2 turns Apr 20, 2024 at 11:28 PM -03 Brazil , São Paulo
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I need help analysing these classes from my rpg setting. Please tell me patterns and trends you can observe and suggest skills to fill the gaps: ## Berserker ##### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15 | 15 | 25 | -20 | -10 | 10 | 5 | -5 | -10 | 0 | }} ## Usable weapons **Axes** ## Skills ### Outrage All basic attacks have a chance to do 1.5x more damage. Chance% = (STR+VIG)/2 ### Buster Hit ##### Level 1 (1 points): An attack that ignores half of the target's defence value. ***Cost = 10HP*** ##### Level 2 (2 points): An attack that completely ignores the target's defence and guard. ***Cost = 18HP*** ### Whirlwind Strike ##### Level 1 (1 points): Deals the damage of a common attack to all adjacent enemies. ***Cost = 12SP*** ##### Level 2 (2 points): Attacks an entire row with the damage of a common attack. ***Cost = 10SP*** ##### Level 3 (3 points): Attacks an entire row with the damage of a common attack +10. ***Cost = 9SP*** ### Heat of Battle The user recovers HP and SP after defeating an enemy. ##### Level 1 (1 points): 10HP, 12SP ##### Level 2 (2 points): 15HP, 18SP, +5SG ##### Level 3 (3 points): 18HP, 25SP, +8SG ### Axe Mastery Grants bonuses when using an axe. ##### Level 1 (1 points): +5 damage, +5 crit ##### Level 2 (2 points): +10 damage, +10 crit ##### Level 3 (3 points): +15 damage, +15 crit ### Lunge ##### Level 1 (1 points): The user moves to the space in front of the target and performs an attack. 6 damage. ***Cost = XSP*** ##### Level 2 (2 points): The user moves to the space in front of the target and performs an attack. 10 damage and bypasses guards. ***Cost = XSP*** ##### Level 3 (3 points): The user moves to the space in front of the target and performs an attack. 15 damage and bypasses guards. ***Cost = XSP*** ## Swordfighter #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 0 | 10 | 0 | 0 | 20 | 15 | 0 | 15 | 15 | }} ## Usable weapons Swords ## Skills ### Blade Dance When performing basic attacks, there is a chance to deal another attack with half the damage of a normal attack. Chance% = (STR+DEX)/2 ### Hastened Strike An attack so fast that it can't be counterattacked. ##### Level 1 (x points): Same damage as a normal attack. ***Cost = 8SP*** ##### Level 2 (x points): 1.3x the damage of a normal attack. ***Cost = 7SP*** ### Seal Evasion Reduces an enemy's evasion. Values do not stack. The penalty drops each turn. (i.e. if one turn the target is affected by -7 evasion, the next it will be -6 and so on. Subsequent applications of this ability will return the penalty to its maximum value) ##### Level 1 (x points): -7 evasion. **Cost = 7SP** ##### Level 2 (x points): -10 evasion. **Cost = 11SP** ##### Level 3 (x points): -15 evasion. **Cost = 15SP** ### Vacuum Cleave A slash that exceeds the sword's blade and can hit enemies from a long distance. ##### Level 1 (x points): Damage from a common attack. **Cost = 8SP** ##### Level 2 (x points): +8 damage. **Cost = 12SP** ##### Level 3 (x points): +15 damage. **Cost = 18SP** ### Sword Mastery Grants bonuses when using a sword. ##### Level 1 (x points): +5 hit, +5 crit ##### Level 2 (x points): +10 hit, +10 crit ##### Level 3 (x points): +15 hit, +15 crit ### Blade Flurry Unleash a rapid flurry of sword strikes that damage all enemies in targeted spaces of the user's choice. ##### Level 1 (x points): Affects 3 spaces. Half the damage of a regular attack. Cannot crit. **Cost = 15SP** ##### Level 2 (x points): Affects 3 spaces. 