Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 21:03:27)
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While I'm still finishing my Archmage concept (Coming Soon!), here's a Tier-2 class with a very unique Gimmick: copying monster abilities. I've always loved the concept of the Blue Mage class in the Final Fantasy series, so I did my best to try to recreate that faithfully here. Granted, I think this would be extremely difficult to implement in AQ, but it's a nice idea. quote:
Mimic Costume Class armor. You must be a 4 Scholar, a Level 3 Mage, and a Level 3 Rogue to train as a Mimic. Neutral-lean armor. Primarily resistant to Light, (39% at Level 150), secondarily resistant to Water and Darkness (42% at Level 150). Flat resistances otherwise, total resistances are a bit higher than normal. Equal Ranged and Magic defense but slightly lower Melee defense. Attack is one hit at a neutral BtH lean. Lower than normal base damage to pay for resists. Appearance: An outfit resembling the classic Arlecchino outfit from Italian commedia dell'arte theater: a diamond-checkered costume with many different bright colors. Your character's normal head doesn't appear on the armor, instead they wear a black domino mask and a bright purple beret adorned with a fox's tail. Description: Become a Mimic, a magical performer who can copy the abilities of monsters! Mimicry - Passive The Mimic class has a large variety of different active skills available, but only a few can be learned at a time. At class level 1, 3, and 5 (plus Level 7 and 9 for Guardians), you get an empty active skill slot. Upon defeating certain types of enemies*, you will learn a skill that fills one of those slots. You must be in the Mimic class armor when the battle ends for this effect to apply. You can only learn abilities this way if your enemy is (CharLevel-10) or higher. If you have no usable or empty slots, the learned skill will be made available through a special "shop" in the class trainer**, which works similarly to elementalizing Guardian no-drops. The class trainer will ask you which spell you want to forget and which of your unlocked spells you want to learn. Once a monster that grants an ability is defeated, that ability will be permanently unlocked in this pseudo-shop. Changing abilities this way costs gold equivalent to a standard spell for your level. To help with finding new skills, about half of the eligible enemies can be fought during the Mimic class quests, but others must be sought out for yourself. *You learn [ability] from your fallen foe! **You unlock the [ability] ability! Visit your class trainer to change skills. Level 0: Artful Performance - Toggle To become a true performer requires both unflinching grace and magical prowess. While active, you can use your INT and DEX to determine dodge chance, as well as damage with magic attacks. Available only if your class title is Mimic. While toggled, stat bonus to block chance is calculated as INT/16 + DEX/16 + LUK/40, core stat damage from magic attacks is calculated as INT*3/64 + DEX*3/64, and core stat damage to spells is calculated as INT/8 + DEX/8. Level 1: Empty Slot When you learn a mimicked skill, it will be available here. Level 2: Method Acting - Passive Before you can get into a role, you have to REALLY understand who you’re playing. When you’re facing an enemy with a skill you can learn, you’ll receive a notification, even if you’re not in the Mimic armor. If you are in the Mimic armor, you’ll get a defense boost against any enemy whose skill you can copy. At the beginning of battle, if your class title is Mimic, a message pops up alerting you if they have a learnable skill.* This happens even if you're not in the armor. Also, if you are in the Mimic class armor, and your foe has a learnable skill, you gain +6 MRM. *[Enemy name] has a skill! You must be in the Mimic armor when the battle ends to learn it. Level 3: Empty Slot When you learn a mimicked skill, it will be available here. Level 4: Juggler’s Trick - Passive When you perform, you become so “in the zone” that you can catch a flaming sword between the tip of your teeth in a fraction of a second. Whenever you use a mimicked ability, you gain extra accuracy with all attacks. Whenever you use an active class skill, you get +2.5 BTH for the rest of the battle, /2 that bonus for spells. This does not count quick-cast class skills. Calc: +42.5 BTH bonus, divided over ten turns. With an assumed two abilities used per fight, that gives one turn with no abilities used, one turn with one ability used, and eight turns with two abilities used. So 0x + x + 2(8)x = 42.5, or 17x = 42.5. 