Carried Crystals

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Jules
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Carried Crystals

Post by Jules » Sun Jul 17, 2011 4:11 am

Caravanner: Within her body, Jules can metaphysically hold up to 100 different items and up to 99 copies (total) of each for a total inventory of 9,900 items without weighing her down or affecting her in any way. She can also have up to two allies phase metaphysically into her body outside of battle to reduce their PS expenditure with movement by 1/7th. This makes it easy for her party to navigate narrow spaces, too. This kinda' sounds like an ability, but it's the definition of her dimensionally-imbued inventory.

Jarlaxel (jar-LAX-uhl): Jules' feathered hat reduces all of her charge times by 2 seconds when worn. It doesn't sound like much, but that can be a pretty nice difference, and the best part about it is that it works as a last-priority reduction, so if she has something that reduces charge times by, say, half, ten-second charge times take three, and four-second charges are reduced to nothing. Not bad, huh? Charge times for any spells are reduced by three seconds in stead of two, and magicite spells are reduced by four seconds. Between this and Jules' yukish heritage, she has no charge times for magicites. Magicite and Focus Attack ranges are improved by this, respectively totaling to 7 meters and 5 meters, for now. When granted by magicite spells, Barrier, Slow, and Haste last for an additional second, totaling to 21 seconds each. When thrown, its edges spin like a saw blade, and it returns like a boomerang, so it makes a decent projectile. Given enough time, it'll eventually return to Jules if she sets it down; it floats very slowly toward her when not on her head. It is completely indestructible, as far as anyone can tell, and it will probably auto-repair if something does manage to hurt it. Of course, attacks pass through it to hit Jules' head unhindered, so it's not an invincible, little shield, but it's a reliable weapon with a nice effect. As seen in its coloration change to fit Shards of Felicity and its transformation into a hair clip for Gambling Girl, it changes form to fit the wearer's outfit.
Focus Attack: Punish- After a throw with increased power and speed, Jules leaps forth at an alarming rate to catch the hat and use it with a downward smack (edges still spinning, but without friendly fire, so her hand is fine) for an attack of the same power. Jules puts her hat back on at the end. The second attack occurs very quickly, so it's pretty much an autohit if the first hits, and the time that she takes to put her hat back on makes it equal out to the same vulnerability as most Focus Attacks (i.e. She's locked into place for just a moment.).

Crystal Monocle: What appears to be a normal monocle is Jules' personal scanning device. By looking through it at things, Jules' mind instantly acquires information on the following:
  • chemical composition of metals (See the terminology clarification in Rich Chase.), in case her innate ability to do so is hindered
  • weight of anything
  • how much money target has
  • target's maximum, but not current, HE
  • what jewel(s) the target is most likely to drop, if any
  • what magicite(s) the target is most likely to drop, if any are more likely than others
  • the value of viewed objects in the currency of whatever land Jules is in
  • the value of viewed objects in local currency if said objects were to be crystallized
  • whether or not a living target has at least one item that Jules can't see (She isn't informed of what it is, but, if she sees, say, Noah, she'll know that he has something that isn't visibly evident.)
Gem Hipguards: They allow Jules to shift her center of gravity with her mind to any part of her body, they add a little to her DEF and RES (moreso the latter), they make damage to any body part equal to everywhere else, and they reduce her weight. They slowly auto-repair, too, if you manage to damage them. Simple enough, right?

Mineral Shoes: Also known as the Cleats of Infinite Traction (not really), these allow Jules to stick to surfaces magically, even if the crystals wouldn't be able to dig into them. They magically enhance her jumping ability and are responsible for part of her SPD, in addition to their tiny boost to DEF and slightly less tiny boost to RES. They have a very rapid auto-repair ability. Finally, they have a sort of dash option, called Jetcryst: Jules can continuously crystallize extra layers onto the shoes' crystals while the shoes sacrifice the extra layers to act as magical jets, improving her SPD noticeably. When performing this crystallization, Jules' normal crystallization rate is tripled, and the cost is multiplied by 17/21sts, but that still makes this very expensive. Unless she has so little PS that she can't make it back to town without relying on magic, she doesn't use this. Even then, she just takes a nap where it's safe, as long as that's an option...

Corsair: Jules' signature armor is responsible for a little of her DEF and more of her RES. The spines of the armor can be used for immediate-range attacks in emergencies, but, if someone's that close and Jules doesn't have a weapon, she's much more likely to just cast some spells in front of her. Being made of crystallized einherjarium, the armor makes her much, much lighter and thereby helps her SPD noticeably.

