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[Pre-Dice]Marquez and his requests
Topic Started: Nov 2 2009, 05:00 PM (182 Views)
Marquez
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Anu Pa
Pending Abilities
1) Blood Break
2) Blood Mark
Pending Traits
1) Missing Blood
2) Contious Flow
3) Full of Blood
4) Sacrifice
Pending Techniques

Pending Limit Breaks

Pending Items

---

Approved Abilities

Approved Techniques

Approved Limit Breaks

Approved Items
Edited by Marquez, Nov 5 2009, 10:13 PM.
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Marquez
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Anu Pa
TRAITS
Missing Blood
Description: A Blood Knight feels each of his wounds intimately, and can channel the pain that results to inflict more damage upon his enemies.
Requirements: Be a Blood Knight
Effect: For every 7% of Max HP that is lost, attacks will gain an additional 4% bonus damage. (i.e. With 200 HP and 100 base damage, when HP is lowered to 186, damage is increased to 104. When hp is lowered to 60, damage is increased to 156 ) Minimum of 4 bonus damage, max of 50% bonus damage
Formula:
7% = 4%
14% = 8%
21% = 12%
28% = 16%
35% = 20%
42% = 24%
49% = 28%
56% = 32%
63% = 36%
70% = 43%
77% = 47%
Beyond = 50%
Cost: None

Continuous Flow
Description: Blood Knights can control their blood and all parts therein, allowing them to heal at a greatly accelerated rate. But there are ways that even this trait won't be able to help the blood knight back on his feet.
Requirements: Be a Blood Knight
Effect: If Knocked Out, Blood Knights are revived after four posts with 10% of Max HP and 0% LB Gauge.
Cost: None

Full of Blood
Description: Because of the constant manipulation of their blood, their bodies tend to have more life in them.
Requirements: Be a Blood Knight
Effect: +30% to Starting Health
Cost: None

Sacrifice
Description: To maximize the full power of the blood knights, they manipulated their bodies to cut half of the effects of healing spells.
Requirements: Be a Blood Knight
Effect: Take only 1/2 effect from cure spells
Cost: None

ABILITIES
Blood Break
Description: The power of a Blood Knight is either to hurt or to heal.
Requirements: Be a Blood Knight, 35 Endurance, 35 Spirit
Effect: The Blood Knight channels life force into a blast of energy that either deals or heals damage equal to the amount of HP used. The determination of damage or healing must be made before unleashing the blast, and cannot be changed once it is fired. Blood Break moves at a speed of (Spirit) and has an accuracy of (Spirit + Endurance)/2. If it connects, then Blood Mark is activated.
Cost: 50% of Max HP

Blood Mark
Description: When Blood Break is successfully utilized, it attaches a Blood Mark to the target (the shape of which is determined by the caster). This Mark heals the caster by an amount dependent on the damage taken by the victim.
Requirements: Blood Break, 30 Intelligence
Effect: 25% of the damage taken by the target of Blood Break/Blood Mark is converted into healing energy and channeled back to the caster of the Mark. (If the target takes 100 damage, the Blood Knight is healed for 25 HP.)
Cost: None
Edited by Marquez, Nov 5 2009, 10:41 PM.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
Name: Missing Blood
Description: A Blood Knight feels each of his wounds and channels the pain for damage for each 7% missing health
Requirements: Blood Knight
Effect: Bonus 8 damage per 7% health missing. Bonus damage will take place with any of a blood knights attack
Cost: N/A


At most, this can give you a bonus 114 damage, which isn't that great in the long run.

Name: Missing Blood
Description: A Blood Knight feels each of his wounds and channels the pain for damage for each 7% missing health
Requirements: Blood Knight
Effect: Bonus 4% damage per 7% health missing. Bonus damage will take place with any of a blood knights attack. Max of 50%.
Cost: N/A


This is my suggestion. It will help you more in the long run, to be honest.
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Marquez
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Anu Pa
Ok I get your point um thanks bowwy
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Takeru
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The White Mage
You suffer from what I like to call 'Horrible Wording-itis'. To help, let me re-word what you have and, if you like the, then other staff/members can step in for final approvals.

