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Post by Andy Jammer on Aug 4, 2009 18:52:42 GMT -5
I saw my brother post his character's stats on this board and that gave me an idea, it also solves a little problem that's been going on. So, I decided to post mine on Andy.
But a little information on this Stat Caculator. A friend of mine is a programmer, he and two other programmers created a program to compute FF characters. Show how powerful they are, what moves they know, etc. I decided to post my own data on this board as well.
One of the Main Protagonists in Crepusculum Regnum
==Personnel Information== * Name: Andy Jammer * Title: Reckless One
* Age: 16 * Gender: Male * Date of Birth: July 23 * Zodiac Sign: Cancer * Race: Hume * Level: 50
* Guardian Force(s): None
* Rank(s): N/A * SeeD ID: 00000
* Theme: The Time Has Come, Jason "Shyboy" Arnold
===Personality=== Rash and hot headed, Andy is an orphan from Earth who has been summoned to battle the Sumata. Although he may come off as harsh and irrational, he is kind and sensitive underneath and is protective of his friends. He has a very close relationship with a sage named Jasmine Louqe, a relationship that could easily be pushed to something else.
==Combat Information== Focuses on pure power, leveling enemies with Getsuga Tenshou.
===Combat Attributes=== Warrior/None (60/0)
* Stamina: 1,302 (35%) * Mana: 729 (0%) * Strength: 562 (30%) * Vitality: 671 (45%) * Mind: 364 (0%) * Spirit: 382 (5%) * Luck: 335 (0%) * Agility: 400 (10%) * Dexterity: 364 (0%) * Accuracy: 847% (0%)
* Melee Grade: S * Magic Grade: D+ * Range Grade: C * Overall Threat: C+
* Melee Affinity: 56.0% * Magic Affinity: 3.2% * Range Affinity: 3.6%
* Block Effectiveness: 29.0% * Parry Effectiveness: 17.4% * Critical Hit chance: 47.1%
* Melee Damage: 239 * Magic Damage: 74 * Range Damage: 0
* Melee Defense: 220 * Magic Defense: 93
* Disease Resist: 0% * Poison Resist: -10% * Wound Resist: -10% * Fear Resist: 5%
* Fire: 5% * Lightning: 0% * Ice: 5% * Water: 0% * Wind: 0% * Earth: 0% * Dark: 0% * Holy: 0% * Arcane: 0% * Divine: 0%
===Equipment=== * Melee Equipment ** Main Weapon Damage: 0 ** Main Weapon Delay: 3.7 second(s)
* Ranged Equipment ** Main Weapon Damage: 0 ** Main Weapon Delay: Not Equipped
* Defensive Equipment ** Armor Defense: 0 ** Shield Defense: 0 ** Accessory 1 Defense: 0 ** Accessory 2 Defense: 0
==Trait Information== ===Hume=== {Active} * Sprint - Skill that increases Agility by 25% for the duration. ** Activation Time: 1 second(s) ** Duration: 20 second(s) ** Reactivation Time: 60 second(s) ** Mana Cost: 12%
* Inspire - Shout that restores an ally's Stamina by 15% initially and 2% Stamina every second for the duration. ** Activation Time: Instant ** Duration: 60 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 12%
* Dodge - Stance that evades the next physical attack. ** Activation Time: 1 second(s) ** Duration: 60 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 12%
{Passive} * Regeneration : 2 pips Stamina regen. : 2 pips Mana regen. * Environmental Adaptability : +5% Fire Affinity. : +5% Ice Affinity. * Indomitable Spirit : +5% Spirit. * Easily Inspired : +5% Stamina restoration. * Mortal Condition : -10% Poison (effect) Resistance. : -10% Disease (effect) Resistance.
===Planescape=== {Active} * Transition - Spell that bestows Blink and Vanish status upon the user. ** Activation Time: 3 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 33%
* Planeshift - Spell that opens a pathway between planes for the user to travel between. ** Activation Time: 10 second(s) ** Reactivation Time: 90 second(s) ** Mana Cost: 50%
* Blink - Spell that teleports the user over a short distance by phasing between dimensions. ** Activation Time: Instant ** Reactivation Time: 12 second(s) ** Mana Cost: 15%
* Home Point - Spell that causes the user to receive all of the benefits of being an native to the current plane. ** Activation Time: 60 second(s) ** Reactivation Time: 3600 second(s) ** Mana Cost: 100%
* Peel from Reality - Spell that inflicts Banish status upon an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 10%
* Warp Seal - Glyph that suspends the next spell for 20 seconds. ** Activation Time: 1 second(s) ** Duration: 10 second(s) ** Reactivation Time: 60 second(s) ** Mana Cost: 10%
* Phase - Enchantment that, while the user maintains it, causes the user to become incorporeal and gives the user's attacks Manalink; when it ends, inflicts Weakness status. ** Activation Time: 4 second(s) ** Reactivation Time: 45 second(s) ** Mana Cost: 30% ** Upkeep: 3 pips
* Planar Lockout - Ward that prevents all forms of extradimensional travel. ** Activation Time: 7 second(s) ** Duration: 120 second(s) ** Reactivation Time: 45 second(s) ** Mana Cost: 25%
{Passive} * Regeneration : +3 pips Stamina regen. : +3 pips Mana regen. * Seekersense : The user is able to detect and track magical auras. : The user is able to detect and track spiritual auras. * Magic Resistance : The user is able to avoid magic detection by supressing their magic aura. : +15% Magic Defense. * Enhanced Spellcraft : +10% spell duration. : +10% Magic Defense penetration. * Concentration : Abilities are 33% harder to interrupt.
