OTheFool Posted October 4, 2014 Share Posted October 4, 2014 Rivalry: Grants Str/Mag +7 when facing a unit of the same class. Masochism: Grants Str/Mag +3 for every 10 HP lost. Caps out at +9. Link to comment Share on other sites More sharing options...
Djing Posted October 4, 2014 Share Posted October 4, 2014 Mimic: Copies your Pair-up partner's fifth or last skill. Galeforce shenanigans have doubled. Link to comment Share on other sites More sharing options...
Magical Glace Posted October 4, 2014 Share Posted October 4, 2014 Mimic: Copies your Pair-up partner's fifth or last skill. Galeforce shenanigans have doubled. Bonus: It's for a male only DLC class.Meaning males would be highly buffed to the point where male/female balance is greatly improved. Link to comment Share on other sites More sharing options...
Djing Posted October 4, 2014 Share Posted October 4, 2014 Bonus: It's for a male only DLC class. Meaning males would be highly buffed to the point where male/female balance is greatly improved. Give it to both genders for Galeforce + Aggressor nonsense. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 10, 2014 Share Posted October 10, 2014 A lot of people pair up their units, and I don't understand why. Because pairing up can more than triple a unit's damage output from Dual Strikes alone. Meaning males would be highly buffed to the point where male/female balance is greatly improved. Males and females have flat-out different roles that deliberately compliment eachother. Neither one is "better" than the other, because neither can function properly alone. Do females generally function better as leads? Yes, they do. Males also function much better as supports. Since this just adds to overall unit diversity, I don't see it as a problem. However, a skill like this would be incredible as long as copied skills don't stack. It would open dozens of new possibilities for both ingame, grinding and postgame that just aren't there at the moment without doing anything blatantly overpowered (Agg on a female doesn't make as much difference as you'd think- try Chrom + Chrom!Inigo and see how a Dual Agg pair works. Fun, but nothing gamebreaking). Although it would probably have no effect on skills that can't be inherited anyway, so Agg doesn't even matter. Link to comment Share on other sites More sharing options...
Flamy Posted October 11, 2014 Share Posted October 11, 2014 Yesss, bringin' back the good ol' skills from the past. Well, here's what I'll bring to the fight: an Occult Skill and its sister. Colossus: Double the Strength of the user for one attack upon activation. (Skill/4)% Surge: Double the Magic of the user for one attack upon activation. (Skill/4)% Link to comment Share on other sites More sharing options...
ViewtifulBo Posted October 11, 2014 Share Posted October 11, 2014 One just popped into my head just a few seconds ago actually. For Lunatic+.... Nihil+. Cancels enemy's battle skills AND passive skills. Mwahahaha. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 11, 2014 Share Posted October 11, 2014 If the sole purpose of Lunatic+ were to be sadistic, you'd be seeing stuff like Miracle and Breakers, and procs would have buffed effects instead of activation rates- aka more turn-based randomness instead of pre-battle randomness. Fortunately, that's not the point. So stuff like Nihil (and most of the other "Lunatic+" skills being suggested) would fit much better in Apo (always occurring on major bosses would work too). Link to comment Share on other sites More sharing options...
Sweq32 Posted October 11, 2014 Share Posted October 11, 2014 Focused Attack - Attacks do 50% more damage, but weapon usage is halved. Team Effort - For every ally standing next to the unit with this skill, the unit will get +15 Crit. Maximum of +60 Crit. That's all I have. Link to comment Share on other sites More sharing options...
PsychicFlamingo Posted October 12, 2014 Share Posted October 12, 2014 Focused Attack - Attacks do 50% more damage, but weapon usage is halved. I don't really think that's balanced well. Even lunatic+ and apotheothis aren't this masochistic. Not to mention it's a flat 50% boost with armsthrift with no downsides at all. Link to comment Share on other sites More sharing options...
Ninian Posted October 12, 2014 Share Posted October 12, 2014 How many uses the WEAPON has, not how many it USES. Link to comment Share on other sites More sharing options...
Hunter Nightblood Posted October 13, 2014 Share Posted October 13, 2014 Willpower: Grants Hit+50 if a unit is bellow 50% health. And for a certain DLC map, I think it would have been a bit more interesting if the enemies had these skills: Mercy: If opponent has 20% health left or less, your luck becomes 0. Last Stand: Grants Hit+20 and Crit+20 if opponent is above 20% HP. Take a guess at which DLC map I'm referring to. It's the one where if the RNG hates you just once, it's game over. Link to comment Share on other sites More sharing options...
Demigami Posted October 13, 2014 Author Share Posted October 13, 2014 I kinda was hoping that the Walhart would have this as his secondary skill since I though Morgan!Walhart could inherit special classes but oh well: WeaponBreaker: Increases the user's Hit Rate and Evasion by 50% when the enemy is equipped with a Lance, Sword or Axe. Link to comment Share on other sites More sharing options...