42.5 / 17 = 2.5. Level 5: Empty Slot When you learn a mimicked skill, it will be available here. Level 6: Improvisation - Passive Sometimes, a stage performer has to make the best of mistakes. Whenever you miss an attack, your next attack will get a massive accuracy bonus. Whenever you miss an attempted hit, the next hit you attempt gets +28.333 BTH, or +14.167 BTH if the next hit is from a spell. Level 7: Empty Slot When you learn a mimicked skill, it will be available here. Level 8: Sleight of Hand -Toggle Your stage performances have given you knack for motor skills and magic. For a small MP and SP upkeep, you can boost your INT and DEX. INT/DEX drive. Costs MP and SP. Level 9: Empty Slot When you learn a mimicked skill, it will be available here. Level 10: Encore! - Active The show must go on! With this skill you can repeat the last spell or monster ability you used, provided that spell dealt damage to your opponent. Usable once per battle. Costs 75% melee in SP, usable once per battle. Only usable if the last spell you cast this battle dealt damage (including healing “damage.”) You use that spell again this turn for no additional cost. This even works with quick-cast spells, but only if it’s one that dealt damage. Spells like Summon/Call spells, Purple Rain, and Moonwalker’s Grace cannot be repeated. If the last spell you cast is ineligible for repeating this way, the Encore skill is disabled. Available abilities: All skills below are spell-based and receive appropriate elecomp to damage, with the exception of Zard Punch, Sneak Attack, and the two healing spells. quote:
Zard Punch Channel the strength of a Frogzard into your fists and punch your foe. While this weapon-based skill deals only slightly more damage than a normal attack, it has a chance to hit extra hard! ...Wait, do Frogzards even HAVE fists? Spell-based skill, costs 15% melee in SP. Deals one hit of damage according to your element and weapon type, at a +5 BTH lean. Base damage is equal to a normal attack, but gets +5% damage, or +6.667% damage for magic weapons. However, there is also a 10% chance of the attack dealing an extra +100% damage (+133.333% for magic weapons.)* *"Frogzard PAWNCH!" Learned from: Any Earth-element monster tagged as a Zard Draining Geyser Watch out! This thing can drain your magic points! And by "thing" I mean "water spell," and by "your" I mean "your foe's." Costs the MP of a standard spell. Deals one hit of Magic water damage at a +5 BTH lean. Deals -50% damage, but reduces your foe's MP by 1.5x the damage dealt. Learned from: Braken, Shadow Braken, Undead Braken, Shower Monster Sneak Attack Infuse your weapon with a bit of poison and attack! When used on your first turn, the poison is especially potent! Spell-based skill. Costs 55% melee in SP. Deals two hits of damage at a +0 BTH lean, according to your weapon's element and type. The skill then attempts to inflict Poison (Power 2.5*Hits, 2 Turns.)* Opponent can resist at a +0 Bonus (INT/DEX vs. END/LUK).** If used on your first turn in a battle, the power of the poison is doubled. *The sneak venom poisons your opponent! **Your opponent resists the poison. Learned from: Sneak, Sneak on a Plain, Undead Sneak Shifting Shield It's nifty to be shifty. Call upon the power of a Forest Demon to summon a shield, increasing your blocking by a random amount for one turn! Doesn't take a turn to use. Quick-cast, once per turn. Costs 55% melee in SP. You gain the Defence Boost status (+[X] Blocking, 1 Turn). X is a random integer between 1 and 60, inclusive. Learned from: Forest Demon, Dull Forest Demon Sea Shield She shells she sealds by the— wait, no. Darnit. ...Um, anyway. This skill will let you create a Chi Shield, letting you redirect damage to your SP instead of your HP. Costs nothing to use. Not quick-cast. Generates a Chi Shield. Deals one hit of Magic Heal damage, *0.85*0.9 damage. Uses INT for stats. Damage is reduced to 0 immediately before it gets inflicted, and instead you get a Chi Shield (absorbs [damage dealt] damage, efficiency is [damage dealt] / [SPCost]), where SPCost is 125% Melee in SP. Learned From: Sea Squirt, Sea Fiend Bonesplosion Summon an explosion of bones, dealing massive Darkness damage, but damaging you as well. This spell has all the young mages telling their parents: "Buy me Bonesplosion or go to Heck!" Costs the MP of a standard spell. Deals two hits of Magic darkness damage at a +0 BTH lean. Starts out as a standard spell, but deals +25% damage. Afterward, you take Darkness damage equal to 20% of the damage dealt. The self-damage is fixed and ignores elemental resistance. Learned from: Death Knight Supwise Wabbit Shh. Be vewwy vewwy quiet. Ambush youw foe with ghostwy wabbits, deawing wind damage without taking a tuwn. Costs the