75% the damage of a regular attack. **Cost = 13SP** ##### Level 3 (x points): Affects 4 spaces. Same damage of a regular attack. **Cost = 12SP** ## Lancer #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 0 | 10 | 15 | 5 | 0 | 10 | 20 | 15 | 5 | 5 | }} ## Usable weapons Spears ## Skills ### Overwhelm After attacking, chance to prevent the target from counterattacking. Chance% = (STR+LCK)/2 ### Pierce A strong blow using the spear that hits a column (the target and the unit behind it). ##### Level 1 (x points): 7 damage. Cost = 6SP ##### Level 2 (x points): 15 damage. Cost = 12 SP ### Parrying Position Grants an accuracy bonus if the user chooses to ***counterattack*** during the enemy phase. ##### Level 1 (x points): +10 hit ##### Level 2 (x points): +15 hit, +10 crit ##### Level 3 (x points): +20 hit, +10 crit ### Guard Seal After attacking, chance to render an enemy's **Guard** inneffective ##### Level 1 (2 points): 30% chance ##### Level 2 (3 points): 60% chance ##### Level 3 (4 points): 90% chance ### Chain Attack Executes a fixed damage attack after an ally's attack if the enemy is within the user's range. ##### Level 1 (x points): 1D8 damage, 50% hit chance ##### Level 2 (x points): 1D12 damage, 65% hit chance ##### Level 3 (x points): 1D20 damage, 80% hit chance ### Spear Mastery ##### Level 1 (x points): +5 hit, +5 damage ##### Level 2 (x points): +10 hit, +10 damage ##### Level 3 (x points): +15 hit, +15 damage ## Shielder #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15 | 10 | 10 | -20 | -10 | 0 | 10 | 30 | 10 | 0 | }} ## Usable weapons Shield (can attack using shields) +1 type of user's choice ## Skills ### Aegis When attacked, chance to reduce the damage of any physical attacks/skills to 0 regardless of guard type. Chance% = (VIT+DEF)/2 ### Inspiration Grants defensive bonuses to adjacent allies ##### Level 1 (x points): +5 damage reduction from all sources ##### Level 2 (x points): +10 damage reduction from all sources ### Protection The user can choose to protect an ally that is being attacked. ##### Level 1 (x points): Same guard as the shield equipped. ***Cost = 10SP*** ##### Level 2 (x points): Add 10% damage reduction to the current guard type. ***Cost = 9SP*** ##### Level 3 (x points): Add 20% damage reduction to the current guard type. ***Cost = 8SP*** ### Endure The user survives with 1HP attacks that would defeat them ##### Level 1 (x points): Survives if HP <= 30% of total value ##### Level 2 (x points): Survives if HP <= 50% of total value ##### Level 3 (x points): Survive if HP > 2 ### Robustness Grants bonuses to HP ##### Level 1 (x points): HP +5 ##### Level 2 (x points): HP +15 ##### Level 3 (x points): HP +25 ### Taunt Attracts the attention of enemies, making the user's probability of being attacked increase during the turn. Before an attack action, the enemy rolls 1d100. If the result is less than or equal to that shown in the descriptions, the user will be attacked ##### Level 1 (x points): 35% chance to attract enemies' attention ##### Level 2 (x points): 50% chance to attract enemies' attention ##### Level 3 (x points): 100% chance to attract enemies' attention ## Sniper #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15 | 0 | 10 | 0 | 5 | 10 | 30 | 10 | 0 | 10 | }} ## Usable weapons Long range ## Skills ### Unknown Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ### Steady Focus Stacks additional critical chance points every turn ##### Level 1 (1 points): +1D4 critical chance per turn ##### Level 2 (2 points): +1D6 critical chance per turn ##### Level 3 (3 points): +1D8 critical chance per turn ### Accurate Aim Prepares an enhanced basic attack for the next turn. ##### Level 1 (1 points): +25 hit. Cost = XSP ##### Level 2 (2 points): +50 hit, +1D20 damage. Cost = XSP ##### Level 3 (3 points): Applies **Sure Hit**, +2D20 damage. Cost = XSP ### Long Range Mastery ##### Level 1 (x points): +5 hit, +5 damage ##### Level 2 (x points): +10 hit, +10 damage ##### Level 3 (x points): +15 hit, +15 damage ### Crippling Shot An attack that reduces enemy SP/MP ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Hunter #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 5 | 10 | 0 | 5 | 20 | 20 | 15 | 5 | 5 | }} ## Usable weapons Long range and axes ## Skills ### Unknown Description ### Preferred Prey Bonus damage to enemies of certain types ##### Level 1 (x points): 1.5x more damage against *Beast* and *Avian* enemies ##### Level 2 (x points): 2x more damage against *Beast, Avian, Amphibian, Reptilian,* and *Arthropoid* enemies ### Trap Sets a trap in an ally's or the user's space. Enemies that attack the unit in the trapped space trigger it. ##### Level 1 (x points): 1D8 damage. ***Cost = XSP*** ##### Level 2 (x points): 1D10 