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Arcane Archnot

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Arcane Archnot

Post by Karahito on Mon Aug 17, 2015 4:11 am

Magic Savant: Karahito is capable of selecting one of three types of elemental alignments when using a skill or ability. Depending on the element selected, it creates an effect on the target(s) that receive damage. In doing so, she may only select one of the sub effects of a spell. With every character tier gained, Karahito may choose another sub effect, so long as it is the same element as the others selected.
The effects are as follows:

Slight | Low-Moderate | Moderate | High-Moderate | Severe | Extreme

Dark alignment - Black Hearted || Damage dealt by darkness does not stack, but upon receiving damage from a dark-based attack three times, one ability/skill on cooldown is given an additional 1 post cooldown, at Karahito’s discretion. When this effect has been applied three times, Karahito may then designate a spell/skill to lock for a duration of 5 posts.
Ice alignment - Cold Demeanor || Cold damage, synonymous with Chill, is stackable, starting at the skill/spell’s stated effectiveness and rising by one of the above measurements every two stacks. As well as inflicting stated damage amount, upon accumulating five stacks, the target is moderately slowed if they aren’t already. Should the target already be slowed, the effect doubles. 10 stacks will render the target under a stop effect for the duration of 3 post, in which the Cold stacks reset.
Fire alignment - Hot Head || Burn damage, synonymous with Fire or Fire Damage, is stackable, starting at the skill/spell’s stated effectiveness and rising by one of the above measurements. As well as inflicting stated damage about, upon rising by three stacks, the target becomes the center of an AoE of 5 yards that inflicts low-moderate fire damage to enemies over a period of time. This duration is three posts, should the flames not be fed. At 10 stacks, the AoE is doubled to 10 yards, and the damage inflicted increases to high-moderate.
Base Ability Cool Down: N/A



Tier One

Magic Eye: Karahito’s projectiles of all kinds home in relative to the agility tier.

Early Alarm: All of Karahito’s Cooldowns go down by a rate of 2 per post instead of the usual 1.

Magic Weapon: Karahito may imbue her weapons with magical energy, granting her a slight increase to her STR. Lasts 10 posts. | CD: 8 posts
    I'll Take That!~ - Enemies hit by Karahito’s weapons imbued with this spell drains 10 MP and stores it in Karahito’s MP pool.

Unstable Anomaly: When Karahito receives damage that would otherwise KO her, she heals a low-moderate amount and releases a shockwave that knocks enemies back and slows them for a single post. | CD: 15 posts

Cold Blooded: Enemies that have received cold damage gain a low-moderate debuff against any ice-based attack.



Tier Two

Explosive Blast: Karahito gathers an infusion of energy around her that explodes after one post for high moderate damage per her MAG tier as Darkness to all enemies within 12 yard. | CD: 5 posts

Energy Armor: Karahito focuses her energies, creating around her a esoteric armor made of darkness. This armor is semi-transparent, skin tight, and increases her END by a high-moderate amount. This is esoteric by nature, and lasts for 10 posts
    Exertion Absorption - Karahito gains 1 MP per damage tier (ie slight=1, low-moderate=2, ect) when she’s hit by a physical attack, be it ranged or melee.
    Force Armor - Energy Armor also increases Karahito’s resistance to all damage types by a low-moderate amount, raising her DR.
    Prismatic Armor - Incoming attacks that would deal more than a high-moderate amount are reduced to deal one damage tier less than what it initially would.

Astral Presents: Increases Karahito’s maximum MP by 25 per tier reached.

Conflagration: Fire damage dealt to enemies applies a burning effect, increasing the overall damage caused by fire-based attacks to increase by a low-moderate amount.



Tier Three

Rock Hard: Karahito can now use earth as a primal element.

Nigga I Ain’t Worried Bout Nothin’: Karahito delays taking her all forms of injury by 5 posts. This allows her to fight on without injury temporarily, however it only delays the inevitable and she will receive the damage upon the fifth post.

Power Hunger: Being healed by a skill or ability causes the next ability that uses MP to be cast for free. | CD: 15 posts.



Tier Four

I’m Not Done Yet, B-Baka!: Karahito gains a secondary MP pool. This pool works independently from the first, but is subject to the effects of Karahito’s skilltrees and abilities.

Meteor: Summon an immense Meteor that plummets from the sky, crashing into enemies for high-moderate damage as Fire. The ground it hits is scorched with burning flames that deals moderate damage as Burn in an AoE of 50 yards for 2 posts. | CD: 30 posts
    Star Pact - Expend all remaining MP. Each point of extra MP spent increases the impact damage of Meteor, and gives it a Dark alignment.
    Comet - Summon a Comet that deals moderate damage as Cold and freezes slowed enemies for one post upon impact. The impact site is covered in an icy mist that deals moderate damage as Cold for 2 posts.
    Meteor Shower - Unleash a volley of seven small Meteors that each strike for low-moderate damage as Fire.Molten Impact - Greatly increases the size and increases the damage of the Meteor impact to severe damage as Fire. Adds an additional 5 post cooldown.




Tier Five

Archon:Transform into a being of pure, dark energy for 10 posts. As such, she is able to freely manipulate darkness. While in Archon form, Karahito’s physical stats, DR and magical resistances are increased be a high-moderate amount. Each enemy damaged while transformed increases the damage she dishes out by a slight amount every time, and all damage directed at her via skills and abilities aligned with Darkness is halved. | CD: 15 posts
    Combustion - An explosion erupts around Karahito when she transforms, dealing severe damage as Fire to all enemies within 15 yards. Archon is now aligned with fire, doubling the effects of fire aligned skills and abilities.
    Slow Time - Archon form can cast a bubble of slowed time that follows her, reaching out to 5 yards in an AoE with Karahito as its center. This bubble slows people by a moderate amount, and projectiles by a severe amount. Archon is now aligned with ice, doubling the effects of ice aligned skills and abilities.