Quote:
 


Missing Blood
Description: A Blood Knight feels each of his wounds intimately, and can channel the pain that results to inflict more damage upon his enemies.
Requirements: Be a Blood Knight
Effect: For every 7% of Max HP that is lost, attacks will do an additional 4% damage. (i.e. With 200 HP and 100 base damage, when HP is lowered to 186, damage is increased to 104.)
Cost: None

Continuous Flow
Description: Blood Knights can control their blood and all parts therein, allowing them to heal at a greatly accelerated rate.
Requirements: Be a Blood Knight
Effect: Blood Knights regain 3% of Max HP per post. If Knocked Out, Blood Knights are revived after four posts with 10% of Max HP and 0% LB Gauge.
Cost: None

Blood Break
Description: The power of a Blood Knight is either to hurt or to heal.
Requirements: Be a Blood Knight, 35 Endurance, 35 Spirit
Effect: The Blood Knight channels life force into a blast of energy that either deals or heals damage equal to the amount of HP used. The determination of damage or healing must be made before unleashing the blast, and cannot be changed once it is fired. Blood Break moves at a speed of (Spirit) and has an accuracy of (Spirit + Endurance)/2. If it connects, then Blood Mark is activated.
Cost: 50% of Max HP

Blood Mark
Description: When Blood Break is successfully utilized, it attaches a Blood Mark to the target (the shape of which is determined by the caster). This Mark heals the caster by an amount dependent on the damage taken by the victim.
Requirements: Blood Break, 30 Intelligence
Effect: 25% of the damage taken by the target of Blood Break/Blood Mark is converted into healing energy and channeled back to the caster of the Mark. (If the target takes 100 damage, the Blood Knight is healed for 25 HP.)
Cost: None


Just a suggestion, of course. ^_^
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Grey
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Did you know that L's love donuts?
Another Knight? Don't we already have two? Anywho, Missing Blood is pretty balanced, I'll approve with Tak's corrections. Continous Flow (again with Tak's corrections/suggestons) needs a counter balance. Revival alone is pretty ok given that its a part of a board wide race and that another FE has it. IF you decide to have the regeneration you'll need to add another negative.
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Marquez
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Anu Pa
Edited
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Grey
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Did you know that L's love donuts?
You still need a negative trait!!!

Positives: +30% to starting health

Neutrals: +4% to damage for every 7% lost from Total HP; revival after 4 post of being dead (does this work if his head is cut off?)

Negatives: None

You need at least one Negative to balance out your new trait.
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Marquez
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Anu Pa
posted
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Marquez
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Anu Pa
Bump
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Marquez
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Anu Pa
bump
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Grey
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Did you know that L's love donuts?
Hmm, the traits seem more balanced now. But just to be sure:

Quote:
 

Missing Blood: Caps at 50%, requires you to take damage from attacks.

Continuous Flow: Variation of a racial ability and requires 4 post of you being ko'd. (you're likely to get offed in that time frame)

Full of Blood: Once again a variation of a racial ability, and a one time boost.

Sacrifice: Power of cure spells is halved.


I'll give my +1/4 for now. A moderator will have to give the final word.
Edited by Grey, Nov 19 2009, 06:47 AM.
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Panda Bard
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Shining Finger!!!
How long does blood mark last, and can it be removed by the victim in any way?
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Marquez
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Anu Pa
Paying half of the blood knights life inorder to put on a blood mark is really over rated so if it would just wash or smeared off the abillity would be usless. So the blood mark can only to cease on working when the victim or the user is dead or the victim takes off his/her armor.
Edited by Marquez, Nov 21 2009, 11:24 PM.
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Marquez
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Anu Pa
bump
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Bag o Bones
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Meteorain (Lv3)
The mark only lasts for the thread they're in, right?
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Marquez
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Anu Pa
yes
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Takeru
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The White Mage
As I had a hand in creating these requests I am not allowed to give final approval, but I urge another staffer to do so.
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Takeru
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The White Mage
[Brought to you by Reid who designed the dice system] NO DICE!
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[-Angeles-]
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Ex-Turk
Fare thee well Children of Crisis, we will miss you
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