Shards of Felicity: Jules can equip this armor (also of an unknown crystal) if she unequips the Mineral Shoes and Gem Hipguards. Fortunately, this armor mirrors the effects of the hipguards (minus the center of gravity shifting), the surface sticking and jump-enhancing effects of the shoes, and the stats of both plus a good amount of DEF, partially compensating for the speed loss of unequipping the Corsair. The rest of the loss is made up for in a STR boost, though it still doesn't help her attacks much. The addition of the claws gives Jules another reliable weapon. If all the pink runes on it glow, it's because she's spending some MA for charged attacks. The magnitude of the power increase is accompanied by a much smaller attack speed boost, so the total benefit slightly outweighs the cost, but physical attacks aren't really Jules' specialty, and successful attacks are still necessary to put the cost to good use. When those runes glow, it can also be because she's using its ability to turn its slashes into purifying or dispelling abilities that deal no damage. In either of those cases, the cost is fairly small (A bit more than Esuna, but a bit less than Dispel.) per hit. The leg runes glow when she lands or is wall rushed, because these cause her body to instantaneously flip around at the last moment to always land on her feet, in case she wouldn't already. That part has no cost.
Focus Attack: Ifrit Claw- Jules frontflips to the designated location and brings one of her claws down on the foe for a fire-elemental, strong attack.

Gambling Girl: This armor, made from fine mu silk, chimera blood, and chimera hide, actually reduces Jules' DEF by a tad and her RES by a noticeable amount, but the armor is very light and has an innate SPD-boosting ability, so Jules is just as fast in it as in the Corsair. It requires Jules to unequip the Mineral Shoes and the Gem Hipguards, so there's a bit of a defense difference. At least these have the ability to even damage out, like the hipguards. When worn, the benefits are as follows: Jules' luck increases, slightly improving drop rates (common items, rare items, magicites, and money) for enemies that anyone in her party defeats. Rapid Deal and Phantom Roll cost a tad less MA. The charge time for Attack Reels is reduced by one second. If Dud occurs, its damage to Jules is 33%, not 25%, of her current HE. Jules can telekinetically control her cards with great ease at immediate ranges (as demonstrated by the fact that they're constantly orbiting her or swirling around her) and thereby use them for a needling attack (See her ability list. The video that's used as a reference for Needlecryst more accurately applies to this.) or other immediate-range attacks. She can toss a single card much more slowly than normally to give it a slightly below average power factor for a dagger, in which case the following occurs: If the card reaches the last of its range without hitting a target, it performs a loop, then continues on as though thrown again, thereby doubling its range.

Crystal Bow: Jules' trusty bow grants Lifespring (a lesser Regen), Jade Essence 1 (raises effects of Cure/Heal on Jules by 5%), and Focus Boost 1 (which is so weak that it may as well not be there; see ability list for details), but is otherwise not that good. It's trusty because it can block metaphysical attacks and is apparently indestructible (She doesn't know what it is made of, but it's something that's really tough when crystallized, evidently.), and its two arrows shatter and recrystallize back into her inventory 21 seconds after being shot, but it's not very strong, and its Focus Attack isn't anything to brag about.
Focus Attack: Charged Arrow- An arrow is shot and enveloped in a red laser of metaphysical energy. It deals noticeably increased damage if it hits. Like other charge-type Focus Attacks, it has a small, backward KB factor. That's it.

Gem Knightsword: It's a 1H/2H variable, double-edged sword (hence a knightsword) with an average power factor. Jules' Crystalmancy has a doubled magnitude when applied to this sword, allowing her to change its form more easily and retrieve it, although still not very easily. It's 4 feet long, but fairly light, and it has an ability to cut its weight down to 1/3rd when wielded by a crystalmancer, namely Jules. To make it somewhat less useless, it also has a Tribal Secrets ability, which reduces SP costs by 3/50ths. Yeah, it's not much, but it's better than nothing.
Focus Attack: Power Slash- Jules performs a diagonally downward jump attack on the selected area with heightened power.

