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Reminder to self: 8 characters for names, 42 characters for descriptions.
Edit: Alright, we're good to go. I'll list the Djinni that are more or less agreed on in this post.
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« Last Edit: 15 November 2010, 23:54:15 by thenightsshadow »
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Don't bug me too much. After all, the 'shadow is always Sirius.
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leaf
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Hm? Confirm what? I don't see any other new posts or PMs...
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Alright, here we go. (These Djinni are currently being tested in my hack)
= Venus Djinni =
- Ground-based Djinni - Harrow (Attacking Djinni) Till the soil by burying a foe in it. One Enemy, a 25, 35% chance to hit for m 170%
Soil (Healing Djinni) Absorb the earth's nutrients. All Allies, Restore 35% of Max HP (user goes last).
Quicksand (Support Djinni) Sink foes in an earthly prison. All Enemies, Reduce ATK by 25%.
Shale (Attacking/Support Djinni) Strike with the earth's daggers. One Enemy, a 40, May reduce DEF by 25%.
Obsidian (Attacking Djinni) Injure with a shattering blow. One Enemy, a 30, Pierce 37.5% DEF.
Shear (Attacking Djinni) Wield the scythe of Ceres. One Enemy, m 150%
Mire (Attacking/Support Djinni) Slow your enemies in a thick goo. All Enemies, m 70%, Reduce AGL by 25%.
Terrace (Support Djinni) Gain a topographical advantage. Self, Increase DEF by 50% and RES by 80.
- Plant-based Djinni - Branch (Attacking Djinni) Unleash the fury of the wooden guardians. One Enemy, a 20, 30% chance to hit for m 185%.
Garden (Attacking/Healing Djinni) Plant a garden of life or death. All Allies, Restore 25% of Max HP, Delay a Turn. OR All Enemies, m 80%, Delay a Turn.
Seed (Attacking/Healing Djinni) Leech Psynergy from underground. One Enemy, a 50, Restore 10% of Damage as PP.
Stump (Support Djinni) Bolster defense by being indomitable. One Ally, Increase DEF by 50%.
Leaf (Healing Djinni) Imbue a healing leaf on the fallen. One Ally, Revive to 35% Max HP
Root (Healing Djinni) Draw the power of the earth to heal. All Allies, Regenerate 10% of Max HP and 5% of Max PP for 5 Turns.
Rose (Attacking/Status Djinni) Pierce enemies with poisonous thorns. All Enemies, m 110%.
Bark (Attacking/Support Djinni) Call on the power of Tret to empower you. One Enemy, m 135%, May increase PWR by 20.
Mint (Healing Djinni) Refresh your spirit with soothing mint. One Ally, Restore 35% of Max PP, user goes last.
- Mineral-based Djinni - Magnet (Status Djinni) Draw a foe to the ground. One Enemy, Inflict Paralyse
Shrapnel (Support Djinni) Destroy the confidence of your foes. All Enemies, Reduce DEF by 12.5% and AGL by 12.5%.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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= Mars Djinni =
- Heat-based Djinni - Furnace (Attacking Djinni) Use a furnace to sear through armor. One Enemy, a 40, Pierce 25% DEF.
Aurora (Healing Djinni) Garner favor from heaven's lights. One Ally, Restore 20% of Max PP.
Grill (Attacking/Healing Djinni) Roast an enemy and feast on the remains. One Enemy, a 35, Restore 20% of Damage as HP.
Sear (Attacking Djinni) Pierce enemy barriers with glaring heat. One Enemy, 170 Base, Pierce 50 RES.
Ignite (Support Djinni) Ignite the fire in your heart. Self, Increase ATK by 50% and AGL by 50%.
Lava (Attacking/Support Djinni) Attack with the power of molten lava. One Enemy, a 40, May reduce DEF by 25%.
Fuel (Support Djinni) Fuel one's desire and willpower. Self, Increase ATK by 50% and PWR by 40.
Roar (Healing Djinni) Give a rousing shout to your spirits. All Allies, Restore 10% of Max PP.
- Explosion-based Djinni - Cluster (Attacking Djinni) Lob a cluster bomb at your foes. All Enemies, 105 Base Damage, 40% chance to hit for 210 Base Damage instead.
Nitro (Support Djinni) Create a barrier that explodes on contact. One Ally, Counterattack with Fire EPA (a 50, m 90%).
