Avatar of Renval
  • Last Seen: 6 yrs ago
  • Joined: 6 yrs ago
  • Posts: 43 (0.02 / day)
  • VMs: 0
  • Username history
    1. Renval 6 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

Hello! Sorry to potentially be a bother, but is there any way to change the font displayed in posts to a fixed width font? A roleplay I am starting requires a fixed width font for battlefield purposes and, after tinkering, I can't seem to figure out the bbcode that would let me change to one if this is a possibility.

Thanks for reading and I look forward to a response soon~
Welcome to Ellon. Those among you have ventured to the Royal City of Arcedes in the Kingdom of Alsonde hoping to find a new life. Perhaps you come from a neighboring town in Alsonde, have fled from the totalitarian Winoan Empire, or crossed over from the forests – no matter your history, you have come seeking a new horizon. Life can be what you want it to be in Arcedes. An innkeeper by the name of Mayella Mulburri has introduced you to one another and offered you refuge for the time being – the choice of what to do now is your own, but she suggests sticking together until it is time to go your separate ways.

Will you strike out to explore the world? Or will you get caught up in your new lives here in Arcedes? Either way, one thing is for certain: fate has a strange way of rerouting your chosen path and things in Pereas are about to get darker than anyone could possibly imagine.
Throwing in my hat for Changeling and potentially Ruler~
@Leslie Hall Lock Up costs 8 MP with an additional 4 MP per additional turn (i.e. Max Cost 16 MP).

I'd prefer one character to each player. Too many units on the battlefield make it difficult to balance enemies and causes battle updates to take longer.
@Bishop Frozen Recovery is a little too powerful for a starting ability. I'm afraid I'm at a loss for how to cost everything else. Part of this has to do with the fact that there are no parameters set for anything. I don't know what these ice weapons do or how long they last. The S-Ability you've created is actually an R-Ability because it counts as a reaction to certain stimuli, in this case, your character's abilities and physical contact. I will say, however, that it's a little too strong as an R-Ability – particularly with the secondary effect on 'frozen' units.

@AlternateMan @Leslie Hall @Lauder @Jerkchicken I realized after the fact that providing you all with an "inflictionary" might be a good idea as you continue to work on your sheets. These are all the common status effects in play in this roleplay. Sorry I keep throwing these things out after the fact. It's been a long while since I hosted one of these and I'm still getting back in the saddle.



There may be some that I'm forgetting, but they will be added if they come up in battle.  Also, the durations are only standards and may vary depending on which technique is used to inflict them. I will make sure to move these over to the character profile thread in the roleplay once we start for easy access.
@AlternateMan Okay! I see what you're saying now. I think the better phrasing for that would be: The first attack/skill executed by all allies after receiving the buff receives a 30% boost to damage dealt. The math is a little off there, as it would instead apply before the defensive stat is reduced so, using what you just gave me the calc would look like this:

Rio uses Claw on AlternateMan! (4 Atk x 1.1 Damage x 1.3 Boost = 5.72 –> 6 Atk Damage)

6 Atk - 1 Def = 5

AlternateMan takes 5 Damage!

HP: 5/10
I know @Lauder is creating an Int-based character. My biggest concern for y'all is a lack of a support/healer type unit. But there are items for that and potential guest characters (I will not be playing a party character just fyi).
@Leslie Hall This looks fantastic! Party composition is totally up to the players – all I will say is that lacking a magical character will hurt when we fight very physically bulky enemies! It might also be tougher to tank when enemies with high intelligence are attacking if we don't have someone who soaks up magic well. There are a few edits I would like you to make, suggestions I have for you, and other potential changes, but other than that this looks to be in great condition.



@AlternateMan Looking so much better. I have a few edits/changes/suggestions/etc for you as well!



@Jerkchicken Thanks for the criticism – I'm sorry my explanations didn't cover everything. I suppose part of the issue lies with the tabletop tag. It was the closest thing that was available when posting so I stuck it on. All of the mechanics and inner workings draw from the root of the Final Fantasy Tactics games. A random number generator is involved in a lot of the calculations – rather than creating complex formulas, I opted to go with percent chances. Having damage represented in percentages mostly makes it easier for me to scale enemies and put costs on skills. Unless a skill includes variance, I know exactly how much damage/healing/etc a skill will do at any given time and can adjust when creating enemies.

As far as the math goes, damage formulas are fairly simple. I'll use your ability Claw, a general physical unit's level 1 stat pattern (25HP/15MP/4Atk/3Def/1Int/2Spr), and a general starter enemy stat pattern (15HP/10MP/4Atk/1Def/1Int/1Spr) in this example:

Rio uses Claw on Enemy unit! 4 Damage (4 Atk x 1.1 [110%] = 4.4 Damage –> 4 Damage)

Enemy unit takes 3 Damage! (4 Atk - 1 Def = 3 Damage)

HP: 12/15

In essence the formula comes out to: (Player Stat x Damage Percentage) - Enemy Stat = Damage Taken

Obviously this can be shaken up. If you look at the example profile I posted you can see the formula gets tweaked with her B-Ability activated. For reference here is the ability:

+Glyph Augmentation – Alters key parts of glyph construction for a short time in order to assault targets with the force of their own will. The user's skills deal damage mitigated by the target's physical defensive stat for Three Turns upon activation. In addition to this effect, 30% of the target's magical defensive stat is added to the user's base damage for the same duration.

Using her stat spread (15/25/1/2/4/3) and her ability Fyr with Glyph Augmentation active against the same Enemy, the formula gets additions:

Cerys casts Fyr on Enemy unit! 6 Int Fire Damage! AUGMENTED!! ((4 Int x 1.3 [130%]) + (1 x .3) = 5.5 Damage –> 6 Damage)

Enemy unit takes 5 Damage! (6 Int - 1 Def = 5 Damage)

HP: 7/15

Cerys' B-Ability shakes up the formula by adding in a component – factoring in additional damage based on her opponent's stats. This is readily available in abilities and, potentially, equipment. There are also other factors such as critical hits (x1.5 Damage without a skill/ability that augments) and elemental weaknesses/resistances (x4, x2, x0.5, and x0 respectively).

I was going to use the practice battle to explain most of this, but this will probably help in creating your characters. If you have any other questions please do not hesitate to ask!

@AlternateMan If it's a buffing move for the D-Ability, I think the damage might be a little much. And toward who? The allies or enemies? I also think a 50% boost would probably suffice. 100% is just a little too much for three turns, even as an ultimate ability. Also tagging you in case the above info is helpful to you.

@Lauder Just tagging you in case any of this info is useful.
@AlternateMan The D-Ability needs to be dampened. There's way too much going on, even for an ultimate ability. Everything else looks good though. Don't forget to list what your Accessory boosts!
© 2007-2024
BBCode Cheatsheet