Post by zelkova on Aug 23, 2010 0:49:47 GMT
This is not really an idea that I would want in the game. It simply just a random idea that I came up with for the laughs.
~Requirements~
*Must reach the 3rd town which the book, inn, and a lv2 compo shop will be in with the old man who will be giving the job advancement.
*Must be level 50.
*Must pay a fee which the old man will require you to do before you will be able to advance any ranger.
~Side Notes~
*FP will be LV x2 + for each character (Weapon LV ×2 + Compo LV + Compo LV) *Note the x2 after the level*
*The fee is one time only and the cost will be the book price of the stage before the town times 2 and the digit will be rounded out so it will be like 300000 (tons of 0 so the price will look pretty).
*Compo FP will be base on weapon tier, starter weapons can't be used. (You will understand this when you read what below.)
~The Advancement~
Boxer: Mismatch gloves - You will be able to put a 2nd glove into the compo slot of the first glove. The gloves can not be the same. The stats of the 2nd glove will be added to the first which includes the effects and mp cost. If possible by the programmers then depending on which glove hits depends on the effect, if not then both effects will work regardless of which glove hits.
Fun Tip: Force glove don't cost mp so that a automatic force effect with added power. All of the 2nd glove compo items will be lost of course and any added effects will also be lost. A glove with a red stone will just give the glove effects.
Gladiator: Dual wield - You will be able to add the same weapon in the 1st weapon compo slot. No added effects or stats but both weapons will use the special attack at the same time and agi will be cut in half. MP will be the same as before.
Fun Tip: Almost like the boxer but less befits with less weakness and costs. Can easily become powerful with any weapon choice as there almost no punishment from advancing beside the lost of the compo slot.
Sniper: Bow Fusion - The 2nd weapon choice which will be put in the 1st weapon compo slot will transfer the attack pattern or effect to the main weapon. Iron arrows will be shot like triple shot or you will be able to poison iron arrows. MP cost will be added if needed and only the main weapon attack will be counted. Magic can't be mixed with magic (poison and fire or two of the same element can't be use) while attack patterns can't be added with the same attack pattern. (It a waste of programming to have a normal bow to act like a iron bow when you could just use the iron bow at the start)
Fun Tip: MP will be added regardless but the main weapon attack will be the only thing that count. Have the weaker weapon be used as a compo item for max damage.
Magician: 2nd orb control - Double the agi needed of the main weapon and basically have the 2nd orb effects (compo item now if you can't see the pattern) and stats transfer over to the main weapon. Both attacks happen at once and that pretty much it. The agi needed will make this class somewhat fair in VS mode.
Fun Tip: The agi is double for the main weapon so the faster weapon should be the main weapon while the slower one will be the compo item.
Priest: Orb addition: Use a orb and add it to the staff as a compo item. The staff attack will no longer exist and only the orb will be used. This class will basically become a mage without the SP effects. This class will still be a priest but the orb will give it attacking ability and maybe better effects with the right jewels. The attack power and effects (poison, etc) will be carry over from the staff.
Fun Tip: Basically a mage now with the SP effects of a priest. MP still not needed and will have the 90+ range with the slow speed. Because the stats is basically based on the orb now the staff range don't matter (only attack power and effects are carry over) so getting a powerful short range staff may be better for that priest.
Gunner: Bomb attacks - Based on the agi, range, attack, etc of the weapon the Gunner will throw bombs between shots. These bombs will cost the same amount of the gun. Effect will be free with the starting weapon.
Fun Tip: Your main weapon is the most importation choice but because you don't use a compo slot you can give this ranger the max damage capabilities possible. Money will drain away fast so this may be the only class you may want to hold the advancement from.
Whipper: Reduce MP - MP of all whips will be cut in half.
Fun Tip: Not really something I would have to explain. Just don't waste all of your SP on the magic stat early on.
~Requirements~
*Must reach the 3rd town which the book, inn, and a lv2 compo shop will be in with the old man who will be giving the job advancement.
*Must be level 50.
*Must pay a fee which the old man will require you to do before you will be able to advance any ranger.
~Side Notes~
*FP will be LV x2 + for each character (Weapon LV ×2 + Compo LV + Compo LV) *Note the x2 after the level*
*The fee is one time only and the cost will be the book price of the stage before the town times 2 and the digit will be rounded out so it will be like 300000 (tons of 0 so the price will look pretty).
*Compo FP will be base on weapon tier, starter weapons can't be used. (You will understand this when you read what below.)
~The Advancement~
Boxer: Mismatch gloves - You will be able to put a 2nd glove into the compo slot of the first glove. The gloves can not be the same. The stats of the 2nd glove will be added to the first which includes the effects and mp cost. If possible by the programmers then depending on which glove hits depends on the effect, if not then both effects will work regardless of which glove hits.
Fun Tip: Force glove don't cost mp so that a automatic force effect with added power. All of the 2nd glove compo items will be lost of course and any added effects will also be lost. A glove with a red stone will just give the glove effects.
Gladiator: Dual wield - You will be able to add the same weapon in the 1st weapon compo slot. No added effects or stats but both weapons will use the special attack at the same time and agi will be cut in half. MP will be the same as before.
Fun Tip: Almost like the boxer but less befits with less weakness and costs. Can easily become powerful with any weapon choice as there almost no punishment from advancing beside the lost of the compo slot.
Sniper: Bow Fusion - The 2nd weapon choice which will be put in the 1st weapon compo slot will transfer the attack pattern or effect to the main weapon. Iron arrows will be shot like triple shot or you will be able to poison iron arrows. MP cost will be added if needed and only the main weapon attack will be counted. Magic can't be mixed with magic (poison and fire or two of the same element can't be use) while attack patterns can't be added with the same attack pattern. (It a waste of programming to have a normal bow to act like a iron bow when you could just use the iron bow at the start)
Fun Tip: MP will be added regardless but the main weapon attack will be the only thing that count. Have the weaker weapon be used as a compo item for max damage.
Magician: 2nd orb control - Double the agi needed of the main weapon and basically have the 2nd orb effects (compo item now if you can't see the pattern) and stats transfer over to the main weapon. Both attacks happen at once and that pretty much it. The agi needed will make this class somewhat fair in VS mode.
Fun Tip: The agi is double for the main weapon so the faster weapon should be the main weapon while the slower one will be the compo item.
Priest: Orb addition: Use a orb and add it to the staff as a compo item. The staff attack will no longer exist and only the orb will be used. This class will basically become a mage without the SP effects. This class will still be a priest but the orb will give it attacking ability and maybe better effects with the right jewels. The attack power and effects (poison, etc) will be carry over from the staff.
Fun Tip: Basically a mage now with the SP effects of a priest. MP still not needed and will have the 90+ range with the slow speed. Because the stats is basically based on the orb now the staff range don't matter (only attack power and effects are carry over) so getting a powerful short range staff may be better for that priest.
Gunner: Bomb attacks - Based on the agi, range, attack, etc of the weapon the Gunner will throw bombs between shots. These bombs will cost the same amount of the gun. Effect will be free with the starting weapon.
Fun Tip: Your main weapon is the most importation choice but because you don't use a compo slot you can give this ranger the max damage capabilities possible. Money will drain away fast so this may be the only class you may want to hold the advancement from.
Whipper: Reduce MP - MP of all whips will be cut in half.
Fun Tip: Not really something I would have to explain. Just don't waste all of your SP on the magic stat early on.