EDIT: Also how does Limit Breaker work? Is the caps themselves altered or do the numbers beyond the cap get turned into the bonus green ones?
The caps themselves are altered.
EDIT: Also how does Limit Breaker work? Is the caps themselves altered or do the numbers beyond the cap get turned into the bonus green ones?
The caps themselves are altered.
Also Critical Overload in your message uses crit rate, but in the sheet it uses final hit rate, so which one is it?
Also are you opening for more crowdsourcing ideas?
The sheet is correct, and I’ve adjusted the description in this thread.
I’m only really after truly unique skills at this stage, and I think I’ve covered just about every area you can add a skill for, but I’m open to suggestions if you can think of one.
You never did manage to make a skill that gives extra stats based on money/investment. Unless i missed something? Also other variants of Battle Veteran maybe?
An investment based skills feels sort of arbritary if units don’t have their own seperate funds and I’m not feeling the need to make variations of Battle Veteran tbh.
Eh fair enough. The idea would be to keep with the hired merc theme. Like give them a gemstone to hold and they gain extra stats, or something like that.
On a different note, but can the new system mimic forging items like it was in 3H or along those lines?
Conceivably yeah. There’s no framework set up for it, but I imagine it’d be a lot easier to do than whatever forging systems we have currently in this community.
Just make a shop menu with a list of your own currently equipped items to forge, and add some code to check your inventory/suppy or funds to see if you meet the requirements.
The interesting thing would be getting around the item table limit, as each new forge option would count as a new item? So you’d probably have to add all these forged weapons to the table in advance. I’m not sure it has to be limited to 0xFF anymore, but I’ve never tried to expand it.
While it would probably be overpowered, I’d be here to see Mantle from the Tellius games added. Nihil + Nullify + can only be damaged by specific weapons (in general use case, perhaps programmed to be exclusive to S Rank weaponry?)
Tellius games use hidden skills to execute certain mechanics. So this could absolutely be implememnted. A weapon being “blessed” could also be in of itself a skill. Only giving the attached weapon the ability to go through Mantle.
Fair enough. There isn’t a Spectrum version for the Blow skill line is there? I think that would be a nice addition
Good idea. I’ll get on that.
I can add some.
I also have a few additional skill suggestions:
Berserker: Unit can still be controlled Normally if Berserked. Gain +5 Strength and Magic. (They still gain the status, but act as if they didn’t have any status effects)
Acrobat Minus: All terrain costs 1 less to move through. (Cannot go below 1)
Staunch Skills: Unit gains +5 [stat] for one turn if they use “Wait” (Based on Dedue’s personal skill. One for each Stat: Staunch Attack, Stanch Def, Staunch Luck, etc… Wears off at the end of the following enemy phase. Does not stack if unit is refreshed after using Wait)
Double Gain: This unit’s level up gains are doubled. (When they get +1 when leveling up, they gain +2 to that stat instead. If they have over 100% growth and roll a +2, they get +4 instead.)
Fair Fight: Both units in combat have +20 hit, but only if the enemy can counter. (From Engage)
Mystic: Ignores enemy’s terrain bonuses (Class type from Engage)
Accost Minus: Guaranteed to only add ONE extra round of combat, if user’s speed >enemy’s speed.
Anchor: This unit cannot be moved by the actions of other units. (No shove, no Entrap, nothing moves this unit. Meant for bosses)
Smith’s Blessing: This unit’s weapons never lose durability. (Does not include Staves. Meant for Bosses)
Entrepreneur: This unit has a shop attached to them. Allies can access the shop by standing adjacent to this unit. (Shop ID and Shop type could either be set in the skill code, or be made flexible by updating it per-chapter via an event. The unit with the skill cannot access the shop themselves)
“Luna Attack” is just Lunar Brace from Engage, so you could probably add Solar Brace as well: Heals 25% of damage dealt.
Also, Infinity Edge’s description is very vague. Critical hits normally deal x3 of the base damage. And it says the skill adds +100%. So is it +100% of the BASE damage? Making it a total of x4? or is it +100% of the damage AFTER the crit, making it x6? This should be specified.
Also new versions of Passion’s Flow that play around effects gained when in support bonus range:
Stone’s Flow: When gaining support bonus, reduce damage taken by X.
