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Custom Character Abilities are something that allows everyone a lot of flexibility when it comes to making their character unique, however because of this many issues come up and sometimes what can be considered overpowered isn't that obvious. So in response to this I've created this thread for people to post any questions regarding Custom Character abilities for me to answer.
I had an idea about humans that area cursed to be animals and through CAs can turn back into their human form. Since, i was thinking along those lines for a pet Ryun will have.
I had a few questions about CA's that I would perhaps like... All of these are just possible CAs that I might get in the future, and are subject to change in name, description, and any other effects based on what Master Bel says. This post assumes that I have app spell prerequisites, such as Haste for a Haste Related CA.
Mercury's Haste: I want this CA to enhance my Haste spell somehow... like perhaps lasting another turn or granting another action on the third turn... or a combination of the two! I mean, after a few levels of course. Would this be possible? Or perhaps it could auto cast a one turn haste every third turn or something... I just want something to do with Haste, but idk what would be allowed.
Eye of the Storm: I would like a CA that could possibly enhance my block somehow, like allowing me to counter attack or take an extra action the next turn, or maybe something like dealing x damage whenever I am hit when blocking... What would be allowed for something like this?
Sylph Shot: I would like this CA to be sort of like a 'barrier breaker', as it would shatter effects such as Protect, Shell, Reflect, or Wall... but it would do no damage and cost like 2 actions or something... Would something like this be allowed (ike, level 1 would break the most recent 'shield' spell cast, evel 2 would break the next 2, and level three would break all of them or something) and of course, for a mana cost or possibly a Runic Charge + lower mana cost.
Runic Gale: I would like a CA that combines a Wind Spell and another elemental spell (can be another wind spell too) that would deal damage to all enemies equal to 1/2 elemental spell's element and 1/2 wind damage. This would cost a mixture of both spells and another mana cost, and deal damage equal to the level of spells combines. (Level 1 spell can only be used with level 1 aero, and level 2 spell can only be used with level 2 aero, etc).
Spirit of the Spellblade: I would like this CA to do something like "The next spell cast will reduce the opponent's Def by X*level and the next attack will reduce the opponent's Spr by X*level" Basically, I want her to combo doing spells and attacks, and idk if it would be okay if it was a passive but weak or have a mana cost every time I use it... And the reduction would only last three turns unless refreshed by another cast... And it would be a flat rate of like 1*level at level 1, 3*level at level 2, and 5*level at level 3 It would just scale well with my Enchanted Spellblade CA
I have a lot of other CA ideas but this is just my first batch that I thought of. Thanks <3
Last Edit: Nov 27, 2012 16:07:48 GMT by Autumn Gaoth
I had a few questions about CA's that I would perhaps like... All of these are just possible CAs that I might get in the future, and are subject to change in name, description, and any other effects based on what Master Bel says. This post assumes that I have app spell prerequisites, such as Haste for a Haste Related CA.
1: Status effects. Enhancing a status effect is possible, easily so. The strongest increases will be level 3 CA's but yes you could have a CA that increases Hastes duration. Yes you can also increase the number of actions Haste gives as one character already does so. Creating an Auto effect is also possible and even having a renewal of the auto effect is possible [however you can't have it always on unless its an admin created CA]
2: Blocking You could create a CA that works on giving you something else when blocking however I am not going to give ideas here, lets just say Counter attacking is not something that will be allowed easily. And no chance on blocking letting you take an extra action next round.
3: Cancelling protect effects. Basically the answer is yes. You could create an ability that simply only destroys a defensive spell, however to destroy more than one ability at a time the character would be required to know Dispel
4: Combining Elements. You could do something that combines two elements together for an effect, however the MP costs would be high and ideally this would be a CA specifically creating a set combo.
5: Targetting all. Yes you can create CAs that target all foes/friends or everyone. just realise MP costs would be higher and damage would most likely be lower than a single target effect.
6: Stat lowering. Yes stat lowering is possible, however it will be a fixed number and you may be asked to have the stat specific premade CA.
7: Scaling numbers. [X*Y values] It is possible, however I frown upon it and will look over these much harder than most others.
Hey, I'm stuck on whether the new skill I'm writing up is an Atk or a Mag based skill.
