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    Limiter + Buffs

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    Ninetails Derpfox

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    Limiter + Buffs Empty Limiter + Buffs

    Post by Ninetails Derpfox 2nd August 2015, 9:58 pm

    Despite better knowledge, I'm throwing another of my comments out there...

    Part 1:

    For the limiters, moderators are stuck between certain rules on it. I asked an admin, and he wasn't entirely sure about the answer he gave me. I asked another admin and he was 100% sure of what he told me. This shouldn't be the case at an admin level. Between mods, there's some that think the limiter is for certain jobs, there's some that know the limiter is for all jobs.

    Personally, I love the limiter and want it to stay. It gives me a reason so say my character's power is being limited. Someone saying "My power is being suppressed by this ring so I won't hurt my friends with my powers." would imply they're considerably more powerful, but in reality, their power isn't being suppressed at all. With a limiter, their power is actually being suppressed, and the player is in fact more powerful then they are at that point in time.

    The rules before are too wordy, and too vague. It left loopholes, and controversial questions that sometimes never get answered. After barraging one of the admins with questions regarding the effect of the limiter, I have created the below description of the limiters. It's infinitely less vague, and easier to understand.

    Seikatsu on Skype to noob wrote:A-Limiter, can only use spell 2 ranks or more below, received at A Rank
    C-limiter, can only use spells 1 rank or more below, Received at C Rank

    A gives +100% XP
    C gives +50% XP

    Limiters cannot be stacked for +150% XP
    Limiters cannot be stacked with Lacrima Milk either


    Any passive abilities a player has will be degraded by however ranks the limiter degrades their spells.

    The "Signature" spell is disabled when using limiters

    This degradation applies to pet spells/passives, weapon skills/passives, armour skills/passives, magic item passives/passives

    So if you're using an A rank limiter at A rank, your Unique Ability is now reduced to a C rank ability.
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    Ninetails Derpfox

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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Ninetails Derpfox 2nd August 2015, 10:11 pm

    Part 2

    The "Magic Power" section should be moved to "Magic Rules" because I have been on quite a few jobs where my partner (these are D missions I did with noobs) pm'd me asking how much MP they should use per spell. And to be quite honest, I asked that question when I did my first job where I used magic. The whole time I was checking the Magic Rules for how much Magic Power to use per spell. After being pointed in the direction of character perks I was thinking "why the hell is that here?" At the moment the placement of MP is a bit out of place... kinda like if Job XP rates was under Magic Rules instead of Jobs/Dice Rolling...

    Why it should be moved?

    Because the amount of MP used per spell, is kind of important to casting the spell.
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    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- 1 Year Anniversary- Player 
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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Ninetails Derpfox 2nd August 2015, 10:11 pm

    Part 3


    For some players (I was one of these), after realizing that offensive spells are worthless unless you rank them up to increase their damage, we turn to using Buffs to amp the power of our existing spells.

    This is one of those "unsaid rules" that definitely need to be said, because not only do people use buffs after realizing offensive spells are worthless, but they also use buffs if they're a support wizard.

    I understand that players are purposefully not given rules on certain aspects of magic so as to not destroy their creativity, but after being hit with a rule book on D rank, they're gonna wanna read the rule book for C rank...


    Rule For Buffs:
    For every rank above the buff a player or attack is, the power of the buff is reduced by half. This applies to heals, buffs, and debuffs. Also, for every rank BELOW the rank of a buff the player is, the buff doubles in power.

    Example of Buff Degradation:
    "Player A" casts a C rank buff on "player B" and "player C" that gives them a +25% boost to attack.
    "Player B" is a B-Rank wizard, so instead of +25% attack, the buff is +12.5% attack.
    "player C" is a D-Rank wizard, so instead of +20% attack, the buff is +50% attack.



    Now why would we tell a player this? Imagine you're in PvP (like in a duel) and the mods grading you thus far are among the group that doesn't know this, and they've approved you for the buffs without you knowing the rule of degrading buffs. For this we're pretending both players are C rank...

    You cast 3 D spells that give +25% defense, 3 for 25% attack, and 4 for 25% speed/agility. You think you're buff is +75% attack, +75% defense, +75% speed/agility.

    You land a hit on your opponent, and your opponent doesn't take the 17.5% HP damage he's supposed to take, and you enter a debate with him.

    After this, the duel is halted and the players ask a mod and it's decided that the one in the wrong is the guy who activated a mess of D spells. The person who dropped in all those buffs is now mad at his grader(s) for not knowing the rules, or he feels that the rule is a load of crap.

    Either the players will continue the battle with the values halved, but in the end the buff wizard loses due to lack of skill without his buffs, and because of this he feels like he was cheated. OR the duel is permanently stopped because the buff wizard wants to be a little child and won't post unless his opponent won't let him continue at +250% total stats. OR the two agree to end the duel, and do another after the buff wizard has changed his magic. (I don't PvP so this part didn't apply to me when I found out)


    Personally I thought the rule was crap when I was told, and I was a bit butt hurt about it.
    After some thought, I realized the rule was extremely necessary. Also, after spending HOURS thinking of spells, I did away with every single buff I had in my original spell selection with none of my D rank spells being offensive. The result of being told this rule was more imaginative spells, and better overall RP quality instead of:
    "HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!! SUPER SEIKATSU LEVEL TEEEEEEEN!!!!!!!!!"