damage, applies **Ensnared** to the enemy. ***Cost = XSP*** ##### Level 3 (x points): 1D12 damage, applies **Ensnared** and **Bleeding** to the enemy. ***Cost = XSP*** ### Arc Shot Shoots projectiles that affect an entire row (front or back, user's choice). ##### Level 1 (x points): Same damage as a basic attack. Cost = XSP ##### Level 2 (x points): 1.2x more damage. Cost = XSP ##### Level 3 (x points): 1.4x more damage. Cost = XSP ### Hunter's Pursuit If another ally attacks using **Shot** damage, the user follows up automatically. ##### Level 1 (1 points): 1D8 damage. ##### Level 2 (2 points): 1D12 damage. ##### Level 3 (3 points): 1D20 damage. ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Archer #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 5 | 10 | -5 | -5 | 20 | 20 | 0 | 15 | 10 | }} ## Usable weapons Long range and spears ## Skills ### Quick Reload During basic attacks, there is a chance to perform 2 attacks instead of just 1. Chance% = (INT+DEX)/2 ### Volley Launch projectiles that hit all enemies in an area. ##### Level 1 (x points): Cross-shaped area. Same damage as a normal attack. Cost XSP ##### Level 2 (x points): Square-shaped area (3x3). 1.3x the damage of a normal attack. Cost XSP ### Withdrawal Allows the user to reposition themselves after attacking. ##### Level 1 (1 points): Moves to an adjacent space. ***Cost = XSP*** ##### Level 2 (2 points): Can move to 2 spaces away. ***Cost = XSP*** ##### Level 3 (3 points): Can move to any space. ***Cost = XSP*** ### Dire Shot Focuses the user's gathered strength into a single, devastating shot that grows in power as it is charged. ##### Level 1 (1 points): +5 damage for every turn charged. Cost = XSP ##### Level 2 (2 points): +10 damage for every turn charged. Cost = XSP ##### Level 3 (3 points): +15 damage for every turn charged. Cost = XSP ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Gunner #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 10 | 5 | 5 | 5 | 5 | 15 | 20 | 0 | 20 | 0 | }} ## Usable weapons Long range and swords ## Skills ### Unknown Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ### Explosive Shot ##### Level 1 (x points): An attack that also damages enemies adjacent to the target. Damage (target) = X; Damage (adjacent) = X/2 ##### Level 2 (x points): wings ##### Level 3 (x points): asasa ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Assassin #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | -10 | 0 | 20 | 0 | 5 | 20 | 20 | -15 | 0 | 10 | }} ## Usable weapons Daggers ## Skills ### Lethality Chance to instantly reduce the enemy's HP to 1. Chance% = (LCK+DEX)/2 ### Killing Instinct Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Debilitate Basic attacks with daggers debilitate enemy units, making them take additonal damage from all other attacks. Additional stacks can be applied with more dagger attacks ##### Level 1 (x points): Each stack increases damage taken by 1 for every hit (max. 3 additional damage). ##### Level 2 (x points): Each stack increases damage taken by 1 for every hit (max. 5 additional damage). ##### Level 3 (x points): Each stack increases damage taken by 1 for every hit (max. 7 additional damage). ### Bloodthirst ##### Level 1 (x points): 1.2x more damage against **Humanoid** enemies. ##### Level 2 (x points): 1.3x more damage against **Humanoid** enemies. ##### Level 3 (x points): 1.4x more damage against **Humanoid** enemies. ### Dagger Mastery Grants bonuses when using daggers. ##### Level 1 (1 point): +5 damage, +5 hit ##### Level 2 (2 points): +10 damage, +10 hit ##### Level 3 (3 points): +15 damage, +15 hit ### Throat Strike An attack that applies **Silenced** to the enemy. ##### Level 1 (x points): Same damage as a normal attack. Debuff lasts for 1 turn. Cost XSP ##### Level 2 (x points): 1.2x the damage of a normal attack. Debuff lasts for 2 turns. Cost XSP ##### Level 3 (x points): 1.3x the damage of a normal attack. Debuff lasts for 3 turns. Cost XSP ## Thief #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 0 | 10 | 5 | 5 | 15 | 20 | 0 | 5 | 15 | }} ## Usable weapons Daggers and axes ## Skills ### Profit Chance to acquire 1D100 money when