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You could just use the same formula it has in FE4 to stop it backfiring so easily. I believe it's (if HP>24, activation=AS - (Enemy AS) + HP/2, else activation=0). I.e. it never activates if you're at low health. Considering FE4 has crazy high HPs though (60HP+ in midgame?) perhaps a lower activation limit of 15 HP?

In FE5, it always activated if the user's HP and AS were greater than the enemy's HP and AS at the beginning of the round of battle. So it usually got around the HP problem, although sometimes there's the issue of having higher HP than the enemy but still being in 2HKO range.

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We already have Resolve...

That would only add half of the luck points to the avoid... Mean while resolve adds the amount of speed stat to the avoid AFAIK.

Could make a sick combo with resolve though.

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Resolve and miracle... I've never tried that, but then again i never have high luck units aside from Rhys... But he never got hit anyway after he got into resolve range anyway. Seems like an interesting combo though.

Although, yeah 1.5x luck seems a bit too much... 75 luck Heron with miracle :awesome:

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Micaiah with 25 speed and 40 luck makes a good Resolve/Miracle candidate. 107 avoid before factoring in Miracle's chance to save her if she is hit (disregarding Biorhythm).

On a Heron... You wouldn't have to worry about them getting attacked ever (unless they're OHKO'd when at greater than half HP).

Edited by Radiant Dragon
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Oh yeah, does it work in 2 range where enemies can't counterattack? Or with Cancel? Unlimited attacks? :lol:

Yes, annoyingly so. It also activates while getting attacked by ballistae. Thankfully it can also attack when the enemy can't counter you (One of the reasons Jamka is ftfw).

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Relentless Assault

15 Capacity

Command Skill

Defense and resistance of the character is reduced to zero for the next 3 turns. Increases Strength by Defense/3 and Magic by Resistance/3.

Edited by luigi bros
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Yeah, "Prayer" sure would be useful if you were trying to find items, LOL. I just thought of another one. :)

Compensation

Activation : Luck x3 - (Def ÷ Res) Minimum normal biorhythm activation of 5%.

If unit takes a very large amount of damage at once, (90%+ of their max HP) they will counter attack with +50% critical rate and a Brave Effect. Will only work if unit has higher Luck and lower Defense than the enemy. Boosted effect on untransformed laguz (80%).

15 Capacity

Incompatible with : Herons, Dragons,

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Pay-The-Price

Cap 15

Activation: Command

In Game Description: Pays 5 HP for increased Might

Description: When activated by command menu, Might is multiplied by 1.5%, but 5 HP is taken for every attack(whether the unit hits or not). Brave Weapons, Adept, Astra, etc. extra attacks included in 5 HP penalty(so if you use a brave weapon and attack 4 times, you lose 20 HP)

Edit: OMG, imagine this + Resolve + Tides/Pool + Supports + ... Oh my...

Edited by StinDuh
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Pay-The-Price

Cap 15

Activation: Command

In Game Description: Pays 5 HP for increased Might

Description: When activated by command menu, Might is multiplied by 1.5%, but 5 HP is taken for every attack(whether the unit hits or not). Brave Weapons, Adept, Astra, etc. extra attacks included in 5 HP penalty(so if you use a brave weapon and attack 4 times, you lose 20 HP)

Edit: OMG, imagine this + Resolve + Tides/Pool + Supports + ... Oh my...

That would have it's advantages... but it would be unbelievably risky. There is so much that could go wrong, causing almost certain death.

As for a new skill

Stored Attack

Capacity:20

Command skill

Adds two commands. One is store, which attacks with 1/10th of as much power as usual. This can double. The other is unleash, which attacks with all the damage that could have been done at once, piercing the enemy's Defense/Resistance but it can't double,. After this the stored amount reduces to zero. If the skill is used before any sort of storing it does no damage. If the unleash command is not used during battle it is wasted and reduced to zero for the next.

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Lightning

25 Capacity

Crit x2.5% chance to have a brave effect while attacking.

Always

All units.

So, uh, it's a worse version of adept but taking significantly more capacity? Not that adept was the most balanced of skills to start with :P:

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Well, this is supposed to be made for units that have higher skill than speed. Units like Leonardo can usually benefit from this more than Adept. It will make Killing weapons very good, anyways. ~30 Crit*2.5 = 75% chance of making your Killer weapon brave. It's also compatible with Brave weapons, so it will allow you to have 8 hits. If you put it on Zihark or Soren, innate Adept, then they can possibly get 12 hits.

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Takes-a-toll

Cap: 15

Activation: Command

Game Description: Doubles Crit, but puts user unit to sleep for one turn after. Does not work on certain enemies.

Description: Essentially as it says... You wouldn't be able to activate it on bosses...

Yeah, this is similar to my last skill, I know. I think it'd be interesting to see skills like this in FE. It would balance out the sometimes completely unfair advantage skills often give your units over the enemy.

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Not really, Miracle just saves your life, and Prayer increases Luck so you need less live-saving. :B):

No, Miracle is the direct successor. Prayer does not increase luck. FE4 Prayer increases your avoid by (11-remaining HP)*10% for one turn. FE5 Prayer lets you dodge an otherwise fatal blow with (Luck*3)%. FE9/10 Prayer is most similar to FE5 Prayer, with the difference being a much lower activation rate and it only halves damage rather than let you dodge the blow completely. So all of them exist to 'save your life'. Perhaps the best indicator that Miracle is the successor to Prayer is that they use the same icon

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Fate

cap: 5

when this unit dies, the enemy dies too.

immortal

cap: 20

when at 0 HP, this unit doesn't die. instead it is stunned until healed. decreases all stats by 5.

and also, the charisma skill looks nice.

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Phoenix

Cap: 25

Activation: Death

Game Description: When killed in 1 turn your revived.

Description: When you have max HP at the start of your Phase and you die before it's your phase again, you are revived with half HP (and gauge is fully healled)

Illusion

Cap: 15

Activation: Active(choose)

Game Description: Uses other supports to boost your own

Description: change into someone else uses support/bonds of those person if your own supported char is too far away.

example you supported Ike and Oscar and they have A support

and Ike is closeby you use illusion to look like Oscar and gain that A support (stats, weakness, etc stays your own)

Edited by Mister Cold
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Brahma

User can summon a spirit as a "Partner" unit. The spirit's level and stats are equal to the user. The spirit uses whatever tail is of the summoner's highest magic weapon level.

Capacity: 20

Command

Usable by Magic Users

Krishna

User forms a protective shield around all adjacent units that lasts for five turns. Gives them +5 DEF and RES.

Capacity: 20

Command

Usable by Magic Users

Shiva

User can increase Critical by 50% for five turns. After the five turns are up the user loses 1/2 of their remaining HP. If the user has 1 HP remaining they will not lose any HP.

Capacity: 20

Command

Usable by all units

Ohm

After activating this skill the user is unselectable for the remainder of this Player Phase and the next Player Phase. Enemies will not target the user during the Enemy Phase. After the period of unusable, the unit has all stats increased by 1.5x, even if this breaks caps. This increase remains for the rest of the chapter.

Capacity: 20

Command

Usable by all units

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