    -3 shots a boss-
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Kirahunter 3rd August 2015, 6:10 am

    "Everyone knows offensive spells are useless at lower ranks." - Seikatsu 2015(potential paraphrasing).
    :tears: No one told me this. Does this make me a noob?


    erhm but in all seriousness...


    FIRST! MOVE MAGIC POWER RULES TO THE MAGIC RULES SECTION! DO IT!!!! DOOOOOOOO IT!!!! *SHIA LEBOUF INTENSIFIES* JUST DO IT!

    Your other stuff also seems pretty reasonable. o-o I support it.


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

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    Rosetta Crawford
    Rosetta Crawford

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    Post by Rosetta Crawford 3rd August 2015, 10:31 am

    In terms of the magic power this has been done. It is now in magic rules instead of character perks as that made sense. I've also converted it into a table instead of being 8 spoilers. I think it should be much quicker and easier to see.
    ------------------
    Personally, i'd like to remove limiters. It seems its just a cheap way to get extra exp and the only draw back is you can't use spells of a certain rank. As so many people on here are physical it basically means nothing to them.

    Combine it with team bonuses and the exp is far too easy to get in my mind.

    ------------
    As for buffs I do try to let it be known on anything I grade that it is only 25% to a user of that rank. However, i've added details to the rules


    _____________________________________________________________________________________

    Limiter + Buffs Zack2_by_gramcrackers-d8ker96

    Limiter + Buffs Zack_by_ravenart5-d8j23c0

    Limiter + Buffs Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Lexa Grimoire
    Lexa Grimoire

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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Lexa Grimoire 3rd August 2015, 4:43 pm

    Speed Demon Zack wrote:In terms of the magic power this has been done. It is now in magic rules instead of character perks as that made sense. I've also converted it into a table instead of being 8 spoilers. I think it should be much quicker and easier to see. YAY! I MADE A SMART POST! Extra points for making it a table!
    ------------------
    Personally, i'd like to remove limiters. It seems its just a cheap way to get extra exp and the only draw back is you can't use spells of a certain rank. As so many people on here are physical it basically means nothing to them.

    Combine it with team bonuses and the exp is far too easy to get in my mind.

    I see, there are some more players who share this opinion. I personally use it to validate my character saying that he's too powerful to take it off, and the added XP is a reason for me to use it in general. As for the others that are opposed to removing it, they do it solely for the XP. I'd like to propose a compromise, an equilibrium if you will...

    Reduce the XP bonus by half on both of them, but keep the handicaps.

    C Rank Limiter +25% XP
    A Rank Limiter +50% XP

    doing this will allow those who worship the limiter to have their bonus XP, but  it won't be as good for XP farming. This will also make the die hard XP farmers want to save their money up for the 'Lacrima Milk' which is basically the current A Rank Limiter with no limitations. In this case, the limiter user has to work slightly harder for their XP. They'll probably whine and moan about it, but the argument can be pointed to "the other option was remove it entirely" and that should be enough to shut them the flop-tart up.

    ------------
    As for buffs I do try to let it be known on anything I grade that it is only 25% to a user of that rank. However, i've added details to the rulesno words to sum up my level of happiness from this... so here.

    :daiki:


    My comments in this color...


    _____________________________________________________________________________________

    Lexa Grimoire
    Lexa Grimoire

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    Post by Lexa Grimoire 3rd August 2015, 10:48 pm

    So... I believe I've found something else that could do with adding to the magic rules page, as well as being mentioned on the Character Perks page. Since Signature Spells are in fact spells, it would be good to either put this on the magic rules, or mention in the magic rules that the rules for Signature Spells are on the Character Perks page. Because, I guarentee you guys... not many player know they can jack-knife one of their weapon/armour slots to gain an additional signature slot...


    Character Perks wrote:Signature Spells:


    Basic signature spell rules
    1. A  signature spell is a basic spell that the user has mastered and can effortlessly cast without any MP cost.
    2. At C rank the user gains one free primary signature spell slot that ranks up with them, but will never exceed S rank.
    3. Signature spells can only have one effect
    4. A signature spell may have no cooldown, but this is at the discretion of the mod reviewing it. If the spell is deemed too powerful without a cooldown then one will need to be added.
    5. Primary sig spells must relate to your primary magic.
    6. These do not count towards the normal spell slot limit

    Gaining more signature spell slots
    1. Users are able to give up weapon slots to gain offensive signature spells
    2. Users are able to give up armor slots to gain defensive signature spells
    3. Spell slots gained in this way are limited to one per weapon/armor rank.
    4. You cannot have two of the same rank of Signature spells
    5. The freebie spell do not count towards these limits
    6. You can still have a weak rank weapon/armor and have a signature spell of the rank
    7. You have to achieve a certain rank in character to give up armor/weapons to gain those extra signature spells. See the below tables for this
    Primary:


