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Old 2014-01-10, 10:02   Link #261
agetreme
Just another Idiot
 
 
Join Date: Sep 2009
Location: Delusion world
Quote:
Originally Posted by Keroko View Post
Raid bosses wouldn't mind getting kicked out and released into the town full of players. Funny thing about dungeons: Adventurers killing the monsters is usually what keeps them inside. If it weren't for Adventurers regularly culling the monsters, they'd be spreading to all corners of the world. The threat of being kicked out of their dungeon would be met with confused stares and an "Uhh... sure?

I really think going with influence over the local big combat guilds is the better way to go here.
By having seven strongest guild by his side then

But he will still have the dungeon.... (need to show what make this guy, not-good-guy)
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Old 2014-01-10, 21:06   Link #262
chizzyman
Newbie Fiction Writer
 
 
Join Date: Dec 2013
Spoiler for another char idea:
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Fanfic In-Progress: Rebirth Of Legends - Link

Set in SEA Server, parallel to novel story.
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Old 2014-01-12, 09:43   Link #263
agetreme
Just another Idiot
 
 
Join Date: Sep 2009
Location: Delusion world
Overskill idea:

Skill Acquisition (Alternate Scribe's overskill): Allow a player to gain customized skill.

Problem is:
>Ink and paper need to be at the same tier as the ability.

> Game Balance (in form of Cool-down time, cast time, MP cost...etc) will affect the skill.

> The damage of that skill (be it physical technique or magic) will still be calculated using Physical/Magical stats..... A melee Sorceress using physical technique is pointless since it is not going to hurt that much.....

Edit:
>Certain Technique obviously need your class to be able to equip said equipment to use. (E.g. Magic class obviously can't use Axe/Hammer technique since they can't equip those equipment)

>you need to spend mastery point to learn those skill though....Not for level 90 players since it is going to take a while before they get the mastery point needed to learn that skill but very useful for players who is still in early levels.


Spoiler for Fun stuff:
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Old 2014-01-18, 01:26   Link #264
agetreme
Just another Idiot
 
 
Join Date: Sep 2009
Location: Delusion world
Trying to revive the thread....

=
Lanster: “It would be fun.... like that Debauchery Tea Party”

Raster: “Debu....what Tea Party?”

Makirita: “The butchering tea party, a famous group in Yamato Server....You never heard of them? They are pretty famous though.”

Raster: “No matter how I see it.... De-bull-cherry tea party sound like a party of Orcs.... Sophisticated Glass-wearing Orcs...Beside, what in the world does De-bull-cherry means?”

Lanster:: “I think it is French for Tea.” (A/n: Not true)

Makirita: “I thought it is German for friends?” (A/N: again, not true)

Mistrali: “It means.... extreme indulgence in women, alcohol and money, I think...”

Raster (Thinking): 'THEY ARE ORC! DEFINITELY ORCS!!!'

=

Seriously, look up dictionary definition of Debauchery. (I thought it means something positive until I google it....)

The running Gag of the group is: Raster and Makirita have difficulty pronouncing complicated words. Especially the former.

=

Singapore Server:

After a Role-Playing Guild taking over the server (abandoned by Seven Sea Coalition after Anarchy's attack), Singapore Server end up being the region version of Akiba (most stable server with some form of technological Advancement).

This is due to several reason:
1. Singapore don't have much content which means most high level players are more concentrated in other Servers.

2. This also means other Players tend to skip or ignore the Server. They forgot the historical significant of the island

3. It is economically stable because the Server traded with Landers. As a bonus, the Server also treat Lander as humans (out of necessity rather than actual Human right issue to accommodate trading...because Trading with other Region players is not a good investment due to deteriorating security)

4. RP guild make it look like they have control over Royal Guard (but it is all an act though). At the worst case scenario, they discovered a loophole in royal Guard's System: "Accidentally" dropping a really huge boulder on people is not considered attacking them....

The Leader's goal is simply because he don't want Adventurers to deteriorate to same level of Goblins (the path which the region seemed to be heading, doesn't help by the fact that Demi-humans' and Adventurers' revival system are superficially the same.)

Before he decide to turn the region around, he had seen lots of things in a short period of time (nasty things which can inflicted serious traumatic scar...)
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Old 2014-01-18, 11:51   Link #265
Ridwan
Senior Member
 
 
Join Date: Feb 2007
Location: قلوب المؤمنين
I should continue my work with those PKS bastards. Gotta balance the softy genres with organized expansionist carnivores.
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Old 2014-01-18, 20:15   Link #266
kingofkows
Junior Member
 
Join Date: Jan 2014
Location: Somewhere here and somewhere there, no known place holds on to me.
Kal-Mon Kiritsu

Name: Kal-Mon Kiritsu
Class: Guardian
Race: Human
Subclass: Knight
Weapon: (User switches weapons sets depending on what he is using them for) (Crossbow is always equipped either as main or secondary)

Defense Stance:
One-Handed Spear (Blackened Spear head, small light blue cloth hang from the tip of the spear) Sigils engraved on this spear allow for splash dmg from all attacks and decreases physical dmg from spear, but doubles the threat generated from all skills. Large Tower Shield (Black Shield with an emblem of a silver willow tree) Sigils engraved on the shield provide extra dmg mitigation from all sources and increases healing received.

Offensive Stance:
Two-Handed Pole-arm (Larged curved blade prox. 4ft long at the end of a heavy all metal pole-arm. The pole is black with three gold sigils on the opposite side of the blade. The blade is dark grey, not as dark as the pole, with a silver willow tree emblemed on both sides of the blade.) Sigils engraved on the pole-arm include: Splash dmg from all attacks and decrease physical dmg from pole-arm; Low chance of Atk and Def debuffs from all attacks; Chance on attack for double Magic Attack (only for Tank classes)
Ranged Stance: Large 2-handed Crossbow (Dark Green Crossbow the three sigils are gold) Sigils include: increased accuracy; increased threat when used as secondary (equipped but not main use weapon), Physical DoT with very low dmg but high threat

Armor:

Defense Stance:
Heavy Full Plate Armor (Dark Green Plate Armor, Both of the gold sigils are placed on the sides of the chest plate. The front and back of the Plate armor have the Silver emblem of the willow tree. Instead of having a cloak he has a scarf that goes around his neck. The scarf is dark green and is only used for cosmetics) Sigils provide extra dmg mitigation from all sources and increased healing received, and increased threat generation. Innate bonuses from armor provide highest heavy armor defense rating, highest heavy armor magical defense rating, and large bonuses to Max Health and Max Stam. But larges decreases to dodge, trap avoidance, spell concentration, cast speed (not skill speed), and spell avoidance.

