Jump to content

If you could create your own Skill...


Demigami
 Share

Recommended Posts

Mystery:Uses a Random skill.

When does this activate?

Does it effectively become one skill for one turn and switch every turn? Or does it use a random proc (and if so, what's it's activation rate)?

Link to comment
Share on other sites

  • Replies 140
  • Created
  • Last Reply

Top Posters In This Topic

When does this activate?

Does it effectively become one skill for one turn and switch every turn? Or does it use a random proc (and if so, what's it's activation rate)?

It uses a random proc (even Aether :3) I would say it has an activation rate the same as luna
Link to comment
Share on other sites

  • 2 weeks later...

...re-reading the thread, and all the stuff proposed for Lunatic+, there may actually be a skill from the annals of FE history that would've been fitting.

Wrath+: Always critical when under half health.

Link to comment
Share on other sites

...re-reading the thread, and all the stuff proposed for Lunatic+, there may actually be a skill from the annals of FE history that would've been fitting.

Wrath+: Always critical when under half health.

...How about... always critical, when under 3/4 health? :o

Link to comment
Share on other sites

...How about... always critical, when under 3/4 health? :o

Getting pretty arbitrary at this point, eh? At that point, you might as well just make it "always crit", which is bad design simply because they charge up and whack you and no chipping or EP exposure strat can change that.

Besides, that figure comes from Genealogy of the Holy War, and the "under half" motif has been around for awhile anyway.

Link to comment
Share on other sites

Getting pretty arbitrary at this point, eh? At that point, you might as well just make it "always crit", which is bad design simply because they charge up and whack you and no chipping or EP exposure strat can change that.

Besides, that figure comes from Genealogy of the Holy War, and the "under half" motif has been around for awhile anyway.

Well, it was more of a joke.

Link to comment
Share on other sites

Corona: Counters magic attacks from 2 range only (It does not affect bows)

Steal: Can steal enemy items (Item's chances of being stolen depends on SKL %, Tricksters can preform it more commonly)

Nihil: Negates combat related skills only (basically damage procs)

Anger: Increases STR/MAG by 10 when HP is below 50%, but lowers skill by 10.

Edited by Duke of Dozel
Link to comment
Share on other sites

Quick Draw
When attacked, automatically switches equipped weapon to counter the opponent if necessary.
(i.e: Archer attacks a Fighter who's currently equipped with an Iron Axe, Fighter switches to Hand Axe to be able to strike back)

Recklessness*
Raises Dual Strike rate to 100%, but decreases Dual Guard rate to 0%, when aiding another unit in battle.

Guardian*
Raises Dual Guard rate to 50%, but decreases Dual Strike rate to 0%, when aiding another unit in battle.

(*Putting both Recklessness and Guardian on one unit causes them to cancel each other out and reverts Dual Strike and Guard rates to normal.)

Spellmaster
Grants additional effectiveness bonuses based on the magic tome equipped. (Fire slays Beast units, Thunder slays Dragon units.) Has no effect on other weapon types.

Nihil

Prevents either unit from landing a critical hit or activating their skills (Aptitude is not affected), and nullifies any effectiveness bonus either unit's weapon may have against their opponent.

Bane
Drops the target's HP to one if the damage that would be dealt otherwise would be nonlethal. Does not prevent a killing blow. Activation rate = Skill/2

Mercy
Select "Mercy" command below Attack to enter battle with an enemy with the user's attack power halved. The user's attacks will always leave the target with at least one HP.

Protege

Doubles EXP gained from assisting a unit in battle.

Devotion

Doubles Dual Strike and Guard activation rates when assisting a unit in critical condition (1/4 HP or lower).

Leadership

When leading a Pair, the unit's partner also receives statistical bonuses.

Edited by Starlight36
Link to comment
Share on other sites

Thracia Sky: When Sol activates, the attacking unit recovers HP equal to the amount the defending unit lost. When Luna activates, the attack ignores the defending unit's defense or resistance. When Astra activates, the attacking unit gets five hits in a row at full power.

This summarizes what I miss about Thracia 776. Some of the skills that still exist in Awakening were seriously nerfed.

Link to comment
Share on other sites

Devotion makes your front unit literally invincible at low HP come endgame. If they have an S support and the units have a combined 120+ DEF, which is NOT unlikely with... let's call it 50 DEF each after Limit Breaker (being generous), up to 104 from Tonics, then up to 114 from Rally Spectrum, Defense, Heart--you only need to pull another 6 DEF somewhere to make it happen.

To say nothing of the synergy with Guardian.

Link to comment
Share on other sites

If you have a combined 160 defense (which should be possible with LB Generals/Manaketes with DEF Tonics, Rallies, Pair-up bonuses, and a possible Barracks surge), Dual Guard+, and Devotion, you are 100% invincible to physical attacks when at 1/4 HP or lower. However, If Devotion is calculated before DG+, then you only get a 90% Dual Guard rate.

If Devotion is calculated first, It would be [(160 DEF / 4) * 2] + 10 = 90.

