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A Real Suggestion


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#1 Drac

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Posted 07 March 2004 - 03:19 AM

Enchant Weapon MP: 10 LvL: 24Gives target character magical strike for 2 minutes.
desc: Focusing their magical attributes outward, An expert mage can imbue any weapon with a magical aura, giving it a magical strike for a short time.

Might not seem like much, but it can really be a help to close the gap between rangers and the other classes as far as usefulness at bosses goes. At the same time, it will make the seldomly played, little cared for mages much more practical for use.
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#2 Squee

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Posted 07 March 2004 - 05:06 AM

Good idea. I like it. I don't really have anything else to say.
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#3 green_mantis

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Posted 07 March 2004 - 08:14 AM

a very god idea. by making mages have more spells not centered around causing damage in-and-of themselves they may just become worth training again
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#4 Drac

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Posted 08 March 2004 - 02:11 AM

ty
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#5 Ryuku

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Posted 09 March 2004 - 04:55 PM

Agreed.

#6 ice_cold

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Posted 09 March 2004 - 05:23 PM

Enchant Weapon MP: 10 LvL: 24Gives target character magical strike for 2 minutes.
desc: Focusing their magical attributes outward, An expert mage can imbue any weapon with a magical aura, giving it a magical strike for a short time.

Might not seem like much, but it can really be a help to close the gap between rangers and the other classes as far as usefulness at bosses goes. At the same time, it will make the seldomly played, little cared for mages much more practical for use.

to go off topic a little, are you saying that other ideas aren't real suggestions? because if so, maybe you should look around?

anyways, nice spell, but should probably have a higher lvl requirement, as binding magic to items is a very dangerous procedure and you must be very skilled in magic. might also want to make the magic use higher, 10 mp seems incredibly low for such a powerful ability.
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ScarletMuse 03/2/2005 11:20am

#7 newb

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Posted 09 March 2004 - 05:42 PM

Mages are not a support class.

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#8 Zylia

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Posted 09 March 2004 - 11:19 PM

Good suggestion hun :)

A mage is a magical class so why can't they imbue someone with magical strength for a short period of time? It makes sense.

#9 Drac

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Posted 10 March 2004 - 04:43 AM

well i figured newb would come in with a negative comment, but no worries.. i seriously think this is a good idea.. not trying to promote that my ideas are all wonderful, but i think that this would truly help the game. Ive thought it through and i am set with the level requirement and the mp cost. I envision it to be the equivalent of a cleric's enhance.

and btw newb, traditionally, mages are the ultimate support class fyi.
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#10 newb

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Posted 10 March 2004 - 04:49 AM

I didn't mean for it to sound negative. I'm just saying that Mages aren't a support class. Leave that to Clerics. Plus it doesn't really matter if 'traditionally' they are a support class. This is Nightmist.

Like I told Ana before, sorry if what I say (type) on these forums sounds negative. It's just that it seems like whenever people use correct grammar and spelling, it is like a threat. I really don't know why it is like that, but it is. I just wanted to clear that up.

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#11 Squee

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Posted 10 March 2004 - 09:35 PM

"Traditionally," a party will consist of one "hero," one "fighter," one "healer" and one "mage."

Tradition bites.
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#12 alone

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Posted 10 March 2004 - 11:40 PM

I don't quite get how it's like enhance? As enhance doesn't do anything to a weapon, it just increases strength..

I do like the idea however, but only two minutes? The main reason for it (as things stand) would be CG.. But for only two minutes, it's pretty much pointless. What other monsters need a magical weapon to cause most damage, that'd only be needed for two minutes?
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#13 Deval

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Posted 10 March 2004 - 11:42 PM

I don't see how the spell could have any adverse effect on the game. I like it.
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#14 Drac

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Posted 11 March 2004 - 12:49 PM

well, i guess you could increase the time it lasts and increase the mp cost. that would work... and what i mean like enhance.. i meant for it to be the mage counterpart... not necessarily do the exact same thing. that would be pointless
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#15 ice_cold

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Posted 12 March 2004 - 01:56 PM

i still beleive mp cost is incredibly low. Enhance Sphere costs 15 mana and lasts 1 minute (i think...), protect costs 15 mana, invisibiity costs 20 mana (and lasts 30 seconds) how is making a weapon magical for 2 minutes going to cost 10 mana?
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ScarletMuse 03/2/2005 11:20am

#16 Wolfgang

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Posted 12 March 2004 - 07:54 PM

i still beleive mp cost is incredibly low. Enhance Sphere costs 15 mana and lasts 1 minute (i think...), protect costs 15 mana, invisibiity costs 20 mana (and lasts 30 seconds) how is making a weapon magical for 2 minutes going to cost 10 mana?

