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[Pre-Dice]Tak's Requests
Topic Started: Nov 14 2008, 10:19 PM (3,566 Views)
Gin
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Ikorose, Shinsou
I'm completely confused. What the hell does flying have to do with ANYTHING in the first place? Does it make you harder to hit? No. Does it make you more accurate? No. Does it do anything for you but give you the ability to fly and not have to do travel threads? No.

Approved
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Takeru
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The White Mage
Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread.
Cost: Spell Cost * 1.4 (Before Reductions)


New technique. ^_^
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[-Angeles-]
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Ex-Turk
Your decimal spell costs confuse me, I assume it's to get around some reduction thing, but oh well, that's thinking ahead I guess.

1/4 approved.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Okay, no. You already have boots that are equal to the power of the spell and then a technique that goes along with those boots. This basically lets you get like *6 of your magic pumped into your speed.

It's ridiculous.
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Galileo
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Getting too old for this shit.
I agree with Bowwy, just not going to happen if I have aything to say about it.
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Takeru
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The White Mage
What if I edited it to include additional negatives? For example:

Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his HP.
Cost: Spell Cost * 1.4 (Before Reductions)


...go.
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Galileo
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Getting too old for this shit.
My no still stands. Zander has enough speed boosts. No more.
Edited by Galileo, Aug 18 2009, 11:06 PM.
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Takeru
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The White Mage
Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his max HP for the remainder of the thread (if he has 1,000 HP, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His maximum resets at the end of every thread.
Cost: Spell Cost * 1.6 (Before Reductions)


Edited as per my convo with Bowwy.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
1/2
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Kenny
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Meteorain (Lv3)
"Cost: Spell Cost * 1.6 (Before Reductions)" is in reference to this:

Essence of the Lifestream [LEARNED]
Description: Zander's connection to the Lifestream allows him to use his magic to sense things around him, to an extent. Expanding upon that and his existing expertise in spell casting, he is able to detect the flow of magic in his own spells and make them more efficient by having them have the same effects while costing less energy. This replaces Magical Mastery.
Effect: Lowers cost of all Materia usage by 20% of the Spirit stat. Cannot be lower than one.
Requirements: Lifestream Senses, Magical Mastery, 65 Spirit, 100 Casting
Cost: None

Basically, Zander can reduce all costs by 22 MP to a minimum of it costing 1. Just for everybody's convenience.


Now, as for Thermal Updrafts:
Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. In addition, every post this is active, Zander loses 5% of his max Speed for the remainder of the thread (if he has 1,000 Speed, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His Speed resets to normal at the end of every thread.
Cost: Spell Cost * 1.6 (Before Reductions)

Bolded is the suggestion.
Edited by Kenny, Aug 19 2009, 01:06 AM.
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Galileo
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Getting too old for this shit.
I LIKE Kenny's suggestion, change to that and I will have no problems with it at all.
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Takeru
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The White Mage
Except doing that throws off my equilibrium, which negates Master of Self. That would then not just lower it by 5%, but rather it would eliminate all boosts and THEN take off 5%, which would essentially cut my Speed almost in half after the first use, and that is just ridiculous.

I'm gonna stick with the version I have and wait for the other 1/2 approval, thanks.
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Kenny
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Meteorain (Lv3)
That's why I didn't see the HP version as very much of anything. It just seemed like a distraction.

To the point. All these fantastic gains don't have fantastic costs. That kind of equilibrium isn't fair. I can't panalise you for having the foresight to make smart moves, that's why I don't mind Hideko's Blessing (even though it does the same thing). But I want everybody to be aware that these moves used at once can give silly gains.

This is the main concern: with all X of your abilities, Zander would be able to use them seperately at once for say, 1 MP each, and clearly multiply his speed to freakish levels. A way to bypass huge MP costs. That's where it becomes an abusable move. That's why I won't allow it.

That's just not fair, bud. You know it.

Making good moves: allowed. Making abusive moves: not allowed.

e.g. I made a move named "Thunder Muscles"

It basically adds the spell damage of Thunder to my Strength stat. The same thing as Hideko's Blessing for strength. Now, I had your MP minimising move with that as well.

With 100 Magic, I could increase my damage by 100 for 1 MP per use. Then, here comes the silly part that you're proposing right now. By using 10 different moves, that each did the same thing, each for 1 MP (Costing 10 MP all together), I can increase my damage by 1,000 points.

Get it?

EDIT: Just so it's clear: I'm not against the effect of the move, but just the abusable nature of many of these moves used together.
Edited by Kenny, Aug 19 2009, 09:25 AM.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
<___>


*removes approval*
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Takeru
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The White Mage
Bowwy, you be a traitor. :P

Okay, how about this: I change it so that for Thermal the cost per turn is equal to the Spell cost (6, 12, 24), but it cannot be reduced at all.

It means that when I get my Thunder Materia up to Thundaga level, the costs to max out the Boots with both Path and Thermal will be (as of right now) 2 + 16 + 24 = 42 MP per turn. Thermal would be changed to be:

Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his max HP for the remainder of the thread (if he has 1,000 HP, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His maximum resets at the end of every thread.
Cost: Spell Cost (Cannot be reduced)


And I'll keep the other restrictions (the once every 4 turns and the 5% max HP loss).
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Galileo
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Getting too old for this shit.
Takeru
Aug 19 2009, 04:27 PM
Bowwy, you be a traitor. :P

Okay, how about this: I change it so that for Thermal the cost per turn is equal to the Spell cost (6, 12, 24), but it cannot be reduced at all.

