Well, Chrono Cross had the FATE supercomputer, and FFXIV has FATE events! CONNECTION CONFIRMED

Well, Chrono Cross had the FATE supercomputer, and FFXIV has FATE events! CONNECTION CONFIRMED
Author of lrParser



Can't find a better place to post this, so here's a pipe dream without its own thread for once:
Crossover Event - Chrono Trigger
Premise: A mysterious man draped in a cloak is causing trouble around the capital cities. Those who cross paths with the man get the impression that he is looking for something, or someone. Upon realizing his quarry is nowhere near, he'll vanish to parts unknown. The local authorities in the city states have placed their forces on alert for this individual. Adventurers, as is always the case, get dragged in as well. This would be split over three quests.
Quests
His name was... - The reporters of the Mythril Eye are working on a story about the disturbances caused by a mysterious traveller that comes and goes as the wind. One such reporter would like you to help investigate where the man has been sighted to help piece the puzzle together.
A radical dreamer - The best lead so far on the location of the man comes from Aleport, where a girl named Sara/Schala seems to have been attacked by the mysterious traveller.
The Black Wind Blows - The man has been seen entering Pharos Sirius. While unaware of his intentions there, a dangerous person entering such a place can mean nothing good. Intercept the man and stop him!
Battlefield: Beacon Chamber (the place where you'd fight Siren during a normal PS run)
Party Size: 8 players
Boss: Magus
HP: 666,666
MP: ????
Mechanics
Realignment - Magus will take full damage from one of three types of damage (melee, physical ranged, magic). The other two types of damage deal 40% less than normal. Is immediately followed by one attack that affects the whole party.
--Fire II - Deals fire damage. Used when Magus resists all but Melee attacks.
--Lightning II - Deals lightning damage. Used when Magus resists all but Magic attacks.
--Ice II - Deals ice damage. Used when Magus resists all but Physical Ranged attacks.
Dark Mist - Magus teleports from his current location to another part of the room. 3 seconds after he teleports, dark mist will form within a 3 yalm radius of where he stood and triple in size over 9 seconds, then slowly dissipate/shrink over 30 seconds. Inflicts blind, poison, infirmity and deals damage over time to anyone it comes in contact with.
Hell Geyser - Place a debuff that reduces the max HP of Magus' current target by 20%. Stackable.
Dark Bomb - Marks two party members, and after 4 seconds both party members will detonate dealing damage to all party members within 5 yalms. Will detonate early if the affected party members move while dark bomb is active. Early detonations deal increased damage.
Black Hole - Magus teleports to the center of the room, drawing in everyone to his position and placing the weight debuff on the group. Instantly dissipates any Dark Mist present on the battlefield.
Ice Beacon/Fire Beacon - Used when below 45% HP. Marks one player with Fire Beacon and one player with Ice Beacon. If the ice and fire beacons are within 10 yalms of each other, a tether will form that reduces their movement speed by an additional 10% and increases the damage dealt by Dark Matter by 300% and increases its area of effect to the whole battlefield.
Dark Matter - Immediately cast after Black Hole. Deals massive damage to anyone within 15 yalms of Magus. Ignores all damage mitigation effects and immunities.
Raven Scythe - Magus will send a shadow version of himself towards a random party member, damaging them and knocking them back.
Omega Flare - One-shots the whole raid.
Encounter
The main mechanics for the group to deal with are the management of Hell Geyser stacks on the tank (2 stacks would force a tank switch) and positioning the boss and the party away from Dark Mist. Ranged and casters in particular are at risk of being knocked back into the mist by Raven Scythe unless positioned properly. Raven Scythe ignores party members afflicted by Dark Bomb as well as the current tank.
Dark Bomb adds the challenge of careful positioning since once a party member is afflicted with Dark Bomb, they cannot move without making the bomb detonate prematurely.
Barrier switches are designed as they are because you'd otherwise make BLMs the only viable class for the fight. Each time Magus uses Realignment, the associated attack is used on the whole group, regardless of their distance from him (so if you get hit by Fire II after Magus uses Realignment, you know he's taking full damage only from melee attacks), etc.
The Black Hole + Dark Matter combo is simple in concept but requires you to get away as fast as you can, because Dark Matter will one-shot non-tanks.
