Crowdsourcing new skill ideas (Non-Pokemon)

Don’t forests hinder movement, or is that just for cavalry? Plus it’s automatic. If it was activated, that would probably make it less of a handicap for your horses.

The idea is to make it a menu skill so it would activate on command. Ideally limited to one use per map, but still very strong in my eyes. They do hinder movement which you can also use to your advantage depending on where you place it.

In the spirit of Zelda botw I want a skill that guarantees a crit on the final use of a weapon

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Weapon Mastery: When user’s Wlv exceeds foe’s Wlv, grants +10 Hit/Crt. Only checks the weapon exp of currently equipped weapons against each other, so if a Swordmaster and Sniper fight each other, the Swordmaster’s Sword Wlv will be checked against the Sniper’s Bow Wlv. Likewise, a Great Knight will use their Sword Wlv if equipping a Sword, their Lance Wlv if equipping a Lance and their Axe Wlv if equipping an Axe. Weapons without a Wlv stat (dragonstones, monster weapons etc.) have a Wlv of 0. If the foe has no weapons but has staves in their inventory, their Staff Wlv is checked.

Gust: Offensive skill. SKL% chance to add SPD to damage dealt.

Arbalestier: All bows have 2x MT and deal +5 damage on top. User’s STR/MAG is negated. Also grants the effect of Point Blank. Basically turns every bow into a crossbow with 2x +5 MT, giving them great firepower but preventing any scaling.

Barrage: When attacking at 3+ range, attack twice in a row (like a brave weapon). Beware, Eclipse will be guaranteed to ORKO if both hits land, as its damage is only calculated at the start of combat.

I feel like this would be suitable not as a skill but as a whole mechanic, to encourage players to not just sell their mostly broken weapons for a small influx of cash or merge them into other weapons of the same type if using that patch.

For sure I’d love something like this as a patch. Imagine having a unit with an inventory full of single diget use weapons.

Now a skill based off the mechanic; having either the critical hit deal 4x damage like Fates Killer Weapons, or giving the unit a temporary stat boost when they got the weapon-breaking critical.

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Well, yeah. But if it’s made as a skill,m it can also be made a universal mechanic. Just make the Skill ID in the buildfile be 0, and everyone will have that skill all the time

Oh. Noted. I have no personal idea how to code new skills into existence, but this is useful knowledge in the case I ever figure that first part out.

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I have a few friends who are knowledgeable in coding for skills, but not stamdalone hacks, so they were able to implement some unique mechanics for me in the form of skills, which then i just set to 0.

For example: I have a mechanic, where Javelins and Hand Axes, and their upgraded counterparts, have -10 hit when used at 2-range. And Bows have that penalty at 1 and 3 range (For Point Blank and Longbows).

Making this a universal mechanic would also make breaking bosses weapons from boss abusing scary. :slight_smile:

Balancing~

Maybe a skill that causes weapon triangle advantage attacks to be treated as brave?
That skill would be limited by it being locked to weapon type advantage. Maybe if it needs balancing the enemy gets a brave attack if they attack the skill user with a weapon triangle advantage of their own. Such it would become a weapon of great power but also great risk.

I could still imagine it being fun, needing to evaluate when the guaranteed brave attack can be used without risking brave attacks against your own unit.

In my hack, I have a skill that most bosses have, that prevents weapons from breaking

Healers tend to be quite plain in terms of skills, thought I’d make some skills for them.

Fortifying Staff: When using a staff on an ally, (SKL+LCK)% chance to apply DEF/RES +5 for a turn (stacks with Barrier, if it is the staff being used). It’s a nice boost if you get it. Also makes healing at the start of the turn a viable tactic, to try and proc this. Most healers have good LCK anyways.

Staff Paragon: When healing another ally, gain +1 EXP for every 5 points of excess healing. Makes using staves like Mend and Recover worth using, particularly Recover and its MAG+80 formula.

Weaponheal: When healing another ally, SKL% chance to restore 1 durability to their equipped weapon. Not the most efficient way to increase longevity on most weapons, but siege tomes will benefit greatly.

Staffguard: When no weapon in inventory is equippable, but there is a usable staff, reduce incoming damage by 5. Gives stafflocked units some survivability on the front line that is not the unreliable Miracle.

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Might be the first post I’ve seen on here where I equally love all of the suggestions. That’s impressive.

I’ll implement all of them when I’ve finished porting all the cool ASM/C hacks into my C SkillSystem fork.

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