Offensive Stance:
Heavy Scale Breast Plate, Leggings, Boots, and Gloves with dark blue sigil tattoo on left check (He does not where a helm in the stance to make use of his sigil tattoo.) (Dark Crimson Scale armor, two gold sigils are on the sides of leggings. Silver willow tree emblem on both the front of the chest plate and back.) The Sigil on his check provides 1% chance of combat (whether attack or attacked) to gain the skill “Wings of the Dark Angels” which once enabled, can only be used once per dungeon or when not in a dungeon 12hr cooldown. This triples threat, accuracy, dodge chance, parry chance, Physical and Magical atk, elemental defense, combat speed (atk speed and skill and spell cast speed and cooldown speed), and provides 50% health drain for every atk, skill, or spell. However, decreases 80% of both Physical and Magical Defense from all sources. One of the Sigils provides extra dmg mitigation, the other provides chance on combat for melee range and extended melee range PBAOE “Determination’s Intimidation” Debuffs atk, spell, and movement speed while decreasing enemies atk and magic atk, and stunning enemies for .25 seconds to break spell cast or channels. The armor has the second highest heavy armor defense rating and the second highest heavy armor magically defense rating. The armor gives large bonuses to combat atk rating and crit chance, how every has small decreases to dodge, trap avoidance, spell concentration, cast speed (not skill speed) and spell avoidance.

Accessory:
“Glasses of Falcons” : (Dark green framed glasses) Largely increases accuracy and crit chance. Allows the ability to see clearly in the dark, through fog, and underwater

Main skill/spell:

Defensive Stance:
Guardian’s Roar – Active Combat AoE Skill- Frontal Cone AoE Massive Taunt – 1 min cooldown – 30 meter range- 0 dmg but makes all enemies target user for a minimum of 10 seconds and user has increased threat generation on all targets affected
Knightly Protection – Active Buff Skill – Party buff – 1 hr duration – 10 second cooldown - portion of threat generated from party members affected is directed from user
Defensive Guard – Toggle Skill (Stance) – Self buff – 1 second cooldown – increases dmg mitigation, block chance, dodge, and threat generation but lowers atk power and crit chance
Rifle Shot – Active buff Skill – Ranged Atk Skill – Archer range – 2 second cooldown – Uses crossbow to shot a heavy bolt at the enemy, medium dmg, medium threat generation
Guardian’s Support – Active Buff Skill – Party buff – 1 hr duration – 10 second cooldown – all members receives additional dmg mitigation
Shield Master – Active Buff Skill – Self buff – 1 hr duration – 10 second cooldown – increases block chance, dmg mitigation, and shield skill atk power and range
Shield Bash – Active Atk Skill – Frontal Cone Aoe Dmg Atk with Stun – 10 second cooldown – 10 meter range – Large dmg, medium threat generation, and chance of stun for 2 seconds
Shield Throw – Active Atk Skill – Chain Range Atk – 15 second cooldown – 50 meter range – Medium dmg, large threat generation, and chance of cripple for 10 seconds
Provoke – Active Atk Skill – Single Target Atk – 1 Second cooldown – melee range – Medium dmg, Large threat generation, and chance of blind for 3 seconds
Whirling Spear – Active Atk Skill – Frontal Cone Aoe Dmg Atk – 1 second cooldown – melee range – Medium dmg, medium threat generation
Counter- Reactive Atk Skill – Melee Reactive Atk – 12 second cooldown – extended melee range – Activates when user Blocks, Dodges, or Parries any combat atk – Negates all dmg to the user for 1.5 seconds, deals Extremely Large dmg, stuns target for 1.5 seconds.
Javelin – Active Atk Skill – Ranged Atk Skill – 20 second cooldown – Archer Range – Small dmg, Extreme Large Threat generation, and threat generation DoT
Parry Mastery – Passive Def Skill – Passive Buff – increases parry chance
Dodge Mastery – Passive Def Skill – Passive Buff – increase Dodge Chance
Knight’s Intimidation – Active Debuff Skill – Targeted AoE Skill (effects all enemies targeting user)– 8 second cooldown – 5 second duration - 0 dmg, Large Threat generation, decreases atk and spell range, decreases atk speed, increases cast time, lowers physical atk and magical atk
Savior’s Wisdom – Proc Buff spell – Self Proc Buff – 1 hr duration – 1 second cooldown – Provides 2 Procs combat procs (1st proc is from an atk, 2nd proc is from a hit against the user)
1st Proc – Heaven’s Flames – Pulse PBAOE – 20 sec duration – 2 second pulse – flames of holy light (33% Physical dmg, 33% Magical dmg, 34# Holy element dmg) shoot away from the user. Deals medium dmg, medium threat, lowers enemies physical def, magical resistance, and holy elemental resistance. Debuff Lasts 1 min.
2nd Proc – Heaven’s Light – Self Regen – 20 sec duration – 1 second pulse – White feathered wings come out of the users back. Provides large regeneration to Health, Stam, Mana, and equipment durability. Increases elemental and magical resistance.
OVER-SHIELD – Emergency Buff Skill - Self buff – 20 min cooldown – 5 min duration – Magically shield layers over the user increasing dmg mitigation by 80%, causes large threat generation PBAOE every 5 seconds while active, and absorbs 5% of all dmg receive to increase Stam and Mana