Last edited by Karahito on Thu Aug 20, 2015 10:56 am; edited 4 times in total

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Re: Arcane Archnot

Post by Marigold Darkson on Mon Aug 17, 2015 4:45 am

BA: Can you elaborate on the damage terms that you have listed below this? I'm confused on what they're for.

Cold Demeanor: As far as I'm aware, you can only use Stop effects when utilizing the effects of time. You may need to change this so that you're freezing the person or freezing their muscles to a degree that it prevents movement.


Tier One:
Early Alarm: Passively, you can only give yourself a -1 to all cool downs, unless you can justify this as an active ability with some type of met condition, which would allow you to reduce it by two.


Tier Two:
Explosive Blast: This is color coded as a fire type skill, but correlates with darkness. Does this mean you can add a Darkness effect to it should you choose to do so or is this like a combination element type skill?

Energy Armor: You're currently able to do a lot with this skill. You'll have to choose between the endurance increase, MP Regen, DR raise, or the reduction in damage output. Also, damage output, if it is being done by a spell, can not be reduced by a whole tier in its damage and will only be cut down by a proportional amount of MP that has been put into it. At least, I believe so. I shall ask for a clarification.


Tier Three:
Nigga I Ain’t Worried Bout Nothin’: Can you give me a damage value for non-MP based skills/abilities that are not affected by this skill?


Tier Four:
Meteor: I am under the assumption that you'll be choosing how the meteor will function, based on the elements, right?


Tier Five:
Archon: Combustion will need a cool down for the explosion. Like the BA, Slow Time may not be able to slow time around an opponent, without using the actual element itself. You'll have to find someway to use ice to emulate slowing like effects. Also, this will be treated as an aura effect, due to how its worded like one.

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Re: Arcane Archnot

Post by Karahito on Mon Aug 17, 2015 12:09 pm

BA: I'm not sure what you're asking.

Cold Demeanor: Would it be alright if I had it so that ice is innately aligned with Time, as that is one of the elements she's capable of controlling?




Early Alarm: I can reword it if necessary, but this skill doesn't actively affect the natural CD, but the rate in which happens. If anything, this would be aligned with time.




Explosive Blast: This was just mislabled. Apologies.

Engery Armor: Would it suffice if at any one point, Karahito will only be able to apply one of these sub skills at a time rather than being able to apply more at later tiers? I can also shift it further down the tree if necessary.




Nigga I Ain't Worried Bout Nothin': This has been reworded. It doesn't stop that damage from happening, only delays it until a later post.




Meteor: That is correct!~ She may only pick one of the sub effects, if she chooses to apply one.




Archon:
Combustion - The explosion only happens once, and that is when the transformation happens.
Slow Time - This also has the same question as Cold Demeanor. May I just have it naturally aligned with time alongside ice?

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|| STR Tier 5 | END Tier 5 | MAG Tier 5 | SYN Tier 5 | SPD Tier 5 | AGI Tier 5 ||

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Re: Arcane Archnot

Post by Game Master on Wed Aug 19, 2015 12:44 pm

I'm taking this approval over at request of the owner simply so that it can be taken care of. This is not an attempt to undermine Marigold in her efforts.



As your character is Tier One, I will only be approving the base ability and first tier of this Skill Tree. When you next tier up, we can revisit the second tier.



For the base ability: you gain the the ability to apply another effect to your abilities in addition to the core part of the ability, as long as you have selected that element as defined in the base ability. There should be a cool down for the process that allows you to change elements- for example if you pick darkness, you must wait to pick another element. I feel three posts is adequate.

In order to lock a spell or skill, you will have to be aware of it.

Just a reminder: even if effects derived from Time are being combined with other elements in order to facilitate their use, they are still treated as Time Element.


I'll Take That can drain 10 MP per hit.

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Re: Arcane Archnot

Post by Karahito on Thu Aug 20, 2015 12:51 am

I am alright with waiting til later tiers for them to be approved




BA: Then should I change the ice alignment to time in Cold Demeanor?
And while I'm alright with adding the CD, I was under the assumption that CD for this effect would be only as long as the skill/ability that was cast. Like, casting one spell with a sub effect, then using a different spell with a different sub effect. But neither of them could be changed until after their CD's have finished.
As for locking a skill or ability, that would only be possible if it were on CD in the first place, meaning it would have had to have been used, and thus brought to Kara's attention, to be on lock down.




Is the 10MP per hit in reference to Magic Weapon?

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|| STR Tier 5 | END Tier 5 | MAG Tier 5 | SYN Tier 5 | SPD Tier 5 | AGI Tier 5 ||

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Re: Arcane Archnot

Post by Game Master on Thu Aug 20, 2015 9:21 am

I'm telling you that no matter what you do, Stop, Slow, and other associated effects are Time Element and thus would be subject to the same strengths and weaknesses as Time Element.

Yes.

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Re: Arcane Archnot

Post by Karahito on Thu Aug 20, 2015 10:54 am

Oh, yes, of course. I wasn't trying to circumvent that at all.

And alrighty. That has been edited in~

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Character Tier 5
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|| STR Tier 5 | END Tier 5 | MAG Tier 5 | SYN Tier 5 | SPD Tier 5 | AGI Tier 5 ||

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Re: Arcane Archnot

Post by Game Master on Thu Aug 20, 2015 11:05 am

Approved.

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