Basically it is a punch that deals fire element damage and may cause the Berzerk Status effect.
Also along the way, it won't be a punch, when it reaches level three, but an explosion. If the level 1 and 2 is an Atk based skill could level 3 be a Mag based one?
Mag or Atk Based Skills Hey, I'm stuck on whether the new skill I'm writing up is an Atk or a Mag based skill. Basically it is a punch that deals fire element damage and may cause the Berserk Status effect. Also along the way, it won't be a punch, when it reaches level three, but an explosion. If the level 1 and 2 is an Atk based skill could level 3 be a Mag based one?
Firstly please never spell berserk with a z again x.x
Well lets cover each point on its own.
1: Atk or Mag? Generally if a physical object enhanced is causing the damage go Atk. If its magic delivered through a physical object go Mag. However this isn't a cast iron rule, you can choose whichever you want.
2: Inflicting a Status. You normally need to know the status inflicting spell to be able inflict the status on its own. However as berserk doesn't have one you can have it possibly inflict berserk but at a higher level.
3: Changing the damage type between levels. It depends on how the Skill tree works. If new level is its own ability [like fire/fira/firaga] then yes you can change the damage type for the individual ability. If you are however just upgrading it, using each level to make it stronger then the answer is no.
I was thinking about buying a Pre-made CA, but, I was wondering, could I put my own spin on it?
What I mean is, it would be the same damage and status effects, but, I would put the spin on it as a way my character would impliment the CA.
For example, I'm thinking of buying blind attack for Leon, but, was thinking of having it be implimented as a flash bang grenade.
Would this be ok?
So basically the question being asked is;
1) Can how a Pre-made ability is activated RP-wise in battle be altered. They can be somewhat, but generally the pre-made abilities like Blind strike are abilities activated through your weapon strikes. So Without a custom ability changing a Blind Strike from a weapon blow to an explosive would require a CA that alters its affect, however for a smaller change like, inflicting it from a weapon blow to a weapon swing would be fine on its own.
I have an idea for a CA but I don't know if this is okay/fair...
Holy Veil: Yeowang can cast healing spells that shroud allies in holy light, shielding them for the 1/4 of how much it would have healed for one turn. Costs twice the base MP.
Later levels will turn 1/4 into 1/2 into full healing amount as a shield and the mana price will go from twice to three times to four times the base MP. Is this fair/allowable? If not, how can I modify it?
Last Edit: Dec 11, 2012 15:50:43 GMT by Yeowang Kim
Alright! Soooo, what would your stance be on an ability that grants additional actions in combat, under the condition that the additional actions can only be used for regular physical attacks or specifically designated CA's. This would make the ability similar to the double or triple status, but for attacks rather than spells. It would also allow for several different CA's to play into this main theme for a character.
An excellent example of what I'm thinking of; Gilgamesh, the canon character. If you're familiar with Gilgamesh's fighting style than you know that he focuses on blitzing the opponents, utilizing long chain attacks. This is most apparent in FFV and FFXII, where he is seen using up to a 12 hit chain. Say for instance he has a CA that grants him additional actions, provided these extra actions are used in specific ways. Could he then have another CA, say for instance, Slice Thrice, a physical attack that does high damage, but takes 3 actions to use? This would mean that Slice Thrice could only possibly be used while his multiple-action ability is activated. I, for one, find the idea appealing simply because it brings the character's abilities into a central theme, and each ability is powered by, and at the same time, limited by, this one central ability. However, I realize that this idea is unusual and may, potentially, lead to complications in pvp. So I thought I'd ask your opinion.
I have an idea for a CA but I don't know if this is okay/fair...
Holy Veil: Yeowang can cast healing spells that shroud allies in holy light, shielding them for the 1/4 of how much it would have healed for one turn. Costs twice the base MP.
Later levels will turn 1/4 into 1/2 into full healing amount as a shield and the mana price will go from twice to three times to four times the base MP. Is this fair/allowable? If not, how can I modify it?
So the basic points your are asking are... Can I create a CA that alters the effect of a magic spell? and How much damage could I negate?
