| Djinni Ideas anyone? | |
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Salanewt Veteran
Posts : 449 Join date : 2009-10-01 Age : 29 Location : Yoshi's Island
| Subject: Djinni Ideas anyone? Mon Oct 19, 2009 9:38 pm | |
| Hello everyone! I have noticed that nobody has posted any ideas about Djinni ideas yet. Anyway, it would be nice to keep all of the ones that we have, but some of them can be altered somewhat (right?). Anyway, here is an idea for something... This one idea is because I gave the old effect to Cloak. Name: Haze Element: Jupiter Effect: Hides three party members. NPC, Enemy, or both?: Both Location: Sea of Time I am making it so Cloak affects one user, and Haze affects everyone. So, using this basic template, does anyone have any ideas about adding/modifying djinni? Oh yes, if anyone has ideas about how to modify the template, then please be my guest... Have a nice day. If it is an Enemy/Both djinn, then the details can be posted in the Enemy ideas section (not exact name, but...). - Code:
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[b]Name:[/b] [b]Element:[/b] [b]Effect:[/b] [b]NPC, Enemy, or both?:[/b] [b]Location:[/b]
Last edited by Salanewt on Mon Oct 19, 2009 10:15 pm; edited 1 time in total | |
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Ehic Magician
Posts : 58 Join date : 2009-10-07 Location : A Pond
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:05 pm | |
| I think making it affect everyone is overpowered, worse than flash | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:10 pm | |
| Yeah, sounds like Haze is TOO powerful...
Personally, we should change Gasp so that it has a similar effect as Fury - Base Damage + Haunt. Makes more sense than it's pathetic current effect. | |
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Salanewt Veteran
Posts : 449 Join date : 2009-10-01 Age : 29 Location : Yoshi's Island
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:15 pm | |
| It probably is. Alternatively, I could make it affect three out of four users in battle. This way, when using it, you have to decide who to sacrafice to possible attacks. Have a nice day. | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:22 pm | |
| Sonic PP +7, Attack +9, Agility +4 Attack with a powerful sound wave. Effect: 70 Base Damage + Possible Stun Freeze HP +14, Defense +9, Luck +1 Freezes a foe in ice. Effect: Petrify Explode PP +9, Attack+11, Agility +4 Attacks with an explosion that hurts the user. Effect: Multiplier 1.8x + 30 damage to self. (I don't know if we can do this without killing the user though, so it might just be like cannon - pure mars damage) Smoke HP +11, Defense +7, Luck +3 Shrouds enemies in a smoky fog. Effect: 60 Base Damage + Delude Boulder HP +13, PP +11, Defense +5 Attacks with a powerful avalanche. Effect: 80 Base Damage + Lower Defense Stalagmite (yay tales reference XD) Attack +11, Defense +5, Luck +3 A stalagmite impales the opponent. Effect: 60 Base Damage + Possible 1hit KO Feather PP +9, Agility +13, Luck+3 A blast of feathers lowers an enemy's attack. Effect: 60 Base Damage + Lower Attack Torrent HP +13, Attack +11 A blast of water drenches the opponent. Effect: 80 Base Damage
Last edited by Charon the Ferryman on Mon Oct 19, 2009 10:44 pm; edited 2 times in total | |
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Salanewt Veteran
Posts : 449 Join date : 2009-10-01 Age : 29 Location : Yoshi's Island
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:29 pm | |
| Oh yeah, silly me... I like those Djinni. Anyway, here is a completely new one. : Acid A spurt of Acid deals heavy damage. Effect: 85 Base Damage. : Bleach A spurt of acidic bleach cleans you, restoring stats to normal (but also deals damage). Effect: Break + 100 Base Damage. Have a nice day. | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:30 pm | |
| O.O
That base damage is actually really high. Normal is like 60-80. | |
