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  • #46
    I was wondering who pulled up this thread, should've looked at the name before I went into it. Since I'm bored out of my mind, I'll make my version of the Time Mage (TIM).

    Base Stats (Hume)
    HP: 26
    MP: 23
    STR: 5
    DEX: 5
    VIT: 4
    AGI: 7
    INT: 7
    MND: 7
    CHR: 4


    Time Magic: Time magic damage is based on the user's INT and MND stat, to make the job "harder" for the player.


    Job Abilities
    Level 1:
    Black Hole (2hr) -Depletes all MP. Causes random amount of damage and random status effect on the mob.

    Level 15:
    Infinity Seal (10 minute) - Equal to the WHM and BLM seal version spells, increases chance of landing next Time based spell.


    Job Traits
    Level 20:
    Clear Mind - Increased base mana regeneration to 15 MP while healing.

    Level 25:
    Magic Defense Up - Increases magic defense.
    Magic Attack Power Up - Single Increases the Damage of Offensive Spells

    Level 50:
    Clear Mind II - Increased base mana regeneration to 18 MP while healing.

    Level 60:
    Clear Mind III - Increased base mana regeneration to 21 MP while healing.
    Magic Attack Power Up II - Single Increases the Damage of Offensive Spells

    Level 80:
    Clear Mind IV - Single Increased base mana regeneration while healing


    Time Mage Spells
    (Level: Name - Effect - Target - MP - Cast - Recast)
    Level 1: Quick - Speeds up all player actions - Self - 15 - 10 - 300
    Level 3: Reflect - Reflects 3 random spells at the caster - Party - 20 - 10 - 60
    Level 4: Vortex - Changes target of opponent to ally (chosen, can fail) - Mob - 15 - 10 - 45
    Level 5: Demi - Low percentage attack, damage opponent by 10% of current HP - 25 - 15 - 60

    All I got right now, maybe I'll add some later. The job requires alot of MP, and has high cast and recast times, so some moves aren't too powerful.
    DRK75/WAR75/BLU75/RNG75/NIN72

    Comment


    • #47
      My thoughts for Demi are as followed;

      Demi Version I

      Spell - Level - Mob HP - Effect
      Demi 1 - Lv.01 - 90% - 03HP/3s
      Demi 2 - Lv.21 - 75% - 06HP/3s
      Demi 3 - Lv.41 - 50% - 12HP/3s
      Demi 4 - Lv.61 - 25% - 24HP/3s

      Demi will be a dark-type spell that does damage over time and will last until a mob is left with a certain percentage of hp.

      Eg. Demi 1 will only work during the first 10% of a mob hp. After that, it will wear off and any further casting of Demi 1 will have no effect.

      Demi(s) cannot stack and a more powerful version will override a lesser one. Demi will have a relatively long duration although it can wear off before the target HP% is reached (HNM balance). Demi(s) can be erased by spell or through mob special abilities (mob only).


      Demi Version II

      Demi 1 - Lv.01 - 03HP/03TP/3s
      Demi 2 - Lv.21 - 06HP/06TP/3s
      Demi 3 - Lv.41 - 12HP/12TP/3s
      Demi 4 - Lv.61 - 24HP/24TP/3s

      For this version of demi, instead of following the previous archtypes of demi, we instead have a range of spells that does DoT and reduces the TP of the target. Comparing this to the other dots.

      Poison: Water DoT
      Dia: Light DoT + Def Down
      Bio: Dark DoT + Atk Down
      Elemental: Elemental DoT + Stats Down

      The tp removal might be meagre for the first two Demi(s) but they do DoT also. Demi 1 and 2 would be more of an annoyance for players (when mob uses Demi on PC) while Demi 3 and 4 will truely be useful for more general applications (XP Party, Soloing). Although it might be alittle overpowering for soloing cases.

