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Combat skill classification and socketing in FFXI

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  • Combat skill classification and socketing in FFXI

    This thread is for criticism and critique. I'm mostly interested in categorizing combat skills; the socketing idea came second as I pondered ways to manipulate combat skills.

    I've been looking for a classification system that I can use universally, in any game, for the identification and ideation of combat skills. Initially I was looking to conceptualize elements, stats, and secondary stats in such a way as seen in FFXI. Anything I came up with was similar to FFXI, but I had changes made based on personal opinion and whatnot. After this, I was concerned with how to classify skills and stats, but I eventually focued on skills. I came up with four categories you could put any single skill into, and using all four categories a way to classify any skill.

    First, there are the role categories of offense, defense, and support. I considered making support a division of offense or defense, but I thought it was best to include it as it's own category.Next, comes seperating skills as either being physical or magical; then melee or ranged; and finally direct or indirect. Putting it in reverse makes it easier to say, such as Indirect Ranged Magic Attack. I replaced offense with attack to make it sound a little better.

    There are a total of twenty-four classifications for skills.

    What would be an indirect ranged magic attack? Blizzaga, or any other AE spell that can be cast from a distance. Provoke? I'd classify it as direct melee physical support. Utsusemi? Direct melee magical support. Warcry? Indirect melee physical support. Protectra? Indirect ranged magical support. Headbutt? Direct melee magical attack.

    Some problems come up. Dia and bio, they have supportive effects, such as Def and Atk down respectively, but they also deal damage. Without knowing the original purpose of the spell it's difficult for me to classify it. Some Blue Mage magic is considered physical magic which might complicate classification. I think, for the most part, you can classify most spells, abilities, and weapon skills in the game. One big problem is that it doesn't really take into account jobs with pets. I suppose calling in a pet would be support, but pet abilities could be classified as well.

    While brainstorming different ways to manipulate skills in different categories, I considered socketing. Originally, I considered a way to raise certain resistances to help make soloing, partying, and boss fights a little easier. I thought, if done right, socketing could be a way to restore some of the difficulty to the game while allowing players to reduce that difficulty depending on the situation. It would also add a collectible aspect to the game.


    Here's what I'm currently thinking:

    Sockets can come with levels, or on equipment. On equipment, they would appear as stats, like Sockets +2 or something. Marbles would be obtained through defeating enemies, opening chests, defeating NMs, and/or from completing quests. Marbles could be traded to an NPC to add to your collection, or more rewardingly, used on the spot like scrolls. Marbles would be Rare/Ex, and once used are permanently added to your collection.

    The interface necessary is already in the game. They can be switched out on the fly using either the Blue Mage spell interface, or the storage interface. On the fly is important, so players can face new situations with appropriate changes. I feel it adds a bit of strategy.

    They come in four varieties: bronze, silver, gold, and platinum, each stronger than the next, each harder to find (or a rarer drop) than the next. Bronze would be plentiful, giving players basic marbles to choose from with the weakest effect. Platinum would be extremely rare, dropped from the strongest enemies, or the most difficult encounter, at extremely low rates. Similar marbles of different tiers would not be equipped together, that would be too much.

    You would never be made to select one from a list, without also being able to earn every other marble on the list. That would defeat the point of collecting them.

    The marbles could customize almost any aspect of combat in FFXI; offense, defense, and support. I originally only considered defense, but that limits the possibilities.

    Imagine soloing in La Theine, targeting mostly goblins, and one happens to drop a marble reducing sharp weapon damage. You socket it, and suddenly fighting goblins is a little easier. Later on in the week, you're, for some crazy reason, fighting a spook in the dunes, and he drops a marble increasing magic damage. Pass it to one of the mages, and they're kicking a little more ass. Just a little bit.

    What if you're doing Dynamis Xarc later in the evening, and you want a little help? Complete the Samurai job quest for the marble that increases melee damage to demons. After completing Samurai AF, you can recieve more than just AF: a marble that even further increases damage to demons! It'd be a way to reward milestones, and mix job flavors just a little bit.

    Gotta fight Ouryu? Equip marbles that reduce magic damage, melee damage, and increase damage to dragons if you have them. Want to finally own Diabolos as a summon? Better head out and find marbles that reduce sleep, and watch out for those falling tiles. It wont be much, but it might mean the different between a win or a loss if your entire party is well equipped.

    I've got numbers for the marbles, and some more of my considerations, but I'll post 'em if people give a crap. I gotta goes.
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