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[Pre-Dice]Chris's Customs
Topic Started: Nov 21 2008, 04:20 PM (2,084 Views)
KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Pending Techniques

Quadruple Barrier
Description: Barriers are good for saving yourself against strong opponents, but there are situations where one barrier won't stop enough of the attack. This technique gives four layers of protection against harm, making even the most devastating attacks bearable.
Requirements: Barrier Lv.4, 200 Casting
Effect: Gives the benefit of four Barriers at once for one turn, resulting in a total damage reduction of 76%. However, the Barrier Materia is rendered unusable for two turns afterward.
Cost: 30 MP if covering one damage type (Physical or Magic), 50 MP if covering both.

Alluring Quadruple Barrier
Description: A modification of the Quadruple Barrier technique, which uses the Aero Materia to draw opponents in and the injure them, giving this technique both offensive and defensive capabilities.
Requirements: Quadruple Barrier, Aero Materia
Effect: Same as Quadruple Barrier, with the added ability of drawing the nearest opponent towards it and damaging him/her on contact with the barrier. The target must have a Speed of at least half of the Aero spell's power to escape unharmed. Otherwise, the target is hit with the power of the Aero spell.
Cost: Quadruple Barrier + Aero


Pending Abilities



Pending Limit Breaks

Pending Items



---

Spoiler: click to toggle
Edited by KurisuMurei, Jan 5 2010, 09:36 PM.
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Takeda
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Hyper Hobo
According to the trend I'm seeing. Damage usually includes Magic/3. So go with that. Otherwise its all good *thumbs up*.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay. Another couple of limit breaks set.

Name: Heat Haze [Lv. 1]
Description: Chris focuses his energy, and what appears to be a red aura surrounds him. When Chris moves in to attack, a red afterimage (or up to three) trail behind him. As Chris makes his attack, the afterimages catch up and repeat the attack, doing a small amount of additional damage. This lasts for one attack.
Requirements: Level 1 Limit Break Access
Effect: For every 30% in the limit gauge, this creates one afterimage that performs a followup attack at 20% of the damage of Chris's next physical attack. If any other action is used on that turn, then this technique has no effect and is lost.
Cost: Limit Gauge

Name: Double Attack [Level 2]
Description: Chris focuses his energy, and what appears to be a blue aura surrounds him. This is actually a 'shadow clone' that mirrors all of his motions with a brief delay. Any damaging technique that Chris uses, the shadow clone uses shortly after, with a reduced effect. (Spells that the clone uses are also tinted blue.) The clone stays for three turns.
Requirements: Level 2 Limit Break Access
Effect: Creates a clone that mirrors Chris's actions, dealing an extra hit of ((Limit% /2) + 10) percent of the attack's power for each of Chris's next three turns. This affects offensive spells and basic attacks, but not summons, non-direct-damage spells, and items.
Cost: Limit gauge
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Sarge
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Tonberry King
hmm i say keep these in the back of your head for now until the beta is over. they look fair I mean when you are 10% HP you basically get a +60% to damage while with the other one your clone can deal a max of 60% damage for 3 attacks. both of these numbers are above the recommended about for level 1 and 2 limit breaks, but again because of how much HP you would have to lose in order to get to these kinds of numbers and the fact that there is such a thing as cure I am going to say that idk how that effects balancing.

so again I'm not saying yes or no I'm just saying keep this on the back burner for now.
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[-Cloud-]
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Apocalypse (Lv4)
Quote:
 
Name: Heat Haze [Lv. 1]
Description: Chris focuses his energy, and what appears to be a red aura surrounds him. When Chris moves in to attack, a red afterimage (or up to three) trail behind him. As Chris makes his attack, the afterimages catch up and repeat the attack, doing a small amount of additional damage. This lasts for one attack.
Requirements: Level 1 Limit Break Access
Effect: For every 30% in the limit gauge, this creates one afterimage that performs a followup attack at 20% of the damage of Chris's next physical attack. If any other action is used on that turn, then this technique has no effect and is lost.
Cost: Limit Gauge


Correct me if I am wrong.

Say you have 100 Hp.. you lose 60% of it (Which would give you 60% Gauge). You use your Limit Break while attacking with basic attack from a sword dealing 20 damage. You would have 3 Afterimages that would deal 4 damage each after your attack?

If so, I approve. I would have never thought of such a cool Limit Break XD
Quote:
 

Name: Double Attack [Level 2]
Description: Chris focuses his energy, and what appears to be a blue aura surrounds him. This is actually a 'shadow clone' that mirrors all of his motions with a brief delay. Any damaging technique that Chris uses, the shadow clone uses shortly after, with a reduced effect. (Spells that the clone uses are also tinted blue.) The clone stays for three turns.
Requirements: Level 2 Limit Break Access
Effect: Creates a clone that mirrors Chris's actions, dealing an extra hit of ((Limit% /2) + 10) percent of the attack's power for each of Chris's next three turns. This affects offensive spells and basic attacks, but not summons, non-direct-damage spells, and items.
Cost: Limit gauge


Correct me if I am wrong... again XD

Say you're at 60% Limit Gauge and you use this. It would imitate you for three posts dealing only 40% of the damage each attack it imitates? So if you did an attack that does 30 damage it would only do 12 damage when it imitates it. Correct?