Offensive Stance:
Offensive Guard – Toggle Skill (Stance) – Self buff – 1 second cooldown – increases combat speed, atk power, crit chance, Proc chance, and partially negates enemy defenses but lowers block chance, dodge chance, and threat generation
Rifle Shot – Active buff Skill – Ranged Atk Skill – Archer range – 2 second cooldown – Uses crossbow to shot a heavy bolt at the enemy, medium dmg, medium threat generation
Guardian’s Support – Active Buff Skill – Party buff – 1 hr duration – 10 second cooldown – all members receives additional dmg mitigation
Knight’s Intimidation – Active Debuff Skill – Targeted AoE Skill (effects all enemies targeting user)– 8 second cooldown – 5 second duration - 0 dmg, Large Threat generation, decreases atk and spell range, decreases atk speed, increases cast time, lowers physical atk and magical atk
Counter- Reactive Atk Skill – Melee Reactive Atk – 12 second cooldown – extended melee range – Activates when user Blocks, Dodges, or Parries any combat atk – Negates all dmg to the user for 1.5 seconds, deals Extremely Large dmg, stuns target for 1.5 seconds.
Slashing Pole-arm – Active Atk Skill – Frontal Cone Aoe Dmg Atk – 1 second cooldown – melee range – Medium dmg, medium threat generation
Impale – Active Atk Skill – Streak Atk skill – 1 second cooldown – extended melee range – Large dmg, medium threat generation, hits target and up to 2 targets behind
Impale combo – Active Combo skill – impales the target again if 2 or more enemies were hit. Causes Bleed DoT - low dmg - 2 min duration; and causes open wound – debuff – slows enemy and lowers defense – 2 min duration
Feint – Active Atk Skill – Feint Atk skill – 1 second cooldown – melee range – small dmg, increases chance of dodge and parry, counter skill used after this triples the dmg and lowers the counter cooldown by half
Wild swing – Active Atk Skill – PBAOE Atk Skill – 20 second cooldown – extended melee range – wildly whips pole-arm around body, large dmg, medium threat, causes bleed and open wound.
Parry Mastery – Passive Def Skill – Passive Buff – increases parry chance
Dodge Mastery – Passive Def Skill – Passive Buff – increase Dodge Chance
Savior’s Wisdom – Proc Buff spell – Self Proc Buff – 1 hr duration – 1 second cooldown – Provides 2 Procs - combat procs (1st proc is from an atk, 2nd proc is from a hit against the user)
1st Proc – Heaven’s Flames – Pulse PBAOE – 20 sec duration – 2 second pulse – flames of holy light (33% Physical dmg, 33% Magical dmg, 34# Holy element dmg) shoot away from the user. Deals medium dmg, medium threat, lowers enemies physical def, magical resistance, and holy elemental resistance. Debuff Lasts 1 min.
2nd Proc – Heaven’s Light – Self Regen – 20 sec duration – 1 second pulse – White feathered wings come out of the users back. Provides large regeneration to Health, Stam, Mana, and equipment durability. Increases elemental and magical resistance.
Wyvern’s Strength – Proc Buff spell – Self Proc Buff – 1 hr duration – 1 second cooldown – Provides 2 Procs – combat procs (1st proc is from an atk, 2nd proc is from a hit against the user)
1st Proc – Wyvern’s Bite – Self Buff and Dmg atk – Buff 20 second duration – Wyvern head comes out from the user and bites the enemy, Extremely Large dmg, and stun. The buff triples users combat atk power and atk speed
2nd Proc – Wyvern’s Breath – PBAOE Dmg Atk – 30 meter range – Deals Large dmg to all enemies with the radius, medium threat generation

Play Style:
Mostly parties with fellow guild members. He will sometimes join random players for small dungeons or open areas. Primarily plays as a raid tank. He best times playing are being main tank for massive raids with fellow guild members supporting him. When parting in dungeons he stays in defensive stance and does not make an uncalculated move. He will never wildly run into a group of enemies screaming. However, he does not get upset when fellow players do this. He understands games are a stress relief for people and he joins in some of the jokes. He has been in dungeon wipes and has never gotten mad or angry at another play for jokes or mistakes.
He is a very cautious player and when any sign of enemies he will inform the group and waits for a plan of action for each instance. He tends to start each battle by using crossbow to grab first aggro then high threat aoe skills to quickly generate more aggro. When he notices a enemy leaving him, his top priority is getting the monster back on him. He generally uses Javelin for enemies going for healers and shield throw + Javelin for others. Constantly cycles through targets casting provoke. Most battle are completed with just a pull and cycling provoke. He constantly keeps all his long term buffs up and uses emergency skills for special occasions. A good day for him is when he doesn’t a single one. He knows not all battles are easy and through gaming experience he overcomes new scenarios relatively faster than other.
He tends to only use Offensive stance when someone else wants to try being a tank in a group or he is going solo. He likes open plains more than city life. He dreams of retiring as a small farmer that grows carrots and cabbages. His favorite food is stew.
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Old 2014-01-18, 20:18   Link #267
kingofkows
Junior Member
 
Join Date: Jan 2014
Location: Somewhere here and somewhere there, no known place holds on to me.
Lakuro Kolkon

Name: Lakuro Kolkon
Class: Bard
Race: Elf
Subclass: Animal Trainer

Mounts:
Kale – Wyvern – Fastest out of all dragon flying species, able to carry 3 large race characters or 5 small race characters.
- Mounted Attacks: Able to use bows, wyvern can use Frost breath -15 seconds Cooldown – chance on freezing target and causing enemy to fall to the ground, does medium frost dmg. Wyvern can use Bite – 5 seconds cooldown – medium physical dmg.

Oulu – Elk – Third fastest land mounts, able to carry 1 large race characters or 3 small race characters.
- Mounted Attacks: Able to use bows and melee weapons, Elk can use impale – 15 second cooldown – impales antlers into the enemy, chance on crippling enemy, does medium physical dmg and adds bleed to target. Elk can use Kick – 8 seconds cooldown – medium physical dmg, chance on knocking enemy off their mount

Battle Pets:

Kage – Shadow Bear – Large black bear with a shadowed layer around him, always seems to be a blur if you look directly at him - High dmg mitigation and dodge, medium dmg physical and darkness element. All attacks provide medium low taunts and chance to stun.
- Skills:
- Shade – Toggle skill – 30 second cooldown - turns into a shadow and follows the trainer, cannot be aggroed and be hit by any attacks, cannot attack anything while in Shade.
- Bite of Darkness – Atk and Debuff – 5 second Cooldown – 10 second duration for each stack – Stackable 3 times – Bites enemy and puts a 5% chance to miss debuff on target, low dmg, medium threat
- Shadow Tear – Atk and Debuff – 10 second cooldown – 15 second duration for each stack – stackable 3 times – Claws the enemy many times – 5 times instantly – the initial atk is very low dmg, but every atk that lands a hit the atk does twice the dmg as the one before it. The debuff associated with this atk cripples the target slowing their movement and combat speed.
- Roar – Aggro Skill – 20 second cooldown – 15 second duration – 30 meter range - Does no dmg, but forces all enemies within range to atk the pet, applies a taunting status and every 2 seconds a medium amount of threat is put on the target