===Art of War=== {Active} * Provoke - Shout that inflicts Provoke status upon an enemy. ** Activation Time: Instant ** Duration: 60 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 5%
* Rend Power - Melee attack that deals 1.35x physical damage to an enemy and inflicts Fear status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Rend Armor - Melee attack that deals 1.35x physical damage to an enemy and inflicts Expose status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Flametongue - Melee attack that deals 1.2x Fire damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Fire
* Ice Brand - Melee attack that deals 1.2x Ice damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Ice
* Defender - Stance that increases Physical Defense by 25%, but decreases Melee Damage by 25%, while active. ** Activation Time: 1 second(s) ** Duration: Toggle ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Rend Speed - Melee attack that deals 1.35x physical damage to an enemy and inflicts Cripple status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Rend Magic - Melee attack that deals 1.35x physical damage to an enemy and inflicts Sap status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Thunder Blade - Melee attack that deals 1.2x Lightning damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Lightning
* Liquid Steel - Melee attack that deals 1.2x Water damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Water
* Warcry - Shout that increases all allies' Melee Damage by 25%. ** Activation Time: Instant ** Duration: 15 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 15%
* Aggressor - Stance that increases Melee Damage by 20%, but decreases Physical Defense by 20%, while active. ** Activation Time: 1 second(s) ** Duration: Toggle ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Delay Buster - Melee attack that increases an enemy's weapon delay by 15%. ** Activation Time: Instant ** Duration: 10 second(s) ** Reactivation Time: 25 second(s) ** Mana Cost: 15%
{Passive} * Armor Focus - Reduces received physical damage by 10%. * Double Attack - Gives a 5...33% chance of attacking twice at once. * Stamina +: Rank III - Increases Stamina by 35%. * Vitality +: Rank III - Increases Vitality by 35%. * Block +: Rank II - Increases Block Skill by 4%. * Strength +: Rank II - Increases Strength by 20%. * Parry +: Rank II - Increases Parry Skill by 4%. * Melee +: Rank II - Increases Melee Affinity by 20%. * Agility +: Rank I - Increases Agility by 10%. * Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%. * Critical +: Rank I - Increases Critical Hit chance by 2%. * Ranged +: Rank I - Increases Ranged Affinity by 10%.
{Equipment} * Light Melee Weapons - Can equip Light Melee weapons. * Heavy Melee Weapons - Can equip Heavy Melee weapons. * Polearm Weapons - Can equip Polearm weapons. * Bow Weapons - Can equip Bow and Crossbow weapons. * Light Armor - Can equip Light Armor. * Medium Armor - Can equip Medium Armor. * Heavy Armor - Can equip Heavy Armor.
Note: I will not use most of these moves at the moment. They may come in later.
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Post by Mark Angelus Fri on Aug 4, 2009 18:56:51 GMT -5
Yep, I'll post mine as well right here if it's alright if not I'll take it down
==Personnel Information== * Name: Mark Angelus Fri * Title: Solaris
* Age: around 700 * Gender: Male * Race: Erudite AKA Angel * Level: 250
* Guardian Force(s): Phoenix
* Rank(s): KH: Commander * SeeD ID: 4 ===Personality=== Often seen as cold, but he's really kind and protective to his family and friends and on more then one account has given his life up for them.
==Combat Information== Skilled but his powers are usally cut in half when he's not using Solaris.
===Combat Attributes=== Paladin/Blade Knight (150/75)
* Stamina: 16,582 (65%) * Mana: 41,407 (345%) * Strength: 30,562 (550%) * Vitality: 38,609 (680%) * Mind: 28,781 (550%) * Spirit: 11,700 (140%) * Luck: 12,158 (170%) * Agility: 10,848 (145%) * Dexterity: 47,371 (935%) * Accuracy: 20,816% (135%)
* Melee Grade: S * Magic Grade: S * Range Grade: S * Overall Threat: S
* Melee Affinity: 181.0% * Magic Affinity: 173.2% * Range Affinity: 167.2%
* Block Effectiveness: 95.0% * Parry Effectiveness: 95.0% * Critical Hit chance: 66.6%
* Melee Damage: 47,734 * Magic Damage: 44,505 * Range Damage: 0
* Melee Defense: 61,845 * Magic Defense: 19,815
* Disease Resist: 15% * Poison Resist: 10% * Wound Resist: 5% * Fear Resist: 15%
* Fire: 0% * Lightning: 10% * Ice: 0% * Water: 0% * Wind: 10% * Earth: 0% * Dark: 0% * Holy: 30% * Arcane: 0% * Divine: 30%
===Equipment=== * Melee Equipment ** Main Weapon Damage: 0 ** Main Weapon Delay: 3.7 second(s)
* Ranged Equipment ** Main Weapon Damage: 0 ** Main Weapon Delay: Not Equipped
* Defensive Equipment ** Armor Defense: 0 ** Shield Defense: 0 ** Accessory 1 Defense: 0 ** Accessory 2 Defense: 0
==Trait Information== ===Erudite=== {Active} * Defy Pain - Stance that increases Stamina by 66% and Physical Defense by 25%. ** Activation Time: 1 second(s) ** Duration: 30 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 30%
* Stolen Speed - Hex that causes an enemy's spells to take 25% longer to activate and the user's to activate 25% faster. ** Activation Time: 3 second(s) ** Duration: 20 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 30%
* Balthazar's Aura - Spell that deals 0.45x Divine damage each second to frontline enemies for the duration. ** Activation Time: 3 second(s) ** Duration: 20 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 30% ** Element: Divine
* Grenth's Favor - Spell that deals 1.4x Arcane damage to an enemy and an additional 0.35x damage for each status effect they have. ** Activation Time: 3 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 30% ** Element: Arcane
{Passive} * Regeneration : 4 pips Stamina regen. : 4 pips Mana regen. * Blessed Signet : -10% Mana cost of Divine spells. * Accursed Signet : +10% Magic Damage of Arcane spells. * Magic Mastery : +15% Magic Affinity. * Sorrow of the Highborn : -10% Stamina. : -5% Spirit. * Fading of the Highborn : -5% Fear (effect) Resistance. : -5% Poison (effect) Resistance. : -5% Wound (effect) Resistance. : -5% Disease (effect) Resistance.
