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 Full magic release, and the costs for magics.

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Ghost of ET
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PostSubject: Full magic release, and the costs for magics.   Thu Oct 23, 2014 5:01 pm

Before using magics at a high level was very cost effective, and when i say that i really mean you don't feel the cost of using a super powerful magic. So i feel some of the higher and stronger magics should have more of a magika drain, and some str based magics drain stamina as well. I feel that the amount of magika you get should be lowered, and stuns, auto hits, aoes should have a high magika drain ^.^.

Now if things like that would be made there should be a skill called Full Magic release. Okay i know i know @ mech n ryan that natsu was only spouting some nonsense when he said that but i think it would be a great addition. But it would be a great addition to what my idea is all about. So here goes

At level 250 Mp you learn Full Magic Release. Full Magic Release can only be used if you only have 15% of your magika left. When used for the next 15 seconds when you use a spell it takes all of your magika and every extra point in magika taken is an extra 5 damage.

Lets say my magika is 200 left and i use some linear skill that takes 150 magika to use and it would normally deal about 300 damage combined with full magic release it would take the extra 50 magika, and so 5*50= 250, and that is added to your initial 300 damage for a grand total of 550 damage nearly double the amount of damage.

Now as you can see it is a skill everyone can learn, and so just like that speed skill to help get out of law aoe range these type of spells can help out greatly.

for the next skill like this

can only be learned if you have 200 speed, and 350 str. Power dash. When used if there is anyone 5 tiles in front of you, you will instantly teleport behind them, and kick them causing them to be knocked back 5 tiles (So basically they would be kicked into where you were if you are 5 tiles away from them.) Cool down = 25 seconds Dmg = something that's combined of speed, and str.  Skills like this can help out some of the weaker magics like BTO, and Snow(Well not power dash but you get the idea). Especially since some magics (Card magic) only has linear skills (Minus buggy aoe stun).


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PostSubject: Re: Full magic release, and the costs for magics.   Fri Oct 24, 2014 1:34 am

yeah, i would like to note, that i searched the crap out of FMR, twice during these discussions, and found nothing. put simply, it was probably something in a script that no one pays attention to.

but, a lot of things get missed when your dealing with stuff like a wiki based off an anime which ends up adding more spells every episode then it cares to think about, and a manga which seems content in not adding techniques, and names for techniques as often as it should.

now, ive thought about something like this however for the game, i may take that approach, but i have my own ideas as well that im sure ill come up with within the next week or so.

as far as cooldowns and magika cost goes, ive yet to figure out all the details, but the cooldown may end up being reduced slightly based on your willpower/luck, and drain will increase as you gain willpower and/or strength(depending on the spell), while this will make casting faster, it will put more of a price on them. The drain will also be relevant to the spells damage, so that the more damage the spell does, the greater the drain. Binds will have a special little ruling in their c/ds, i may end up making it so the cooldown is atleast as long as thew spell binds for

id also like to note target spells are going to be modified, and there will be a chance of missing, especially if you cast the samekind of spell over and over on the same target(id like to note these are plans for updates, but not all of them will make it into the next update).

as far as magicka goes, thats directly relative to willpower and luck,

which reminds me.

There was something that annoyed me in ryans version, and that was p-leveling(power leveling/party leveling), where people would party up with a dragon killer, get massive xp and massively level up, their stats would increase, but ryan's stat experience system made it so that the leveling would be easier as they leveled in this manner. I would just like you to know, that this is not the case in my update. Ive already made it so that it gets increasingly harder(or should at the least) to level up a stgat regardless if you gain normal levels or not, the stat levels gaining system is dependent solely on the amount you have in that stat
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PostSubject: Re: Full magic release, and the costs for magics.   Fri Oct 24, 2014 4:11 pm

Very Happy i can see where you're going with all of this <3. But can you explain more about that leveling thing of yours? Is it like if i gain a stat in speed it will make leveling speed, and leveling much harder? Because then i don't think people will end up training independent stats, and just focus completely on leveling once they can actually kill something.

You could try something like You can only train a specific number in your stats before it start to make leveling harder.

Example
say you made the most amount of stats i can level before leveling gets harder is 150

Me i would put 75 into str, and 75 into speed

Then as i hit that 150 if i put 1 point into str then leveling exp requirments is increased by like 5% or something.

so i would just focus on leveling by killing mobs instead of training independent stats and while i punch mobs running around, and killing things i would naturally get str, and speed as well as leveling up so we can say like if i leveled 600 times i would have like

1,250 in str
1,750 in speed
600 mp
600 mr
900 vit
900 def
and you can easily see how just playing the game fighting killing mobs etc. actually naturally help increase my stats.

Then you can actually put quests in game to help you gain exp for leveling, and the game would be a lot less grindy, and more playing.

You can possibly do something like depending on the mob you punch, and the amount of damage you do to that mob you get x exp.

Like if i punch a dragon the dragon would naturally give me free 150 exp then i deal lets say 500 damage to the dragon that's an extra 300 exp, and if i kill the dragon it gives me like 600 exp or something 1550 exp in total when i kill it, but every time i punch the dragon i get like 950 exp.
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PostSubject: Re: Full magic release, and the costs for magics.   Fri Oct 24, 2014 6:42 pm

leveling stats is dependant solely on the stat. therefore leveling speed only makes leveling speed harder, however gaining a level, which gives you a point to each stat, makes it harder to raise all those stats.

the current system generates a random number every time the specific stat gain proc is called, then its determined if that number is a specifically defined number, the the stat gains a level. this number then changes by what the level of the stat is.

i will make some quests/missions/ect to possibly raise stats/exp. I also plan on making Legendary versions of all mobs, which will give much more experience and even better drops(*hint at treasure drops from monsters*)
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PostSubject: Re: Full magic release, and the costs for magics.   Sat Nov 01, 2014 9:28 pm

<3 Thank you!!!
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