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Salanewt Veteran
Posts : 449 Join date : 2009-10-01 Age : 29 Location : Yoshi's Island
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:35 pm | |
| True. Basically, it is like you can use Break on everyone, but it comes at a price (besides, you are using it on yourself for some bizarre reason). Have a nice day. | |
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JamietheFlameUser Veteran
Posts : 208 Join date : 2009-10-02 Age : 29 Location : Somewhere in all teh worlds of Nintendo
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:37 pm | |
| Mana: Drain enemies' PP into yourself. Targets 3 enemies with a power of 20, and hits enemies automatically. 50% chance to drain each individual target's PP into yourself. Fortress: Protect allies with fortress walls. Gives all allies a defensive aura that nullifies damage by 60%. Blade: Strike with a deadly edge and boost your Attack. Power: Attack x1.3, single target, raises user's Attack by 25%. | |
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Role Magister
Posts : 313 Join date : 2009-10-11 Age : 36 Location : Austin, Texas
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:39 pm | |
| Haze is broken, thus forbidden, thus sayeth God(dess). Djinn: Soil Element: Boosts: HP +13, PP +2, DEF +1 Type: Healing Description: Absorb the earth's nutrients Target: All Allies Damage: Restore 35% of Max HP Effect: User goes last Chance: 100% Djinn: Branch Element: Boosts: HP +11, ATK +2, DEF +3 Type: Attack Description: Use the fury of wooded guardians to attack. Target: Single Enemey Damage: a25 Effect: May strike for 180% damage Chance: 60% Djinn: Furnace Element: Boosts: HP +11, PP +5, DEF +2 Type: Attack Description: Use a furnace to sear through armor Target: Single Enemy Damage: a40 Effect: Pierces 25% of target's Defense Chance: 100% Djinn: Cluster Element: Boosts: HP +9, ATK +4, LCK +1 Type: Attack Description: Fire a cluster bomb at the enemy Target: Single Enemy Damage: Base 105 Effect: May strike for 180% damage Chance: 50% Djinn: Typhoon Element: Boosts: HP +10, ATK +3, AGL +1 Type: Attack Description: Slam your foe with a vortex Target: Single Enemy Damage: m160% Effect: N/A Chance: N/A Djinn: Storm Element: Boosts: HP +9, DEF +2 Type: Attack Description: Attack with a blitz of lightning strikes Target: Single Enemy Damage: m90% Effect: Sometimes hits for 2x or 3x damage Chance: 45%/10% Djinn: Bubble Element: Boosts: HP +8, PP +4, AGL +2, LCK +1 Type: Ailment Description: Entrap deadly bubles within your foe Target: Single Enemey Damage: Effect Only Effect: Inflicts a random status ailment Chance: 75% Djinn: Comet Element: Boosts: HP +7, PP +4, ATK +3, AGL +2 Type: Attack Description: Strike with a shower of ice rocks Target: One Enemy Damage: m120% Effect: Sometimes hits for 70% or 130% damage Chance: 30%/30% | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:41 pm | |
| Whoops, we forgot the stat boosts! Mana reminds me of True Collide for PP XD Base 20 is lower than the first djinn you get though... 40 is a better amount. I think I'll make a True Collide Djinni as well but for HP Leech HP +14 Attack +7 Agility +3 Absorbs enemy energy into yourself. Base Damage 40+ 50% HP absorbtion | |
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Role Magister
Posts : 313 Join date : 2009-10-11 Age : 36 Location : Austin, Texas
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:44 pm | |
| IMO, base damage djinn should be about the power of mid-level psynergy. POWERFUL at the start, but weak in the end. To offset this, they should have some kind of effect to make them worth considering.
Also, to offset them further, have them join mid game. The exception is PP damage, for obvious reasons. | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:46 pm | |
| Base damage is around 40 in early game, 60 mid game and 80 later in the game.