Impetuous Flow: When gaining support bonus, deal X additional damage.
Breaking Flow: When gaining support bonus, become immune to status effects.
Rapid Flow: Always attack first when gaining support bonus.
Healing Flow: Heal X per turn when gaining support bonus.
I think you get the point.
Already have a skill very similarly named but this is like another flavour of Comatose so I’m all for adding it.
Can be done.
This sounds stupidly broken, so much so I struggle to find a use case for it that isn’t just turning your brain off and blitzing the game. Maybe make it so you randomly gain an additional point in a stat per level up?
Nothing exciting here really. I’m not feeling this one.
I called this one ‘Trip Up’.
I can see this being useful. I’ll add it to my list.
Now this is unique! Adding to my list.
Already exists. It’s just called ‘Blessing’. Adding adding a caveat for staves seems odd?
Quirky skill, and unique. I’ll think about it.
I’ll have a think about it.
It’s basically a x4 crit. I agree it’s oddly worded. I’ll look into changing it on my side. I’m not feeling like PR’ing a change to the master C skill system however.
I’ll have a think about these.
In FE1 the Mercurius gives a 25% chance to double stats leveled up. That’s a number you could use.
Already exists. It’s just called ‘Blessing’. Adding adding a caveat for staves seems odd?
Oh yeah. I know you made that skill in Assembly for me. But I didn’t see it in the doc. That’s why I suggested it. And the staff thing is not a caveat, it already works like that.
This sounds stupidly broken, so much so I struggle to find a use case for it that isn’t just turning your brain off and blitzing the game. Maybe make it so you randomly gain an additional point in a stat per level up?
On Double Gain: It’s only really broken if you have really high growths across the board. I’m talking like, Awakening level growths. But if you have lower growths, like FE6 and below, then it’s not as broken.
I’m also approaching the thought of these skills as not only being learnable by units, but also being attached to held items or weapons. Like how Norkins mentioned FE1 Mercurius has a similar effect.
Oh yeah. I know you made that skill in Assembly for me. But I didn’t see it in the doc. That’s why I suggested it. And the staff thing is not a caveat, it already works like that.
Line 40 tab “ASM Skills”.
Not sure if it works like that in the C skill system, I don’t recall testing staves.
On Double Gain: It’s only really broken if you have really high growths across the board. I’m talking like, Awakening level growths. But if you have lower growths, like FE6 and below, then it’s not as broken.
I’m also approaching the thought of these skills as not only being learnable by units, but also being attached to held items or weapons. Like how Norkins mentioned FE1 Mercurius has a similar effect.
I like the idea of making it like the Mercurius.
One random skill I’ve had in my mind since experiencing Tear Ring Saga that I found really intriguing could be a sort of pacifist-type of skill, based off of Raquel.
Knockdown/Pacifist/Whatever: Unable to kill enemy, any hit that would kill enemy reduces to 1 HP and gives Sleep status (as if knocking them out), gives full EXP.
Any further attacks that would happen to them from one with this skill would always miss.
Oh, my bad. I didn’t know there was a different page.
Also, some other skills I came up with:
Forceful Partner: If user is giving support bonuses to another unit, that unit gets +15 hit and +3 damage dealt.
Devoted Partner: If user is giving support bonuses to another unit, that unit gets +2 damage dealt and -2 damage taken.
Evasive Partner: If user is giving support bonuses to another unit, that unit gets +15 Avoid and +3 damage dealt.
(These 3 are ported from Fates)
Shelter: Allows the user to “rescue themselves” onto other ally units. (This is basically the opposite of how Shelter works in Fates, because that game has pair up, but not Rescue, but Shelter in that game is like the Rescue command. Could have a config option to toggle wether or not it works on Green units)
Parallel Canto: Unit can use remaining Movement ONLY after attacking, but not other actions (Essentially, Canto Plus - Vanilla Canto)
Divine Speed: Unit performs an additional attack, dealing half damage, if they initiate combat. (From Engage. Basically, a single guaranteed adept proc per round, only when initiating, but the additional attack deals half damage. Ideally, I think the additional attack should always be the last. So if the unit doubles, the extra attack should come after the 2nd attack)