- Apr 2, 2019
- 300
- 643
Agreed. Still debating on how best to adjust TP.I'm not against having a climax TP drain but it will probably take a decent amount of testing to get a balanced value. If it's too low, you gain too much TP from the enemy's attack that you just end up having positive TP gain anyway, and if it's too high you won't have enough TP to perform an action.
It might just be easier to increase overall TP costs on skills to make the default "Attack" option and the lower TP cost skills more important.
I do feel like "Whirlwind" in particular is a bit OP with how little TP it costs and how big your initial MP pool is. "Wind Slash" on the other hand feels like it's a bit too weak; as a move that's specifically designed to snipe drone bats and fairies when your speed is heavily debuffed, the accuracy on it is kind of low and it's not uncommon to fight 3 or more of those enemies at once.
Thinking that a primitive addiction system (multiple bastes) might be doable.These seem pretty brutal TBH and I'm here for it. It would really require rationing of pure items.
I'm poking around in the JSONs now and see there's an option for doing MaxTurns in States. Using an item to trigger a state should be possible as per equipment as well. That provides some interesting options for items use. For Purification Agent call it Numbing Agent and instead of a lust add apply a debuff to Agility for x turns? Improved version has the same as the old one, with a smaller debuff. Would allow you to purge bad effects after battle at the cost of being at a disadvantage for the next one.
Mechanics would be:
Certain item(s) add to a defined variable, which dictates addiction level 1-3, all act as a stat debuff. The variable check will run at the start of combat and if the argument is true then a withdrawal baste for whichever level you qualify is added. If the variable check is false then the corresponding baste will be removed / not added for that fight.
Example: Magic Agent (Ollict) adds MP, lust and +1 addiction to the variable used. At the start of the next fight the system checks the variable to see if you qualify for level 1, 2, or 3 addiction and compares your current MP level against your max MP. With addition level 1 you would need to stay above 50% of max MP at the start or you get afflicted with withdrawal level 1 baste for the rest of combat. At the start of the next fight if you are over 50% MP then the withdrawal is removed. To reset the variable you need to buy a cleansing agent from the base item vendor for a high cost.
Of course to make this system work abilities need to be adjusted to push the player into using items more frequently.
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