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FF6 - Brave New World
Gum Pods exist because for a steal counter to activate, something actually has to be stolen. I originally used "Nothing!" for this purpose, but Synchysi bitched because he'd end up with an inventory full of it after taking a Switchblade to the Veldt.
The name is a reference to Dragon Warrior IV.
Anyhow, here are some news points for the next update:
• We've settled on a new formula for Stripper Club Rain/GP Toss. It is as follows:
Gold Thrown = Stamina * 10
Damage = (Gold Thrown * Level) / (# of enemies * 5)
The damage split is necessary to keep it from being a ridiculously powerful attack against multiple targets, though I suppose I might look into making it free targeting (or, even more interestingly, totally random)
• We intend to rework Morph into a permanent status that can be toggled on and off rather than something on a timer (timers are just bad and prone to abuse like a perky set of nipples). It will feature a small damage boost in exchange for a severe increase to damage taken, the latter of which will be reduced by Terra's stamina.
• Control is gone; the Coronet has been reworked into an end-game helmet that offers solid defense/magic defense and can be worn by anybody, but lacks evasion, stat boosts (aside from +5 stamina), and other special properties. The Dancho Doll will be turned back into the old Moogle Charm (its location will be swapped with the Sage Stone), and y'all will just have to figure out what it does now
• I went ahead and set the value of all of Shadow's scrolls to 500 rather than having them staggered out since it wasn't really having the desired effect of making them interesting, but rather was just turning people off from using them altogether (it probably didn't help much that water and bolt weaknesses frequently overlap, a fact which I didn't consider when setting those prices initially)
• The magicite item is really crappy, so I'm just going to replace it with something else. I'm thinking maybe an upgraded version of Phoenix Down (Phoenix Tears, maybe? Either that, or Phoenix Up >.>) that revives a character to, let's say, 3/4 HP.
The name is a reference to Dragon Warrior IV.
Anyhow, here are some news points for the next update:
• We've settled on a new formula for Stripper Club Rain/GP Toss. It is as follows:
Gold Thrown = Stamina * 10
Damage = (Gold Thrown * Level) / (# of enemies * 5)
The damage split is necessary to keep it from being a ridiculously powerful attack against multiple targets, though I suppose I might look into making it free targeting (or, even more interestingly, totally random)
• We intend to rework Morph into a permanent status that can be toggled on and off rather than something on a timer (timers are just bad and prone to abuse like a perky set of nipples). It will feature a small damage boost in exchange for a severe increase to damage taken, the latter of which will be reduced by Terra's stamina.
• Control is gone; the Coronet has been reworked into an end-game helmet that offers solid defense/magic defense and can be worn by anybody, but lacks evasion, stat boosts (aside from +5 stamina), and other special properties. The Dancho Doll will be turned back into the old Moogle Charm (its location will be swapped with the Sage Stone), and y'all will just have to figure out what it does now
• I went ahead and set the value of all of Shadow's scrolls to 500 rather than having them staggered out since it wasn't really having the desired effect of making them interesting, but rather was just turning people off from using them altogether (it probably didn't help much that water and bolt weaknesses frequently overlap, a fact which I didn't consider when setting those prices initially)
• The magicite item is really crappy, so I'm just going to replace it with something else. I'm thinking maybe an upgraded version of Phoenix Down (Phoenix Tears, maybe? Either that, or Phoenix Up >.>) that revives a character to, let's say, 3/4 HP.
"You don't have to be a vampire to die like one... b*t*h." -Simon Belmont
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