My question is speed. Does it have the same Speed?

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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Cloud
Nov 28 2008, 08:21 AM
Quote:
 
Name: Heat Haze [Lv. 1]
Description: Chris focuses his energy, and what appears to be a red aura surrounds him. When Chris moves in to attack, a red afterimage (or up to three) trail behind him. As Chris makes his attack, the afterimages catch up and repeat the attack, doing a small amount of additional damage. This lasts for one attack.
Requirements: Level 1 Limit Break Access
Effect: For every 30% in the limit gauge, this creates one afterimage that performs a followup attack at 20% of the damage of Chris's next physical attack. If any other action is used on that turn, then this technique has no effect and is lost.
Cost: Limit Gauge


Correct me if I am wrong.

Say you have 100 Hp.. you lose 60% of it (Which would give you 60% Gauge). You use your Limit Break while attacking with basic attack from a sword dealing 20 damage. You would have 3 Afterimages that would deal 4 damage each after your attack?

If so, I approve. I would have never thought of such a cool Limit Break XD
Quote:
 

Name: Double Attack [Level 2]
Description: Chris focuses his energy, and what appears to be a blue aura surrounds him. This is actually a 'shadow clone' that mirrors all of his motions with a brief delay. Any damaging technique that Chris uses, the shadow clone uses shortly after, with a reduced effect. (Spells that the clone uses are also tinted blue.) The clone stays for three turns.
Requirements: Level 2 Limit Break Access
Effect: Creates a clone that mirrors Chris's actions, dealing an extra hit of ((Limit% /2) + 10) percent of the attack's power for each of Chris's next three turns. This affects offensive spells and basic attacks, but not summons, non-direct-damage spells, and items.
Cost: Limit gauge


Correct me if I am wrong... again XD

Say you're at 60% Limit Gauge and you use this. It would imitate you for three posts dealing only 40% of the damage each attack it imitates? So if you did an attack that does 30 damage it would only do 12 damage when it imitates it. Correct?

My question is speed. Does it have the same Speed?

Correct on both accounts.

I should probably mention that the clone's speed is equal to Chris's own.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay with the new combination attack system...I'd like to try this one out.

Name: Diving Phoenix
Description: Chris jumps at his opponent, and at the top of his jump, generates a fiery aura as he dives at his opponent. The aura becomes more impressive with higher levels of Fire used.
Requirements: Fire materia, Jump materia, 75 Agility, 50 Spirit, 50 Weapon Skill
Effect: A powerful diving attack for (Basic Melee Attack)x(Fire multiplier)x(Jump multiplier) fire damage.
Cost: Fire Level cost x2, Cooldown for Jump level + 1 turn

There are nine possible ways of doing this, ranging from 1.2x damage for 12 MP and 3 turn cooldown to 3.2x damage for 48 MP and 9 turn cooldown. (The cooldown applies for anything involving the Jump materia.)
Edited by KurisuMurei, Dec 20 2008, 03:08 PM.
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Sarge
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Tonberry King
mmm add 50 Casting to the requirements and it should be good. Reason i say casting is becuase it seems to require an above average understanding on how to harness the power of the fire materia.

make sense?

its a big ouch with a big cost and a big cool down, and a big requirement.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Sounds reasonable. After all, it would take 50 in the skill needed to use one of the involved materia, so 50 in the other would be a good idea.
Edited by KurisuMurei, Dec 31 2008, 12:10 PM.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay, to bump this topic and to add a new one on the list...

Combination Technique: Exploding Ice Dome Trap
Description: Chris encases one enemy in a dome of ice, then uses a fire spell to build air and steam pressure inside the dome until it bursts, spreading ice shrapnel to strike nearby opponents...half the time. The other outcome is an expanding fireball that will engulf those nearby.
Requirements: Fire Materia, Ice Materia, 50 Casting.
Effect: Encases one opponent in an ice dome, dealing (Magic/2) Ice damage and (Magic/2) Fire damage if it is successful. The explosion will deal (Magic/2) damage to all enemies nearby, including the one encased, regardless of the result, in Fire damage if Chris's current HP is even, or in Ice damage if it's odd. Those outside the dome may be able to avoid the explosion with the standard dodge calculation, but the one inside will not be able to escape at all.
Cost: 15 MP
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Final Riku
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Dynamite
Quote:
 