Shard Scepter: When equipped, this scepter controls a shard of the ground over which Jules stands to float upward with a rune on it. As long as the Shard Scepter is equipped, the earth shard flies around in accordance to Jules' will at the same cost to her PS as though it was just her own body moving around plus a little. Its movement speed is set to Jules' * 17/21sts. The scepter has a slightly below average power factor, but it also very slightly cuts her MS expenditure for crystalline abilities (after the cost is distributed to MS and MA). Its yuke shot is deep blue.
Focus Attack: Mageblast- Jules spins around as she flies to the designated area and swings her scepter by it, generating a burst of blue magic that mirrors the element of the equipped weapon, just like most Focus Attacks. The damage is magical, but the power factor isn't very high, and it's based on on half of Jules' STR and half of her MAG.

Spearcryst: Jules has some crystalline lances. They shatter fairly easily, but they auto-repair slowly and can repair quickly with Jules' help. They have very low power factors, but they have one real advantage: Jules can use her Crystalmancy on them with a much lower cost than with other gems. The difference is based on their distance away and how many she's controlling at a time; if she controls them at a distance, they are still cheaper, but not much more efficient to control, and if she's controlling more, the efficiency is still better than it would be, but not by as much. If she manipulates them at point-blank range (like in the pic), the cost for all four is terribly small, the cost for three is negligible at worst, and the cost for two or one is effectively nothing. Mind you, each of their distance factors are calculated individually; if one is controlled closely and another is controlled at a distance, the first one will be pretty much free, while the second one will be somewhat cheap. This is all like Tixxi's Snowflake Swords. Since Jules isn't much of a physical fighter, these are basically replenishing material for her Crystalmancy. If sacrificed for Mineral Missile or something else, they can't come back. If Jules has to use one for Mineral Missile, that Mineral Missile can be healing (as described in the last part of Mineral Missile's description), or it can be damaging with a multiplier of 7 on its damage. (4)
Focus Attack: Spin Attack- A lance is held diagonally upward (giving it a limited anti-air function at the cost of a bit of its potential range) for a quick spin attack with increased power.

Big Luck: This deck of large cards can be used as weapons. Cards often have low power factors, and these are no exceptions. They make for swift, ranged attacks, though, because they become edged when wielded in battle. Upon striking a target or reaching the end of their range, these cards teleport back into their wielders' hands. When wielded, they increase Jules' luck, very slightly increasing drop rates (but only for enemies that she defeats with these). They very, very slowly auto-repair if broken.
Focus Attacks:
Hearts (13)- Jules throws a heart card with a red glow. 1/4th of dealt damage is drained to Jules.
Spades (13)- Jules throws a spade card with a black glow. Its tissue damage gets a boost of 1/4th.
Diamonds (13)- Jules throws a diamond card with a red glow. It reduces the target's DEF by an amount that is proportional to 1/4th of the dealt damage for 54 seconds.
Clubs (13)- Jules throws a club card with a black glow. Its flinch and KB factors are multiplied by 1.25.
Jokers (2)- Jules throws a joker card with a checkered glow. Each of the previous four abilities are dealt at once, but each with their magnitudes multiplied by 1/4th.
Focus Attack: Rush- Jules magically shoots all cards of a single suit plus a joker. The joker mimics the effect of the suit. They are fired in two volleys (1-7, then 8-joker). Touching any one card in a volley channels the full volley's power into you, but the volleys have power factors so that it's not like seven individual attacks. After the cards stick into a surface or reach the end of their range and fall into the ground, they teleport back. This is shown two minutes into the following vid. Luedan Trampolines- Made from antlion hides, chimera hides, chimera blood, zu feathers, cactuar skins (sans needles), and even threads of Ultima silk, these canvases are pretty much indestructible. They're incredibly elastic, and any elemental damage to them is reduced to nil. They're somewhat rough, but comfort isn't an issue; they can't be wrapped around a unit as armor because they have a special effect that makes any attacks that are intended for different targets pass right through them. They each have four clips, and each clip is a mechanism that's made from a zu beak and fragments of a pair of antlion pincers with sand scorpion tails, coated in sangrite, infused with chimera blood, and tied on the inside with Ultima silk. They are crystallized in their original red-black-green (sangrite) color scheme, so they're actually even tougher than they otherwise would be. These clips are tied onto four of the corners (The canvases are circular, almost like spider webs) and allow Jules to latch the canvases onto things, allowing them to be used as rubbery platforms or trampolines. They are sharp and strong, so they can dig and latch into concrete with relative ease. Because they are crystallized, Jules can crystallize other surfaces and use Crystal Bonding to make these stick anywhere, even if they wouldn't normally have anything to clip onto. Useful? I think so. (3)

