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What would your personal ability be?


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12 replies to this topic

#1 SmashedFish

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Posted 30 July 2013 - 03:13 PM

If your MU had an ability based on your personality/preferences/ingame family/anything, what would it be?

Mine would be:

Name: Multi-Flurry (dumb name, but I can't think of a better one)
Activation rate: Skill/4
Effect: Upon activation, the user attacks with every usable weapon for their current class that they're holding. (staffs/items don't count) The damage from each attack is halved. Each weapon may score a critical strike independently of the others, and each may activate any innate abilities, but the chance to activate an ability is half of the normal activation rate. Each weapon will be charged one use, but each has their own chance to activate Armsthrift.

Basically, it's Astra that uses every weapon you're holding, with a really small chance of activating any unique effects that your weapons have (like Sol from the Sol sword, or Despoil from Leif's Blade). I based it off my love of both Astra and having a bunch of awesome swords on hand at all times. Its main advantage over Astra is that you'd be able to attack with multiple weapons in one turn, potentially hitting a foe with one that beats theirs through the weapon triangle, or a weapon that they're weak to (Armorslayers, etc). It could also be good if you have a lot of weapons with effects on hand, like my MU usually does. However, if you only had normal weapons on hand, Astra would be better since it doesn't add wear to all of your weapons. Maybe it would be more fair if Armsthrift didn't work with it, but that might also make it bad... any thoughts?

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#2 shadowofchaos

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Posted 30 July 2013 - 05:14 PM

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#3 kirant

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Posted 30 July 2013 - 05:28 PM

Based off of my personal preferences:

Level 5
Name: Fatum
Activation Rate: On your turn.
Effect: While active, damage for you is increased by 5. If paired, movement is increased by 1.

Level 15
Name: Disperdo
Activation Rate: Activation Rate = (Skill in %)/2
Effect: Deals additional damage scaled to the amount of HP you have left. The bonus is one additional damage for each three HP, rounding down.

I was going for a sense of being an attack unit who needs to be left out of combat on enemy turns.

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#4 Snow

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Posted 30 July 2013 - 05:49 PM

Mine are pretty dumb sounding but XD

Wolf's Blood
Level 1
Activation rate: 40% chance every time you're hit
Increases Str, Mag, Spd and Skl 2 points. If it activates twice in a row the bonuses stack but the unit is given the bezerk condition. Cannot activate more than twice in a row.

Dual Wield
Promotion
Gives ability to wield/equip two weapons of the same type at once.
Grants Auto-Brave eff.
Cuts Defense (not Res) in half.
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#5 AbsolutelyTotalSilence

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Posted 30 July 2013 - 07:13 PM

I had the idea of a dualwield skill like that, but it was for pre-Awakening when we had the weight system, so it'd weigh you down with both weapons' Wt combined instead of cutting defence. Hrm, for mine...

LVL 1: Bonecrusher (nope, haven't been playing Final Fantasy Tactics Advance at all lately)
Like Counter, but your return attack does 1.5x damage.

Lvl 10: Chain Combo
Makes your base ATK stat 5 lower than normal, but increases ATK by 2 every time a hit connects successfully. A single miss will reset your ATK boosts.

LVL 5 (promoted): Fists of Steel (or something non-cliche to that effect)
Enables attacking other units even without a weapon, like laguz in previous games.

LVL 15 (promoted): Teleport
Can swap places with any enemy unit within a range of (Magic stat)
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#6 bblues

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Posted 03 August 2013 - 03:58 PM

Flourish: Activates one of Luna/Sol/Astra/Vengeance/Ignis/Aether/Lethality ((Luck+Skill)/8)

Get at me.



Tireless: All stats +3 (except HP) in enemy phase.

#7 Mercurius

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Posted 04 August 2013 - 04:34 AM

Indoor Fighter+

First thing that comes to mind, seriously.

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#8 Fitz24

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Posted 04 August 2013 - 06:27 PM

Lethality. Because. Yes.
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#9 RikuKagura

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Posted 16 July 2014 - 05:29 AM

level 1: burst rain: able to strike multiple enemies for reduced damage.
level 10: mana shell: 20% chance to take no damage for the turn.

level 5: spell reflector: 30% chance to reflect magic based damage.
level 15: mana conversion: changes all spells to elementless and add 5 damage but double's uses.

#10 EmblemEmbassy

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Posted 16 July 2014 - 11:25 AM

My ability would be:

Chaos

Activation rate: Once per every five turns

All shops and events are destroyed for the remainder of battle. Some Enemies are damaged seriously, while others are damaged a little. Some enemies are healed a little. Some of your allies are healed, and some allies are damaged a little. For three turns, there is fire all over the map everybody takes damage from the fire.

Sounds like chaos, right?
Well. This is awkward.

#11 ^Leo^

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Posted 16 July 2014 - 12:13 PM

Battlemage: physical damage is dealt based on your magic Stat (context: for some reason my MU always seemed to have a pretty decent magic Stat while I had to switch him to another class to raise his str up to a usable level)

#12 SmashedFish

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Posted 16 July 2014 - 04:39 PM

I've thought of a new one for myself. I suppose this would be my promoted level 15 skill.

Ascension

Trigger: Command from movement menu

Cuts own HP in half and disables all healing (items, staves, Sol, Nosferatu, etc) for three turns to gain 10 Speed and Skill and 1 movement for that duration. Use of this skill doesn't consume movement or action for the turn.

Numbers would have to be messed with, but I'm somewhat happy with how it turned out.

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#13 Fire Blazer

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Posted 16 July 2014 - 07:10 PM

Loner:

Passive Ability

- Increases all stats by 5 and hit and crit by 10 when no allied units are within 3 spaces.

Fluctuation:

Passive Ability

- For every attack that hits, one's personal "confidence" (hidden stat) increases. How much it increases depends on the attack. For instance, if it's a 30% hit chance and it hits, confidence increases more than a 70% chance hit. A critical increases it significantly. Dodges also increase it. Likewise, not dodging etc. decreases it. Pretty much, it changes based on how lucky you are. After a certain amount of confidence, all stats are increased temporarily. The idea is that the character can build momentum and their stats fluctuate based on how well they're doing. It makes them more polarized, in a sense.

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