Czar_Yoshi Posted November 22, 2014 Share Posted November 22, 2014 I mean, Luna+ and Hawkeye combo is broken as hell, too, right? It's nice for offense, but it can be completely ignored through strategy alone (it has no defensive boost, so if you kill the user before they can attack, it does nothing). All the Lunatic+ skills are like this- they have a guaranteed effect in some circumstances and absolutely no effect elsewhere, and nothing in between (notice how Lunatic+ has no Miracle/Breakers). So it's annoying, especially if you're not prepared to deal with it, but I don't think it's broken. Link to comment Share on other sites More sharing options...
Flamy Posted November 27, 2014 Share Posted November 27, 2014 Throwing Knives-All swords are now 1-2 range. Decreased hit.Throwing knives? Tch, I don't need to do indirect attacks. *Lethality crits Rabba with a Baselard* Link to comment Share on other sites More sharing options...
Paper Dragon Posted November 27, 2014 Share Posted November 27, 2014 Spellsword: Damage with swords is now affected by resistance. Bookblade: Damage with tomes is now affected by defense. Monster: +5 Strength and magic. Weakness to blessed weapons added. For Lunatic+ Corrode: Weapons used against this unit lose 2 usages instead of one. Link to comment Share on other sites More sharing options...
thecrimsonflash Posted November 28, 2014 Share Posted November 28, 2014 sacrifice- heals allied units with users health resolve- increases atk, spd, and skl when hp is 20% or below slow start- decreases all stats by 75% for first 5 turns then they double on the 6th radiant dawn had some awesome skills and regigigas would not suck if slow start did that well he still might... he still looks cool Link to comment Share on other sites More sharing options...
Raagentreg Posted November 28, 2014 Share Posted November 28, 2014 Beserk - Halve Def and Res to boost Mag or Str (based on what's equipped) equal to a quarter of the combined amount, active the whole time. E.g. 60 Def, 40 Res goes to 30 Def and 20 Res and boosts Str or Mag by: (60+40)/4 = 25 Reverse of above could work too, or variations with skill or speed. Fortification - Opt to do nothing but wait still for a turn, in return, 1.5x or double your defensive stats Link to comment Share on other sites More sharing options...
Knusperkeks Posted November 30, 2014 Share Posted November 30, 2014 (edited) 連撃Ⅲ Flurry III 25% chance to strike twice in a single combat round. For Lunatic+ Corrode: Weapons used against this unit lose 2 usages instead of one. Ragnaros anyone? :D sacrifice- heals allied units with users health resolve- increases atk, spd, and skl when hp is 20% or below slow start- decreases all stats by 75% for first 5 turns then they double on the 6th Sacrifice looks fine, the other two are hopelessly broken. Edit: accidental double post. Couldn't find the delete button. Edited December 18, 2014 by Red Fox of Fire Link to comment Share on other sites More sharing options...
Misses Elise-chan! Posted November 30, 2014 Share Posted November 30, 2014 Last resort-Doubles all stats but unit dies after the turn ends. Sword swallower-Eat a sword to heal, the higher the rank the better the effects. Swift swim-Unit can now move freely through water. Link to comment Share on other sites More sharing options...
Rxmonste Posted December 1, 2014 Share Posted December 1, 2014 (edited) How about this: Demonic Charge: Your unit will land every attack they can on the enemy before the enemy is able to fight back. Works only during your turn (Male Only) Dark Shield: Nullifies all spell damage taken. Activation rate is Skill/2 (Female Only) Dance of Flames: 40% of The damage you dealt with a fire spell to your target will be delivered to up to 5 extra enemies of your choosing as long as they are 1-10 spaces away from the target you just attacked. But will cost you one durability for each one. Armsthrift doesn't allow you to work around it. If you have Galeforce AND this skill. An option will appear if you want to activate one over the other. And it cannot be used if you already activated Galeforce during this turn (Learned by anyone. A manual of it is acquired in a DLC chapter where you fight Arvis and his army. I figured since he loves fire. You might as well learn it by defeating him.) Edited December 1, 2014 by Rxmonste Link to comment Share on other sites More sharing options...
Knusperkeks Posted December 14, 2014 Share Posted December 14, 2014 (edited) In an attempt to make archer classes worthwhile I came up with this one a while ago. Not sure if 2 weeks since the last post is considered a necro.Penetrating Arrows/Expose Weakness/<Archest Archer>Grants the archers shots a penetrating effect, allowing him to always ignore the enemies defense by an amount equal to his skill/4 for archers, skill/3 for snipers. Bows only. Edited December 14, 2014 by Knusperkeks Link to comment Share on other sites More sharing options...
Gradivus. Posted December 14, 2014 Share Posted December 14, 2014 (edited) Counter+: double the damage countered Lolsbane: super effective damage vs Soldiers Last resort-Doubles all stats but unit dies after the turn ends. Combine that with a dancer and the galeforce+ idea For Lunatic+ Corrode: Weapons used against this unit lose 2 usages instead of one. still no hurt to armsthrift grinding players though Edited December 14, 2014 by Gradivus. Link to comment Share on other sites More sharing options...
Chastlily Posted December 14, 2014 Share Posted December 14, 2014 (edited) Defeatist: +30% hit/avoid while on/above 50% hp -30% hit/avoid while below 50% The bigger they are the harder they fall: For every 5HP lost you win +1Str/Mag, however for every 10HP lost you lose 3Res/Def Sloth: If no actions were made during a turn, you win +3 Res/Def for the next turn Edited December 14, 2014 by Chasticot Link to comment Share on other sites More sharing options...
Knusperkeks Posted December 14, 2014 Share Posted December 14, 2014 Sloth: If no actions were made during a turn, you win +3 Res/Def for the next turn Might be difficult to implement like this into the game as a mechanic, it would probably work like a usable action (like dance, using a staff, rally) and give a stat increase. it's like a self targeted special dance for defensive stats, could be named differently but I like the concept. It's the most balanced skill among your suggestions for sure. Link to comment Share on other sites More sharing options...
Jotari Posted December 14, 2014 Share Posted December 14, 2014 I threw this one out there in the What would make Knights better thread but I might as well stick it out here. Steadfast: Can't be doubled by enemies and in turn cannot double enemies. This includes negating the effect of brave weapons. Link to comment Share on other sites More sharing options...
Czar_Yoshi Posted December 18, 2014 Share Posted December 18, 2014 I can imagine that plastered everywhere in Apo. Link to comment Share on other sites More sharing options...
pokemonfan1937 Posted January 30, 2015 Share Posted January 30, 2015 Flee: You flee and replace your unit with another one. Theives and Assasins only. Link to comment Share on other sites More sharing options...
Ϲharlie Posted January 30, 2015 Share Posted January 30, 2015 This topic has been inactive for over a month. I'm going to have to lock this. Link to comment Share on other sites More sharing options...
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