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I've kind of felt like there was always a shortage of skills and unit potential in FETO, and this is just a bit of a concept that struck me a while back and I have now been able to follow up on it.

COMBO SKILLS
Currently FETO uses a 1-1 stat ratio when determining skill activation for certain skills...well what if we have more skills along with more ways to activate them? Below is a chart containing skills that use two stats to determine activation instead of one.

[Image: nb5c3q.jpg]


Your thoughts, questions, issues?

Edit: I'm aware that astra may need work
You're missin Parity (HP/SKL) and Mirage (SPD/LCK). And I think Gamble should be under Lck/Skl. Most people who wanna activate crit'll hav high skl anyways. Also, Never Miss seems underpowered. Sure, never miss. BUT 1/2 damage? I'd rather use just regular insight for full damage and increase to hit rate instead of halfin my damage for full accuracy. That skill can activate when you dont want it to and it can seriously screw you durin a battle.

So does this work same way as skills? You gotta be 4 away for 0 wt weapons to activate?

ex: 30 pow, 30 skl (Skill: Braver) atks 30 pow, 26 skl (Skill: Whatever) w/ iron sword. braver activates?
Will have to do some math for Sure Hit, seeing as bronzes ay do just fine anyway...maybe pursuit dmg....Parity is the same as the wpn, you just don't need the wpn this to use it. Mirage is undecided for reasons...of broken...etc

It seems combo skills are harder to activate in general, I have to play with the math a bit more.

(02-05-2015, 12:55 AM)Konata Izumi Wrote: [ -> ]So does this work same way as skills? You gotta be 4 away for 0 wt weapons to activate?

ex: 30 pow, 30 skl (Skill: Braver) atks 30 pow, 26 skl (Skill: Whatever) w/ iron sword. braver activates?

Yes you still have to be 4 away, however it currently uses the avg of the two stats (rounded down) instead of comparing them separately, so Braver in your case would activate if the opponent had 23skl vs 26...I want to work on it a bit more.

EDIT: I suppose I could just use addition instead of the average~
This is a really nice list, good job.

Like you already mentioned, I would most likely change Astra, because right now it's just pursuit with more rng involved. I haven't really thought about how good most of the other skills are, so I don't really have much to say about those.

Keep up the good work!
Sounds like some interesting ideas. I'd like to see how they work in actual battle to get a feel for them.
Update: The formula will use addition, and HP will be divided by 2 for all calculations~

So far (activation-wise) things have been working out just fine~
I love this meme.

Food for thought

Let's try to get FETO 100% Operational. What can we actually do to fix broken features like the sprite uploader and add proper overworld sprites.
How about we actually update all the site info to match up with seenes forest. A new FE game is going out this year, is all or nothing we make FEplanet a site you want to get into everydaylike seenes or we die. Can we actually update main page and the info there?

Maybe these thingsare so broken beyond fixing but I would like to hear someone else take on this. That's it. Fixing/Migrating the main site is needed, or not I dunno. But so far the site is just dying.
What about class skills for every class?

Currently weaker classes (Merc, Peg Knight) can get skills like Vantage or Adept, etc.
Can't believe I forgot to reply to Krypto xD

We do need more class "abilities" seeing as getting a 2nd wpn doesn't really justify picking a unit anymore.
^This

Look at Swordmaster vs Hero.
Look at Sniper vs Ranger
Look at Chaos Kn vs Wraith
Look at Hawks vs every other Peg promote choices
Look at Dracos vs every other wyvern promote choices

The class usage charts tells me everything I need to know about how unused some of these classes are.
Unpromo classes could get a skill and promo another similar to FE13 except just one for each tier.
So Mercs would get a skill and SM's would get both its own skill as well as the Merc skill, and classes like Druid would depend on their unpromo class. Also the current skills would be gone.