Alright! Soooo, what would your stance be on an ability that grants additional actions in combat, under the condition that the additional actions can only be used for regular physical attacks or specifically designated CA's. This would make the ability similar to the double or triple status, but for attacks rather than spells. It would also allow for several different CA's to play into this main theme for a character.
An excellent example of what I'm thinking of; Gilgamesh, the canon character. If you're familiar with Gilgamesh's fighting style than you know that he focuses on blitzing the opponents, utilizing long chain attacks. This is most apparent in FFV and FFXII, where he is seen using up to a 12 hit chain. Say for instance he has a CA that grants him additional actions, provided these extra actions are used in specific ways. Could he then have another CA, say for instance, Slice Thrice, a physical attack that does high damage, but takes 3 actions to use? This would mean that Slice Thrice could only possibly be used while his multiple-action ability is activated. I, for one, find the idea appealing simply because it brings the character's abilities into a central theme, and each ability is powered by, and at the same time, limited by, this one central ability. However, I realize that this idea is unusual and may, potentially, lead to complications in pvp. So I thought I'd ask your opinion.
Yeesh, man Xeko you do have a toughie, but lets see the basic points are... Can I have an ability that functions like another status?, Can I have an ability that is only usable in conjuction with another? and Can I have an ability that is only usable in conjuction with a status effect?.
So right 5 points to address so lets address them in order.
1) Can I create a CA that alters the effect of a magic spell? Yes you can, however depending on what it is exactly doing to alter the spell, depends on ho I would look at it. In your case you are basically changing [in this case] Cure from healing to preventing, which I would ask that at a low character level you have the level 1 only work on the Cure spell with the same costs and effects you list there and you could then add Cura to the CA when you upgrade it to level 2 and Curaga at level 3. HOWEVER! This CA would make it so that you cannot use your Cure spells to heal yourself as you are changing the spells effect. Also the wording for this would probably be something like 'Lowers the next damage taken by X base Mag damage.
2) How much damage could I negate? Varies, the 1/4 would be fine for level 1 of a CA that is changing the cure effect and you could go upto full by level 3. You however wouldn't need to increase the MP cost at each level if you are unable to use Cure spells to heal.
3) Can I have an ability that functions like another status? Yes, but generally you need the original status to create something using that status or as strong as that status. As for the particulars of this specific CA, well you really would have to have some major limitations for this to work at level 1 or 2 for a really low level character.
4) Can I have an ability that is only usable in conjuction with another? Yes, has to be clearly stated and would act as either a minor limit/weakness meaning the linked ability could be alittle stronger than you originally thought as say only being able to use a specific ability when you've used/activated the first ability means that dealing with the linked ability could easily be done. although generally avoid linking it to a passive, it won't be looked on as a limitation/weakness then.
5) Can I have an ability that is only usable in conjuction with a status? Again yes and again has to be clearly stated. Obviously linking something to a status is generally a major drawback becuase Dispel exists.
Post by Gabriel Gallows on Jan 4, 2013 14:06:55 GMT
Is it possible / leagal for say, a theif type character to have a CA which gives a small bonus to buying and selling items, not spells or pre-made CAs, stuff like weapons, armour and potions.
I was thinking,
Level 1: 5% Level 2: 10% Level 3: 15%
Also, could you do a combo CA set. What I mean is, Leon is gonna be a bowman, plus he's going to have knowledge of poisons, could I one CA which is like a quick shot from his bow, but, have a CA which gives him the ability to make that CA have a certain status effect for an additional amount of MP?
Is it possible / leagal for say, a theif type character to have a CA which gives a small bonus to buying and selling items, not spells or pre-made CAs, stuff like weapons, armour and potions.
I was thinking,
Level 1: 5% Level 2: 10% Level 3: 15%
1) Can I have a CA that uses a percentage? Percentages are frowned upon and generally denied, the only thing that should really be a percentage is Regen and Fount. [Yes Protect and Shell are too.]
2) Can I create a Discount? For Magic/Ability casting you can have a CA that can reduce/alter MP costs for everything else there are Coupons.
3) Can I have a CA tree that improves another CA tree? Yes, you can, infact it is probably something that I like to see [However I do watch out for over the top combinations]. So yes you could have a CA that enables you to do a specific thing and you could have another CA tree that allows you to add a flourish [status/element/trick] to that specific thing.