===Chivalry=== {Active} * Divine Circle - Ward that increases the Divine Affinity of the user and all allies by 35% for the duration. ** Activation Time: 3 second(s) ** Duration: 30 second(s) ** Reactivation Time: 45 second(s) ** Mana Cost: 20%
* Saint Cross - Melee attack that deals 1.4x Holy damage to all enemies. ** Activation Time: 2 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 15%
* Cover - Enhancing spell that bestows Cover status upon the user. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10%
* Shield Bash - Shield attack that deals 1.6x physical damage to an enemy and inflicts Stun status. ** Activation Time: 1 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 5 points ** Element: Energy
* Rampart - Ward that bestows Shell and Protect status upon all allies. ** Activation Time: 3 second(s) ** Duration: 30 second(s) ** Reactivation Time: 45 second(s) ** Mana Cost: 20%
* Divine Sword - Sword attack that deals 1.8x Divine damage to an enemy. ** Activation Time: 3 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 30% ** Element: Divine
{Passive} * Guardian: Rank IV - Increases Physical and Magic Defense by 20%. * Vitality +: Rank III - Increases Vitality by 35%. * Block +: Rank III - Increases Block Skill by 6%. * Melee +: Rank III - Increases Melee Affinity by 35%. * Magic +: Rank II - Increases Magic Affinity by 20%. * Holy +: Rank II - Increases Holy Affinity by 20%. * Divine +: Rank II - Increases Divine Affinity by 20%. * Stamina +: Rank I - Increases Stamina by 10%. * Strength +: Rank I - Increases Strength by 10%. * Spirit +: Rank I - Increases Spirit by 10%. * Disease Resist: Rank I - Increases Disease (effect) Resistance by 5%. * Sentinel - Replaces the Block command; reduces damage taken while defending by 50%.
===Kobujutsu=== {Active} * Rough Divide - Melee attack that deals 1.2x physical damage to an enemy. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Fan of Knives - Ranged attack that deals 1.3x physical damage to all enemies. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 10%
* Blade Fury - Ranged attack that deals 1.45x physical damage to all enemies. ** Activation Time: 1 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 15%
* Cloak of Shadows - Skill that inflicts Blind status upon all enemies. ** Activation Time: Instant ** Reactivation Time: 12 second(s) ** Mana Cost: 12%
* Crescent Strike - Melee attack that deals 1.3x magic damage to an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 12%
* Fated Circle - Melee attack that deals 1.3x magic damage to all enemies. ** Activation Time: 1 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 14%
* Phase Shift - Melee attack that deals 1.4x magic damage to an enemy; unpreventable. ** Activation Time: 2 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 16%
* Blasting Zone - Melee attack that deals 1.5x magic damage to all enemies. ** Activation Time: 3 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 20%
* Shadow Blitz - Melee attack that deals 1.5x Dark damage to all enemies and inflicts Cripple status. ** Activation Time: 2 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 20% ** Element: Dark
* Lightning Fury - Melee attack that deals 0.2x Lightning damage for 8 hits; targets an enemy at random; each hit has a 10% chance to inflict Paralyze status. ** Activation Time: 2 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 20% ** Element: Lightning
* Lion Heart - Melee attack that deals 1.85x physical damage to an enemy. ** Activation Time: 4 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 28%
* Darkside Assault - Melee attack that deals 1.6x physical damage and 0.5x magic damage to an enemy; inflicts Deep Wound status. ** Activation Time: 4 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 28%
{Passive} * Unerring Accuracy - Increases Accuracy by 1...33% when wielding a throwing weapon. * Luck +: Rank III - Increases Luck by 35%. * Agility +: Rank III - Increases Agility by 35%. * Ranged +: Rank III - Increases Ranged Affinity by 35%. * Stamina +: Rank II - Increases Stamina by 20%. * Melee +: Rank II - Increases Melee Affinity by 20%. * Critical +: Rank II - Increases Critical Hit chance by 4%. * Mana +: Rank I - Increases Mana by 10%. * Vitality +: Rank I - Increases Vitality by 10%. * Lightning +: Rank I - Increases Lightning Affinity by 10%. * Wind +: Rank I - Increases Wind Affinity by 10%. * Two-Weapon Fighting - Reduces the delay when wielding two weapons by 10%.