Ideas for skills:
Mercenary - Pursuit - When Spd is 4+ more than opponent, attack again for 50% damage
Cleric - Immunity - Not affected by status.
Mage/Adept - Erudite - +10% Crit
Troubadour - Healtouch - Restore 5 extra HP when healing.
Archer - Hunter - Negates terrain bonus
Dark Knight/Shaman - Lifetaker - Finishing off an enemy heals self by 10 HP
Soldier - Pierce - When Skl 4+ more than opponent, increase damage by 20%
Fighter - Colossus - When Con 4+ more than opponent, increase damage by 20%
Monk/Templar - Blessed - Take 20% less damage from Dark tomes
Cavalier/Scout/Raider - Canto - May use remaining move after attacking
Warder/Assailant/Pikeman/Mystic - Aurora - Like now, maybe tweak formula
Guard/Footman/Knight - Counter - Like now, maybe tweak formula
Wyvern Rider/Fighter - Savior - Do not lose Skl/Spd when rescuing
Nomad - Rider - Not affected by adverse terrain
Peg Archer/Knight - Twister - Negates flying damage weakness
Curate - Nihil - Negates skills
Lunar/Gale/Solar Knight - Adept - Attack twice consecutively for 75% damage each
Heaven Knight - Barrier - Magical damage is halved

Bishop/Druid/Sage - Transcend - Get Lvl% of inflicting status (Shimmer/Poison/Freeze)
SM/Berseker/Halberdier/Sniper - Wrath - +30% Crit
Missionary/MK/Wraith - Specalize - Get WTA2 instead of WTA1, WTA1 instead of WTA0, WTA0 instead of WTD
General - Weapon Master - Permanent WTA3 (does not effect opponents' WTA)
WM/Valkyrie/HK - Lucky - When Luck is 4+ greater than opponent, Hit/Avd increased by 10%
War Adept/Crusader/Chaos Knight - Magic Master - Permanent WTA3 (does not effect opponent's WTA)
Agent etc. - Insight - Hit +15%
non-Draco Wyverns - Dragonskin - Weapon damage is halved
non-Hawk Pegs - Vantage - Always attack first
Draco/Hawk - Vigilance - Avd +15%
WTA2 Physicals - Parry - When dodging an attack, counterattack at 75%
Promoted Horsies - Rider - WTA+ on foot units
Savant etc. - Generalist - +5 Hit/Avd/Crit/Crit Avd
Inquisitor etc. - Fortune - Not affected by Criticals


I'll add in the last few in a bit.
(07-05-2015, 11:18 AM)Nolan Kryptonite Wrote: [ -> ]SM/Berseker/Halberdier/Sniper - Wrath - +30% Crit

Just for the sake of clarification, this would mean we get rid of the class-specific bonuses right? Also I'd lower to maybe 20 or 25%, 30 seems a bit much to me but I could be wrong since I've played 3 promo matches in my life...
I like the other skills though.
Yes. Tongue

Currently Wrath is +20 on top of the class specific +15, so this is actually a small nerf.
(07-10-2015, 11:15 PM)Nolan Kryptonite Wrote: [ -> ]Yes. Tongue

Currently Wrath is +20 on top of the class specific +15, so this is actually a small nerf.

Yeah in that case 30% is fair enough.
Oops, I see what you mean now. Forgot the skill activation requirement... <_<
Quote:WTA2 Physicals - Parry - When dodging an attack, counterattack at 75%

Mercenary -> Hero [Glass Cannon]
Stats at level 20/20
HP [0/0%]: 42.00
POW [2/15%]: 30.00
SKL [0/0%]: 23.00
SPD [2/10%]: 30.00
DEF [0/0%]: 15.00
RES [0/0%]: 11.00
LCK [2/15%]: 27.00

( ͡° ͜ʖ ͡°)
>still less Avd than Hawks, Peg Mages, 5/5/5, and Troubs

If it makes WTA2 physicals rise from mid/low tier, I'm all for it
I'd like to see that happen. I almost never see WTA2 foot physicals at all.
I also think that skills should be more condition-based rather than chance-based so no one has to scream RNH4X as much, it also allows for more skill.