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Implementing Time Mage as a class in FFXI

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  • #16
    Originally posted by Altae
    I don't know what bootlegged versions of FF games you've played, but the norm is that Demi minuses a percentage of HP of the enemy's current HP. Lets pretend Demi is a spell that always minuses 1/4 the current HP. So the enemy starts with 200HP, you cast Demi. Minusing 1/4 of 200 becomes 150. Cast Demi again. The current HP of the enemy has changed now, so you're minusing 1/4 of 150. Thus changing the number to 37.5. So the enemy's HP could now be 37 or 38. And Demi will continue to minus HP until the mob's remaining HP is 1. Demi isn't a set damage. I've never seen it always do 1000 damage or whatever set variable you claim it to be. [/B]
    I am well aware of this. But as many people have pointed out, Demi would then be overpowered. So I have it as a regular attack spell instead of a %based one and just made Quarter (which is an actual spell from FF6 and one other I can't remember) to be the % spell that you only get 1 of.
    "Argue not with dragons, for thou art crunchy and go well with ketchup."

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    • #17
      If you look at most spells lists a number of spells are grouped together in the same level with noticeble gaps in levels until you get anything new. I don't think having spells every other level makes this job any more powerful than any other job. The number of total spells is still relatively the same, it's just spread out more evenly. In any event, if you're wanting to make it more "authentic" however, you'd want to have some gaps in between levels.

      And just to reiterate, Kalledon's information on Demi wasn't something he was claiming to be from other FF games. He modified how it worked so it wouldn't be overpowered. Please read thoroughly before trying to slam someone.

      One thing I wanna pick at is the spells Age and Youthen. That's kinda abusive. You could have a party fight a mob that's like T or VT for an easy battle, and then cast Age and get IT exp. It'll be way too easy to make those chain 6s and 7s. I'm not particularly fond of those 2 spells, although I understand you're trying to do something that helps define Time Mage.

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      • #18
        Re: Implementing Time Mage as a class in FFXI

        Originally posted by Kalledon
        New Spells:
        Demi, Demi II, Demi III, Demi IV, Demiga, Demiga II, Demiga III – basic temporal attack spells--deals temporal damage; using gravity and temporal manipulations, the Time Mage bends his enemies’ body causing damage (note. This is not the tradition Demi in that it does 25% of a mobs hp--see Quarter. This is basically the same as Fire, Stone, Water, etc only it is Temporal based instead of elemental)
        Step by step analysis...here we go. Adding in a new magical based property really REALLY needs backstory, and other new things (perhaps icon changes, a new avatar, how good are other mages at casting time magic?). You also don't liste what stat Temporal spells use. While not totally important...more details help people understand your vision.

        Quarter - Temporal attack spell that deals damage equal to 25% of the mob's remaining hp. Has a low chance of success and a long casting time.
        Everyone's already been over it.

        Meteor, Meteo – powerful temporal attack spells (Meteor-single enemy, Meteo-AoE)
        No Qualms again

        Stop, Stop II – enfeebling spell that halts an enemy for a certain period of time preventing it from performing any actions (Stop would have a medium to high chance of success but only a low amount of time actually affecting the mob, maybe only 5-10 seconds; Stop II would last longer but have a much lower chance of success) Unlike stun which completely kills an enemy action, Stop only prevents the action from continuing. Once stop wears of the mob continues on as if nothing happened (ie. If a mob starts casting a spell and you cast stop on it the spell timer freezes in the middle and picks up again when the spell wears off).
        I think Delay would be a better name...though you are keeping with FF lore. Basically...it's like Stun, only doesn't truly stop the current motion. The mob just sits there and gets wailed on. Even if it is 5-10 seconds for level 1 version, 5-10 seconds is a lot longer time then people expect.