defeating an enemy. Chance% = LCK/2 ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ### Disorienting Blow An attack that applies **Stunned** to the enemy. ##### Level 1 (x points): wing ##### Level 2 (x points): wings ##### Level 3 (x points): wings ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Trickster #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 0 | 5 | 5 | 0 | 10 | 20 | 15 | 0 | 15 | 20 | }} ## Usable weapons Daggers and ranged ## Skills ### Swift Counter When dodging an attack, the user has a chance to counterattack with a regular attack with a weapon of their choice. Chance% = AGI/2 ### Opportunist Attacks on targets affected by any debuff have increased damage. ##### Level 1 (x points): 1.4x damage ##### Level 2 (x points): 2x damage ### Unfair Combat An attack that aims for the eyes, applying **Blinded** to the enemy. ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Ninja #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 0 | 0 | 10 | 10 | 5 | 10 | 10 | -10 | 5 | 5 | }} ## Usable Weapons Daggers and swords ## Skills ### Unknown Description ### Shadow Grip Applies **Ensnared*** to a target using secret shadow techniques. ##### Level 1 (x points): Description ##### Level 2 (x points): Description ### Substitution Technique By spending SP and MP, the user can choose to automatically avoid an attack that would otherwise hit them. ##### Level 1 (x points): Can be used once per turn. Cost XSP ##### Level 2 (x points): Can be used twice per turn. Cost XSP ##### Level 3 (x points): Can be used thrice per turn. Cost XSP ### Illusory Clone Creates a fake clone to disorient enemies. ##### Level 1 (x points): The clone disappears after taking one hit. It can't attack and has the same evasion as the user. Cost XSP. ##### Level 2 (x points): The clone disappears after taking one hit. It can attack with half the user's damage and has the same evasion as the user. Cost XSP. ##### Level 3 (x points): Two clones can be summoned. The clones disappear after taking one hit. They can attack with 0.75x the user's damage and have the same evasion as the user. Cost XSP. ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Unknown Description ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ## Gentle Fist #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 0 | 0 | 10 | 10 | 10 | 5 | 5 | -10 | 15 | -5 | }} ## Usable weapons Unarmed, spells ## Skills ### Mana Disintegration Chance to nullify any magical attacks. Chance% = (MAG+STR)/2 ### Tantric Enhancement Strengthens unarmed attacks by coursing mana through the user's limbs. Any element the user knows can be imbued into the skill. ##### Level 1 (x points): +10 damage ##### Level 2 (x points): +20 damage ### Mana Circuit Disruption Disrupts the flow of mana on the target's body, applying **Silenced** ##### Level 1 (x points): Same damage as a normal attack. **Silenced** lasts for 1 turn ##### Level 2 (x points): +8 damage. **Silenced** lasts for 2 turns. Can reduce the target's SP or MP by 6 ##### Level 3 (x points): +12 damage. **Silenced** lasts for 3 turns. Reduces the target's SP and MP by 15 ### Mystic Eyes Reveals information about a target ##### Level 1 (x points): Reveals HP, SP, MP, and SG values ##### Level 2 (x points): Reveals attack, magical attack, defence, and resistance ##### Level 3 (x points): Reveals evasion and critical chance ### Vacuum Palm When activated, increases the range of unarmed attacks ##### Level 1 (x points): Description ##### Level 2 (x points): Description ##### Level 3 (x points): Description ### Palm Burst An attack whose impulse also hits enemies behind the target ##### Level 1 (x points): **Mystic** damage type. Same damage as a normal attack and hits the enemy behind the target for 1/2 of the attack's damage. ##### Level 2 (x points): **Mystic** damage type. +10 damage and hits the enemy behind the target for the same damage. ##### Level 3 (x points): **Mystic** damage type. +20 damage and hits the enemy behind the target for the same damage. ## Ansatsuken #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 0 | 20 | -10 | -5 | 5 | 5 | -5 | 0 | 5 | }} ## Usable weapons Unarmed ## Skills ### Unknown Description ### Guard Hunter Grants bonuses when attacking an enemy who's guarding ##### Level 1 (x points): The attacked enemy's guard decreases by one tier (heavy to medium; medium to light; light to none). Same damage as a normal attack. ##### Level 2 (x points): Completely ignores enemy guards. +14 damage. ### Raging Demon The user instantly approaches the target and delivers multiple strikes. ##### Level 1 (x points): 1d6 strikes, each dealing 1/4 the damage of a normal strike. ##### Level 2 (x points): 1d8 strikes, each dealing 1/3 the damage of a normal strike. ##### Level 3 (x points): 1d10 strikes, each dealing 1/2 the damage of a normal strike. ### Rising Dragon Punch Launches an uppercut that applies **Upended** to the target ##### Level 1 (x points): Same damage as a normal attack. **Upended** lasts for 1 turn ##### Level 2 (x points): +10 damage. **Upended** lasts for 1 turn \column ##### Level 3 (x points): +12 damage. **Upended** lasts for 1 turn. If used again on the same target, the user slams the target onto the ground with a 40% chance to stun them ### Unarmed Mastery Grants bonuses when attacking unarmed ##### Level 1 (x points): +5 damage, +5 crit ##### Level 2 (x points): +10 damage, +10 crit ##### Level 3 (x points): +15 damage, +15 crit ### Savage Fighter Increases attack but decreases defence ##### Level 1 (1 points): +10 damage, -10 DEF and -10 RES ##### Level 2 (2 points): +15 damage, +10 crit, -15 DEF and -15 RES ##### Level 3 (4 points): +20 damage, +15 crit, immune to all debuffs, -20 DEF and -20 RES ## Diamond Style #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15 | 10 | 5 | 0 | 0 | -10 | -5 | 15 | 15 | -10 | }} ## Usable weapons Unarmed +1 type of user's choice ## Skills ### Hardening Technique Chance to reflect 1/5 of the damage received upon being attacked at short range. Chance% = (DEF+RES)/2 ### Pressure Increases the cost of enemy skills ##### Level 1 (1 points): Increases the cost of enemy skills by 1.25x ##### Level 2 (2 points): Increases the cost of enemy skills by 1.5x ### Resolute Protection ##### Level 1 (2 points): Adjacent allies take -4 damage from all sources. ##### Level 2 (3 points): Adjacent allies take -7 damage from all sources. ##### Level 3 (4 points): Adjacent allies take -12 damage from all sources. ### Wary Fighter Increases defence but decreases attack ##### Level 1 (x points): +10 DEF, +10 RES and -10 damage ##### Level 2 (x points): +15 DEF, +15 RES, immune to critical hits and -15 damage ##### Level 3 (x points): +20 DEF, +20 RES, immune to critical gits and debuffs, -20 damage ### Guarding Stance The user can use the **Guard** command even when not using a shield ##### Level 1 (1 points): Can use a *Light Guard* ##### Level 2 (2 points): Can use *Light* and *Medium* guards ##### Level 3 (3 points): Can use *Light*, *Medium*, and *Heavy* guards ### Diamond Shove An attack that shoves the enemy to a space behind ##### Level 1 (x points): Same damage as a normal attack. Can only shove if there is a vacant space behind the target ##### Level 2 (x points): +8 damage. If there is an enemy behind the target, 50% chance to apply **Prone** to both ##### Level 3 (x points): +15 damage. If there is an enemy behind the target, 100% chance to apply **Prone** to both ## Priest #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | x | x | x | x | x | x | x | x | x | x | }} ## Usable weapons Spells +1 type of user's choice ## Skills ### Healing Aura Each turn there's a chance to recover adjacent allies' HP by 2D12. Chance% = (MAG+LCK)/2 ### Radiant Shield Envelops the target in a barrier that reduces damage ##### Level 1 (1 points): Damage reduction = 10 + (MAG/2). Cost XMP ##### Level 2 (3 points): Damage reduction = 20 + MAG ### Resurrection During combat, revives an ally whose HP reached 0 ##### Level 1 (x points): Ally is revived with 1HP ##### Level 2 (x points): Ally is revived with 1/4 of their maximum HP ##### Level 3 (x points): Ally is revived with half of their maximum HP ### Offence Enhancement Grants attack bonuses to allies ##### Level 1 (1 point): Grants an ally +10 bonus to one of the following attributes of the