Jules didn't know how much they'd be worth in Sein, so she gave away many of her jewels before coming here. She also has a bunch back at home, but they do no good, here. They're measured in chunks of 100 grams.
Ruby (5)
Sapphire (5)
Citrine (5)
Adamantite (3)
Einherjarium (3)
Zingu Pearl (3)
Amethyst (5)
Onyx (5)
Diamond (5)
Jade (5)
Emerald (5)
Morion (5)
Vegetarium (5)
Fruity Nugget (5)
Body Ceffyl (5)
Mind Ceffyl (5)
Spirit Ceffyl (5)
Moonstone (5)
Opal (5)
Echolandum (3)
Charjade (3)
Garnet (5)
Aquamarine (5)
Topaz (5)
Lapis Lazuli (5)
Peridot (5)
Sangrite (3) (Note about Sangrite: It's a draconic metal. If grafted to a non-draconic person or developed into armor/weapons/vehicles/et cetera for non-draconic people, it's tough and strong in physical and magical aspects, but hurts like a bitch. Draconic people and dragons get the benefits without the pain.)
Orichalcum (1)
Abyssian (1)
Attachments
Spearcryst.jpg
Spearcryst.jpg (75.79 KiB) Viewed 9984 times
Shards of Felicity.jpg
Shards of Felicity.jpg (298.21 KiB) Viewed 9984 times
Shard Scepter.jpg
Shard Scepter.jpg (229.42 KiB) Viewed 9984 times
Jetcryst.jpg
Jetcryst.jpg (160.89 KiB) Viewed 9984 times
Mineral Shoes.jpg
Mineral Shoes.jpg (57.18 KiB) Viewed 9984 times
Gem Knightsword.jpg
Gem Knightsword.jpg (23.21 KiB) Viewed 9984 times
Gem Hipguards.jpg
Gem Hipguards.jpg (127.86 KiB) Viewed 9984 times
Gambling Girl.jpg
Gambling Girl.jpg (35.62 KiB) Viewed 9984 times
Crystal Bow.jpg
Crystal Bow.jpg (136.81 KiB) Viewed 9984 times

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Jules
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Post by Jules » Sun Jul 17, 2011 4:18 am