        Blur, Blur II, Bluraga, Bluraga II - increases evasion of target/party (names subject to better suggestion)
        Makes a ninja tank better

        MHaste, MHaste II - increase casting speed or decreases casting time depending on how you look at it
        How much are we looking at? Fast Cast bonus? Fast Cast 2 Bonus? This would probably stack with Fast Cast so would it allow for a RDM to achieve perma Chainspell? Could be very powerful

        Age - increases the mobs level by 1*
        Age II - increases the mobs level by 5*
        Youthen - decreases the mobs level by 1*
        Youthen II - decreases the mobs level by 5*
        *If caster loses claim to this mob then the spell wears off. Does not work on NM's
        Okay...you do realize how this would work. Widdle the mob down to a sliver of health, cast Bio II on it, have Time mage spage Age 2. Or perhaps sleep a mob, spam Youthen 2, smack him once down to half health, sleep again, spam Age 2.

        Rewind - When cast on a player it shows up as a buff on that player and when it wears off (after say 10 seconds) the players stats are reset to what they were when the buff took effect. Wouldn't work if player died or if the buff was dispelled.
        Because the duration is so short...I don't see any use for this spell at all.

        Float, Float II - increases resistance to Earth based spells
        So now Titan is even more of a push over? Carol, BarEarth, and Float and then just whack away at him. Stone IV would do all of 100 damage.

        Quicken - allows target's next ability/spell to ignore any cooldown timers or casting time. This does not work on 2hr abilities and it has a very long recast timer of it's own.
        While 2hr abilities are the first thought up...think about SMN Bloodpacts. Fire off 2 Eclipse Bites in a row. Faster Barrages would make an Arrow Burn party much better. Hafta be a pretty long recast timer.

        Hastega, Slowega, Graviga, Haste II, Slow II, Gravity II – stronger or AoE versions of existing spells.
        No Qualms

        Job Abilities
        Lv1: X-Zone
        Effect: The Time Mage casts an enemy mob into another dimension for a certain period of time or possibly even killing it. (Depending on the mob’s difficulty would equal how long it stays in there. A easy or not worth it mob would die instantly, a decent challenge would go in for say 30 seconds, an even match would go for 25, tough for 20, very tough for 15, incredibly tough for 10, and anything higher for 5; also depending on how long its in there = how much damage it receives).
        Recast: 2 hours.
        So like EES...but over time. Utterly worthless on higher level mobs unless the damage is intense. 1 shotting an EP...while fun, does not justify this. Also if a DC is in 30 seconds, that means the damage can't be that impressive if it i lives. Can the monster be hurt while in the X-Zone? Do enfeebles carry over?

        Lv15: Cosmic Seal
        Effect: Makes the next Temporal spell double in power.
        Duration: 1 spell cast. Lasts 30 seconds after cast.
        Recast: 15 minutes.
        Quarter becomes Half. Besides that, it's alright

        Lvl40: Mirror Image
        Effect: Greatly increases the Time Mage's evasion by making the mob see multiple versions of himself.
        Duration: 1 minute
        Recast: 5 minutes
        For farming only I take it?

        Job Traits
        Lv10: Slow Resistance
        Effect: Slightly increases resistance to slow spells.

        Lvl15: Bind Resistance
        Effect: Slightly increases resistance to being bound.

        Lv25: Temporal Defense
        Effect: Increases defense against temporal spells (no reason to think mobs wouldn’t get them also).

        Lv35: Auto Haste
        Effect: Slightly increases attack speed.

        Lvl40: Slow Resistance II
        Effect: Further increases resistance to slow spells.

        Lvl45: Bind Resistance II
        Effect: Further increases resistance to being bound.

        Lv50: Temporal Defense II
        Effect: Further increases defense against temporal spells.

        Lvl60: Auto Haste II
        Effect: Further increases attack speed.
        No real beefs
        All spells obtained!
        Homam Gear: 2/5

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        • #19
          Modified the Age/Youthen spells so that they must be cast before a mob takes damage. This way you can't use it to get easy xp but instead use it to find a mob that is the level you want to fight (at low lvl soloing you can youthen to make the mob easier and when partying you can age to find more IT mobs).
          "Argue not with dragons, for thou art crunchy and go well with ketchup."

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          • #20
            It's call curse. Trying to diversify something only gets you existing spells.

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            • #21
              Re: Implementing Time Mage as a class in FFXI

              Originally posted by kuu
              It's call curse. Trying to diversify something only gets you existing spells.
              I'm not exactly sure what you are talking about here
              "Argue not with dragons, for thou art crunchy and go well with ketchup."

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