PsychicFlamingo Posted October 13, 2014 Share Posted October 13, 2014 How many uses the WEAPON has, not how many it USES. The statement still applies. A glass sword has 3 USES, but armsthrift means it USES none of them. Even without armsthrift, that has the same effect. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 13, 2014 Share Posted October 13, 2014 (edited) Willpower: Grants Hit+50 if a unit is bellow 50% health. And for a certain DLC map, I think it would have been a bit more interesting if the enemies had these skills: Mercy: If opponent has 20% health left or less, your luck becomes 0. Last Stand: Grants Hit+20 and Crit+20 if opponent is above 20% HP. Take a guess at which DLC map I'm referring to. It's the one where if the RNG hates you just once, it's game over. Last Stand's activation conditions are kind of strange. Why would a skill called "Last Stand" be active is a case where, say, both parties are at full HP? I'd make it work only when your HP is less than half of your opponent's. The only map I can think of that fits your description is FP1 on Hard or higher when you're trying to get all the convos, don't know where the reinforcements spawn and haven't trained the parents (thanks to the Mire reinforcements that can OHKO the kids). But there are multiple ways to make that RNG-proof, so I still don't see the problem. Edited October 13, 2014 by Czar_Yoshi Link to comment Share on other sites More sharing options...
Hunter Nightblood Posted October 14, 2014 Share Posted October 14, 2014 Last Stand's activation conditions are kind of strange. Why would a skill called "Last Stand" be active is a case where, say, both parties are at full HP? I'd make it work only when your HP is less than half of your opponent's. The only map I can think of that fits your description is FP1 on Hard or higher when you're trying to get all the convos, don't know where the reinforcements spawn and haven't trained the parents (thanks to the Mire reinforcements that can OHKO the kids). But there are multiple ways to make that RNG-proof, so I still don't see the problem. I was referring to the DLC map Death's Embrace where Characters have 1 HP. Modified Last Stand: Last Stand: Grants Hit+20 and Crit+20 if opponent is above 20% HP and you have 20% or less HP. Link to comment Share on other sites More sharing options...
Terrador Posted October 14, 2014 Share Posted October 14, 2014 ...there's this staff called "Fortify"... Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 14, 2014 Share Posted October 14, 2014 Oh, Death's Embrace. Of course. Link to comment Share on other sites More sharing options...
ExtremeTactician Posted October 15, 2014 Share Posted October 15, 2014 Lunatic+ masochism: Armsthrift+. Weapon never breaks. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 15, 2014 Share Posted October 15, 2014 That would just make it easier for Staffbots to get infinite exp, and reduce the odds of more dangerous skills appearing. Link to comment Share on other sites More sharing options...
Hunter Nightblood Posted October 16, 2014 Share Posted October 16, 2014 Oh, Death's Embrace. Of course. Yep.The only map in the game where no matter what strategy you try (including the blatantly obvious fortify), it is incredibly easy to get RNG screwed. ...there's this staff called "Fortify"... The devs thought of that. Enemies have Vengeance. Enemies also have One HP. See the problem here? Link to comment Share on other sites More sharing options...
Terrador Posted October 17, 2014 Share Posted October 17, 2014 Yep.The only map in the game where no matter what strategy you try (including the blatantly obvious fortify), it is incredibly easy to get RNG screwed. The devs thought of that. Enemies have Vengeance. Enemies also have One HP. See the problem here? Not really. Pairing becomes a nonissue, so you have double the offensive power, plus you almost certainly have some Galeforce and/or Rescue, plus they might not even be ABLE to kill you with one Vengeance shot. They shouldn't be doing 40+ damage to you before Vengeance to begin with on a DLC map! Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 17, 2014 Share Posted October 17, 2014 (edited) I just deployed half my team so nobody started out with cut health, and then galed everything, making sure to never take floor damage. Vantage/Vengeance wasn't too much of an issue due to the lack of 1-2 range weapons, and the ones that were there weren't terribly dangerous (just a Nos or two). Edited October 17, 2014 by Czar_Yoshi Link to comment Share on other sites More sharing options...
Owain_the_swordsman Posted October 17, 2014 Share Posted October 17, 2014 Stun:Has a chance of not letting an enemy have 1 turn if attacked by thunder tomes,bolt axe,levin sword,or shockstick Mystery:Uses a Random skill. Link to comment Share on other sites More sharing options...
isetrh Posted October 17, 2014 Share Posted October 17, 2014 Mystery:Uses a Random skill. This is trolly and I love it. Think you can finish off a Counter enemy? Nope, Miracle. Going for the kill on an enemy you double? Vengeance. It makes you plan for everything if you don't want a chance of death. Even then, they could end up with the appropriate Breaker skill... Here's mine. Sorry if someone already made one like it. Overclock: Increases Str, Mag, Skill, Spd, Luck, Def, and Res by 5. Fully heals the unit at the beginning of each player turn. Unit dies after 6 turns have passed. A unit with this skill cannot be put in the back of a pair-up. The restriction on pair-up is needed because units in the back can't die, which would make this skill a bit too abusable. This could be used either on maps you know you can clear quickly, or if you've planned it out so you can replace the skill before you die. Not sure if 6 turns would be the right amount for balance. Link to comment Share on other sites More sharing options...
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