Magicites are crystallized magic, and they just look like little orbs of their respective colors with three white dots on the inside. They are spent to cast spells, whether the user knows the spells or not, for free. One selects which one to use from one's inventory, then focuses for a moment to generate a targeting ring. Selkies don't have good charge times, but they're good enough that when compromised with those of yukes, they are more than fast enough for Jules' hat to reduce them to nil. The targeting rings are visible to all, but they move quickly enough (again, selkie = not so good, but yuke = awesome for this) that they're still somewhat hard to get away from. Of course, very fast targets can still move right over targeting rings and move off them before the spell can successfully detonate, for small, basic spells. Their range is very limited; Jules' selkie-yuke mix allows them to extend to 7 meters, with Jules' hat. They have set areas (demonstrated in the following vid), and otherwise, they're just the classic spells, but with the secondary effects that are mentioned for the Spellstrike abilities (with slight changes; see below). That means that utility use is limited to what offensive bursts can manage, and their power factors are reliable, but nothing very special.
Ring locks are instances in which one locks a targeting ring into place. This doesn't work with Focus Attacks, though. If left alone, the ring detonates after two seconds. If another targeting ring overlaps the locked one, they can “pile,” or fuse. The locked ring can also be detonated prematurely by will of the caster. By default, anyone with magicites or Focus Attacks can Ring Lock once at a time, allowing for two spells to work at once or a Ring Pile of 2 rings. Yukes quickly learn to lock two rings into place, so Jules has that advantage. As her Level grows, her ability to lock more rings will grow at a yukish rate, unadulterated by her selkie heritage.
Ring Piling is fusing two overlapping targeting rings into a bigger, better spell or a spell-imbued Focus Attack. A Focus Attack can overlap with a magicite for a low-level Black Magic spell to add that magicite's element and effect to the attack. When this occurs, the spell is seemingly cast, but in stead of the spell detonating, the caster sends a little ball of magic (with the respective color to represent it) to the weapon that's performing the Focus Attack, which then shines with that spell and emits a magical shriek of sorts (It's not really distracting or annoying, but it does warn enemies.), then glows with the respective color and performs the attack. Because of the following effects, this could be pretty handy if people would ever let themselves get hit by it. The Focus Attack's elemental affinity becomes 100% that of the spell, and the following effects occur on those that the attacks hit (regardless of the effectiveness of said attacks):
[border]Firestrike- Afflicted targets receive a burn that deals tiny, fire-elemental, magical, proportional damage in 2-second intervals for eight seconds. Each hit is 2% of the target's maximum HE.
Icestrike- Afflicted targets are encased in ice, immobilizing and disabling, for three seconds or until damaged. If a physical attack hits them, the ice shatter and multiplies the physical damage by 1.5.
Thunderstrike- Afflicted targets are paralyzed by lightning for six seconds or until struck physically. If struck by magic, the target is mostly disabled, allowing movement, but not actions. This ignores elemental resistance levels and such; if you don't specifically have an anti-paralysis ability, this paralyzes you for six seconds.
Waterstrike- Afflicted targets have their SPD halved for eight seconds.
Stonestrike- Afflicted targets are stunned for four seconds, immobilizing and disabling them unless struck physically afterward. This ignores resistances to flinch factors; it's a flat rate.
Aerostrike- Afflicted targets experience fairly large KB factors that ignores the target's weight, abilities to resist KB factors, et cetera, like Stonestrike.
Lightstrike- Afflicted targets can't cast spells or similar magic abilities (including those that are classified as “skills,” like Laola's abilities) for 5 seconds after being hit. Resistance is futile.
Darkstrike- Afflicted targets can't see or hear for five seconds after being hit. There is no resistance.
Biostrike- Afflicted targets steadily lose HE at a slow rate after being struck. This fades after 10 seconds.[/border]
Magicites pile for the following combinations:
2 of the same = Spellra of that magicite
3 of the same = Spellga
4 of the same = Spellja
3 different elements (Black Magics, excluding Bio) = Gravity (1/10th of current HE)
5 different elements = Gravira (center blast = 1/7th of current HE, two orbs = 1/14th each, but if both hit, the second deals equal damage as the first)
7 different elements = Graviga (1/5th of current HE)
all 8 = Gravija (1/4th)
Bio, Cure, Clear = Life (restores KOd unit with 1/7th of maximum HE)
Life requirements * 3 = Full-Life (restores KOd unit with full HE, but good luck getting enough people to cast that many magicites)
Fire, Stone, Clear = Barrier (Protect + Shell for 21 seconds)
Blizzard, Water, Clear = Slow (halve SPD for 21 seconds)
Thunder, Aero, Clear = Haste (SPD * 1.5 for 21 seconds)
all elements, Bio = Meteor (Spellra-sized black meteor with crimson glow phases through anything and appears to hit area, black explosion occurs; massive, non-elemental damage with heavy flinch and KB factors)
More may be discovered, but these are what Jules knows to work.

The elemental spells and Bio have the same effects that are mentioned in the Spellstrikes, but weaker, and they are calculated magnitudally. When a fused spell is used, the magnitude of the secondary effect doesn't change from the basic spell.
Gravity magicite spells also have an effect to bind targets to the ground, preventing them from jumping or flying. This lasts 4, 6, 8, and 10 seconds for the spells, in order.
Clear magicites work like this: They're all magnitudal. Clear's power factor is roughly that of Basuna if Basuna was magnitudally calculated. Cleara is just under Esuna. Clearga is just over Esuna. Clearja is like a mass Restore.
[youtube]http://www.youtube.com/watch?v=2dMDDAwGvNk[/youtube]
That vid demonstrates many of the spells (and a few extras...). It also shows what targeting rings look like normally and when piling.

Without further ado, here's how many of each Jules has:
Fire, Blizzard, Thunder (5, 5, 5)
Stone, Water, Aero (5, 5, 5)
Light, Dark, Bio (5, 5, 5)
Cure, Clear (5, 5)

Yeah, she starts with only five of each, so she has to really make them count, since she doesn't have many other sources of magic.