{Magic} * Thunder I - Elemental spell that deals 1.2x Lightning damage to an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Lightning
* Thunder II - Elemental spell that deals 1.45x Lightning damage to an enemy. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 18% ** Element: Lightning
* Thundara - Elemental spell that deals 1.35x Lightning damage to all enemies. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Lightning
* Aero I - Elemental spell that deals 1.2x Wind damage to an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Wind
* Aero II - Elemental spell that deals 1.45x Wind damage to an enemy. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 18% ** Element: Wind
* Aera - Elemental spell that deals 1.35x Wind damage to all enemies. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Wind
* Dispel - Enfeebling spell that inflicts Dispel status upon an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10%
* Protect - Enhancing spell that bestows Protect status upon an ally. ** Activation Time: 2 second(s) ** Duration: 60 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 10% ** Element: Holy
* Haste - Enhancing spell that bestows Haste status upon an ally. ** Activation Time: 2 second(s) ** Duration: 60 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 10% ** Element: Wind
* Hastega - Enhancing spell that bestows Haste status upon all allies. ** Activation Time: 4 second(s) ** Duration: 60 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Wind
* Slow - Enfeebling spell that inflicts Slow status upon an enemy. ** Activation Time: 2 second(s) ** Duration: 60 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 10% ** Element: Earth
===Ninjutsu=== {Passive} * Ninja Tool Use - Enables the use of Ninja Tools. * Luck +: Rank III - Increases Luck by 35%. * Parry +: Rank III - Increases Parry Skill by 6%. * Critical +: Rank III - Increases Critical Hit chance by 6%. * Melee +: Rank II - Increases Melee Affinity by 20%. * Magic +: Rank II - Increases Magic Affinity by 20%. * Ranged +: Rank II - Increases Ranged Affinity by 20%. * Strength +: Rank I - Increases Strength by 10%. * Mind +: Rank I - Increases Mind by 10%. * Agility +: Rank I - Increases Agility by 10%. * Poison Resist: Rank I - Increases Poison (effect) Resistance by 5%. * Master Two-Weapon Fighting - Reduces the delay when wielding two weapons by 33%.
{Magic} * Hyoton - Symbol that uses the Ninja Tool 'Tsurara' to deal 1.3x Ice damage to a target and decreases its Fire Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Ice
* Katon - Symbol that uses the Ninja Tool 'Uchitake' to deal 1.3x Fire damage to a target and decreases its Water Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Fire
* Suiton - Symbol that uses the Ninja Tool 'Mizu-Deppo' to deal 1.3x Water damage to a target and decreases its Lightning Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Water
* Raiton - Symbol that uses the Ninja Tool 'Hiraishin' to deal 1.3x Lightning damage to a target and decreases its Earth Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Lightning
* Doton - Symbol that uses the Ninja Tool 'Makibishi' to deal 1.3x Earth damage to a target and decreases its Wind Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Earth
* Futon - Symbol that uses the Ninja Tool 'Kawahori-Ogi' to deal 1.3x Wind damage to a target and decreases its Ice Affinity by 20%. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10% ** Element: Wind
* Kurayami - Symbol that uses the Ninja Tool 'Sairui-Ran' to inflict Blind and Silence status upon all targets. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22%
* Dokumori - Symbol that uses the Ninja Tool 'Kodoku' to inflict Poison and Sap status upon all targets. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22%
* Hojo - Symbol that uses the Ninja Tool 'Kaginawa' to inflict Slow and Disable status upon all targets. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22%
* Jubaku - Symbol that uses the Ninja Tool 'Jusatsu' to inflict Paralyze and Cripple status upon all targets. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22%
* Utsusemi - Symbol that uses the Ninja Tool 'Shihei' to bestow Blink status upon the user. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Tonko - Symbol that uses the Ninja Tool 'Shinobi-Tabi' to bestow Vanish status upon the user. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Monomu - Symbol that uses the Ninja Tool 'Sanjaku-Tenugui' to bestow Aura status upon the user. ** Activation Time: 2 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
{Equipment} * Katana - Can equip Katana and Great Katana. * Bow Weapons - Can equip Bow and Crossbow weapons. * Thrown Weapons - Can equip Throwing Weapons. * Light Armor - Can equip Light Armor and Round Shields.