Launa – Slyph (Woodland Fairy) – 4 ft tall light green fairy with translucent green wings, even though the species is very weak, they are amazing with healing abilities – Extremely low dmg, all heals from the sylph provide an additional HoT on the target equal to the initial heal spread out for 5 seconds and pulses every second.
- Skills:
- Favored Winds – AoE Heal and Buff – 20 second cooldown – 10 second duration - 50 meter diameter – only targets group/guild/raid members and self – Minor heal with a buff that increases crit chance and decreases the chance to be crit’ed on.
- Falling Blossoms – AoE Heal and Buff – 20 second cooldown – 3 second duration – 50 meter diameter – only targets group/guild/raid members and self – Minor heal with a buff that adds a healing bubble for 3 hits or until the buff expires. The healing bubble mitigates the dmg by 50% and heals target by twice the dmg they would have taken.
- Healing Springs – AoE Heal and Buff – 10 second cooldown – 5 second duration – 25 meter diameter – only targets group/guild/raid members and self – Medium Heal with a buff that slightly increases atk speed, run speed, dodge rate, parry rate, and block rate
- Feathers of the Albatross – AoE Heal and Reactive Debuff – 5 second cooldown – 2 second Buff duration – 15 second enemy debuff duration - party members within 50 meters and eye sight – Medium heal with a buff on the target that gives a small chance when an enemy atks them, the enemy will be affected by one random status aliment from the following: Blind, Cripple, Open Wound, Disease, Poison, and Stun.

Weapon: (User switches weapons sets depending on what he is using them for)

Support Stance: 2 handed Trombone (Dark Blue trombone with a small dark red cloth attached to the end of the slide, the cloth has an emblem of a silver willow tree on it. One golden sigil is placed on the outside of the horn of the instrument, one is placed on the mouth piece, and the last is placed inside the opening of the horn.) Sigils on the trombone allow for all skills and spells to increase their range by 20%, increase the effectiveness of all skills and spells used with the weapon but decrease the innate physical and magical stats on the weapon, and a very small chance on combat action (skill, spell, auto attack, block, dodge, parry, defend) enables the use of skill “The Battalion’s Horn”
-The Battalion’s Horn – PBAoE Debuff to enemies and Buff to Raid/Party/Guild Members – 4 hour cooldown once used (not when enabled) – debuffs and buffs will stay in effect until target dies or duration runs up.
Enemy Debuff: 3 hour duration – 100 meters – no threat generated – decreases all stats by 20% and all combat atks against targets have a chance to stun the enemy
Raid/Party/Guild Buff: 3 hour duration – 150 meters – no threat generated – Increase all stats by 20% and amplifies heal against targets by 25%.

Sniper Stance: 2 handed great bow (same size as the user and takes full arm span to fire an arrow, Dark blue bow with shiny silver bowstrings. Dark red cloth with a silver willow tree is attached to the end of the lower limb. The sigils are placed at the top of the upper limb and right above and below of the nook.) The first sigil provides the user with increased accuracy, crit chance, and physical dmg. The second sigil provides the user with defense mitigation and crit chance. The last sigil provides the user with the skill “Eye of the Archer and Strength of a Tree.”
- Eye of the Archer and Strength of a Tree – Toggle - Self Buff/Debuff and Self Proc – 2 second cooldown – 5 ranks of this skill depending on how long it has been activated. Rank 1 is between 0 min to 5 mins, Rank 2 is from 5 mins to 15 mins, Rank 3 is from 15 mins to 45 mins, rank 4 is from 45 mins to 5 hrs, and rank 5 is after 5 hrs.
- Self-Buff: Increases combat dmg, defense mitigation, crit chance, and accuracy. Ranks are 10%/30%/90%/270%/400%
- Proc Buff: chance on increase combat dmg, increases combat speed for 1 minute and adds group health drain of % dmg done to enemies. Heals up to 5 members with the lowest health, within 25 meters of the user, for dmg 10% of total dmg done every hit. Ranks (combat dmg/combat speed/ % of drained dmg) Rank 1 (25%/25%/10%), Rank 2 (50%/50%/20%) and stam is also drained and given to same targets, Rank 3 (100%/100%/30%) and mana is also drained and given to same targets, Rank 4 (200%/200%/40%) and user is always a target, Rank 5 (400%/400%/60%) heals up to 15 members with the lowest health and the user.
- Debuff on user: Lowers run speed, dodge rate, and physical defense. Rank 1 (30%/50%/30%), Rank 2 (25%/40%/25%), Rank 3 (20%/30%/20%), Rank 4 (15%/20%/15%), Rank 5 (10%/10%/10%)

Armor:

Support Stance:
Rugged tight leather jacket, tight leather padded leggings, sturdy leather gloves, boots, and scarf around his neck (The scarf is dark brown with a silver willow tree on the end of his scarf. His tight rugged leather armor is made out of cow hide on the outside and lamb hide on the inside. The jacket and pants are dark brown. His gloves are black and very tight against his hands and the boots are also black. There are 2 golden sigils on the front of his legs and a dark blue sigil against his neck.) The sigils provides increased effectiveness of all support combat actions, and increased combat action speed, also provides a chance to enable the skill “Song of Fulfillment.”
Song of Fulfillment – PBAoE Buff – 10 min cooldown – 30 sec duration – 1 second pulse - 50 meters – provides a Heal, Stam, and Mana over time buff and effects the entire party. Each pulse provides 2% of total heal, stam, and mana.

Sniper Stance:
Reinforced heavy bison jacket, pants, gloves, and boots; two quivers on the back side, two satchels across the front, an arm brace on the users left arm, and a magic hood that darkens the users face. (The hood is dark blue and darkens the users face. The arm brace is black and provides a steadier shot with the greatbow. The Reinforced armor is dark blue and has the highest heavy leather physical, magical, and elemental defenses. The satchels provide extra bag space to the user. The two quivers allows the user equip two different arrows and can change between the two while in combat. There is a silver willow tree on the user’s front right under the collar bone. There is a golden sigil on the back of the hood and a sigil on the outside of the arm brace.) The sigils increase the accuracy and crit chance, and provide additional crit chance.

