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 Djinni Ideas anyone?

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Salanewt
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PostSubject: 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:

[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
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PostSubject: 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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PostSubject: 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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PostSubject: 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.

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PostSubject: 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

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PostSubject: 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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PostSubject: 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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PostSubject: 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).

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PostSubject: Re: Djinni Ideas anyone?   Mon Oct 19, 2009 10:37 pm

Mercury Djinni 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.

Venus Djinni Fortress: Protect allies with fortress walls.
Gives all allies a defensive aura that nullifies damage by 60%.

Jupiter Djinni 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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PostSubject: Re: Djinni Ideas anyone?   Mon Oct 19, 2009 10:39 pm

Haze is broken, thus forbidden, thus sayeth God(dess).

Djinn: Soil
Element: Venus
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: Venus
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: Mars
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: Mars
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: Jupiter
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: Jupiter
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: Mercury
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: Mercury
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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PostSubject: 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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PostSubject: 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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PostSubject: 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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PostSubject: 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.

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Last edited by Role on Mon Oct 19, 2009 10:53 pm; edited 2 times in total
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PostSubject: 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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PostSubject: 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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PostSubject: 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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PostSubject: 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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