===Flimflam=== {Active} * Steal: Gil - Skill that attempts to steal Gil from an enemy. ** Activation Time: Instant ** Reactivation Time: 6 second(s) ** Mana Cost: 5%
* Blinding Dust - Hex that reduces an enemy's Accuracy by 20% and Agility by 10%. ** Activation Time: Instant ** Duration: 15 second(s) ** Reactivation Time: 25 second(s) ** Mana Cost: 15%
* Steal: Item - Skill that attempts to steal a random item from an enemy. ** Activation Time: Instant ** Reactivation Time: 6 second(s) ** Mana Cost: 7%
* Flee - Skill that allows the user and all allies to a 75% chance to escape from battle. ** Activation Time: 2 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 5%
* Enrage - Hex that causes an enemy to ignore accrued Threat and attack targets at random. ** Activation Time: Instant ** Duration: 15 second(s) ** Reactivation Time: 25 second(s) ** Mana Cost: 15%
* Steal: Equip - Skill that attempts to steal a random piece of equipment from an enemy. ** Activation Time: Instant ** Reactivation Time: 6 second(s) ** Mana Cost: 9%
* Sneak Attack - Attack skill that results in a 2...5x Critical hit, but only while under Vanish status. ** Activation Time: Instant ** Reactivation Time: 15 second(s) ** Mana Cost: 15%
* Steal: Heart - Skill that attempts to steal 15% Stamina from an enemy. ** Activation Time: Instant ** Reactivation Time: 6 second(s) ** Mana Cost: 5%
* Steal: Soul - Skill that attempts to steal 15% Mana from an enemy. ** Activation Time: Instant ** Reactivation Time: 6 second(s) ** Mana Cost: 5%
* Cure Poison - Skill that removes Poison, Sap, and Blind status from an ally. ** Activation Time: 1 second(s) ** Reactivation Time: 4 second(s) ** Mana Cost: 5%
* Exploit Opening - Melee attack that inflicts Stun status upon an enemy and creates an opportunity for all allies to attack that enemy at once. ** Activation Time: 1 second(s) ** Reactivation Time: 60 second(s) ** Mana Cost: 35%
* Addle - Hex that interrupts an enemy's action and doubles the activation time of that foe's abilities. ** Activation Time: Instant ** Duration: 15 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 15%
{Passive} * Treasure Hunter - Increases the rare item drop rate of enemies by 5...50%. * Gilfinder - Increases the amount of Gil received in battles by 10...250%. * Triple Attack - Gives a 5...33% chance to strike three additional times. * Accuracy +: Rank III - Increases Accuracy by 35%. * Agility +: Rank III - Increases Agility by 35%. * Dexterity +: Rank III - Increases Dexterity by 35%. * Mind +: Rank II - Increases Mind by 20%. * Poison Resist: Rank II - Increases Poison (effect) Resistance by 10%. * Fear Resist: Rank II - Increases Fear (effect) Resistance by 10%. * Stamina +: Rank I - Increases Stamina by 10%. * Strength +: Rank I - Increases Strength by 10%. * Disease Resist: Rank I - Increases Disease (effect) Resistance by 5%. * Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%. * Two-Weapon Fighting - Reduces the delay when wielding two weapons by 10%.
{Equipment} * Light Melee Weapons - Can equip Light Melee weapons. * Bow Weapons - Can equip Bow and Crossbow weapons. * Gun Weapons - Can equip Gun weapons. * Gauntlets - Can equip Gauntlets. * Thrown Weapons - Can equip Throwing Weapons. * Handbombs - Can equip Handbombs. * Light Armor - Can equip Light Armor.
===Art of War=== {Active} * Provoke - Shout that inflicts Provoke status upon an enemy. ** Activation Time: Instant ** Duration: 60 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 5%
* Rend Power - Melee attack that deals 1.35x physical damage to an enemy and inflicts Fear status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Rend Armor - Melee attack that deals 1.35x physical damage to an enemy and inflicts Expose status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Flametongue - Melee attack that deals 1.2x Fire damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Fire
* Ice Brand - Melee attack that deals 1.2x Ice damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Ice
* Defender - Stance that increases Physical Defense by 25%, but decreases Melee Damage by 25%, while active. ** Activation Time: 1 second(s) ** Duration: Toggle ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Rend Speed - Melee attack that deals 1.35x physical damage to an enemy and inflicts Cripple status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Rend Magic - Melee attack that deals 1.35x physical damage to an enemy and inflicts Sap status. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12%
* Thunder Blade - Melee attack that deals 1.2x Lightning damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Lightning
* Liquid Steel - Melee attack that deals 1.2x Water damage. ** Activation Time: Instant ** Reactivation Time: 8 second(s) ** Mana Cost: 12% ** Element: Water
* Warcry - Shout that increases all allies' Melee Damage by 25%. ** Activation Time: Instant ** Duration: 15 second(s) ** Reactivation Time: 30 second(s) ** Mana Cost: 15%
* Aggressor - Stance that increases Melee Damage by 20%, but decreases Physical Defense by 20%, while active. ** Activation Time: 1 second(s) ** Duration: Toggle ** Reactivation Time: 10 second(s) ** Mana Cost: 10%
* Delay Buster - Melee attack that increases an enemy's weapon delay by 15%. ** Activation Time: Instant ** Duration: 10 second(s) ** Reactivation Time: 25 second(s) ** Mana Cost: 15%
* Heavy Blow - Melee attack that inflicts Deep Wound and Weakness status upon an enemy. ** Activation Time: Instant ** Reactivation Time: 15 second(s) ** Mana Cost: 20%
{Passive} * Armor Focus - Reduces received physical damage by 10%. * Double Attack - Gives a 5...33% chance of attacking twice at once. * Stamina +: Rank III - Increases Stamina by 35%. * Vitality +: Rank III - Increases Vitality by 35%. * Block +: Rank III - Increases Block Skill by 6%. * Strength +: Rank II - Increases Strength by 20%. * Parry +: Rank II - Increases Parry Skill by 4%. * Melee +: Rank II - Increases Melee Affinity by 20%. * Agility +: Rank I - Increases Agility by 10%. * Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%. * Critical +: Rank I - Increases Critical Hit chance by 2%. * Ranged +: Rank I - Increases Ranged Affinity by 10%.