Accessory:
“Glasses of Falcons”: (Dark green framed glasses) largely increases accuracy and crit chance. Allows the ability to see clearly in the dark, through fog, and underwater

Main skill/spell: (All Instrumental/Dance/Singing/Humming/Whistling buffs affect the party/guild/raid for 75 meters. All Instrumental/Dance/Singing/Humming/Whistling base duration is 10 mins after channel has ended. All Instrumental/Dance/Humming/Whistling has a channel of 5 seconds which can be used while moving. Only one of each type of Instrumental/Dance/Humming/Whistling can be active at a time.

Support Stance:
Rythem of the Hunting Pack – Buff - Instrumental – increases Run and combat Speed and Crit Chance
Tune of the Trees – Buff - Instrumental– increases Str, dmg mitigation, and max health
Music of the Griffons – Buff - Instrumental– increases Agi, Dex, amp healing effects, health and stam regen
Symphony of the Greats – Buff - Instrumental – increase all stats
Jazz of Happy Drunkards – Buff - Instrumental – Health and Stam over time
Song of the Wizards – Buff - Instrumental – Mana over time
March of the Heros – Buff - Instrumental – greatly increases run and mount speed
March of the Dead – Atk and Debuff - Instrumental – Low dmg and slows combat speed and run speed every 5 seconds. 10 meters range. Status duration is 5 seconds longs.
Dread of the Dragons – Atk and Debuff – Instrumental – Low dmg and lowers all dmg from enemies and lowers their dmg mitigation
Dance of the Night Walkers – Buff - Dance – provides Health, Stam, and Mana drain to all combat atks
Dance of the Slyphs – Buff – Dance – Health, Stam, and Mana over time
Dance of Gaints – Buff – Dance – increase physical combat dmg and increases all dmg mitigation
Dance of the Magi – Buff – Dance – increases Magical combat dmg and increases all dmg mitigation
Dance of Nature – Buff – Dance – Increases Elemental combat dmg and increases all dmg mitigation
Lightning’s Parade – Buff – Dance – provides Lightning dmg to all spells and skills, and increases all lightning atks
Ritual of Fire – Buff – Dance – provides Fire dmg to all spells and skills, and increases all Fire Atks
Culling of the Water – Buff – Dance – Provides Water dmg to all spells and skills, and increases all Water atks
Parade of Death – Atk and Debuff – low dmg and lowers dodge, block, parry, and all defense skills
Stomp of the Lords – Atk and Debuff – low dmg and puts a chance of stun and knock down to all enemies affective
Lyrics of the Heavens – Buff – Singing/Humming/whistling - Adds Holy element to all skills and spells and increases dmg mitigation
Lyrics of the Wild – Buff – Singing/Humming/whistling - increase combat speed and crit chance
Song of Healers – Buff – Singing/Humming/whistling - provides mana over time and increase healing effectiveness
Song of Fighters – Buff – Singing/Humming/whistling - provides Stam over time and increases combat dmg
Song of the Tanks – Buff – Singing/Humming/whistling - provides Health over time and increases all dmg mitigation
Lyrics of the Dancer – Buff/Debuff – Singing/Humming/whistling - increases effects of all status from the Dancing type
Lyrics of the Song – Buff/Debuff - Singing/Humming/whistling – increases effects of all status from the Instrumental type
Wail of the Banshees – Atk and Debuff – Singing/Humming/whistling – low dmg and silences all enemies
Cry of the Blind and Diseased – Atk and Debuff - Singing/Humming/whistling – low dmg and blinds and lowers healing effectiveness on the enemies

Sniper Stance:
Snipe – Active Atk Skill – Single Target Atk Skill – 15 second cast time – 5 second cooldown – 200 meter range – Fires an arrow across a large distance doing extreme amount of dmg, Extremely High Dmg
Rapid Fire – Active Atk Skill – Single Target with Splash Atk Skill – 3 second cast time – 30 second cooldown – 125 meter – Fires 25 arrows at the same time, each arrow does low dmg.
Volley – Active Atk Skill – Adjustable Size AoE Atk Skill – 3 second cast time – 3 second cooldown – 100 meters – Fires 25 arrows at the same time, each arrow does low dmg, can adjust how big the AoE Diameter
Peirce Shot – Active Atk Skill – Straight Line Atk Skill – 1.5 Second cast time – 3 second cooldown – 125 meters – Fires 1 arrow at a target and hits everything in the same line at the target goes all 125 meters, medium dmg.
Quick Shot – Active Atk Skill – Single Target Atk Skill – 0.75 second cast time – 0 second cooldown – 125 meters – Fires 1 arrow at a target, medium dmg
Regular Shot – Active Atk Skill – Single Target Atk Skill – 1 second cast time – 0 second cooldown – 125 meters – fires 1 arrow at a target, high dmg
Blast Shot – Active Atk Skill – Single Target with Splash Atk Skill – 1.5 Second cast time – 10 second cooldown – 75 meters – Fires 1 arrow that explodes on impact, hits first enemy in line to the target, closer to the target the arrow explodes the higher the splash radius but lower dmg, extremely high dmg if it hits 1 enemy
Knee Shot – Active Atk Skill – Single Target Atk and Debuff Skill – 1.5 second – 5 second cooldown – 30 second duration - 125 meters – 3 stacks – Fires 1 arrow, medium dmg, hat provides a status depending on stack of debuff. 1 stack slows the enemy, 2 stacks immobilizes the enemy, 3 stacks stuns the enemy
Arm Shot – Active Atk Skill – Single Target Atk and Debuff skill – 1.5 second – 5 second cooldown – 30 second duration – 125 meters - 3 stacks – Fires 1 arrow that provides a status depending on stack of debuff. 1 stack lowers all dmg coming from the enemy, 2 stacks causes the enemy to do a lot lower dmg, 3 stacks disarms the enemy
Accurate Shots – Active Atk Skill – Multi Target Atk and Buff skill – 4 second cast time – 10 second cooldown – 1 min duration – 100 meters – Fires 10 arrows with 100% accuracy, each arrow does low dmg, provides increased accuracy
Whistle of the Birds – Whistling Atk Skill – AoE Target Atk skill – 5 second channel – 2 min cooldown – 1 min duration – 150 meter range – Calls 10 birds to attack enemies, cannot control birds and they will only atk the enemies
Whistle of Accuracy – Whistling Buff Skill – Raid/Party/Guild buff skill – 5 second channel – 2 min cooldown – greatly increases accuracy
Whistle of Pain – Whistling buff skill – Raid/Party/Guild buff skill – 5 second channel – 2 min cooldown – increases all dmg to enemies
Humming of the Quick – Humming Buff Skill – Raid/Party/Guild buff – 5 second channel – 2 min cooldown – increases combat speed and run speed
Sniping Position – Toggle Buff Skill – Self Buff – 5 ranks – immobilizes the user. Rank increases for how long the buff is on. Rank 1 is 0-1 min, Rank 2 is 1-2 min, Rank 3 is 3-5 min, Rank 4 is 5-30min, Rank 5 is 30min and more.
Rank 1 increases all dmg by 25% and accuracy by 25%, Rank 2 increases all dmg by 50% and accuracy by 50% and combat speed by 50%, Rank 3 increases all dmg by 100% and accuracy by 100% and combat speed by 100% and range on all skills by 100 meters, Rank 4 increases all dmg by 250% and accuracy by 250% and combat speed by 250% and range on all skills by 250 meters and increases effectiveness of all whistling, humming, and singing by 250%, Rank 5 increases all dmg by 500% and accuracy by 500% and combat speed by 500% and range on all skills down to 100 additional meters and increases effectiveness of all whistling, humming, and singing by 500% and allows movement at 15% of normal run speed and can not mount.

