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Old 08-15-2008   #1
 
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Runeseeker, Adapted from FFTA

(Could you please add a poll for me? There's no poll option in the additional options box)

Runeseeker

This is a nod to Babus, the poor little thing from FFTA who seems to be able to kick your arse throughout the entire first half of the game, gets trashed in one shot by your Bangaa-on-crack, and joins your team after you down the final boss, only for you to realize that he is completely incompetent and gets eclipsed by every single one of your other characters. But ignoring that, I was disappointed to find out that Babus had a few unexciting and unoriginal skills. So this idea is my attempt to rectify that and give him a good legacy.

Notes: I want the runeseeker to be somewhat of a versatile heavy caster / support / combat hero, somebody who can cover for any role in a pinch. Of course, he will not be the most adept at any one of the three, but can quickly switch over in order to enhance the ability of another ally.

Base stats:

HP: 650
MP: 400
Strength: 25 (+1.25 per level)
Intelligence: 40 (+2.5 per level)
Agility: 25 (+1.25 per level)
Movement Speed: 310 range/second
Base Attack Speed: 2.2
Swing Point: 60% (Animation canceling is possible after 60% of the attack animation has progressed)

Skill 1:

Explosion (Active)
-Releases a tremendous amount of energy around the Runeseeker, incinerating nearby enemies and dealing residual damage over time.
Level 1: 200 damage, residual damage deals 7% of max HP over 5 seconds
Level 2: 400 damage, residual damage deals 9% of max HP over 5 seconds
Level 3: 600 damage, residual damage deals 11% of max HP over 5 seconds
Level 4: 800 damage, residual damage deals 13% of max HP over 5 seconds
Level 5: 1000 damage, residual damage deals 15% of max HP over 5 seconds.
Levels 6-10 Progression: +200 damage per level, +20 MP per level
Mana Cost (1-5): 200/250/300/350/400
Cooldown: 12 seconds

Stillness (Active)
-The Runeseeker’s presence alone is capable of slowing the flow of time. Enemies that wander too close to him or his allies will be slowed drastically.
Mana Cost: 120/140/160/180/200
Level 1: -12% movement speed, -15% attack speed
Level 2: -18% movement speed, -30% attack speed
Level 3: -24% movement speed, -45% attack speed
Level 4: -30% movement speed, -60% attack speed
Level 5: -36% movement speed, -75% attack speed
Area of Effect: 400/500/600/700/800
Duration: 6/8/10/12/14 seconds
Cooldown: 15 seconds

Improved Defense (Passive)
-The magical energies about the Runeseeker provide him improved magical resistance. During combat, they also serve as a protective barrier against physical blows.
Level 1: +5% magic resistance, 6% chance to add +10 armor for 3.0 seconds when hit
Level 2: +10% magic resistance. 7% chance to add +20 armor for 3.5 seconds when hit
Level 3: +15% magic resistance. 8% chance to add +30 armor for 4.0 seconds when hit
Level 4: +20% magic resistance. 9% chance to add +40 armor for 4.5 seconds when hit
Level 5: +25% magic resistance. 10% chance to add +50 armor for 5.0 seconds when hit

Rune (Active)
-The Runeseeker draws upon the immense magical potential of Gaya and focuses it into a magical rune. Runes may be stacked up to 5 times, provide additional bonuses to the holder, and can also be used as reagents.
Level 1: 60 second cooldown, 200 mana
Level 2: 30 second cooldown, 210 mana
Level 3: 15 second cooldown, 230 mana
Level 4: 10 second cooldown, 260 mana
Level 5: 5 second cooldown, 300 mana
When held, each stacked rune provides the following bonuses:
+5 to all attributes, +10 damage, +2 HP regeneration/sec, +10% mana regeneration

Ultimate: Invoke Rune (Active)
-Depending on his last action, the Runeseeker can manipulate his runes into specialized runes. The energies in these runes may be released upon an ally to grant a temporary surge of power.
Mana Cost: 300/400/500
Cooldown: 30
If the Runeseeker’s last action before casting this spell was attacking, runes will be converted into Runes of Might.
If his last action was casting Explosion, runes are converted into Arcane Runes.
If his last action was casting Stillness, runes are converted into Sanctum Runes.
Level 1: Creates decent runes
Level 2: Creates strong runes
Level 3: Creates very strong runes
Duration of rune effects: 4/5/6 seconds (Duration is doubled if runes are used on self)

Rune of Might (5) – When held, grants +10 strength, +10 agility, and +10/20/30 bonus damage per rune. When used, the target gains +60% damage.
Arcane Rune (5) – When held, grants +20 intelligence and +30%/40%/50% MP regeneration per rune. When used on an enemy, the target loses 30%/50%/70% magic reduction. When used on an ally, the target becomes magic immune.

Sanctum Rune (5) – When held, grants +5 armor and +2/3/4 HP regeneration per second per rune. When used on an ally, the target gains +50/+75/+100 armor and is healed for 500/750/1000 HP.

Last edited by Y[i]F; 08-15-2008 at 02:09 AM.
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Old 08-19-2008   #2
 
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Re: Runeseeker, Adapted from FFTA

[Stamp of approval]

Not much more to say
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Old 08-26-2008   #3
 
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Re: Runeseeker, Adapted from FFTA

You though a lot about this one I guess and I just have a few questions.

First: Which level of mage this one should be?

Second: The -75% IAS is far the most powerful skill this charackter has - I think the percentage of this one should be changed a bit or the damage of the offense abilities increased. Depending on the level of the runseeker should decrease/increase.

Third: What do you think about a 100% chance to add a armorbonus - stackable with a lower number for lets say 5 points on the last level - stackable 5 or 10 times - whereas i tend to 5 times since the chance is a 100% so its a very reliable protection. 10 times would be possible too but the the time it lasts should be reduced to a 2 or 3 seconds - if you know "Guilds of Hyppos" you may recognize some resemblance to "Grace" a Seraphimskill.

Great work anyway - would definetlyplay that one with Masamune and Skull... -75%IAS and a insane attackspeed with crits... ur GOOOOOOOOD

Seal of Approval

PS I would make him at least the level of the sorcerer maybe the Archmage

Theres Ownage comin the way if Titan implements it xD

This is a signature. rly!
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Old 08-26-2008   #4
 
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Re: Runeseeker, Adapted from FFTA

I can see this being implemented on the same tier as the Sorceror, given that some stats are tweaked around. The attack speed cut is a consistent and strong support skill, and Explosion actually has the capacity to deal a lot of damage. It's no Ultima, but if used on an enemy with 20k HP, the residual damage will do an additional 3k, which is about on par with Ultima.

Rune might be somewhat difficult to code, I guess, because using the skill effectively would require a lot of attentiveness- can't just go afk in lothlorien and expect maximum effectiveness.

I considered making defense+ more effective, but look at it this way: The Holy Swordsman's passive only prevents ~60? damage. A guarenteed magic reduction and a chance to trigger a large armor bonus is, from my point of view, useful and effective without being overpowered.
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