Ok as has been stated, the job will have gambler type traits that will have adverse effects when the Corsair has bad luck. This of course means the desired effect would of course be the result of good luck.
Now as this is luck based there has to be based on some kind of random chance, if it's based on the same kinda of coding as /random, goodness knows. But I will use that idea just to show my idea. So that is the idea you can get any results from 0 to 999.
What I am thinking (yes, I finally get around to it =P) is that there could be several results. so that across the numbers there are several results, say each of these ranges gives a certain result and some ranges are better then others, some ranges are smaller or larger then others.
0-49 Result A
50-199 Result B
200-449 Result C
450-549 Result D
550-799 Result E
800-949 Result F
950-999 Result G
Now to countine my thoughts is that A, B and C are bad with A being a terrible result and C being not so bad. E to G are good with G being exceptionally good and E being good. D would mean that nothing will effected by this abilities result.
If the ability is being used on an enemy, the results would be effected by a stat vs. stat item. So that the numbers are changed slightly based on the stats. Say that a Gambler has a better chance of using an ability successfully on a warrior then say a bard.
Now to add the last bit of my theory to this is that there is a skill which effects this, As the skill increases the numbers shift slightly to give better results more often. So that E becomes bigger by the size that D becomes smaller. F increases as B increasea and lastly G becomes bigger by the size that A increases.
Now my though is that C's decrease and E's increase would be skill/5
B's Decrease and F's Increase as Skill/15
A's Decrease and G's Increase as skill/25
Now to bring in the stat vs stat bit when dealing with an enemy, I think the stat diffence /2 for C down and E up >, B down and F up by /5 and A down and G up by /15. Also that the difference given up would be halfed so skill/5 would be skill/10 and Skill/15 would become skill/30
This might not be the clearest thing I have written but it's just a suggestion of a Theory that it could work like. I don't mind if anyone wants to add clarity to what I have said and would like to add their own suggestions. Don't just dismiss this without GOOD reason as I am not saying this is how it will work, it's just an idea of how I think it could work. Opinions are welcome tho =P.
Edit: Just finished writing this idea and came up with an example for the range resultsl. Now this is just made up but imagine a multi-hit ability.
A forcefully fail the next 6 ranged attacks and you gain some extra hate.
B forcefully fail the next 2 ranged Attack
C only fail the next ranged attack
D attack is uneffected
E your next range attack, strikes twice
F your next range attack, strikes 3 times
G your next range attack, strikes 7 times and you gain little hate for it
Page 1 of 1
Just a Theory, How luck based abilities could work
#2
Posted 29 January 2006 - 12:58 AM
Sounds resonable but then what would the /random command do in like jueno for gamblers? They'd have to eliminate that emote.
#3
Posted 29 January 2006 - 03:35 AM
Isnt that kind of like the Magus Sisters from FFXI 10? I dont know couldnt remember if their abilitys were random lol.
#4
Posted 29 January 2006 - 07:53 PM
Just make a LCK stat and...
Damage either hit for full, half, 1 point, or hit the party.
Buffs either land on the party, reduce stats, or buff the mob.
Add in some really hard to get "Luck +" items and there ya go.
Damage either hit for full, half, 1 point, or hit the party.
Buffs either land on the party, reduce stats, or buff the mob.
Add in some really hard to get "Luck +" items and there ya go.
#5
Posted 29 January 2006 - 08:02 PM
Its probably going to be just like Goblin Dice in Dynamis.
#6
Posted 29 January 2006 - 08:41 PM
I think R3sistance has it. save we will probly not see the number used to figure out the result. or for a more simplifyed version of this would be to use single didgets
1- Result a
2- Result b
ect
or they could throw out a total curve ball and actualy put in a some sort of slot indicator.
when you get cor unlocked and start leveling it a new little box pops up on your screen. you use a gamble ablity numbers start cycling it stops and you let loose with what ever your going to use. job trates that could effect this are posibly the ability to pull the slot.
Jt Free turn- allows you to reroll a slot roll once
then you get free turn II, III, IV, and you get what im hinting at. Each one giving you an extra reroll per battle. ie some one with free turn IV gets 4 posible rerolls on a gamble
once your handy dandy slot-o-matic stops rolling. a prompt comes up with Do you wish use this result Yes or no. if all your free turns are expended it lets loose with what ever the last roll was. for better or worse.
this would lead to some controll over what you get but still keep the randomness that is inherent with gambling.
a good 2hr with this in mind might be something like this
Hot Streak. all rolls with this ability active will give the best posible result.