If DG+ is calculated first, it would be [(160 DEF / 4) + 10] * 2 = 100

(In conclusion, it's pretty much broken, as long as DG+ takes first priority)

EDIT: I forgot to mention that the Gae Bolg and Helswath also raise your defense.

Edited by TheRealBlueBlur
Link to comment
Share on other sites

Disarm: Obtain a defeated opponent's equipped weapon (if any). Skill % activation, doesn't work on enemies designated 'Boss' units.

Mug: Obtain an Elixir, a carried staff, or a carried non-weapon item when you attack an enemy. Speed % activation, doesn't work on enemies designated 'Boss' units.

Blood Rush: Allows the user another full action whenever a nearby ally defeats an opponent (possibly within 3 squares, maybe wider range). User's Phase only, but can activate multiple times. Males only.

Blood Bath: User recovers 50% HP whenever a nearby ally defeats an opponent (possibly within 3 squares, maybe wider range).

Vanish: Command-typed. Enemies can no longer sense/target you. Attacking or using a staff removes the effect (and ends your turn), but movement and item use are allowed. The attack ending this effect behaves as if supported by the Hawkeye skill.

Imitate: Command-typed. You duplicate an allied unit's base stats (including current HP), class, gender, appearance, and skills (but not equipped items or temporary stat modifiers). Effect lasts a number of turns equal to Skill/5, minimum one turn.

Taunt: Prevents enemies from attacking anyone other than the user if said enemies start their Phase adjacent to them. Movement and staff/item use are unrestricted, but attacking is impossible unless the unit with Taunt is targeted. (Taunt+ would extend this out to a three square range, enemy/Lunatic+ only).

Edited by EdeaCreamer
Link to comment
Share on other sites

Range Plus: Bow's get +1 range

Karma: Restore health equal to the overkill (if an enemy has 5HP left and you use an attack that deals 20 damage, you get 15 HP)

Steadfast: Cannot double enemies and cannot be doubled by enemies.

Rally Boost: Increase the range of rallies by 2.

Steal: Awakening surprisingly didn't have it.

Edited by Jotari
Link to comment
Share on other sites

If you have a combined 160 defense (which should be possible with LB Generals/Manaketes with DEF Tonics, Rallies, Pair-up bonuses, and a possible Barracks surge), Dual Guard+, and Devotion, you are 100% invincible to physical attacks when at 1/4 HP or lower. However, If Devotion is calculated before DG+, then you only get a 90% Dual Guard rate.

If Devotion is calculated first, It would be [(160 DEF / 4) * 2] + 10 = 90.

If DG+ is calculated first, it would be [(160 DEF / 4) + 10] * 2 = 100

(In conclusion, it's pretty much broken, as long as DG+ takes first priority)

EDIT: I forgot to mention that the Gae Bolg and Helswath also raise your defense.

No, if DG+ is added before doubling, you need 30 DG from Def (120 total). If it's added after doubling, you need 35 DG from Def (140 total). You only need the full 160 if DG+ isn't used at all. It's still broken.

Last Resort:Only activates when your weapon has 1 remaining use.Double the damage your opponent receives(You can still crit for even more!).

AT says hi.

Link to comment
Share on other sites

There are some nice skills here, anyways heres mine.

Survival Instinct: Increase avoid by 40 and defense by 15 at 1/4 health.

Horrifyingly broke in many situations. You get dropped to a quarter, and suddenly, BOOM, dodgetank that can't even really be damaged. Not that broken for Apotheosis, but ingame, dear Gawd.

Link to comment
Share on other sites

No more than anything that's already in the game. Its primary utility would likely be distracting Zerg Rushes on Lunatic(+), but you wouldn't be able to get it early enough to help with the earlygame so it would just be another option for lategame.

Link to comment
Share on other sites

Would a Summoning skill break this game? As in FE8's version, generating a Phantom that can go around trolling/triggering things on the map while ignoring terrain.

If we're going by the OP and assuming everyone can use the skill then it'd be kind of weird. Dragon Nowi summoned a demon to aid her! Archer Chrom, summon phantom. Cleric Lissa needs some offense, summon a demon.

Edited by Jotari
Link to comment
Share on other sites

Rage: +1 STR and MAG for every 10 damage taken, maxing out at +5.

Speed Demon: The enemy cannot double you.

Phantom: The enemy attack will go through you, dealing no damage (activation rate = Defense or Resistance / 4, depending on enemy weapon type).

Staffbreaker: +50 HIT/AVO if the enemy has the ability to wield staves.

Staff Expert: Add MAG / 4 to damage healed when using staves (for example, a character with 60 MAG would have 15 HP added to their staves.This would be pretty much an advanced class version of healtouch).

No, if DG+ is added before doubling, you need 30 DG from Def (120 total). If it's added after doubling, you need 35 DG from Def (140 total). You only need the full 160 if DG+ isn't used at all. It's still broken.

Oh yeah, I forgot support bonuses as well...

Edited by Starman
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...