Explosion (Attacking Djinni) Blow enemies away with a large explosion. All Enemies, m 140%, May Force Enemy to Escape.
Bomb (Attacking Djinni) Hurt an enemy with tons of shrapnel. One Enemy, m 180%.
Prime (Attacking Djinni) Prime for a shot with questionable ammo. One Enemy, m 50%, 50% chance to hit for m 300% instead.
Rocket (Support Djinni) Take off with frightening speed. All Allies, Increase AGL by 25%.
Ballista (Attacking Djinni) Strike first and strike fast. One Enemy, a 5, Priority Level 5, 30% chance to hit for m 150%.
Mortar (Attacking Djinni) Launch a missile that crashes down hard. All Enemies, m 150%, Delay a Turn.
- Caustic-based Djinni - Corrode (Status Djinni) Take down enemy defenses with support. All Allies, Priority Level 2, Normal Attacks allies attack with have Pierce 25% DEF.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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Most of those are currently impossible, and many of them seem underpowered. For example, Leaf would be totally useless. Even Spark was stronger than that. And the ones that can target only the user seem completely overpowered by comparison to the others, or even the ones in the original game. Oh, and remember that 50% is the regular single-target amount for Agility.
Additionally, Djinn is plural, Djinni is singular. Remember that. /minornitpick
Anyway, how does this thread work exactly? Should there be a thread in the general section where people post up ideas, then we agree on which ones are good and stick 'em in here? Or do ideas go directly to this topic?
Edit: Nevermind, seems ideas go directly to this topic, and agreed-upon ideas go in the first post.
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« Last Edit: 16 November 2010, 00:08:47 by JamietheFlameUser »
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 Lloyd: Easy as pie. Genis: Sweet! Presea: ...Sweetie pie... Zelos: Let's not start on this again...
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= Jupiter Djinni =
- Wind-based Djinni - Typhoon (Attacking Djinni) Slam your foe with a vortex. One Enemy, m 140%.
Pressure (Support Djinni) Slow the air around everyone else. Self, Take two turns next round.
Sigh (Healing Djinni) Absorb the sigh of Jupiter around you. One Ally, Restore 20% of Max PP.
Grace (Support Djinni) Behave in a graceful and alert manner. Self, Increase DEF by 50% and AGL by 50%.
Sickle (Attacking Djinni) Cut sharply with the power of the wind. One Enemy, a 70.
Gas (Status Djinni) Surround all foes with a cloud of poison. All Enemies, 65% chance to inflict 'Poison'.
Undulate (Attacking Djinni) Approach your foes mysteriously. All Enemies, m 55%, 30% base chance to inflict 'Instant Death'.
Draft (Support Djinni) Rise on a lighter foot and mind. All Allies, Increase AGL by 25%, LCK by 25%, PWR by 10, and RES by 20.
Cloud (Support/Status Djinni) Cloud your opponent's judgments. All Enemies, Reduce RES by 20 and a 90% base chance to inflict 'Delusion'.
- Lightning-based Djinni - Storm (Attacking Djinni) Attack with a blitz of quick strikes. One Enemy, a 0, 40% chance to hit for m 200%, 10% chance to hit for m 300%.
Shock (Attacking/Status Djinni) Shock your foes into submission. One Enemy, m 135%, 60% base chance to inflict 'Stun'.
Circuit (Attacking/Status Djinni) Strike so hard the others feel it too. One Enemy, a 45, 55% base chance to inflict 'Stun' to all enemies.
Static (Support Djinni) Slow your foes down with polar static. All Enemies, Reduce AGL by 25%.
Ion (Support Djinni) Energize favor with the elements. All Allies, Increase LCK by 25%.
Volt (Attacking Djinni) Summon the essence of lightning. One Enemy, a 60.
Anneal (Attacking/Status Djinni) Keep your foe grounded. One Enemy, m 110%, 20% base chance to inflict 'Paralyse'.
Jolt (Attacking/Status Djinni) Strike the head to confuse your foe. One Enemy, a 65, 90% base chance to inflict 'Delusion'.
- Astral-based Djinni - Starshot (Attacking Djinni) Call down starshards to pierce the enemy. One Enemy, a 0, 40% chance to hit for m 200%, 10% chance to hit for m 300%.