It means that when I get my Thunder Materia up to Thundaga level, the costs to max out the Boots with both Path and Thermal will be (as of right now) 2 + 16 + 24 = 42 MP per turn. Thermal would be changed to be:

Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his max HP for the remainder of the thread (if he has 1,000 HP, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His maximum resets at the end of every thread.
Cost: Spell Cost (Cannot be reduced)


And I'll keep the other restrictions (the once every 4 turns and the 5% max HP loss).
I'll accept this only if you change this.

Path of Least Resistance
Description: While flying, Zander is able to use his Aero Materia to neutralize the air friction and resistance within his flight path. This allows him to travel much faster than he would normally be capable of.
Requirements: Shin-ra Flight Boots, Aero Materia, 75 Endurance
Effect: Increases Speed while flying by the Power of the Spell he uses. Cannot be used in conjunction with Hideko's Blessing.
Cost: Spell Cost * 1.6 (Before reductions)

to this

Path of Least Resistance
Description: While flying, Zander is able to use his Aero Materia to neutralize the air friction and resistance within his flight path. This allows him to travel much faster than he would normally be capable of.
Requirements: Shin-ra Flight Boots, Aero Materia, 75 Endurance
Effect: Increases Speed while flying by the Power of the Spell he uses. Cannot be used in conjunction with Hideko's Blessing.
Cost: Spell Cost * 1.6 (Cannot be reduced)
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Kenny
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Meteorain (Lv3)
Much better.

Though, one last question. The only thing I don't get is when you increase your speed with this move, why doesn't it negate your equilibrium move?
Edited by Kenny, Aug 20 2009, 12:56 AM.
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Takeru
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The White Mage
Because it's a boosting technique that comes as a result of his using Materia to alter the ways in which he moves. It's less of him increasing his own Speed and more of him using the power of the various Materia to fling his body in a general direction.

EDIT: And Gal, I think I'll hold off on making changes to approved techniques until I get Thermals taken care of. Yeah. Thanks.
Edited by Takeru, Aug 20 2009, 08:52 AM.
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Kenny
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Meteorain (Lv3)
I'm alright with 'Path of Least Resistance', seeing it can't be used in conjuction with Hideko's Blessing. Maybe adding the same thing to Thermal Updrafts may help?
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Takeru
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The White Mage
Quote:
 
Thermal Updrafts
Description: When moving at his maximum speed, Zander is capable of taking that final step...capable of going even further beyond. By heating up the air behind him and exciting the molecules, he can use them to push his body even faster. This also allows him to fly higher than he would otherwise be capable of. Unfortunately, such heat and speeds can be very damaging to the body, and so using this technique is enough to cause serious harm. It must be used sparingly.
Requirements: Shin-ra Flight Boots, Path of Least Resistance, Fire Materia, 75 Spirit, 75 Endurance
Effect: Increases flight speed by the power of the spell used. Can only be used once every four posts, or the Boots will malfunction and not work for the rest of the thread. Every post this is active, Zander loses 5% of his max HP for the remainder of the thread (if he has 1,000 HP, one use lowers it to 950, and it cannot rise above that for the remainder of the thread). His maximum resets at the end of every thread. Cannot be used in conjunction with Hideko's Blessing.
Cost: Spell Cost (Cannot be reduced)


Edited. Hopefully for the last time. :P
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Kenny
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Meteorain (Lv3)
1/2 approval.
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Takeru
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The White Mage
Sweet. Just need another 1/2 and I'm good.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
1/2, you bastard.
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Takeru
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The White Mage
Bwahahaha.

Moved.
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Takeru
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The White Mage
New Ability:

Quote:
 
One for All
Description: Maintaining balance is a difficult thing, and sometimes sacrifices must be made in order to keep things on the level. Because you understand this, you can reap both the benefits and the disadvantages of staying in balance.
Requirements: 75 Base Stats, Master of Self
Effect: Anything that changes a stat (aside from applying a grade) effects all stats equally. If Speed is lowered by 10%, all stats are lowered by 10%. If Strength is boosted by 5%, all stats are boosted by 5%. Etc.
Cost: None


And a new Technique:

Quote:
 
Complete Confidence
Description: As time has passed, Zander has come to realize that the effects of Materia...other that simple damage...could be quite harmful to him in his quest to remain balanced and just. To amend this, he has doubled his internal focus and is able to use that newfound confidence to shirk off many of those negative effects.
Requirements: 100 Spirit, Intense Belief, Master of Self
Effect: When attempting to use a Materia-guided assault to somehow impair Zander, a comparison is made of the Materia's (AP/15) and Zander's ((Intelligence + Spirit)/2). If Zander's total is higher, then the effect does not take hold. This ability disregards other all other formula in favor of its own comparison.
Cost: None
Edited by Takeru, Aug 31 2009, 12:21 AM.
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