Play Style:
He likes soloing, partying, and raiding for different reasons. He likes to test himself to see how well he survives by himself and learn new ways of protecting himself when he solos. When he parties, he enjoys the fellowships of friends and is happy to provide group support and help his team mates. He loves the adventuring and finding new places with his friends. Every mountain, dungeon, valley, island, and forest is a new adventure and memory of excitement and friendship to him. He likes to overcome immeasurable challenges with raiding. He never plans to lead a raid or be one of the party leaders for raiding. He likes to be a part of the whole when legends are made. He tends to be very quiet in large groups of people or people he does not know. When he is with friends, he talks a lot and makes a lot of jokes, but when he is in the nick of a strong battle he gets quieter and listens for the commands. He is willing to sacrifice his character for the party and know being the only one left is not going to help the party.
He likes to spend his free time with his pets. He trains then and comes up with new battle strategies to use them for. He never sends them out if he does not think they will survive. He will sometimes be caught humming or whistling songs from the real world. After the catastrophe, he found that any tune or song he sings, hums, or whistles have provides a buff to his groups. Sometimes he won’t realize that he buff the group.
He usually uses his support stance in raids and parties, but sometimes they need an extra dmg dealer and most of the time he is one of the top dmger of the group.
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Old 2014-01-18, 20:31   Link #268
kingofkows
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Location: Somewhere here and somewhere there, no known place holds on to me.
Wall of the Dragon Acolytes

Below is a link for a dungeon idea I made for the game. What does everyone think of it.

Wall of the Dragon Acolytes
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Old 2014-01-20, 03:31   Link #269
agetreme
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Join Date: Sep 2009
Location: Delusion world
So...Kal-Mon Kiritsu is a hybrid Build tank?

=

Progress-wise, first chapter is a little full of exposition to explain thing and I am still trying to figure out a good way to make it less obvious...

Also trying to find ways to put a brutal scene into words.

=
Traditional Summoner Build (AKA Support Summoner)

What make this Build Traditional is the fact that in other game, even without their summons, Summoners can still contribute to party by acting as support.

However, ironically, despite of being "Traditional" build, this build is considered abnormal in Elder Tale since in the Game, Summoners are supposed to provide Range DPS, which is why most Summoner chose to go "Maximum Firepower" build (Skills which increase Summons' attack power).

Instead of going Maximum Power, Maximum Destruction, this alternate build (Support) give off the image of chaining and binding Enemies(AKA Boss Monster/Summon Beast) into their will, with lots of spell that can disrupt/bind opponent.

Their Emergency (24 hour cooldown) Spell, [Subjugation Chain] is capable of cancelling opponent's skill and seal opponents' movement within an Area for 1 minute (which make a huge differences when fighting a powerful boss).

However, by choosing this Emergency spell, it also means they sacrifice another powerful Emergency Spell (hat most Summoners choose) with the ability to dish out lots of damage.

Having both may sounded optimum but don't forget: Having two spell with 24 hours cooldown time means having 1 less option to deal with situation while other Skills are in cooldown....even for a Support Build, it is still pretty bad not being able to do anything due to cooldown.

While disrupting opponents' skill and binding them sounded awesome but just like other Support class, people don't give this build enough credit. However, unlike other Support Class, it is easy to understand why.

First off, A Full Support Build (Summon-less) Summoner will never be as good in support as an Enchanter without summon.... in fact it is disastrous considering that

1. Summoner's Support spell has longer Casting time and Cooldown time than Enchanter. This problem can be reduce by having equipment that reduce the time but still require proper judgement by the player to determine which spell to use.

2. Enchanter can transfer/recover Mana....but Summoners' can't do that even if their support Spell doesn't take a lot of their MP.

3.Even an Enchanter can out-damage Summon-less Summoner (due to having longer Cast time and Cooldown time).

Which add to the reasons for their rarity.... This build is often used for griefing (Ability to stop opponent but can't deal enough damage to finish them off) and obviously harassing other players always result in ban-hammered.

Paradoxically, despite of Support Build not having enough skill that can increase Summons' attack power.... Players (who know that they are doing) often used Hybrid version of the Build, and can deal around the same amount of damages (in term of DPS)

Reason is simple:
It may not very obvious but statically speaking, with the support of Summoner, their summons(Especially ones that have high power but low hit rate) can hit High level monsters (with high evasion) more often than Summoners without some form of Support skill.

Having high damages doesn't always equal to high DPS if the probability of hitting your enemies is very low....

=

"....Are we players really that bloodthirsty?"

"Nah, we are just really competitive. The idea of having NPC being more powerful doesn't sit well with some people...."

The Knightly order in SEA can not be killed (Invincibility Mode) because most SEA players can't be bothered with game lore, so when they appear, the first thing the players does is attack them and somehow manage to do it despite of having Level Cap due to sheer numbers.

An event almost failed because of that, which is why when the level cap is raised to 80, the first thing the developer did is give them invincibility to ensure that doesn't happen again.