Moondust (Healing Djinni) Spray enigmatic dust into the air. All Allies, Cures all status effects except for 'Downed'.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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Most of those are currently impossible, and many of them seem underpowered. That's why I wanted to make sure to ask about ASM coding before posting these. And regarding the relative underpoweredness of them, keep in mind that the numbers can change, but the basic idea is there. For example, Leaf would be totally useless. Even Spark was stronger than that. I'm a firm believer in having Revive function outside of battle, and only to 50% HP. Having a 15 PP Revive spell at any level is pretty much bonkers. And the ones that can target only the user seem completely overpowered by comparison to the others, or even the ones in the original game. Oh, and remember that 50% is the regular single-target amount for Agility. I made sure to give a hierarchy. Psynergy give 25% single, and 12.5% all. Djinni give 50% single, 25% all. I added 100% as Self, but that may go back down to its original number of 75%. Additionally, Djinn is plural, Djinni is singular. Remember that. /minornitpick Okay, you got me on that one.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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leaf
Potions class is starting
Venus Clan
Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE
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Some of these sound cool, but I'm not really a fan of all the djinn that randomly do something else instead. It's especially weird when you go from add damage to multiply damage on the same djinni. Garden seems particularly annoying to use, since you don't even know which of its mediocre effects you'll get (25% heal to all or a shuriken clone... ok...). IIRC, gust was the only djinni from the first two games that randomly did different amounts of damage. Also, some of these djinn sound depressingly weak, while others sound almost broken. I hate the self-target ones as a whole, and some of the multi-target djinn sound very powerful. And jamie brings up an important point... Anyway, how does this thread work exactly? Should there be a thread in the general section where people post up ideas, then we agree on which ones are good and stick 'em in here? Or do ideas go directly to this topic? I made the separate djinn idea threads for a reason >_>
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« Last Edit: 16 November 2010, 00:53:12 by leafgreen386 »
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Mercury:
Mana: Gather power from water's essence. (Restore 30% of PP to one ally)
Stream: Refresh allies with a gentle flow. (Restore a fixed 5 PP and 30% of HP to all allies.)
Jupiter:
Blade: Strike with ever-increasing fury. (Strike a single enemy for Attack +35, chance to boost user's attack by 25%)
Comet: Drop the sky itself on your foes. (Strike all enemies for Attack x0.8, chance to strike for Attack x1.6 instead.)
Phase: Vanish like the new moon. (Cause a single ally to vanish into thin air.)
Frontier: Suffocate enemies in a vacuum. (Chance to inflict Instant Death on all enemies.)
Eternal: Reverse time to mend injuries. (Cause a single ally to regenerate 60% of HP over 5 turns. (12% per turn.))
Mars:
Reactor: Use a generator to restore PP. (Cause a single ally to regenerate 40% of PP over 5 turns (8% of PP per turn).)
Nova: Stun enemies with a powerful blast. (2 checks to inflict Stun on all enemies.)
Rocket: Blast enemies into space. (Chance to force all enemies out of battle. (check for each enemy separately))
Venus:
Fortress: Block damage with a thick barricade. (Reduce incoming damage to all allies by 70%.)
Ensnare: Trap an enemy's mind. (100% chance to inflict Psy Seal on one enemy.)
Mortal: Swallow an enemy with earth. (Strike with Attack +20; chance to inflict Instant Death.)
Terror: Strike an enemy with terror. (Yes, it's meant to be phrased that way.) (Strike with Attack x1.5; may force target out of battle.)
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« Last Edit: 16 November 2010, 02:21:28 by JamietheFlameUser »
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 Lloyd: Easy as pie. Genis: Sweet! Presea: ...Sweetie pie... Zelos: Let's not start on this again...
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= Mercury Djinn =
- Water-based Djinn - Bubble (Status Djinni) Trap deadly bubbles inside your foe. One Enemy, 30% individual base chance to inflict 'Sleep', 'Stun', 'Poison', 'Deadly Poison', and Psynergy Seal' in that order.
Rain (Healing Djinni) Nourish the battlefield with healing rain. All Allies, Restore 25% of Max HP.
Torrent (Attacking Djinni) Use a geyser to blow a foe sky-high. One Enemy, m 170%, May Force Enemy to Escape.
Shower (Support Djinni) Calm the tension with soothing rain. Everyone, End Current Turn Immediately, Priority Level 2.
