elemental weaknesses

Rasputin

are we not men
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alright since there are specific elemental themed spells in this game and there's no way to give monsters specific weaknesses, why not have a spell with a bunch of triggers that lasts for 100+ turns and nullifies every single elemental spell EXCEPT ones that the monster is elementally weak against? obviously it should be used on caster with 100% cast rate, and a mana cost high enough that it isn't used over and over again. not sure if this would completely eliminate spells monsters nullify or reduce them to one turn, but it would severely weaken their impact regardless.

boss monsters could even switch around their weaknesses multiple times during a battle, forcing players to adapt
 
Despite my constant Mages are Discriminated Against rants, I do think this is a good idea. It would make the RPG a little less point and click, and would make us think up a strategy.
 
That's actually a pretty good idea and I don't see any reason as far as the RPG's capabilities are concerned to stop it working :hmmm:

I'm all for that being implemented :monster:
 
Could lead to some interesting strategies. But why 100+ turns? That would most likely be the entire fight. So to worry about it happening often is kinda null.
 
I think the 100 turns are simply to make it a constant effect, unless ou allow monsters to have multiple shields to alter the strategy as the battle proceeds, just have one spell nullify another etc.
 
Could lead to some interesting strategies. But why 100+ turns? That would most likely be the entire fight. So to worry about it happening often is kinda null.

yes that's kind of the point

you don't want the effect running out because elemental weaknesses are supposed to be permanent
 
Also another thing to consider is that in order for these null spells to work from beginning of fight is to make casting percentage 100 percent, take up over twice existing MP and have the monster primarlily be a spell caster since it needs a spell casting percentage of 100 percent. But hopefully the monster casts this spell first.

Now you could have a team member that just has this spell. But the team member would probably be worthless for anything else. Also the team member could also cast it on itself.

However I do like the idea of the boss switching around with with different null setups. Could even have it increase its defence too.
 
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