If it has a particularly powerful effect, base damage will be lower (most 1 hit KO's only have around 60 base damage even though you get them pretty late in the game)
A few are multipliers, which I think are 1.6x. (Geode I think is 1.8 ) | |
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Role Magister
Posts : 313 Join date : 2009-10-11 Age : 36 Location : Austin, Texas
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:51 pm | |
| No, you're confusing ADDED damage with base damage. Base damage is like mage-type psynergy. Added damage is for stuff like ragnarok. Base 60, for example, is Mad Growth. Not exactly strong. Base damage is really weak compared to MOST djinn, which are added damage types or multipliers.
Last edited by Role on Mon Oct 19, 2009 10:53 pm; edited 2 times in total | |
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Salanewt Veteran
Posts : 449 Join date : 2009-10-01 Age : 29 Location : Yoshi's Island
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:53 pm | |
| Oh yeah! You are right! Anyway, I will probably implement Role's template into the one if the first topic. I know, Haze if broken, but... I am thinking of alternatives for now. Have a nice day. | |
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Role Magister
Posts : 313 Join date : 2009-10-11 Age : 36 Location : Austin, Texas
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 10:54 pm | |
| Just keep in mind that some field psynergy has no place being castable in combat. Like CLOAK. It'd get VERY broken, VERY fast. | |
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thenightsshadow New User
Posts : 3 Join date : 2009-10-02
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 11:06 pm | |
| Here's 5 out of the 12 of each Djinni from Role-sempai's and my DG. Djinni: Seed Leech Psynergy from underground. One Enemy Attack a10, Heal 10% of Dmg as PP. Stump Bolster Defense with the stump's stubbornness. All Allies Defense +50%, 50% Max Leaf Imbue a restoring leaf on the fallen. One Ally Revive 'Downed' to 35% Max HP Root Draw the power of the earth to regain health. All Allies Restore 10% Max HP and 5% Max HP. Rose Pierce enemies with poisonous thorns. All Enemies Attack m110%, Inflict Poison (Base 30%) to all Enemies Djinni: Nitro Create a barrier that explodes on contact. One Ally Counterattack with Fire EPA (25 Add Mod, 0.5 Mult Mod) Explosion Create an explosion that blows enemies away. All Enemies Attack m140%, May Force Enemy to Escape (70% base) Bomb Hurt an enemy with a lot of shrapnel. One Enemy Attack m180% Prime Prime for a shot with questionable ammo. One Enemy Attack m50%, May hit for m300% (45% base) Rocket Take off with frightening speed. All Allies Agility +25%, 50% Max Djinni: Pressure Slow the air around everyone else. One Ally Attacks Per Round Increased by 1 for Next Turn. Sigh Absorb the power of Jupiter within all of you. All Allies Restore 10% of Max PP Grace Behave in a graceful manner. Self Defense +12.5%, Agility + 12.5%, 50% Max each Sickle Cut sharply with the power of the wind. One Enemy Attack a70 Djinni: Freon Stop your enemies cold with deadly poison. All Enemies Inflict 'Deadly Poison' (15% base) Snow Snow over the enemies and their will. All Enemies -12.5% Attack, Defense, and/or Agility : 50% Max (35% base each) Flurry Blast your opponent with frozen shells. One Enemy (Tentative) Attack m150%, with a chance of m50% or 250% (10% each) Neve Freeze your foe over and over. One Enemy Attack a40, Inflict 'Stun' (50% base) Floe Strike your foes with a speeding floe of ice. All Enemies Attack m135%. That should give you enough ideas to get started~
Last edited by thenightsshadow on Mon Oct 19, 2009 11:33 pm; edited 2 times in total | |
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Charon the Ferryman Admin
Posts : 244 Join date : 2009-10-01 Age : 31 Location : On River Styx. I also have a summer home in Limbo.
| Subject: Re: Djinni Ideas anyone? Mon Oct 19, 2009 11:12 pm | |
| - Role wrote:
- No, you're confusing ADDED damage with base damage. Base damage is like mage-type psynergy. Added damage is for stuff like ragnarok. Base 60, for example, is Mad Growth. Not exactly strong. Base damage is really weak compared to MOST djinn, which are added damage types or multipliers.
Whoops XP | |
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| Djinni Ideas anyone? | |
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