Food: All of Jules' starting food is from her homeland. Everything below "meat" is special to her land (Yes, cherry clusters included; they're a different species of cherries.), though they can also be found in Houcm. When Jules consumes one of those items, the PS boost is slightly increased, and the HE/SP increase is quadrupled. All of them restore PS, but some don't restore HE, but SP. After each description is a statement of which does which.
fish- ordinary fish from Jules' homeland; SP (3)
meat- healthy slabs of beef from Jules' homeland; HE (3)
striped apple- apple with blue stripes; SP (10)
star carrot- carrot with a star-shaped top; HE (10)
gourd potato- gourd-shaped potato with compromised texture and flavor; HE (10)
cherry cluster- cluster of seemingly ordinary cherries; SP (10)
round corn- ear of corn that is almost perfectly spherical; HE (10)
rainbow grapes- rainbow-colored grapes that sparkle because they were picked at the height of ripeness; SP (10)
The temporary stat boosts that are granted by these foods in Jules' homeland are oddly nullified here.

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Jules
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Post by Jules » Wed Jul 20, 2011 2:21 am

Point of clarification: The Gambling Girl armor picture shows three versions. Jules only wears the middle.

There is a brief moment after magicite spells are cast during which they are still active; they aren't instantaneous. The moment is so brief for default-level and Spellga-level spells that your chances of running into the areas of effect after detonation are slim to none unless you're heading into them very quickly and can't slow yourself down much. It's only about a tenth of a second. This becomes far more noticeable with Spellra- and Spellja-level spells; they last about a full second (enough time for both Spellra orbs to revolve 180 degrees around the central Spellra pillar).

Maybe you watched the vid and noticed that Gravira only has one orb that fully orbits the pillar. Ignore that; like all other Spellra-level spells from magicites, including Cleara and Cura (different from their versions in FFCC:RoF and EoT), Gravira has two orbs that partially orbit it, for these magicite spells. Others can cast it differently, but that's how magicites will default. (The Blizzara orbs appear to be tetrahedrons, but close inspection reveals that they are covered in magic that makes them act as orbs.)

Since the spells get boosts of power and radius, the offensive spells may not seem to be fair. Normally, casting Fira costs a bit more than twice as much as Fire (not that that's very much), Firaga costs more than Fire and Fira combined, and Firaja costs an ass-load, but those are just for the power boosts. The same pattern goes for the range/radius boosts of Feyspells, Greatspells, and Grandspells. What's more, Spellra-level spells from magicites can potentially hit for more damage by catching a target with the cental pillar and the orbs (up to double damage if all three hit)! What's the deal; what makes these fair? Well, higher magicite spells are pretty hard to cast. If you have more than one person contributing, that means that they have to all hold still and charge, meaning that all of them have to avoid experiencing any noteworthy flinch factors until the spell is cast. If you have one person, that person has to lock rings, then make another targeting ring to mix in. This is fine for taking out some approaching orcs and goblins, but most people see the targeting rings and either hit Jules to make her flinch and cancel whatever she's presently casting (The locked rings will still go off two seconds after being locked.) or GTFO. What's more, magicites don't REPLENISH, unlike mana. Jules can get more by defeating monsters, but she can't just wait, cast Syphon on a high-mana target, or do any of the other mana tricks.

The HE loss that is caused by Bio is non-elemental, null damage. One would think that calculating Jules' MAG would help their damage and possibly duration, but it doesn't. The duration is set to ten seconds (ignoring stats and everything; time can only be cut short via purification), unlike the durations of the other spells' secondary effects, and the magnitude only factors part of Jules' MAG. At Lv1, without altered MAG, this means that the little bit of damage that Biostrike deals over time is cut down to 2/3rds for Bio. At Lv2, this is 8/9ths, at Lv3, this is 10/9ths, and so on (in accordance to the multipliers on her MAG from Levels). Alterations to her MAG from sources other than her Level are counted, but they're usually too small to mean much.

All purification levels for magicite spell-inflicted statuses are subject to purifications on the scale of Esuna or greater. The purification levels of the Spellstrikes are well above that; it takes a purification magnitude that is equal or greater than that of Restore to take care of them. Note that Jules' crystallizations are far beyond this and subject to dispulsion, not restoration. They take some incredibly powerful dispulsions to be simply removed. Any others are their defaults (purification requires Esuna or better, dispulsion requires Dispel or better), hence why they don't say anything.

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Post by Ceodore Wolfgang » Thu Jul 21, 2011 1:44 pm

Uh-hum, wow lotta stuff to look at but I do have a slight problem with Jarlaxel. You say it can be used as a last priority but it seems as though if you wanted to, you could use that anytime you wanted with no type of drawback. I would say only cut down the charge time by 1 and have a slightly higher mana and SP consumption?