      Comment


      • #48
        Hmmm balancing Demi is tough. Demi in most FF games is darkness based and deals damage = to % of HP. Demi technically has a high resist rate as it is incredibly powerful.

        First of all: Element. Obviously darkness based and based off the Dark Magic Skill and Time Magic Skill. By basing it off two skills rather than one, this can offer the balance to the Time mage whom has let their Dark Magic skill go to nothing. The formula would probably work like this:

        Natural Demi Resist = (NDR)
        Dark Magic skill = (DMS)
        Time Mag skill = (TMS)
        HP Lost = HPL
        Monster Level = ML
        Player Level = PL

        Resist = [(ML-PL)-(TMS/DMS-DMS/TMS)]+(NDR)

        This means resist is calculated by taking the difference of Monster and Player Levels, then subtracing the difference between Dark Magic skill and Time magic skill (higher one is assumed as the one being subtracted from to keep this number is either positive or 0). This means in an EXP PT, it has less of a chance to land than during a farming trip.

        HPL = 1/Resist + 1%

        So if you are 75, taking a level 80 non-NM monster that's not darkness aligned, with capped skills the numbers would be:
        Resist = [(80-75)-(276-276)]+25
        Resist = (5-0)+25
        Resist = 30%

        HPL = 1/30 + 1%
        HPL = .033333 + 1%
        HPL = 4% HP lost

        The more difference in skill, higher monster resists, less HP is loss. Notorious Monsters and Darkness based monsters would have a higher NDR.

        Demi would have a 10 second casting time and a 1 minute cooldown.

        Demi of higher demoninations would just adjust the added %, approximately +2 per level. So Demi 4 with same conditions would be:

        Resist = 30% (unchanged)
        HPL = 1/30 + 7%
        HPL = 0.03333 +7%
        HPL = 10%

        Demi would use MP of 10xDemi level + HP loss of monster/2. Monster loses 1000 life with Demi 4, you lose 540 MP.

        What does everyone think?
        All spells obtained!
        Homam Gear: 2/5

        Comment


        • #49
          Re: Time mage

          Originally posted by tonka
          I think there's a danger of a Time Mage turning existing Red Mages into nothing but a Refresh bot.

          If Time Mage gets better versions of Slow and Haste and Demi, they'll be better debuffers, buffers, and damage dealers.
          nin already gets Blind, Paralyze and Slow and pld getting Blind

          whm gets haste as well, if the pt is rdm, tim ... you'll still have the same haste drain as if itwas rdm, whm or whm, tim, but w/ hastera (hastaga) whichever, would definately be a nice addition

          would they get gravity as well?
          Paragon of Red Mage Excellence
          G1 (X) 2(X) 3(X) 4(X) 5(Test aquired)
          San Doria Rank 6
          ZM5, PM2-5, ToAU 1-1


          Which FF Character Are You?

          a male version anyways >.> ... ~.^

          #2 Vivi #3 Kuja

          Comment


          • #50
            Re: Time mage

            I don't like putting down the Time Mage idea, but it just isnt reasonable anymore. When you're developing a single player game your ideas can be pretty out there. Once you've bought it you've bought it. The same is true about MMOs, but you're also dependant on a monthly fee. If a player decides something is too rediculous(for example me judging every aspect of WoW) they might quit. A lot of players do that.

            Enough of that, why I don't think this will work is because of the whole Time aspect. Time is universal, you can't just apply one spell that speeds up time to one person and not another. If you were to speed up time for one person, they wouldn't attack faster per se, they'd be reaching their fate at a faster rate. How would you haste the Ninja, and have him reach the point in time where the monster is killed before everybody else? How could your party reach the point in time where the monster dies if the monster hasn't yet reached that point in time?

            On another note, Haste has nothing to do with time. It speeds your movements, not your aging or growth or anything like that.

            If you wanted a job that basically made things faster and slower it would need a different name. To me this seems like just another Bard. A useful class that nobody plays because it's extremely boring.

            Comment

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