*agree*

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#17 Drac

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Posted 14 March 2004 - 05:27 AM

well the point is the spell itself.. the variables are workable.
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#18 green_mantis

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Posted 14 March 2004 - 08:46 AM

i was wondering, do magical weapons do extra damage to normal enemies?

because if not, it should otherwise this spell would be kind of pointless and the time limit would be relatively meaningless
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#19 Silverwizard

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Posted 15 March 2004 - 05:29 AM

Magic weapons can do damage to certain monsters who can only be harmed by magic weapons, I like the spell. good idea. Well done, no longer a "I mage, I smart, I kill" for the mages.
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#20 Malavon

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Posted 15 March 2004 - 08:42 AM

"Traditionally," a party will consist of one "hero," one "fighter," one "healer" and one "mage."

Tradition bites.

Thief, Cleric, Fighter, Mage... thats what a traditional party is.

Will it actually have an affect on damage, or will it just allow your weapon to become magical, thus being able to hit the CG and other monsters?

#21 Wolfgang

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Posted 15 March 2004 - 07:52 PM

Actually, quite a few "traditional" parties only include three people. A fighter (Knight/Warrior), a cleric (white mage), and a mage (black mage).
(the text in parentasis is making a comparison to Final Fantasy games (though most of those allowed four characters... except 7, 8, 10, 10-2. I'm probably missing a few x.x... i'm not sure about anything before 5. I havent played Four far enough to get into it, and have not yet been able to find a working copy of it. though i'm getting it for GBA... eventually >_> (sorry 'bout the tangent, folks), for those who have only had exposure to Final Fantasy)

Chrono Cross, Chrono Trigger, Xenogears, Xenosaga, and quite a few other games do not have four characters.

and...

i was wondering, do magical weapons do extra damage to normal enemies?

because if not, it should otherwise this spell would be kind of pointless and the time limit would be relatively meaningless


and

Will it actually have an affect on damage, or will it just allow your weapon to become magical, thus being able to hit the CG and other monsters?


No, it will not effect damage dealt to normal monsters. Or at least i would think/hope not.

and No, mantis, this does not defeat the purpose of the spell. There are plenty of magical weapons out there, and they dont make it deal any more damage. And correct me if i'm wrong, but doesnt a magic weapon also do the same damage, regaurdless of armor? I remember hearing that somewhere, quite a while ago. But I dunno if its true or not. Never really thought to test it out...

edit: Fixed spelling mistakes.

Edited by Wolfgang, 15 March 2004 - 07:54 PM.

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#22 Cule

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Posted 07 May 2004 - 09:06 AM

agreed

#23 Ryuku

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Posted 07 May 2004 - 12:58 PM

I've played 1,4,7,8,9,10,10-2, as far as i got on four, which is the end (can't beat final boss) there are 5 characters you can play (back on topic, i would ssay all mages are support classes including black mage

#24 Malavon

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Posted 21 May 2004 - 11:26 PM

Uhh.. I wasn't going by FF, I was going by D&D, which is what I assumed he meant with a "traditional RPG". And as the 4 base classes are Thief, Fighter, Cleric and Mage, providing there are 4 people playing, those are "traditionally" the characters that are played.

I realized how stupid I sounded when I asked if it affected damage... I didn't actually read much of the thread, but hey. I like the idea.

Edit: Screwed up the quote, can't be assed to sort it.

Edited by Malavon, 21 May 2004 - 11:27 PM.


#25 Wolfgang

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Posted 22 May 2004 - 09:14 PM

Uhh.. I wasn't going by FF, I was going by D&D, which is what I assumed he meant with a "traditional RPG". And as the 4 base classes are Thief, Fighter, Cleric and Mage, providing there are 4 people playing, those are "traditionally" the characters that are played.

Ah... I took traditional to mean referring to the older sort of role playing game, not nessicarily D&D. Sorry aboot that... XB

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