1- Result a
2- Result b
ect
or they could throw out a total curve ball and actualy put in a some sort of slot indicator.
when you get cor unlocked and start leveling it a new little box pops up on your screen. you use a gamble ablity numbers start cycling it stops and you let loose with what ever your going to use. job trates that could effect this are posibly the ability to pull the slot.
Jt Free turn- allows you to reroll a slot roll once
then you get free turn II, III, IV, and you get what im hinting at. Each one giving you an extra reroll per battle. ie some one with free turn IV gets 4 posible rerolls on a gamble
once your handy dandy slot-o-matic stops rolling. a prompt comes up with Do you wish use this result Yes or no. if all your free turns are expended it lets loose with what ever the last roll was. for better or worse.
this would lead to some controll over what you get but still keep the randomness that is inherent with gambling.
a good 2hr with this in mind might be something like this
Hot Streak. all rolls with this ability active will give the best posible result.
#7
Posted 30 January 2006 - 07:38 AM
there's a pretty good chance that they'll get traits to help luck as they lv, and their AF and JSE will have stats that help their luck as well. Also prolly new foods added with ToAU would give boosts.
#9
Posted 30 January 2006 - 10:46 AM
Falconblade :
Its probably going to be just like Goblin Dice in Dynamis.
Its probably going to be just like Goblin Dice in Dynamis.
yeah, me and few others made posts about this. Dont know why people are still comin up with diff theories. Its either like goblin dice in dynamis or the moblin fantoccini's.
#10
Posted 30 January 2006 - 02:45 PM
Corsair is going to have an ability called "Lot h4x!"
He gets to roll a 999 on everything in the treasure pool =x
He gets to roll a 999 on everything in the treasure pool =x
#11
Posted 30 January 2006 - 02:51 PM
lol why do you guys like to make everything more difficult than it really needs to be... dreaming up all sorts of random over complicated bs.
Its your luck as a person, not your character's luck based on some retarded skill.
Its your luck as a person, not your character's luck based on some retarded skill.
#12
Posted 30 January 2006 - 09:24 PM
I do know about the Goblin ENM in Mine Shaft but I think the whole idea that your luck on a dice is the same at level 1 as 75. Doesn't quite seem right if you think about, 75s should deffintly have the same possible outcomes but my opinion would be that they'd have differnt chance on the outcomes.
And Hyjynx, your luck as a person, I doubt what was meant when luck was mentioned. After all you can already get unlucky and get 3 misses against a mob you have about 90% chance of hitting, you can pull a goblin, it drops a bomb near full health, then the same happens again, then finally again. Therefore the assumtion can only be that there IS some things that will effect your luck. It won't be trying to hit a button to stop a dice roll either since Lag would effect it badly on Server side and Client Side would be open to alterations, "Luck Bots" if you will. So my personal Opinion is it is going to be a Skill, or based on another pre-exsiting stat, I choose skill.
I am gunna think it's probably a Skill since adding a single new ability would throw off the current statistical system and would mean a complete overhaul. I mean look at WHM, if any stat had to be ajusted because of luck it would upset alot of people, Unless SE give WHM low Luck and give them higher stats which again could upset other jobs. But giving WHM average luck then means over jobs have adjusted stats which then unbalances them against WHM. So the whole system would have to be carefully addressed if a new system is added, Also that would mean Mobs would also have to be adjusted.
And Hyjynx, your luck as a person, I doubt what was meant when luck was mentioned. After all you can already get unlucky and get 3 misses against a mob you have about 90% chance of hitting, you can pull a goblin, it drops a bomb near full health, then the same happens again, then finally again. Therefore the assumtion can only be that there IS some things that will effect your luck. It won't be trying to hit a button to stop a dice roll either since Lag would effect it badly on Server side and Client Side would be open to alterations, "Luck Bots" if you will. So my personal Opinion is it is going to be a Skill, or based on another pre-exsiting stat, I choose skill.
I am gunna think it's probably a Skill since adding a single new ability would throw off the current statistical system and would mean a complete overhaul. I mean look at WHM, if any stat had to be ajusted because of luck it would upset alot of people, Unless SE give WHM low Luck and give them higher stats which again could upset other jobs. But giving WHM average luck then means over jobs have adjusted stats which then unbalances them against WHM. So the whole system would have to be carefully addressed if a new system is added, Also that would mean Mobs would also have to be adjusted.
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