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Esper and Magic Edition*
I like the idea of making different characters learn magic at different rates, it might deter people from teaching Cyan or Sabin Firaga if it took 999 AP to do so. Terra would require more AP to learn Blizzard magice While Celes needs more for Fire magic. Cyan, Locke, Sabin, and Edgar would all have high AP cost and all their AP modifiers would be 1, 2 at most.
I would also make it so summons were beefed up in damage and make some of them be capable of casting more than once in battle after you learn all their spells. I would change the magic damage formula to make it way less overpowered and make raising the Magic stat more useful.
I also feel what spells each Esper teaches should be reorganized a bit, drop some spells for certain Espers (Fire from Siren, replace Life with Cure for Bismark) and maybe give some Espers access to spells they didn't have before (Leviathan gets Blizzaga, Raiden gets Thundaga) so you're not restricted to having just one Esper for some spells.
I would also expand what stats the espers teach, so things like stamina will now be equated with physical defense and have one raise M.Defense as well.
I also feel the Espers should give the character a special attribute when equipped. So for instance, having Ramuh equipped raises Thunder magic by 1.5x damage. Here's what I'm thinking:
Ramuh - Raises Thunder Magic damage by 1.5x
Kirin - Allows Poisana to heal Darkness and Silence as well as Poison status effects
Siren - Bearer is immune to Silence status, adds Silence status to Attack command
Cait Sith - Bearer is immune to Confuse, adds Confusion status to Attack command
Ifrit - Raises Fire Magic damage by 1.5x
Shiva - Raises Blizzard Magic damage by 1.5x
Unicorn - Raises Cure Magic power by 1.5x
Maduin - Raises Thunder, Fire, and Blizzard damage by 0.75x damage
Catoblepas - Bearer is immune to Petrify Status, adds Petrify status to Attack command
Phantom - Raises Evasion by 5%
Carbuncle - Grants Reflect Pierce ability to characters magic commands but magic is 1/2 effective
Bismark - Raises elemental weapon spell cast chances by 20%
Golem - Grants Guard ability to the Knights Honor (Cover Command) allowing the bearer to take less damage when blocking a physical attack.
Zone Seeker - Raises M. Block by 10% lowers Evasion by 10%
Seraph - Doubles the potency of Regen and Raise including relics.
Quetzalli - Adds 0.5x damage to a characters Jump command, this is added on top of of the damage bonuses already given. Takes 1.5x more damage though.
Fenrir - Raises Counter damage and Critical Hit % by 10% but lowers all defensive stats.
Valigarmanda - Raises all elemental spell damage by 0.5x
Midgard Zolom - Null Earth damage, take 2x damage from Wind
Lakshmi - Reduces 1/4 of elemental damage. The elemental spells defense is based on what high level magic the character has learned, so for instance Fire damage is reduced if the character knows Firaga or Meltdown but not if they only know Fire or Fira. So if Terra knew Firage, Thundaga, Blizzaga, Holy, Graviga, Tornado, and Quake; she would only take 3/4ths of the damage from Thunder, Fire, Ice, Holy, Gravity, Wind, and Earth elemental attacks when equipped with Lakshmi.
Alexander - Raises Armor defense (only armor, no helmets, shields, or relics) by 0.5x, lowers attack power by 0.5x. Adds the ability to cast Holy with a 1/16 chance with Attack command regardless of weapon, but spell only has half it's attack power.
Phoenix - Chance of auto-summoning when the bearer of this Esper is killed. Formula is based on one similar to Phoenix in VIII and IX where the amount of Phoenix Downs are calculated to raise the chance.
Odin - Grants the bearer a 1/16th chance to have their normal attack dispatch an enemy
Bahamut - Raises Weapon power by 0.5x but lowers the characters defense by 0.5x. Adds the ability to cast Flare with a 1/16th chance with a normal Attack Command regardless of weapon but spell only has half it's power.
Ragnarok - Boosts the power and abilities of the Ultima Weapon, Ragnarok, Lightbringer, and Excalibur:
- Ultima Weapon - Lowers the Lv./HP requirement for damage
- Ragnarok - Raises stat boosts by 0.25x and increases the damage of the Flare spell by 0.5x
- Excalibur - Raises stat boosts by 0.25x and increases the damage of the Holy spell by 0.5x
- Lightbringer - Raises stat boosts by 0.25x and increases the damage of the Holy spell by 0.5x
Crusader - Gives the character immunity to non-elemental spells and abilities, but doubles the damage of elemental spell damage taken as well as negates the elemental defensive effects of equipment. So you can't use the Minerva Armor or Paladin Shield to get around the side-effect.
Raiden - Gives the bearer a 1/8th chance to have their Attack Command dispatch an enemy.
Leviathan - Grants Auto-shell, Auto Protect, and Auto Haste if a character has full Kappa/Imp gear equipped.
Cactuar - Party has a 1/4 chance of getting a Pre-Emptive strike against the enemy with the enemies defense and magic defense reduced to 0. There is a 1/4 chance that the party will instead retreat with 100% success. This special ability is negated for boss fights.
Diabolos - Increases the effectiveness of certain Relics:
- Gauntlet - Triples physical attack power instead of doubles
- Gold Hairpin - Reduces MP cost by 75%
- Knight's Code - Will Cover party members that have have 25% or less of their health instead of 10%
- Dragon Horn - Raises chance the character's Jump Command will be 3 or 4 hits.
- Black Belt - Counterattack rate is raised to 90%
- Master's Scroll - Attack damage is only reduced by 1/4th instead of half.
- Growth Egg - Triple XP
- Merit Award - Allows Gau and Gogo to equip it.
- Thieves Bracer - Triples success rate of steal
- Heiji's Jitte - Lowers cost of Gil Toss
Gilgamesh - 1/16th chance you'll either do 1hp of damage or 4x damage.
* Or How I'm mostly going to agree with a lot of suggestions so far and pretend I had the thought before they were mentioned...
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