an
he tarots will be revamped as wel
mokona96
he only problem I have at the moment is that the bodies are only three heads tall. It was originally four or f
day&night
Please and Thank you for reading and replying to my posts /happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif
q 3
o battles are no longer turn-based? Hopefully this will not make them any less strategic... that was one of my favorite aspects of the origi
mokona96
@q 3: They are still kind of turn-based. The way An describes it sounds kind of like Final Fantasy, but I'm not sure about t
seelkadoom
ahahahahaha! her stomach is way too thin! She looks so funny, even though i like the old one better i will still laugh to death at her. Nice drawing. Hahahahahaha
day&night
On another note, the blades seem strange. I now it sounds weird, this being a game and all, but how can anyone change swords from backhand to forehand that fast? Sorry if I'm criticizing too much, but I'm a stickler for small stuff, sometimes. I think some physics should be taken in to this. I'm just suggesting some stuff, and I know how hard it is to put a lot of detail in flash, but I want to voice some of my thoug
day&night
ggh double post!!! How do i delete it?! Why did it make another o
athenas129
he new battle system looks amazing bu the weapons look i little bit too w
chamomileess
ow does this semi-realtime work, then? Is it imply directional control of which way you attack the enemy, or are the controls more complicated than t
an
Lower level attacks typically deal less damage but doesn't cost energy and have higher chain rate. For example, if player pick First Dance, Nera will attack with first dance and may chain to Frozen Step and chain again to Crystal ballad and so on. Chained attack don't cost energy. If player pick Frozen steps instead, Neraine can only chain to Crystal Ballad since the chain doesn't go backward.Stronger attack cost more energy and chain less but they are more reliable in dealing damage since the chain rate is typically low unless you have very high dexterity (which increase hit and chain ra
day&night
s it possible to do low power chains? Like what I think I saw in the video. First Dance could do chains of up to, say 3 times, and then moves on to Frozen Step, which won't repeat, then to Crystal Ballad, which can chain two times, with low possiblity. Could Nera's Moon Waltz be part of a chain, or separate? Is it possible that Sisi And Gelyan will get buffing moves, like Neraine's Moon Waltz? Will they have a huge nuke move, like Esis's Grand Cosmos? Will the tarots get new moves? Will we get a boost in the energy pool? Will damage of character's move be nerfed? Will Gely get kicked in the balls by Nera? Will the entire storyline be a huge Grandfather Paradox? Will there be healing items? Will some main enemies use tarots? Please tell me if any of these questions are answered, as I have forgotten some of the stuff when I read through many, many of the past threads. Reading is my favorite thing, so I had happily spent over 2 hours reading the threads I thought were interesting, important, or had any relevance in what I sought. Sorry, I'm going off topic. That is all I will be saying as of the next 14 hours on this thr
chamomileess
Now, back on topic. I don't think the attacks should be able to power-chain... Using your example (3x First dance, 1x Frozen Step, 2x Crystal Ballad), that is a MASSIVE combo to use in one turn, which may end up killing the enemy before anything ever happens. 3 chain should be the most you can achi
day&night
You have a very good argument, so I will not protest on the power of chaining. I still think that instead of following the moves' direction, there should be a probability of any attack. Say, First Dance to another, then switching to Crystal Ballad. It could be like a probability thing, like the drop rate in a game. Totally random, but having some logic due to certain factors. Another good question, is ranged moves. Would we still move? Would the enemy just stand there while being bombarded by a huge attack and vice versa. I say nay! We should give both the characters and enemies to either defend, as well as dodge. Instead of sitting there screaming "A huge attack is almost upon me! I'll just take my chances and see if I can dodge it!," they should at least set up some shield or defense. At the cost of energy and movement, since this is semi-real time, we could block 1/3 of the damage. This goes for both ranged, and possibly up close. It would take some time to defend, say 2 seconds, and can be canceled. Just what I thought up right on the spot. That is what I think, and please give me your opinions, be they negative, positive, or anything in betw
macfluffers
verything is relative. An could just make enemies stronger, and therefore longer chains would simply be standard instead of overpowered. Alternatively, if he just nerfs the power of the abilities a bit, it would have the same res
an
The reason is that there are already many turns per battle (depend on character's agility); therefore, the battle is long enough. Also if the chain are too long and too easily performed, people won't even need to use Energy anymore since chained attacks are free and deal more damage. With this set up, High Dex build (most likely fighter build since magic attack have high hit rate) will reply on lower level attack and climb up the chain for more powerful attack. Magic build (most likely caster build with lower dex) will reply more on shorter chain of more consistent and stronger attacks that cost ene
mokona96
1. Fighter Build:Power: 1 or 2Endurance: 3Magic: 4Agility: 3Dexterity: 1 or 22. Mage build:Power: 4Endurance: 3Magic: 1Agility: 2Dexterit
an
For example, you can make a -speedy-battle-mage by raising Dex ,Magic and Agility. This character would have maximum magical damage output since the dexterity allows him/her to always chain at least 2 attack per turn. High agility will help against enemy physical attack and high magic is also good for magic defense against magical attack. I imagine there would be lot of possibilities. Btw, in the new battle system, all Magic Defense type (Red, Blue, Yellow, White in the original) are combined into only 1 stat: Resist. Each attack and each unit still have an element associated with it. When an elemental attack hit a vulnerable unit, it will ignore unit's resist and deal extra 50% damage. Else, the elemental damage will be decreased by target's Resist. This change was made to reduce the complexity of damage calculation in battle but still reward players who exploit elemental weaknesses. Blue Unit (such as Nera) is weak against Yellow. Her Resist will be reduced to 0 when hit by Yellow Damage.Red Unit is weak against Blue.Yellow is weak against Red.Black is weak against White.White has no weaknes
chamomileess
Can you give us a better definition of the differences between Dexterity and Agil
day&night
And a question for An, what about the same type of both the attack, and the receiver? Will the damage be even more redu