Name: Diving Phoenix
Description: Chris jumps at his opponent, and at the top of his jump, generates a fiery aura as he dives at his opponent. The aura becomes more impressive with higher levels of Fire used.
Requirements: Fire materia, Jump materia, 75 Agility, 50 Spirit, 50 Weapon Skill, 50 Casting
Effect: A powerful diving attack for (Basic Melee Attack)x(Fire multiplier)x(Jump multiplier) fire damage.
Cost: Fire Level cost x2, Cooldown for Jump level + 1 turn

Exploding Ice Dome Trap
Description: Chris encases one enemy in a dome of ice, then uses a fire spell to build air and steam pressure inside the dome until it bursts, spreading ice shrapnel to strike nearby opponents...half the time. The other outcome is an expanding fireball that will engulf the ice and anyone nearby.
Requirements: Fire Materia, Ice Materia, 50 Casting.
Effect: Encases one opponent in an ice dome, dealing (Magic/2) Ice damage and (Magic/2) Fire damage if it is successful. The explosion will deal (Magic/2) damage to all enemies nearby, including the one encased, regardless of the result, in Fire damage if Chris's current HP is even, or in Ice damage if it's odd. Those outside the dome may be able to avoid the explosion with the standard dodge calculation, but the one inside will not be able to escape at all.
Cost: 15 MP



I'm all for uberly powerful attacks. These get my 1/4 approval
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Gin
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Ikorose, Shinsou
I'm going to give both a 1/4th approval also but I'm a little confused with the dome attack. Once trapped in the dome the rest of the attack can't be dodged and I get that but the dome attack itself can be dodged right?
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Correct. The 'main' target can escape capture and thus not take the majority of the damage.
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Takumi
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The First Leo Harashiki of The New World Order of Enlightenment
I'm going to say 1/4 Approval. It's a good, original move (except Haku did something very similar)
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Yeah. This is actually more of a reference to something that had happened in one of Cloud's previous (Naruto-themed) RPGs, involving a giant penguin demon and some inexpert application of Fuinjutsu...
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Bump. I would add another request, but I was told not to go above three if possible.
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[-Cloud-]
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Apocalypse (Lv4)
I approve what is pending, they're all good with me. So long as you're able to avoid the Ice Dome being formed.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
One fast enough can jump out of the dome before it fully closes.

And here's the next one, a Limit Break.

Name: Critical Breaker [Lv. 2]
Description: Chris charges energy into his spear until it glows a scarlet red, then throws it at his opponent. The spear is propelled by the charged energy to fly faster.
Requirement: Level 2 Limit Break Access
Effect: Chris throws a magic-charged spear at one opponent, piercing through him/her/it. The spear flies at a speed of (Strength+Speed)\2 + Magic, and deals 1.5X the normal thrown weapon damage. The spear then reappears in Chris's hand.
Cost: Limit Gauge.
Edited by KurisuMurei, Feb 2 2009, 09:47 PM.
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Takeda
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Hyper Hobo
I see no problems with it, and has my seal of approval unless anyone else has any arguments.
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Gin
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Ikorose, Shinsou
It doesn't need anymore approval since Takeda has a full approval but since hes wondering if anyone has arguments Ill say I don't and give my 1/2 approval for the sake if it. Approved
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Okay, here we go with more. One limit break, one combination

Name: Star Aura [Lv. 3]
Description: Chris focuses his energy, which then manifests into a gold aura which temporarily protects Chris from almost any sort of attack, and also damages opponents that try to attack at close range.
Requirement: Level 3 Limit Break Access
Effect: Chris creates an energy barrier that protects from all forms of harm, and deals (Magic/2) damage to opponents who attack him with a physical close range attack. Lasts two turns.
Cost: Limit Gauge

Name: Guardian Tree
Description: Chris combines the powers of Water and Earth to create and induce the rapid growth of a tree front of him, serving as cover against attacks.
Requirement: Capability of casting Watega and Fissaga, 100 Magic, 100 Casting
Effect: Creates a tree that would serve as cover against attacks. The tree has a natural defense against all attacks equal to (Magic/10) and has an HP equal to Magic. This takes up a full turn to perform.
Cost: 80 MP, Can only be performed once every 10 turns, and only after the previous tree is destroyed.
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Drathmar
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Vampiric Bitch
Full protection from everything for 2 turns + damage if attacked seems... well almost a level 4 IMO, so I'm not gonna give 1/4 on it yet.

Combination I like, take it you got the idea from the epic, and 1/4 approval.
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Takumi
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The First Leo Harashiki of The New World Order of Enlightenment
I like the tech... mostly because I came up with the idea in the Epic.
Tech is now at 1/2

LB seems pretty OP. your have two turns where nobody can damage you, but you can damage them. I think that's too much even for lvl. 4 LB
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Gin
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Ikorose, Shinsou
For the sake of approving something the Tech is now approved. No 1/2 on the LB though, want a higher ranking staff to say something.
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
Maybe only one turn, then?
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