user's choice: Physical attack, magical attack, critical chance. Cost XMP ##### Level 2 (2 points): Grants +15 bonus to two allies to 2 of the following attributes of the user's choice: Physical attack, magical attack, critical chance. Cost XMP ##### Level 3 (3 points): Grants +25 bonus to three allies to 3 of the following attributes of the user's choice: Physical attack, magical attack, critical chance. Cost XMP ### Light Pleroma Grants bonuses when using spells involving the **Light** element. ##### Level 1 (x points): MP cost down 25% ##### Level 2 (x points): MP cost down 25% + 25% damage ##### Level 3 (x points): MP cost down 50% + 25% damage ### Pure Field Makes allies immune to debuffs and status effects ##### Level 1 (x points): Affects a row. Cost XMP ##### Level 2 (x points): Affects all allies. Cost XMP. ##### Level 3 (x points): Affects all allies. Cost XMP. ## Witch/Warlock #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | x | x | x | x | x | x | x | x | x | x | }} ## Usable weapons Spells +1 type of user's choice ## Skills ### Reprisal When attacked, chance to damage the enemy by 1/4 of the damage received. Chance% = (RES+INT)/2 ### Mirror Weakness Applies the user's negative status conditions to the enemy who inflicted them ##### Level 1 (x points): Reflects half of the user's debuffs and negative conditions (user's choice). Cost XMP ##### Level 2 (x points): Reflects all debuffs and negative conditions. Cost XMP ### Offensive Curse ##### Level 1 (1 points): Afflicts with a -10 penalty one of the following attributes of an enemy of the user's choice: Physical attack, magical attack, hit. ##### Level 2 (2 points): Afflicts with a -10 penalty to 2 of the following attributes of two enemies of the user's choice: Physical attack, magical attack, hit, critical chance. ##### Level 3 (3 points): Afflicts with a -25 penalty 3 of the following attributes of three enemies of the user's choice: Physical attack, magical attack, hit, critical chance. ### Defensive Curse ##### Level 1 (1 point): Afflicts with a -10 penalty one of the following attributes of an enemy of the user's choice: Physical defence, magical defence. ##### Level 2 (2 points) Afflicts with a -10 penalty two of the following attributes of 2 enemies: Physical defence, magical defence, evasion. ##### Level 3 (x points): Afflicts with a -25 penalty all of the following attributes of 3 enemies: Physical defence, magical defence, evasion. ### Dark Pleroma Grants bonuses when using spells involving the **Dark** element. ##### Level 1 (x points): MP cost down 25% ##### Level 2 (x points): MP cost down 50% ##### Level 3 (x points): MP cost down 50% + 1.25x damage ### Unstable Hex The user chooses a set number of curses for the repertoire and randomly applied one of them to an enemy based on a dice roll. ##### Level 1 (x points): Applies one of 8 ailments for 1 turn. ##### Level 2 (x points): Applies one of 10 ailments for 2 turns. ##### Level 3 (x points): Applies two of 12 ailments for 3 turns. ## Prophet #### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | x | x | x | x | x | x | x | x | x | x | }} ## Usable weapons Spells +1 type of user's choice ## Skills ### Wheel of Fate After missing an attack, the user has a chance to attack again. Chance% = (INT+LCK)/2 ### Group Premonition Grants a glimpse of the near future to allies, increasing their accuracy and evasion ##### Level 1 (1 points): +15 hit and evasion for an entire row ##### Level 2 (3 points): +25 hit and evasion for all allies ### Divination Description ##### Level 1 (1 points): ##### Level 2 (2 points): ##### Level 3 (3 points): ### Bad Omen Implants visions of an unfavourable future on a target, reducing their accuracy, evasion, and critical chance ##### Level 1 (1 points): -10 hit, evasion, and crit chance ##### Level 2 (2 points): -20 hit, evasion, and -25 crit chance ##### Level 3 (3 points): -30 hit, evasion, and -40 crit chance ### Favour of Fate Increases an ally's critical chance ##### Level 1 (1 points): +15% crit ##### Level 2 (2 points): +25% crit ##### Level 3 (3 points): +40% crit ### Something Description ##### Level 1 (x points): ##### Level 2 (x