Can Gem hip guards and mineral boots be used at the sametime?

When you say a "noticeable amount" What exactly do you mean? Give an example like if she has average SPD and if she were to use the boost thingy of the shoes that her SPD would increase to noticeably above average, or to above average?

Are there no drawbacks of your charge attacks? Other than you need to charge in order to use them?

Yeah those were the problems i ran into or certain terms i did not understand :P
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Jules
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Post by Jules » Thu Jul 21, 2011 2:24 pm

I don't think that you read Jarlaxel properly; it has no costs. The "last-priority" part refers to how the charge time reductions are calculated, as shown here:
I gain the "Swiftness" ability. All charge times are halved. Normally, this would be calculated as such:
(4-second charge) 4 - 2 = 2; 2 / 2 = 1 second
(10-second charge) 10 - 2 = 8; 8 / 2 = 4 seconds
However, Jarlaxel's charge time reduction takes place after other reductions (hence, "last-priority reduction"), so it would be calculated as such:
(4-second charge) 4 / 2 = 2; 2 - 2 = 0
(10-second charge) 10 / 2 = 5; 5 - 2 = 3 seconds
It's the algebraic difference of parenthetical calculations. Rather than simply throwing a "- 2" onto the evaluation of a charge time, the rest of any calculations are placed in parentheses, then a "- 2" is put at the end.
Furthermore, it's not meant to be a trade-off matter; it's meant to simply be an equipment advantage. Notice that others have equipments that grant (typically minor) advantages for free, or great advantages for disproportionately low costs. This is just a matter of character equality; we all have some advantages that outweigh our disadvantages in a couple aspects, just to spice things up while maintaining fairness with other chars.

Um, yeah, why not? The stat additions are pre-calculated into the given stats in my ability list, as is the assumed case with all characters for equipment that is listed as what is typically equipped. Simply said, I pretty much always wear the Gem Hipguards and Mineral Shoes unless I wear Gambling Girl, Shards of Felicity, or otherwise change my status to disable those equipments. Therefore, because they are typically equipped, their stats are calculated into my defaults.

Not quite. When such boosts are given in relative terms (as is typical, here, for good reason), they are assumed to be calculated on . . . roughly a 1/12 scale of their equivalents in char stats and parameters. In other words, "noticeable amount" roughly equals the difference between "average" and "noticeably above average" / 12. That means that Jules can use this to make her SPD damned high, but not without a rather hefty cost, hence the general lack of usage.

Just the charge times; I have to hold still and charge them to use them, as described in my ability list. The boosts are kinda' nice (though they lack much significance for Jules, given her low STR), but it's not exactly difficult to interrupt her. Keep in mind that the Spellstrikes require both magic piling (the difficulties of which are shown above) and an extra moment for the spell to be imbued into the weapon, aside from the fact that you're also spending a magicite for a nice secondary effect (assuming that you hit) without any actual damage. In other words, for a weakling like Jules, Spellstrikes and Focus Attacks are generally made of FAIL, anyway.

Thanks for the notes.

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Post by Ceodore Wolfgang » Thu Jul 21, 2011 2:31 pm

Ah ok i understand now hahah :) And no thank you for clearing that stuff up, the rest is all good and other than that i have no more problems....You win a free turkey :3
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Post by Jules » Thu Jul 21, 2011 2:38 pm

Yay? Thanks. xD

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Post by Jules » Tue Jul 26, 2011 10:31 pm

Fixed some typos and errors, namely in the food and the last two paragraphs of clarification.
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Post by Jules » Mon Aug 20, 2012 3:18 am

I made a couple corrections, though nothing groundbreaking.

Go here to see info on power factors (where 15 = normal, phy attack) and default ranges (which can be demonstrated in many Crystal Chronicles videos) of some Focus Attacks. The new Focus Attacks have the following specs:
Punish- leaping, 21x2, 60
Ifrit Claw- move, 25, 55
Charged Arrow- charge, 20, 80
Mageblast- move, 10, 30
Spin Attack- charge, 25, 20
Rush- unstoppable, 15x2, 65
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Post by Crevasseus » Thu Jan 23, 2014 8:26 pm

I liked. This is quite the character. The mineral shoes are my favorite part :D Looks like its all fair and in order.
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Post by K » Thu Jan 23, 2014 8:45 pm

Aren't those awesome?! Thank ye. I'm approving this, then.
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