Mordred
Role Player
Don't believe the Church and State.
Posts: 195
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Post by Mordred on May 11, 2013 14:56:28 GMT -6
1% per move? Whoop-de-doo. Gaining 3 MP per move is so not worth it; a Summoner would always use his secondary's move powers if that's all his primary class gets for movement skills.
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Schwerpunkt
Power Gamer
Who would ever want to be king?
Posts: 422
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Post by Schwerpunkt on May 11, 2013 16:24:51 GMT -6
There's really no good way to balance this. If we tied it to base MP (ie, MP before robes and such), we could go higher, but then that's just adding another calculation to the mix.
If it's too high, the real bottleneck of the class -- MP -- is irrelevant. If it's too low, the movement ability itself is irrelevant.
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Post by kablizzy on May 11, 2013 17:47:55 GMT -6
1% per move? Whoop-de-doo. Gaining 3 MP per move is so not worth it; a Summoner would always use his secondary's move powers if that's all his primary class gets for movement skills. I dunno, if you're short on MP, it helps. It's not great, but it's something.
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Mordred
Role Player
Don't believe the Church and State.
Posts: 195
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Post by Mordred on May 11, 2013 18:39:03 GMT -6
If you had 300 MP - which would be endgame level right? - you would gain 3 MP per move. That's beyond worthless. If we can't balance Move-MP Up, we need something completely different.
Sticking Float on Summoner would be cool - it's a summoned beasty physically holding him up in the air, which allows him to pass over any terrain. No immunity to Earth elemental though. Time Mages can still have Teleport, so it's not like we're robbing them completely.
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Post by kablizzy on May 11, 2013 19:26:13 GMT -6
Oh, oh, no. I was rather meaning my concept of 1 or 2, or 3 MP per tile. So, like, 12 MP per turn? That's not too bad, and if it is, howabout 4? That'd also make kind of a cool choice in the early-game, save up your JP to buy this thing that's gonna be awesome now, or buy some abilities that will actually help win battles.
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Schwerpunkt
Power Gamer
Who would ever want to be king?
Posts: 422
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Post by Schwerpunkt on May 11, 2013 19:41:57 GMT -6
Do you really want to be counting out how many tiles you've moved when running skirmishes? Or, more likely, having to move dumbass summoners in a circle so they can get the full MP benefit of this ability without actually moving anywhere?
Just peg it at ~5%.
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Post by kablizzy on May 11, 2013 20:03:24 GMT -6
Not particularly, no, haha. But I'm not at all tied to the ability. We can totally come up with something else, but stuff like this gives a weird niche to Add: Don't Move abilities. Out of mana? Run around like a 'tard until I shoot your legs out.
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Post by Ilium on May 19, 2013 21:32:18 GMT -6
Moogle - Healing.
Golem - Maybe something like protect + shell.
Ifrit - Fire damage.
Shiva - Ice damage.
Ramuh - Lightning damage.
Titan - Earth damage.
Leviathan - Water damage.
Typhon - Air damage.
Bahamut - Non-elemental damage.
Reaction
Recover MP
Support
3/4 MP
Focus Chant: No interrupt charge ability
Curtain: Less damage charge ability
Movement
Manafont
Impulse: +1 Jump charge ability
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Post by Ilium on May 20, 2013 8:00:16 GMT -6
Heroes of Ivalice Stats/Growth Rates
Equipment: Rods, Staves, Books, Hats, Clothes, Robes
Base Stats:
HP: 32
MP: 44
PA: 3
MA: 5
Move: 3
Jump: 3
P-EV: 0%
M-EV: 6%
Speed: 5
Growth Rates:
Primary HP: +5 Every Level
Primary MP: +13 Every Level
PA Growth: +1 Every Eight (8) Levels
MA Growth: +1 Every Four (4) Levels
Secondary Bonus: HP + 2, MP + 20, MA + 1
Alternate Bonus: MP + 7
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