Czar_Yoshi Posted October 17, 2014 Share Posted October 17, 2014 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 More sharing options...
Owain_the_swordsman Posted October 18, 2014 Share Posted October 18, 2014 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 More sharing options...
Sweet Sugary Rainbows Posted October 26, 2014 Share Posted October 26, 2014 Shadowheart: dark magic heals instead of damage. Sadism: 1-hit kills boost attack and magic by 5, decreases every turn Pretty boy: male variant of demoiselle, and has effect on female units. Holy light: do extra damage to dark mages and sorcerers. Link to comment Share on other sites More sharing options...
Terrador Posted October 27, 2014 Share Posted October 27, 2014 ...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 More sharing options...
Draco Posted October 27, 2014 Share Posted October 27, 2014 ...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 More sharing options...
Terrador Posted October 27, 2014 Share Posted October 27, 2014 ...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 More sharing options...
Draco Posted October 27, 2014 Share Posted October 27, 2014 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 More sharing options...
Duke of Dozel Posted October 27, 2014 Share Posted October 27, 2014 (edited) 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 October 27, 2014 by Duke of Dozel Link to comment Share on other sites More sharing options...
Topaz Light Posted October 27, 2014 Share Posted October 27, 2014 (edited) Quick DrawWhen 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.) SpellmasterGrants 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. BaneDrops 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 MercySelect "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 October 27, 2014 by Starlight36 Link to comment Share on other sites More sharing options...
yip9 Posted October 27, 2014 Share Posted October 27, 2014 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 More sharing options...
Terrador Posted October 27, 2014 Share Posted October 27, 2014 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 More sharing options...
Cancer Lancer Posted October 27, 2014 Share Posted October 27, 2014 Suicide Drive +10 mt for all attacks, but gain devil effect on every attack. Link to comment Share on other sites More sharing options...
TheRealBlueBlur Posted October 27, 2014 Share Posted October 27, 2014 (edited) 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 October 27, 2014 by TheRealBlueBlur Link to comment Share on other sites More sharing options...
EdeaCreamer Posted October 27, 2014 Share Posted October 27, 2014 (edited) 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 October 27, 2014 by EdeaCreamer Link to comment Share on other sites More sharing options...
JayTheKing Posted October 28, 2014 Share Posted October 28, 2014 Last Resort:Only activates when your weapon has 1 remaining use.Double the damage your opponent receives(You can still crit for even more!). Link to comment Share on other sites More sharing options...
Jotari Posted October 28, 2014 Share Posted October 28, 2014 (edited) 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 October 28, 2014 by Jotari Link to comment Share on other sites More sharing options...
Wandering Wizard Posted October 28, 2014 Share Posted October 28, 2014 There are some nice skills here, anyways heres mine. Survival Instinct: Increase avoid by 40 and defense by 15 at 1/4 health. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 28, 2014 Share Posted October 28, 2014 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 More sharing options...
Draco Posted October 28, 2014 Share Posted October 28, 2014 Armsthrift says hi. Holy doodoo, that would be broken as hell. I didn't even stop to consider that. Link to comment Share on other sites More sharing options...
Terrador Posted October 29, 2014 Share Posted October 29, 2014 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 More sharing options...
EdeaCreamer Posted October 29, 2014 Share Posted October 29, 2014 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. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted October 29, 2014 Share Posted October 29, 2014 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 More sharing options...
Jotari Posted October 29, 2014 Share Posted October 29, 2014 (edited) 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 October 29, 2014 by Jotari Link to comment Share on other sites More sharing options...
TheRealBlueBlur Posted October 29, 2014 Share Posted October 29, 2014 (edited) 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 October 29, 2014 by Starman Link to comment Share on other sites More sharing options...
Misses Elise-chan! Posted October 30, 2014 Share Posted October 30, 2014 (edited) Melee Draw- Allows units to use bows at 1 range. Edited October 30, 2014 by Rabbattack Link to comment Share on other sites More sharing options...
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