I Am Cute Posted February 4, 2017 Share Posted February 4, 2017 (edited) After playing Heroes for like 15 minutes I noticed a stat I've never ever seen in a FE part before: SP / FP Actually I don't even exactly know what it does, but I have an idea already. Anyways the introduction of SP gave me some ideas for the weapon and skill system: Mastery skills should be used by command, if the SP bar is full. Each mastery skill needs a certain number of SP. You'll get SP after each battle (not level up as in Heroes). You get more SP, if you fight more efficiently (getting the kill, landing a crit or attacking without taking counter damage). Also you'll get SP after the end of a map. It works similar to bexp. from the Tellius series. If you fulfill certain sidequests a / o end a chapter in a low number of turns, you'll get some bonus SP and battle exp. for your units. Instead of bonus experience, the units who where brought to this chapter will get a bit battle experience directly. Each class learns a class skill after like ten levels like it already exists in FE13 + 14. Furthermore you can buy optional skills like vantage, adept, cancel... in a skill shop. A second new stat besides SP should be introduced (I just call it skill points). You gain a skill point in each level guaranteed. If you have enough of them, you can trade them into a skill in the skill shop. For example cancel requires ten skill points, so you can buy them after ten levels. You learn skills by using weapons a certain number of times. The weapon level system vanishes. Instead for each weapon you'll learn a stat buff a / o skill. Each weapon has a bar. If this bar is full by attacking enough times, you'll learn the stat boost a / o skill the weapon gave you. The number of required attacks to learn the weapon skills depends on the might of the weapon. The bar of weaker weapons like irons rise faster than of stronger weapons like silvers. That means each weapon is usable at the beginning. Few examples: By using an iron axe you'll learn +1 strength and +5% accuracy. By using a silver axe you'll learn renewal (+10% auto heal before each turn). These learned skills could also be part of the skill shop. Skill and luck stat vanish. The hitrate and evasion of the unit is displayed in the unit menu and level up instead. Critevasion is added and replaces the main affect of the former luck stat. Skills whose activation rate were based on skil and luck will be based on hitrate and evasion instead. Edited February 4, 2017 by Eleanor Hume Quote Link to comment Share on other sites More sharing options...
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