MP of a standard spell. Quick-cast, usable once per turn. Deals three hits of Wind damage at a +5 BTH lean. Deals the damage of a standard spell, -37.5% damage for being quick-cast. Learned from: Am-Bush, Am-Boss Five-Leaf Clover Dang. This spell must be seriously lucky. So lucky, in fact, that using it will practically guarantee a lucky strike this turn! Does not take a turn to use. Quick-cast, once per turn. Costs 90% melee in SP. You gain the Hypercritical (+90% Lucky Strike chance) status for one turn. *The clover grants you luck, then disappears in a puff of smoke. Learned from: O'Meany, O'Greeny, O'Teeny Healing Light Cast this spell to regain some HP. It's the perfect thing to light up your world toni-i-ight, after fighting monsters that didn't give up the bark and the bi-i-te. A copy of the temporary Healing Light spell gained by making a Sunray explode, except it scales with your level. You do not have to make the Sunray explode from Light damage to learn it as a Mimic skill. Obtained from: Sunray, Queen Raychel the Sunray Restful Night "Lullaby, and goodnight, your HP'll be alright / and your foe, no more screams, since it's enjoying sweet dreams." A copy of the temporary Restful Night spell gained by making a Moonray explode, except it scales with your level. You do not have to make the Moonray explode from Darkness damage to learn it as a Mimic skill. Learned from: Moonray, King Raymoond the Moonray Galloping Gogg “Gogg” is such an inherently funny word, isn’t it? With this technique, you can attempt to grant yourself Celerity. If you succeed, you’ll deal more damage during this turn and the extra turn. Quick-cast, once per turn, and usable only if you aren't already in an extra turn granted by Celerity. Costs 50% melee in SP. You attempt to gain Celerity. Monster can save at a +10 bonus (INT/DEX vs. INT/LUK.) If you succeed, you’ll not only gain Celerity*, but deal +12.5% damage during this turn and the extra turn that follows. /2 for spells, *4/3 for magic weapons. *You rush your foe like a hungry Gogg! **You attempt to rush your foe like a Gogg, but trip over yourself. Calc: 50% melee value /0.4 chance of save = 125% melee. 100% of that goes towards the Celerity, the rest goes toward the damage boost. Learned from: Little Gogg, Gogg, MeGogg, ArMeGoggon, Shadow Gogg, Mighty Shadow Gogg Ice Eruption This spell will summon a massive crystal of ice from beneath your opponent, potentially dazing them. ...Huh. You’re pretty sure the Frost Giants couldn’t do that before. Costs the MP of a standard spell. Deals one hit of Magic Ice damage at a +0 BTH lean. Deals -25% damage. If it hits, it attempts to inflict Daze (42*[IceResist]% chance of inaction, 2 Turns). Opponent can resist at a +0 bonus (INT/DEX vs. END/LUK). Calc: 25*2, /0.5 for save, /0.85 for requirement to hit, /1.4 monster turn value, then /2 for two turns. Learned from: Frost Giant, Frost Giantess, Frost Giant Commander, Frostval Giant Vorpal Carrot Death awaits your foe – with nasty, big, pointy carrots! Summon the carrots of the Vorpalzard to tear through your foe's armor and resistances! Costs the MP of a standard spell. Deals two hits of Harm damage and autohits. Starts out as a standard spell, but deals *0.765 damage. Learned from: VorpalZard Thunder Fang! Evoke the lightning of Krenos, the mightiest energy dragon in Lore! It can leave your foe paralyzed and bleeding! Costs the MP of a standard spell, plus 60.7% melee in SP. Deals one hit of Magic energy damage at a +0 BTH lean. Deals the damage of a standard spell, and attempts to inflict Paralysis (1 Turn), and Bleed (Power 0.25) on hit. The opponent can resist the Paralysis at a +20 bonus and the Bleeding at a +0 bonus. Both statuses are (INT/DEX vs. END/LUK). *The apparition of Krenos paralyzes and wounds your foe! **The apparition of Krenos paralyzes your foe! ***The apparition of Krenos inflicts a bleeding wound! ****Your opponent resists the apparition's bleeding and paralysis. Calc: 30% chance to inflict Paralysis is worth 119*0.3% melee, or 35.7% melee. Power 0.25 bleed at 50/50 save is worth 25% melee. Learned from: Krenos, Uncle Krenos Soul Rend! Tear out your foe's soul with fiendish light, freezing them in place and massively increasing the Darkness damage they take! Costs the MP of a standard spell, plus 91.6% melee in SP. Deals 1 hit of Magic Light damage at a +0 BTH lean. Deals the damage of a standard spell. If the hit connects, your opponent is inflicted with Spirit Rend. Opponent can save at a +0 bonus (INT/DEX vs. END/LUK). *Your attack tears through your foe's soul! **Your foe's soul resists being ruptured. Learned from: Ryn the Undying
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