Doesn't help them from disappearing though. (Can't be killed, doesn't equal to can't be sealed)

==
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Old 2014-01-20, 04:05   Link #270
Sheba
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Location: Formerly Iwakawa base and Chaldea. Now Teyvat, the Astral Express & the Outpost
Age: 44
You know, every classes already have their skills, you just need to click on their logo.

http://lh.oksub.me/wiki/Main_Page
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Old 2014-01-20, 05:46   Link #271
agetreme
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Quote:
Originally Posted by Sheba View Post
You know, every classes already have their skills, you just need to click on their logo.

http://lh.oksub.me/wiki/Main_Page
It is a good reference but highly doubt the list is complete though...

Doesn't matter since the T-RPG book is coming out.
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Old 2014-01-20, 05:52   Link #272
Sheba
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Age: 44
Quote:
Originally Posted by agetreme View Post
It is a good reference but highly doubt the list is complete though...
And that's all we are all working with for now.
Quote:
Doesn't matter since the T-RPG book is coming out.
And odds to have your own made-up skills to be confirmed? Low.
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Old 2014-01-20, 07:03   Link #273
Aggelos
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Quote:
Originally Posted by agetreme View Post
Doesn't matter since the T-RPG book is coming out.
Oh? What's the release date.

I am a lore and novel rule nut when it comes to making OC's and MMORPG games
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Old 2014-01-20, 12:00   Link #274
agetreme
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Quote:
Originally Posted by Sheba View Post
And odds to have your own made-up skills to be confirmed? Low.
I got cheat (mentioned in earlier post) but because it is cheat, I'll just stick to Skills on the wiki.

Beside, my characters don't have access to the Cheat until later anyway....

=

Regarding the Main Leads: Facing a dilemma trying pick a good Main Class

The basic premises is:
The Lead Characters are supposed to be solo players who do quests hence their build is more geared toward solo than party.

From the wiki, there are three options: Monk, Cleric and Summoner. Monk is out of the question because they can't heal....

Summoner has more versatility than Cleric (and I can kind of make-up ability (manifested as summon) if needed) and I also had a subplot on Summons....
Considering that the Lead is more interested in questing... it kind of make sense to have a Class that obtain new power via quests.

On the other hand, Cleric seemed to be more practical build...In any MMORPG, if you want to go solo, you go with Cleric (can't never go wrong with healing ability... just expect less offensive power). Also I can stay more faithful to the series by referring to the Wiki for the skills. On the plus side: Faithful Blade's skill is actually pretty awesome :: (Even though the wording on the Wiki is a little bad....)

But at the moment, I had too many Clerics. Some skills will end up being repeated..... which can be bad.....

Changes and reason behind each Character's main class:

Lanster is a Cleric because I need a backrow Support class who commands the party/guild and also support the party. Since I am avoiding Druid and Kannagi, that leave me with Cleric and Enchanter. Since Enchanter is not a popular class and Cleric can actually have some firepower... yea.... If the Main lead is not a Cleric, I planned to give him the Faithful Blade skill.

Mistrali: Switching his main class to Cleric... Caring and gentle is stereotypical feminine trait... Trying to play that up and see how many people will forget that she is a guy.

Meredith Mercedes: Meant to be a shocker since Enchanters aren't really seen as dangerous in the game but if you read their skills.... you would be horrified by what they can actually do to players.

I think the name Mercedes worked better as gender neutral name under the context of "the player might actually be a fan of that car brand"... (To be honest, because that name is kind of rare in South-East Asia, the first thing that come to people's mind when they heard that name is that car brand.)
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Old 2014-01-20, 14:14   Link #275
kingofkows
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Location: Somewhere here and somewhere there, no known place holds on to me.
Rohote Gewehr

Sorry about my earlier post, I was looking through the wiki, but I didn't actually see the page for skills until you mentioned your post. I saw the link at the being talking about the different skills levels though. I have created another character and stuck to the skills mentioned on the wiki this time. I have link to the document with it so I dont take up to much space.

I used the foxtail class, but didn't find much of any information on which exact skills they lose and gain or how many. I made up the amount, but the skills gained are in the wiki.

https://drive.google.com/file/d/0B3E...it?usp=sharing

Please let me know what you think, and any inputs about the design of the character. Also I noticed some classes have very few amount of skills, is there another wiki that anyone knows of with more information on the class skills?
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Old 2014-01-20, 22:21   Link #276
agetreme
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Join Date: Sep 2009
Location: Delusion world
Quote:
Originally Posted by kingofkows View Post
Sorry about my earlier post, I was looking through the wiki, but I didn't actually see the page for skills until you mentioned your post. I saw the link at the being talking about the different skills levels though. I have created another character and stuck to the skills mentioned on the wiki this time. I have link to the document with it so I dont take up to much space.

I used the foxtail class, but didn't find much of any information on which exact skills they lose and gain or how many. I made up the amount, but the skills gained are in the wiki.

https://drive.google.com/file/d/0B3E...it?usp=sharing

Please let me know what you think, and any inputs about the design of the character. Also I noticed some classes have very few amount of skills, is there another wiki that anyone knows of with more information on the class skills?
http://www26.atwiki.jp/loghorizon/pages/16.html

Japanese Wiki.

They have skill of Monks too.

Edit: My suggestion is don't be too fixated with skills. Characters are still more important after all.
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Last edited by agetreme; 2014-01-20 at 22:37.
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Old 2014-01-21, 03:25   Link #277
Lazgrane
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Join Date: Oct 2013
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The skills on there are only sample skills. There are more inside the game and, it doesn't hurt no one if you make up your own.

Just consider balancing issue though
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Old 2014-01-21, 06:38   Link #278
Keroko
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Join Date: Jan 2007
Age: 36
Quote:
Originally Posted by Sheba View Post
You know, every classes already have their skills, you just need to click on their logo.

http://lh.oksub.me/wiki/Main_Page
Summoners are noted to have over a hundred different summons. These lists barely scratch the surface. Given how Mamare tends to work, I'd say this is intentional to get us being creative.

We just need to work on balancing the ideas.

Quote:
Originally Posted by agetreme View Post
Their Emergency (24 hour cooldown) Spell, [Subjugation Chain] is capable of cancelling opponent's skill and seal opponents' movement within an Area for 1 minute (which make a huge differences when fighting a powerful boss).
A one minute total shutdown is ridiculously overpowered. It essentially means you auto-win any fight as long as it's of cooldown. I'd say make it a five second shutdown, tops.