Dam (Support Djinni) Block the elements from harming you. Self, Increase RES by 80.
Shell (Attacking/Status Djinni) Guard yourself with a shielded tackle. One Enemy, m 110%, DEF used instead of ATK for damage, Pierce 50% DEF.
Nourish (Healing Djinni) Shelter the party with a healing aura. All Allies, Regenerate 10% of Max HP and 5% of Max PP for 5 Turns.
Waterfall (Attacking Djinni) Crash your foe to the ground. One Enemy, a 55.
Reservoir (Support/Status Djinni) Unmask your healing tonic reservoir. All Allies, Cures all status effects except for 'Downed'. OR All Enemies, Nullify all buffs and debuffs.
Oasis (Healing Djinni) Refresh the mind with a mirage. All Allies, Restore 7% of PP, Restore 30 (Venus-based) PP.
- Ice-based Djinn - Comet (Attacking Djinni) Attack with a shower of ice rocks. One Enemy, m 120%, May hit for m 80% or m 160% instead.
Snow (Support Djinni) Snow over enemies and their drive. All Enemies, Reduce ATK, DEF, or AGL by 25%.
Flurry (Attacking Djinni) Blast your opponent with frozen shells. One Enemy, a 5, May hit for m 150% or m 200%.
Neve (Attacking/Status) Freeze your foe over and over. One Enemy, a 40, 60% base chance to inflict 'Stun'.
Floe (Attacking Djinni) Strike your foes with a speeding floe of ice. All Enemies, m 135%.
Spike (Attacking/Support Djinni) Stab through the enemy's heart of victory. One Enemy, a 55, Nullify all Buffs and Debuffs.
Crash (Support/Status Djinni) Crash the party with an icy spirit. All Allies, Increase LCK by 25%. All Enemies, Nullify all Buffs and Debuffs.
Adiabatis (Status Djinni) Block all angry strikes at you. Self, Barrier Block 80%.
- Environment-based Djinn - Freon (Attacking/Status Djinni) Stop your enemies cold with deadly poison. All Enemies, a 10, 30% base chance to inflict 'Venom'.
Vapor (Support Djinni) Breathe in the essence of Mercury. All Allies, Djinni recovery speed up 2.
Freeze (Support Djinni) Flashfreeze everyone in place. Everyone, End Current Turn Immediately.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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Some of these sound cool, but I'm not really a fan of all the djinn that randomly do something else instead. It's especially weird when you go from add damage to multiply damage on the same djinni. Garden seems particularly annoying to use, since you don't even know which of its mediocre effects you'll get (25% heal to all or a shuriken clone... ok...). IIRC, gust was the only djinni from the first two games that randomly did different amounts of damage. Flower and Spritz, the only two Djinni to heal the party's HP, heals 30% of Max HP. Gust indeed was the only one, but it was cross a/m (a 10, 50% chance to deal m 200% damage). Also, some of these djinn sound depressingly weak, while others sound almost broken. I hate the self-target ones as a whole, and some of the multi-target djinn sound very powerful. I stand by the fact that numbers can change for balance, but the ideas are set forth.
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Don't bug me too much. After all, the 'shadow is always Sirius.
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...
Prodigy
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Gust was not a cross a/m. It was either: Attack +10, or 2 x Attack + 20.
It was an Added Damage attack with a "May do double the damage" secondary effect.
Oh, and you forgot Crystal. At least, I THINK Crystal was a full-party heal. I could be wrong.
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 Lloyd: Easy as pie. Genis: Sweet! Presea: ...Sweetie pie... Zelos: Let's not start on this again...
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leaf
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Venus Clan
Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE
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Yeah, crystal was heal all by 50%, and I'm pretty sure jamie is right about gust, too. Flower did indeed heal only 30%, but it also restored status, which excused it. Spritz was kinda weak imo.
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Prodigy
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Anyway, any comments on my Djinni ideas?
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 Lloyd: Easy as pie. Genis: Sweet! Presea: ...Sweetie pie... Zelos: Let's not start on this again...
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leaf
Potions class is starting
Venus Clan
Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE
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I'll go back and look over your djinn ideas one by one when I do the same for TNS's. I only commented on general stuff I saw, so... yeah. I can't take too much time to write out big long huge replies atm.
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