence of a DoT on the target. So what if they don't have a DoT? Don't roll? There's so much other good stuff that could happen you'll probably just keep gambling like you're supposed to. So if there's no DoT on the target you just; wasted a chunk of their health, your cooldown/gcd (however Pandorica is handled) and possibly your "evens only" cooldown if you popped it.

    In that situation (keep in mind I'm literally just throwing random ideas out there to give my examples some context, nothing I really expect you to use and for myself to be offended if you don't) In one instant, you wasted a cooldown for no reason, hurt your target with no gain, and hurt your damage without replacing it with anything meaningful. That's a fair amount of losing already. You got no return for that bet at all. Do you really need to add a significant chance for a group wipe on top of it? Nerf the damage or change the functionality in order to reduce the negative fun for your target. (Hell just change the wording to low/moderate/high damage instead of a percent. If it's vague we can just assume the idea is implemented and balanced which makes it harder to argue against. Giving out solid numbers requires it all to be balanced. Which without a working prototype to run tests with, or some way to simulate the numbers, is going to be a bit hard to do.)

    Anyway, TL;DR: Optional chance of instantly losing in a single player game could be fun. Losing to something out of your control, like some duty finder donkus who just bet your life on some dice, not so much.

    P.S. You asked for criticism so I'ma keep doin it :P (I do really like your concept though).
    (0)
    Last edited by HoneyBiscuit; 02-25-2014 at 04:05 PM.

  5. #15
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    @HoneyBiscuit
    And I appreciate your critique, it's constructive and nicely worded.

    I'll go and change the under level 30 text, so there's no more confusion. >w>()

    I'm starting to see what you're saying about Joker's Death could be a really big negative... >A>()

    Then how about:
    Joker's Death: The target takes a moderate amount of damage, has all curable debuffs removed, and gains a regen-like buff.
    ?
    (0)
    Last edited by Mimilu; 02-25-2014 at 05:45 PM.

  6. #16
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Adds and Edits:

    In general:
    -Added Relics to Mechanist and Gadgeteer.
    -Mechanist's Relic: Shooting Star, An ornate gauntlet who's design was found in the old tome now held by Laughing Sky, with a few modifications made for modern use.
    -Gadgeteer's Relic: Gleisburst, a gauntlet based on those worn by high-ranking Garlean officials but modified to Agrippa's specifications.

    Gadgeteer:
    -Changed Joker's Death to: "Joker's Death: The target takes a moderate amount of damage, has all curable debuffs removed, and gains a regen-like buff."
    (0)

  7. #17
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Updates

    General:
    -Added what level you learn skills.

    Tinker:
    Added skills:
    -Aquaveil Unit
    -Aether Mine
    -Silence Gas Mine
    -Sidewinder Shell

    Mechanist:
    -Reordered Automaton skills to match level you unlock them.
    (0)

  8. #18
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Updated:

    General
    -Added more rulings and how long effects last on moves

    Tinker
    -Made a list of what Tinker skills are Cross-Classable.

    Mechanist
    -Changed Frame Rotation's rotation from "Stormwalker>Spiritreaver>Soulsoother>Stormwalker" to "Spiritreaver>Stormwalker>Soulsoother>Spiritreaver"
    (0)

  9. #19
    Player
    HoneyBiscuit's Avatar
    Join Date
    Jan 2014
    Posts
    138
    Character
    Reohart Redstarr
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Back again and this time I think I'll poke at your "Random Deal" ability for gadgeteer.

    I'm not so sure I understand the point of the ability. Rerolling your dice is an easy enough concept. But you can usually see if it's a bad roll before making that choice. You take the risk of rolling worse or rolling better. Makes sense.
    The only way I see a reroll type ability working (or having a point rather) would be if your pandorica stored the ability you rolled until you chose to fire it off yourself. In that case you can see your poor roll and pop your cooldown to try again. But nothing I read would indicate it functioning like that. (If it did forgive me, for I may have overlooked it and my whole post could then be deemed pointless.) Another alternative would be a literal Re-Roll. Roll a 6, press ability, receive another 6.

    Anyways as it stands you don't know what you're going to get, but you do know it will be rerolled. Is there a difference then to just plain rolling? Imagine grabbing a couple dice, closing your eyes and throwing them on the table. Without opening your eyes you roll them again before looking. You can't count the dice until you see them, so why exactly did you roll it twice? See where I'm getting at?


    On a somewhat unrelated note, I sort of imagined an ability I'd have made for the gadgeteer were it my own creation. Seems like gambling classes should have abilities to cheat their own luck. This ability I'd call "Stack the deck" would do something like remove all the duds from your roll table for your next roll.

    Anyways, I'll likely be back to look at your next set of patch notes. Not sure why, but this has yet to lose my interest.
    (0)
    Last edited by HoneyBiscuit; 03-04-2014 at 10:29 AM.

  10. #20
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by HoneyBiscuit View Post
    Snip
    Thank you for always coming back, I really do like the feedback. >//w//>

    As for Random Deal, I can see what you mean, it could be more of a big waste then bad luck.
    What if Random Deal did it's reroll but also did what your "Stack the Deck" does? Like, you use it,you get a non-Dud number, it saves the number as like a buff, and then the next time you roll a dud, Random Deal's roll is used instead? To make that work, there could be a Random Deals for each Pandorica then, Random Deal-White and Random Deal-Black, that way you wouldn't have to waste a roll that would be good for one but not the other and it could store both at the same time as two separate buffs.
    (0)

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