points): ##### Level 3 (x points): ## Sage ##### Growth Rates {{classTable | VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 15 | 15 | 25 | -20 | -10 | 10 | 5 | -5 | -10 | 0 | }} ## Usable weapons Spells +1 type of the user's choice ## Skills ### unknown ### Meditate ##### Level 1 (x points): If the user chooses to **Wait** during any combat phase, recovers 1/4 of HP, SP, or MP and fills the SG by 7 ##### Level 2 (x points): If the user chooses to **Wait** during any combat phase, recovers 1/3 of HP, SP, or MP and fills the SG by 10 ### Favoured Element ##### Level 1 (1 points): The user spends 1/5 less MP to cast spells of a chosen element ##### Level 2 (2 points): The user spends 1/4 less MP to cast spells of a chosen element ##### Level 3 (3 points): The user spends 1/3 less MP to cast spells of two chosen elements and deals 1.25x more damage ### Natural Cleansing Cures debuffs afflicting the user or an ally. ##### Level 1 (1 points): Cures one debuff ##### Level 2 (2 points): Cures 2 debuffs ##### Level 3 (3 points): Cures 3 debuffs ### Arcane Absorption Recovers vital energy when hit by magical attacks ##### Level 1 (x points): Recovers 2D10 SP and MP ##### Level 2 (x points): Recovers 2D12 SP and MP ##### Level 3 (x points): Recovers 2D20 HP, SP, and MP ### Nature's Wrath Attacks enemies using natural energy ##### Level 1 (x points): Attacks 3 spaces in a row with *Mystic* damage. ***Cost = XSP*** ##### Level 2 (x points): Attacks an entire row with *Mystic* damage. ***Cost = XSP*** ##### Level 3 (x points): Attacks all enemies with *Mystic* damage.
CHATBOT (GPT-4)
From the class descriptions you've detailed, we can observe the following patterns and trends for class specializations and potential future skill suggestions: ### Observed Trends: 1. **Weapon Specialties:** Each class has clear weapon specialties, allowing for distinct playstyles. Classes like Berserker (Axes), Swordfighter (Swords), and Archer (Long Range and Spears) emphasize the importance of matching class types with appropriate weapon choices for optimal performance. 2. **Role Specializations:** Classes are tailored toward specific roles in a party--Berserkers for raw damage, Shielders for defense, Assassins for high-damage output on singular targets, and Priests for healing and support. 3. **Growth Trends:** Each class has unique growth rate patterns emphasizing their role (e.g., Berserkers with high STR growth for damage, Shielders with high DEF growth for tanking). 4. **Skill Themes:** Skills are thematic and reflect the class's focus. For example, Berserkers have skills that revolve around high damage and self-harm for greater power, while Priests focus on healing and protective spells. 5. **Utility Skills:** Some classes have utility skills aimed at increasing mobility (e.g., Lunge for Berserkers, Withdrawal for Archers) or providing strategic advantages (e.g., Taunt for Shielders). 6. **Status Effects:** Many classes can inflict or manipulate status effects, such as Stunned, Silenced, or Debilitated, showcasing an emphasis on strategy beyond mere damage. ### Suggested Skill Additions: To fill gaps, consider the following suggestions based on observed patterns: 1. **Enhanced Mobility Skills for Heavy Classes:** Classes with lower AGI could benefit from skills that temporarily boost their movement or allow them to engage/disengage effectively, such as a Charge skill for Berserkers or a Tactical Retreat skill for Gunners. 2. **Strategic Skills for Casters:** Provide Witch/Warlock and Sage classes with spells that manipulate the battlefield, such as creating temporary obstacles or areas that either boost allies or debuff enemies. 3. **Combo Skills:** Skills that trigger additional effects when used in conjunction with another class's abilities, promoting teamwork. For example, a combo skill between Assassins and Swordfighters where a pre-marked target by an Assassin receives extra damage from Swordfighter attacks. 4. **Buff/Debuff Removal or Transfer:** Especially for support and caster classes (Priest, Prophet), skills that remove or transfer debuffs from allies to enemies could add a strategic layer to battles. 