{Equipment} * Light Melee Weapons - Can equip Light Melee weapons. * Heavy Melee Weapons - Can equip Heavy Melee weapons. * Polearm Weapons - Can equip Polearm weapons. * Bow Weapons - Can equip Bow and Crossbow weapons. * Light Armor - Can equip Light Armor. * Medium Armor - Can equip Medium Armor. * Heavy Armor - Can equip Heavy Armor.
===White Magic=== {Active} * Divine Seal - Glyph that doubles the potency of the next Healing spell. ** Activation Time: 1 second(s) ** Duration: 10 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 10%
{Passive} * Spell Affinity: Enhancing - Can cast Enhancing spells. * Spell Affinity: Healing - Can cast Healing spells. * Mana +: Rank III - Increases Mana by 35%. * Spirit +: Rank III - Increases Spirit by 35%. * Magic +: Rank III - Increases Magic Affinity by 35%. * Mind +: Rank II - Increases Mind by 20%. * Clear Mind: Rank II - Increases Mana regen by 2 pips. * Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%. * Holy +: Rank I - Increases Holy Affinity by 10%. * Divine +: Rank I - Increases Divine Affinity by 10%. * Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%. * Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
{Magic} * Cure I - Healing spell that restores a small amount of Stamina to a target. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Cure II - Healing spell that restores a moderate amount of Stamina to a target. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 18% ** Element: Holy
* Cure III - Healing spell that restores a large amount of Stamina to a target. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 26% ** Element: Holy
* Cura - Healing spell that restores a moderate amount of Stamina to all targets. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Holy
* Curaga - Healing spell that restores a large amount of Stamina to all allies. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 34% ** Element: Holy
* Raise - Healing spell that revives an ally with a small amount of Stamina. ** Activation Time: 4 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 15% ** Element: Holy
* Arise - Healing spell that revives an ally with full Stamina. ** Activation Time: 4 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 28% ** Element: Holy
* Reraise - Healing spell that bestows Reraise status upon an ally. ** Activation Time: 4 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 15% ** Element: Holy
* Regen - Enhancing spell that bestows Regen status upon an ally. ** Activation Time: 2 second(s) ** Duration: 90 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Regenra - Enhancing spell that bestows Regen status upon all allies. ** Activation Time: 4 second(s) ** Duration: 90 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Holy
* Esuna - Healing spell that removes all negative status effects from an ally. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 18% ** Element: Holy
* Esunaga - Healing spell that removes all negative status effects from all allies. ** Activation Time: 4 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 28% ** Element: Holy
* Blink - Enhancing spell that bestows Blink status upon an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Blindna - Healing spell that removes Blind status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Voxna - Healing spell that removes Silence status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Poisona - Healing spell that removes Poison status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Stona - Healing spell that removes Petrify status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Cleansena - Healing spell that removes Disease status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Paralyna - Healing spell that removes Paralyze status from an ally. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Barpoisonra - Enhancing spell that increases the Poison (effect) Resistance of all allies by 35%. ** Activation Time: 4 second(s) ** Duration: 30 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Lightning
* Barfeara - Enhancing spell that increases the Fear (effect) Resistance of all allies by 35%. ** Activation Time: 4 second(s) ** Duration: 30 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Fire
* Bardiseasera - Enhancing spell that the increases Disease (effect) Resistance of all allies by 35%. ** Activation Time: 4 second(s) ** Duration: 30 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Fire
* Barwoundra - Enhancing spell that increases the Wound (effect) Resistance of all allies by 35%. ** Activation Time: 4 second(s) ** Duration: 30 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Water
* Protect - Enhancing spell that bestows Protect status upon an ally. ** Activation Time: 2 second(s) ** Duration: 60 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 10% ** Element: Holy
* Protectra - Enhancing spell that bestows Protect status upon all allies. ** Activation Time: 4 second(s) ** Duration: 60 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Holy
* Shell - Enhancing spell that bestows Shell status upon an ally. ** Activation Time: 2 second(s) ** Duration: 60 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Holy
* Shellra - Enhancing spell that bestows Shell status upon all allies. ** Activation Time: 4 second(s) ** Duration: 60 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Holy
* Aquaveil - Enhancing spell prevents the user's spells from being interrupted by attacks. ** Activation Time: 3 second(s) ** Duration: 30 second(s) ** Reactivation Time: 12 second(s) ** Mana Cost: 15% ** Element: Water
* Banish I - Divine spell that deals 1.2x Divine damage to an enemy. ** Activation Time: 2 second(s) ** Reactivation Time: 5 second(s) ** Mana Cost: 10% ** Element: Divine
* Banish II - Divine spell that deals 1.45x Divine damage to an enemy. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 18% ** Element: Divine
* Banish III - Divine spell that deals 1.7x Divine damage to an enemy. ** Activation Time: 3 second(s) ** Reactivation Time: 10 second(s) ** Mana Cost: 26% ** Element: Divine
* Banishra - Divine spell that deals 1.35x Divine damage to all enemies. ** Activation Time: 4 second(s) ** Reactivation Time: 18 second(s) ** Mana Cost: 22% ** Element: Divine
* Holy - Divine spell that deals 2x Holy damage to an enemy. ** Activation Time: 4 second(s) ** Reactivation Time: 15 second(s) ** Mana Cost: 34% ** Element: Holy
{Equipment} * Light Melee Weapons - Can equip Light Melee weapons. * Magic Weapons - Can equip Magic-class weapons. * Mantles - Can equip Mantles. * Robes - Can equip Robes. * Light Armor - Can equip Light Armor and Round Shields. Those are the given moves from the stats, I have some I made like Divine Cross and Ain Soph Aur
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Post by Andy Jammer on Aug 4, 2009 18:58:24 GMT -5
Another important side note: this caculator was made for characters belonging in the game Final Fantasy 8, so some info is a mixture of orginality and Final Fantasy. And ranks hold from F- [lowest] to S+ [highest]. Expect Sumata to have somewhere around S's, since most of them have been around for years and stuff.