Once Magus gets below 45%, he'll throw in something extra for Black Hole phases. He'll mark two party members with the debuffs Ice Beacon and Fire Beacon. The two beaconed players have a tether between them so long as they are within 10 yalms of each other. This means both players now have to make sure they are far apart that it breaks the tether before Magus finishes casting Dark Matter, otherwise it's an instant wipe.
Once he gets down to 5% he'll erect a barrier that reduces damage taken from all sources and slowly begins casting Omega Flare.
Rewards:
Dreamstone Sword (Gladiator's Arm)
Dreamseeker (Parivir's Arm; yes, this is a katana)
Dream Reaper (Marauder's Arm)
Spectra Spear (Lancer's Arm)
Hero's Blade (Fencer's Arm; a rapier)
Crisis Knuckles (Pugilist's Arm)
Prism Daggers (Rogue's Arm)
Stardust Bow (Archer's Arm)
Wondershot (Musketeer's Arm; a pistol)
Spectral Staff (Conjurer's Arm)
Rainbow Rod (Thaumaturge's Arm)
Chronology of Zeal (Arcanist's Arm)
Notes
- I know this won't happen because SE decided to do the dumb "Magus lost his memory" thing in the DS re-release of Chrono Trigger.
- I couldn't decide on what timers/cooldowns should be used between each ability. Ideally Dark Mist should linger enough that it only fully dissipates once Magus has placed a new patch of mist in a different part of the battlefield.
- Fire/Ice/Lightning II should not deal really heavy damage, but should be something to keep the healers on their toes, as it would be incidental damage with the chance to kill someone if they get careless.
- Dark Bomb's damage would need to be tweaked. I'd want it to be heavy damage so that the healers have to tend to the players affected by it, but seeing that movement is key to the fight and this one ability is there to hinder movement, I'm not sure if it should be reconceived as something else. Otherwise you have the chances of Dark Bomb followed by Black Hole + Dark Matter. BH+DM forces the group to run away to prevent the wipe, but both party members affected by DB would have to move, forcing a premature detonation while everyone is clumped together; this would in effect also wipe the raid or put them dangerously low in HP. I guess DB could be changed so that its damage is spread between affected targets like Imperuim from Syrcus Tower...
- The rewards would obviously have to be connected to the Chrono Series, which does mean taking stuff from Chrono Cross to fill the weapon gaps while still keeping it in theme with Magus. I took the liberty of adding weapons for Parivir, Fencer and Musketeer.
-I havent written a full story on this, but: Magus ended up in Eorzea during his search for Sara/Schala. He hears of a girl named Sara/Schala that lives in Aleport, but finds out it is not who he seeks. He learns of the massive corrupted crystals that are still imbedded inside Pharos Sirius and devices a way to use their power to reopen the dimensional gate that would take him to the next realm. Much like his encounter with the gang in Chrono Trigger, the adventurers interrupt him as he's trying to finish his big spell. Things end better since the whole thing was basically a big misunderstanding, with Magus gaining what he needs to move on to the next world while you get a nitfy weapon.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Actually I don't think anyone was mad about the fan service. They were mad because once more we had a character from a Final fantasy game, who is nearly universally despised, shoved down our throats. I'm sorry Square but no matter how many times you throw Lightning at us no one is going to change their minds.
Had they put in a character from the more beloved games, I believe the reception would have been better. Would love to help Celes and/or Locke defeat Kefka!
People approved of Shantotto showing up. So it's really just Lightning and Final Fantasy 13 people had issues with.
No more cast bars for Bard! Thank you, Yoshi-P! All hail our lord and savior!
A Chrono Trigger cross-over event would be awesome!!
And while not as good as Chrono Trigger, its sequel Chrono Cross was an amazing game and is often underrated imo.



As much as I respect the chrono series, I still say Cross should have never happened. They went and undid as much as they could from the original game to make space for a sequel. The game lost me when Gran Leon/Masamune was turned into a blade of evil (trying to justify it by claiming the blade was corrupted by Frog's desire for revenge against Magus).
We need this thread to come alive. Even the thread on the old WoW forums on how to turn Lavos into a 25-man raid encounter had more posts than this. >.>
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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