5. **Area Control Skills:** For classes like the Ninja or the Trickster, add skills that affect large areas, such as traps or smoke screens that obscure vision, reducing enemy accuracy for a turn. 6. **Elemental Manipulation for Casters:** Expand on the elemental spells for Gentle Fist, Witch/Warlock, and other mage-type classes with more diverse elemental control, such as weather manipulation spells that affect the entire battlefield. 7. **Passive Skills for Non-Casters:** Introduce passive skills that provide ongoing benefits or that activate under certain conditions, such as a Swordfighter's passive that increases evasion after a successful parry or block. 8. **Synergy Skills for Hybrid Classes:** For classes like the Hunter (Long Range and Axes), include skills that capitalize on their hybrid nature, such as a skill that switches between ranged and melee combat modes, adjusting stats accordingly. 9. **Defensive Skills for Less Tanky Classes:** Offer squishier classes like the Assassin or Archer defensive maneuvers or escape tactics like smoke bombs or backflip shots that increase distance between them and their pursuer. 10. **Skill Chains:** Develop a chain of actions where completing one skill successfully unlocks a more powerful follow-up skill for the next turn, adding depth and planning to combat scenarios. By incorporating these suggestions, you can address existing gaps and add further depth and strategic variety to the RPG classes, enriching the gameplay experience.
USER
Have you noticed that each class gets a "chance roll" ability for free (such as "### Outrage All basic attacks have a chance to do 1.5x more damage. Chance% = (STR+VIG)/2")? Some of them still don't have one. Please create chance-based skills for them
CHATBOT (GPT-4)
Certainly! Let's add chance-based abilities for classes missing such features, aligning with their core themes and mechanics: ### Sniper #### Overwatch *Upon waiting instead of acting during their turn, Sniper gets a chance to automatically counterattack any enemy that attacks an ally within their range.* - **Chance%:** (DEX + AGI)/2 ### Hunter #### Critical Stalk *After moving at least three tiles, Hunter's next attack has an increased critical hit chance.* - **Chance%:** (LCK + AGI)/2 + 10% ### Gunner #### Misfire *Anytime an enemy targets the Gunner, there's a chance their weapon jams, causing the attack to fail or deal reduced damage.* - **Chance%:** 10% + (AGI/5) ### Assassin #### Shadow Escape *When receiving damage that would reduce HP below 30%, there's a chance to become evasive, significantly reducing damage from that attack and granting increased evasion until next turn.* - **Chance%:** (AGI + LCK)/3 ### Thief #### Pickpocket *Each successful basic attack has a chance to steal an item or currency from the enemy without killing them.* - **Chance%:** (LCK + DEX)/3 ### Trickster #### Confounding Trick *When targeted by an enemy, there's a chance to swap places with another random ally or enemy within a small radius, confusing the attacker.* - **Chance%:** 15% + (AGI/4) ### Ninja #### Vanishing Act *When hit, chance to activate a smoke bomb, becoming untargetable until the end of the next turn (does not activate if already triggered in the last three turns).* - **Chance%:** (AGI + DEX)/4 ### Gentle Fist #### Energy Redirect *When hit by a non-Physical attack, there's a chance to redirect a portion of the energy back to the attacker as damage.* - **Chance%:** (MAG + INT)/5 ### Diamond Style #### Unyielding Fortitude *Every time Diamond Style user is hit by an attack, there's a chance to gain a stack of Unyielding, decreasing damage taken for each stack. Stacks reset after avoiding or not being hit for one turn.* - **Chance%:** (DEF + VIT)/3 ### Prophet #### Fateful Reversal *Whenever a critical hit is scored against the Prophet, there is a chance to negate the critical bonus damage and recover a small amount of HP/MP.* - **Chance%:** (INT + LCK)/4 These abilities aim to further define the unique combat roles and strategies of each class by leveraging the theme of randomness and chance, adding an extra layer of depth and unpredictability to engagements.