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Seigmand Dezmar
New Member
The greatest victory is one obtained by a battle that was never fought.
Posts: 28
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Post by Seigmand Dezmar on Aug 4, 2009 19:07:00 GMT -5
Hey guys, this looks kind of neat and I wouldn't mind trying it out. Where can I find this program anyway? Also I have to admit while most of the numerical info seems moat the ranking stuff is a cool touch.
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Post by Andy Jammer on Aug 4, 2009 19:10:42 GMT -5
You may find the download link here: wiki.garden-op.net/w/Attribute_CalculatorThe file is a rar. file though, you will need a WinRAR in order to open it. A reminder: stats are stats. But it may not always hold in the field of battle, if stats always held we may as well fight losing battles. Don't always take stats so seriously, like boasting because you are a level S+ whatever doesn't mean you can every battle hands down. Also, the rule to being fair with roleplayers should also come in mind.
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Seigmand Dezmar
New Member
The greatest victory is one obtained by a battle that was never fought.
Posts: 28
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Post by Seigmand Dezmar on Aug 6, 2009 3:55:12 GMT -5
Okay so I've been fidelling with the calculator program trying to understand it as best I can in hopes that we could come to a few simple guidelines. Before I say anything, I'll give my standard disclaimer that these are first and foremost SUGGESTIONS. Anything I say is only me expressing my opinion in hopes that we may arrive at an agreeable compromise.
Okay now this may get a bit numbers heavy, but as this has to do with stats and a calculator program I suppose that we can't do much about that now can we.
1. I think perhaps we can use the overall threat rating as a decent baseline for approximating how strong a character should be. For example, S rank = God, A rank = angel, demon, etc. B+ or lower = everyone not connected to the gods. I say this because without modding any stats at all, a max level human, quincy or vayash dual classing as anything but the last 8 classes will never be more than a B+ for an overall rank. The aforementioned classes are an odd exception as they will immediately bump you up a whole rank overall, though are only accessible when you are a level 200 Character (not class level mind you).
Point is that for all characters that aren't a god or a full blown angel/demon, I think I'd be a good baseline that the best you could possibly be is B+ overall. Afterall, if this thing is to be used for everything in the world, we have to save room for gods and stuff eh?
2. Now the lvl caps and modding stats is kinda hard to be fair with. Obviously we want to tweak stats to fit more with what our characters are like, yet there does have to be a reasonable amount of restraint used. This one I don't know what to say for sure, but I think as a guideline that unless you either have equipment worth mentioning or have a valid reason for a tweak, any direct pluses to a stat has to come with an equal minusing of other stats. For example if you add 200 points to your strength to account for how great a physical fighter you are, then maybe you lose 200 points from your mana because you suck at magic. If you have a +10% melee affinity, then it's likely you suffer at some other form of combat due to the extra effort you put into melee instead, meaning -10% to magic or ranged.
Just an idea of course, let me know what you guys think.
3. Lastly, the lvls for characters. Personally I don't know what in the world a Character Level actually indicates, aside from maybe how exceptional a specimen of your race you are, with 200 being a sort of paragon being and 1 being average joe. However a good guideline for job lvl would be how much more does your character have to learn about their fighting style. If you're certain they've mastered every single aspect of their combat and powers, then lvl 150 makes sense. But by that same logic that means they can't possibly learn another move, transformation or attack, as you've hit your max level. A "master" of your class, meaning you're easily one of the best in the world at what you do would probably be 100 or so. This also means you still have room to grow, though not much more than perhaps a final grand attack or ability you haven't learned yet. And the multiclassing thing will give you sizable increases to your stats and abilities so factor that in for your total level. Example a lvl 75 Black Mage has about the same stats as a lvl 50/25 Black Mage/White Mage. Thus it'd be fair to assume that a "master" multiclasser would be a 66/33 character, if that makes sense.
Okay, sorry for the huge writeup guys. Obviously this is new to most of us so these are just ideas. I like this thing and think i'd be cool if we could use it, so as always fire back any suggestions, counterpoints, etc. that you have and... yeah, it'll be interesting.