Quote:
Originally Posted by agetreme View Post
Paradoxically, despite of Support Build not having enough skill that can increase Summons' attack power.... Players (who know that they are doing) often used Hybrid version of the Build, and can deal around the same amount of damages (in term of DPS)

Reason is simple:
It may not very obvious but statically speaking, with the support of Summoner, their summons(Especially ones that have high power but low hit rate) can hit High level monsters (with high evasion) more often than Summoners without some form of Support skill.

Having high damages doesn't always equal to high DPS if the probability of hitting your enemies is very low....
A support build dealing as much DPS as a DPS build? You're going to have to explain that a bit more in-depth to me, because right now that sounds silly. Them having a higher to-hit chance doesn't make much sense. Any DPS build would top their to-hit chance, that's one of the basics of being DPS.

Quote:
Originally Posted by agetreme View Post
"....Are we players really that bloodthirsty?"

"Nah, we are just really competitive. The idea of having NPC being more powerful doesn't sit well with some people...."

The Knightly order in SEA can not be killed (Invincibility Mode) because most SEA players can't be bothered with game lore, so when they appear, the first thing the players does is attack them and somehow manage to do it despite of having Level Cap due to sheer numbers.

An event almost failed because of that, which is why when the level cap is raised to 80, the first thing the developer did is give them invincibility to ensure that doesn't happen again.

Doesn't help them from disappearing though. (Can't be killed, doesn't equal to can't be sealed)

==
I don't think there is such a thing as invincible mobs in this game. Elder Tale seems to take the "if players pull it off, congrats to them" style of approach to gaming.

Quote:
Originally Posted by agetreme View Post
I got cheat (mentioned in earlier post) but because it is cheat, I'll just stick to Skills on the wiki.

Beside, my characters don't have access to the Cheat until later anyway....
Could you point me to where you described that skill? Search isn't showing anything besides this post.
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Old 2014-01-21, 11:36   Link #279
agetreme
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Join Date: Sep 2009
Location: Delusion world
Quote:
Originally Posted by Keroko View Post
A one minute total shutdown is ridiculously overpowered. It essentially means you auto-win any fight as long as it's of cooldown. I'd say make it a five second shutdown, tops.
Yea.... probably change it to 10 second (Still powerful because it is still an Emergency Spell with 24 hours Cooldown time).

On the other hand.... it is 10 second only because it is max out.

Quote:
A support build dealing as much DPS as a DPS build? You're going to have to explain that a bit more in-depth to me, because right now that sounds silly. Them having a higher to-hit chance doesn't make much sense. Any DPS build would top their to-hit chance, that's one of the basics of being DPS.
I admit, it is too silly so I will correct that to "Can't match up to Summoners with pure DPS build but can support other members' ability to deal damage"

Quote:
I don't think there is such a thing as invincible mobs in this game. Elder Tale seems to take the "if players pull it off, congrats to them" style of approach to gaming.
The idea of invincibility stem from the same reason why Quest Characters can't be killed: It means you can't complete game/certain quest.

But taking that comment into account, I think I will have to change that to: "have ability to revive when killed" (hence un-killable).

Probably make it that it was the Order that trained the Undying Armada to guard the SEA border

Point to note: Undying Fleet is just an excuse for Company(That licensed the game in the region) to charge SEA players for extra money when switching to oversea Server....

Quote:
"Oh no, it is not really necessarily to buy that Cash item, it is still possible bypass them by leveling up your characters/making a Ship very powerful but it will take days/years to grind. Here, you can buy this "Change-Server Pass" for real money. The process would only take few minutes"
or

Quote:
Slimes are ugly? Here, you can buy this skin from the Cashshop which make them look cute
What a rip-off? Don't forget: The Company need to make profit too.... They did that through Microtransaction. The Subscription Fee (paid by players) is used to pay for the Licensing Fee to the Developer.

It's the "Adult-situation-stuff" which most gamers would bitch about in the forum.

Game Balance is only maintained because it is not a paid-to-win system but paid-to-make-things-go-faster(Double-Exp/Double Drop rate..etc) or make-thing-look-nicer system. (Skin change)

Quote:
Could you point me to where you described that skill? Search isn't showing anything besides this post.
http://forums.animesuki.com/showpost...&postcount=263

To put it simply: Overkills that add new skills.

The first is derived from Scribe's ability. The latter is the derivation of Poly-morph Potion.

If Elder Tale is just a game, for the sake of game balance, those Overskill should not have work but did (not good omen).

Also with Overskills that overpowered, there are most certainly a heavy price to pay. (Just to add to the drama)

Spoiler for Spirit Theory:


=======

That's why I post some of my idea here... If something doesn't make sense people will point out. =_=
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Old 2014-01-21, 15:47   Link #280
Keroko
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Age: 36
Quote:
Originally Posted by agetreme View Post
The idea of invincibility stem from the same reason why Quest Characters can't be killed: It means you can't complete game/certain quest.

But taking that comment into account, I think I will have to change that to: "have ability to revive when killed" (hence un-killable).

Probably make it that it was the Order that trained the Undying Armada to guard the SEA border

Point to note: Undying Fleet is just an excuse for Company(That licensed the game in the region) to charge SEA players for extra money when switching to oversea Server....
That would actually go against the spirit of the series though. One of the cornerstones of this series is that things that used to be impossible (such as, to use your example, killing quest givers) is now entirely possible, and the consequences that come with that.

Different spin on the idea: He's a quest mob designed to be impossible to defeat because of its quest chain. Players take offense to the idea if "impossible to defeat" and keep trying to take him down.

Quote:
Originally Posted by agetreme View Post
http://forums.animesuki.com/showpost...&postcount=263

To put it simply: Overkills that add new skills.

The first is derived from Scribe's ability. The latter is the derivation of Poly-morph Potion.

If Elder Tale is just a game, for the sake of game balance, those Overskill should not have work but did (not good omen).

Also with Overskills that overpowered, there are most certainly a heavy price to pay. (Just to add to the drama)

Spoiler for Spirit Theory:


=======

That's why I post some of my idea here... If something doesn't make sense people will point out. =_=
Hmm, tricky but... not entirely impossible, as long as stuff like cooldowns and mana costs are decided by the skill itself rather than the player to prevent the "but why don't they make bajillion damage skills for one mana and no cooldown?"

Just... don't call it cheat. That's just begging for problems.
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