Fenrir Greycloth Posted April 25, 2009 Report Posted April 25, 2009 (edited) Small Gust A gentle breeze in the wind that feels nice on a summer afternoon. Stats Vital Energy 10/10 Attack 1 Defence 5 Initiative 1 Target: All Abilities: Heal Small Gust II The flowing breeze has chilled slightly and become a bit of a nuisance to umbrellas Stats Vital Energy 500/500 Attack 10 Defence 10 Initiative 3 Target: All Abilities: Damage Strong Wind Just short of becoming hurricane winds, the wind has formed a mind of it's own and can target specific creatures. Stats Vital Energy 1500/1500 Attack 30 Defence 15 Initiative 3 Target: All Abilities: Damage [Aura: ForcedPerch - Forces all flying creatures to land on the ground[Causes 50% extra damage]] Strong Wind II A ghostly human figure has appeared behind these frightening winds. Stats Vital Energy 2500/2500 Attack 75 Defence 15 Initiative 4 Target: All Abilities: Damage [Aura: ForcedPerch - Forces all flying creatures to land on the ground[Causes 50% extra damage]] Wind Elemental Swarming winds cover the Elementals opaque body. It's frightening apparel is nothing compared to it's fearsome powers Stats Vital Energy 4500/4500 Attack 95 Defence 15 Initiative 6 Target: All Abilities: Random [Aura: ForcedPerch - Forces all flying creatures to land on the ground[Causes 50% extra damage]] Edited April 25, 2009 by Fenrir Greycloth
Burns Posted April 25, 2009 Report Posted April 25, 2009 Strong Wind II has too much def, and max has too much attack and def... all damagers with such powers would need to be an RPC reward, and i don't think we should have even more insane creatures that are given out according to one players mood -.- UNLESS random is a random not only between useful things like chaotic, weaken and damage, but also covers martyr, defend, and heal... [and of course no life-steal all...]
Fenrir Greycloth Posted April 25, 2009 Author Report Posted April 25, 2009 (edited) The third elemental has to much A&D? Are you kidding? A level 1 grasan has almost just as much... Ahhh, ok. I made a mistake on the last levels stats. I mixed it up with the CA's age. It should be 95 attack. Edit: As for the ability it is not like the Joker's ability, it is like Burns said a random power between Damage, weaken defence, and haotic. It is a good idea for Martyr, defend, and as for heal... I don't think so. How can the wind heal? Edited April 25, 2009 by Fenrir Greycloth
Nex Posted April 25, 2009 Report Posted April 25, 2009 (edited) [quote]How can the wind heal?[/quote] [quote name='Fenrir Greycloth' post='29397' date='Apr 25 2009, 06:09 AM']Small Gust A gentle breeze in the wind that feels nice on a summer afternoon. Stats Vital Energy 10/10 Attack 1 Defence 5 Initiative 1 Target: All Abilities: Heal[/quote] like that (btw, formally you'd want a power stat for this level) as for stats, i'd imagine the wind to have a high ini rather than a high def, but thats just me the ForcedPerch would be mostly directed to future creatures, since right now the only flying creatures are wind drachorn and winderwild. no problem with that. well, i think the uncertainty of chosing an ability randomly is far outweighted by its versatility if you'll always get "beneficial" (i.e. enemy harming) effects. there is a reason why you cant switch abilities in battle (or even chose an order like 1-3 round weaken, 4 -x damage) i do like the idea of total randomness, so if you go this path, go it all the way target: random enemy or friendly (randomly chosen target category: single, multi, all) ability: randomly chosen from all abilities. taming the wind? not really: it may do what you hope for, but the wind is a fickle servant (you could use odds like 75% for benefical ability if target self, 75% chance for harmful ability if target enemy) [edit: added opinion on stats] Edited April 25, 2009 by Nex
Fenrir Greycloth Posted April 25, 2009 Author Report Posted April 25, 2009 Hehe. That was a gentle breeze though, these Wind Elemental sends out hurricane/tornado winds...
Burns Posted April 25, 2009 Report Posted April 25, 2009 ok, now the attack is better ^^ but def is still too high imo... ´strong defenders right now have about 15-20, and those insane whirlwinds come with 70? more init would fit, but the def is still too high, especially on max...
Fenrir Greycloth Posted April 25, 2009 Author Report Posted April 25, 2009 Ahhh, see the way I was thinking was that attack and defense= power right? So, I tried evening out the power distribution.
Burns Posted April 25, 2009 Report Posted April 25, 2009 nope, power is stat on itself, and at least those things healing and stealing need one^^ and now the last whirlwind seems a nice little creature =) now i'd even suggest randomizing the attack with only benefital attacks, like damage, chaotic, weaken or a weak life steal, now it's attack is within sane limits for an all =D
Fenrir Greycloth Posted April 26, 2009 Author Report Posted April 26, 2009 Yes, it would definitely be an interesting creature. Hehe.
Death Bell Posted July 27, 2009 Report Posted July 27, 2009 i am not sure if sum1 pointed this out but u say lvl 1 it heals but it doesnt have any power stat... ???? only attack and defence.. Shantu and Nex 2
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