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Post by Kouji - Hikari no Shiro Okami on Aug 14, 2009 18:41:50 GMT -5
Hey there! I'm here to provide a few answers about the program ^^
First of all, I would like to mention your concern about the last eight classes.
These are called Transcendance classes, for a reason. They can only be acquired after you've hit level 200 and (in the thing the calculator's creators are also making) need a lot of rigamarole to get, including level requirements in a whole buncha other classes. Naturally, they bump you up a rank because you're getting skills from them AND the other classes you've had to pass to get there
Second. I actually really like the idea of bonuses/minuses, because they make sense for any except the most exceptional of characters.
Third - your ranking suggestion is... problematic. see, the ranking system in the calculator is actually kind of broken. It all depends on what race you pick, and the race you pick is more of what determines godhood/angelic/etc. I'd stay away from looking at the rankings and look at the raw numbers instead, as it's all much easier on our little heads instead.
Third.... classing idea is pretty okay, but I'd need to play with it a little to figure out what exactly the relations are to each other. For example, you mention stats being even among single-class characters and multi-classers with the same total level. This... pretty much is avery subjective thing. With your example, they would be - a mage is a mage is a mage stat-wise. Once you add fighters into the mix, and the myrid other classes, things become wierd - and the stats of a 66/33 Fighter/Black Mage are substantially different from teh stats of a 66/33 Black Mage/Fighter.
Thanks for paying attention to my drabble - sorry to cut in on your fun ^^
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Seigmand Dezmar
New Member
The greatest victory is one obtained by a battle that was never fought.
Posts: 28
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Post by Seigmand Dezmar on Aug 15, 2009 5:57:24 GMT -5
Thank you very much for your comments Kouji. Some great points made and I appreciate the clarification on the Transcendence classes. They sound like a solid amount of work to get when concerned with a game that uses a progressive system for leveling up. However, as the balancing for just creating stats for our characters is somewhat skewed with them, I'd personally think it'd be more fair to just have them ignored unless; a) Someone has a really good reason for being a lvl 200 being in the first place and b) The character is suppose to be a godly example of their fighting style incarnate.
Concerning the ranking concept, I'll admit there are issues with the ranking, yet they are worse than I thought. Allow me to explain. First off you are one hundred percent correct in that the ranking is heavily influenced by race. However the the more important issue is that the classes are horribly imbalanced. For example, a lvl 100 monk is far weaker than a lvl 100 taekwon master. Upon closer examination I've found that sadly the whole system is a little unfair unless everyone kinda sticks to the middle classes. I'm sure that they might be more balanced out if you factor in the powers the classes get, or if the middle classes are some sort of prestige class you earn after being a weaker class for so long but the point is it's not really too fair in that respect.
Also I should clarify what I meant about the multiclassing thing. The fact is that leveling up a class gives a set bonus for each level to all stats, but a bonus for certain stats the class uses at key points. Adding a multiclass means that you are getting that much more of an increase to your stats, depending on whatever your multiclass is.
Therefore, while a 66/33 fighter/black mage and a 66/33 black mage/fighter are totally different stat wise, they have the same cumulative increase to their stats, i.e. the more magey would have better mind and mana, while the warrior would have more strength and stamina, yet the combined increase in all their stats would be equal, or at least close to it.
However I must correct myself in that a multiclass character is in fact weaker than it's single class counterpart. This is due to the percentage bonuses a character gets when they reach milestones in lvl, and as such it'd be something much more complicated than 66/33 = 100. More like 80/40 = 100 to be honest.
And before anyone says it, yes I'm fully aware I'm over analyzing the heck out of this thing. But the second you start putting numerical values in to measure people's abilities, it's bound to happen with someone. Point is I'm just trying to find a way for this thing to be balanced if we do hope to use it. Anyways, thanks for those that actually read through this. Your a trooper for it.
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Miri, EarthGuard
Full Member
I'm your Guardian Angel... black angel, that is.
Posts: 172
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Post by Miri, EarthGuard on Aug 29, 2009 13:57:19 GMT -5
To Seigmand about classes: I'm sorry I didn't see this earlier.
Yes, some of the classes are prestige classes. They're based off of a Final-Fantasy style level system,a nd some of them, you need to be this and that to become the other thign -
For example: Monk is actually a tier-one class you need to be to become a Taekwon Master. You can actually figure these things out by playing with exports - if you seem to have more skillsets than you have classes, then you've got a prestige class.
I do have good news though - the new version of the stat calculator which is in production is going to be a much-revised version. It will look almost nothing like the original, and some of the level things that were in the previous will be fixed. For example -
- Prestige classes will have their previous required classes listed under Tertiary class to prevent confusion as to how many classes you ACTUALLY have.
Levels are no longer set to secondary = 1/2 Primary (for ease of use)
- Item creation will be set in place of stat mods. This could be a good or bad thing - it's up to the user to police this mostly, as far as I've been told.
- Instead of the threat rankings/ability graph, there will be a radial graph to show how good you are in each stat/ability class.
I don't know much more than this, and I know that some of the features presented will require new sets of rules, so I suggest we hold off policing the stat calculator until the new version comes out (which may be a while). Also, I'd like everyone to remember that the Calculator is NOT absolute, just a tool to help us have fun. Try not to take it too seriously, 'kay?
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