    Rank of Weapon/Armor User rank Required Rank of signature spell gained
    Weak C C
    Strong B B
    Legendary A A

    Secondary Signatures:

    1. A  signature spell is a basic spell that the user has mastered and can effortlessly cast without any MP cost.
    2. At S rank the user gains one free secondary signature spell slot. This will be S rank and will remain as S rank
    3. Signature spells can only have one effect
    4. A signature spell may have no cooldown, but this is at the discretion of the mod reviewing it. If the spell is deemed too powerful without a cooldown then one will need to be added.
    5. Secondary sig spells must relate to your secondary magic.
    6. These do not count towards the normal spell slot limit

    Gaining more signature spell slots
    1. Users are able to give up weapon slots to gain offensive signature spells
    2. Users are able to give up armor slots to gain defensive signature spells
    3. Spell slots gained in this way are limited to one per weapon/armor rank.
    4. You cannot have two of the same rank of Signature spells
    5. The freebie spell do not count towards these limits
    6. You can still have a weak rank weapon/armor and have a signature spell of the rank
    7. You have to achieve a certain rank in character to give up armor/weapons to gain those extra signature spells. See the below tables for this


    Rank of Weapon User rank Required Rank of signature spell gained
    Weak S C
    Strong S B
    Legendary S A


    _____________________________________________________________________________________

    Rosetta Crawford
    Rosetta Crawford

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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Rosetta Crawford 4th August 2015, 1:48 am

    i really want to remove that or make signature spells better as it seems an unfair exchange. two spells and a boost in damage for a single mp free spell.


    _____________________________________________________________________________________

    Limiter + Buffs Zack2_by_gramcrackers-d8ker96

    Limiter + Buffs Zack_by_ravenart5-d8j23c0

    Limiter + Buffs Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Kirahunter 4th August 2015, 5:44 am

    I personally have made the weapon for signature spell trade several times in a heart beat. If you feel the pot needs to be sweetened fine, but removing options historically does not go well with PR.


    _____________________________________________________________________________________

    [20:44:53] Kirahunter : also I like the sound of my own voice
    [20:44:59] Kirahunter : so I had to say something

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    Total:1250

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    Eris
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    Lich of hell


    Lich of hell

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    Post by Eris 4th August 2015, 7:02 am

    Signature Spells need to be eased up on.  They're weighed down by restrictions and limitations,  on top of that staff still regularly require cooldowns on them when they should not have them.  Cooldowns on a signature spell effect is purely a design choice for balancing out signature spells that are overly potent or are "Modes" like some people do.     Not only that but they're being overly held down by this "One effect" mumbo jumbo that gets selectively applied by some staff while other staff go extremely hard on what defines that one effect.

    They're supposed to replace weapons for characters that should logically be weaponless,  pure-mages who'd be better slinging spells than swinging swords.   But the rules right now because signature spells are so heavily limited,  do not encourage their use because they are prevented from gaining their signature spells until high ranks, pushing them to still use weapons.


    I think this could stem from miscommunication:  When I suggested signature spells I meant that you buy a Legendary+ weapon or some such and use that.  You don't give up the -potential- to use the weapon.     The cost to buy the weapon in question should be the only limitation on gaining a Signature Spell as normal for acquiring that weapon slot.   

    If a player doesn't match the rank of the spell slot that could be gained,  then they simply gain a spell of a lower one until such a time as they could use the higher one.


    _____________________________________________________________________________________

    Limiter + Buffs NvVyM98

    Limiter + Buffs CkggyrF

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    Lexa Grimoire
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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Lexa Grimoire 4th August 2015, 9:41 am

    Lady Red wrote:Signature Spells need to be eased up on.  They're weighed down by restrictions and limitations,  on top of that staff still regularly require cooldowns on them when they should not have them.  Cooldowns on a signature spell effect is purely a design choice for balancing out signature spells that are overly potent or are "Modes" like some people do.     Not only that but they're being overly held down by this "One effect" mumbo jumbo that gets selectively applied by some staff while other staff go extremely hard on what defines that one effect.After speaking with one of the other admins, I found out that a person can either have a passive or active signature. The reason many players are held to the rules of CD = Duration+1 is because we normally use an active signature spell. However, if we have a passive signature, like an auto shield that regenerates at the start of combat, but is 1 time use for that fight or something like that(feel a bit mecha, but example non-the-less) then either it will have no CD or, it will have a CD.

    They're supposed to replace weapons for characters that should logically be weaponless,  pure-mages who'd be better slinging spells than swinging swords.   But the rules right now because signature spells are so heavily limited,  do not encourage their use because they are prevented from gaining their signature spells until high ranks, pushing them to still use weapons. Personally I use two swords, however, I have no offensive damage dealing magic. 2 Swords is plenty of offense, so for me I have mobility, defensive, and support spells. I also use my requips, but that's just for my armour which is also defensive in nature.


    I think this could stem from miscommunication:  When I suggested signature spells I meant that you buy a Legendary+ weapon or some such and use that.  You don't give up the -potential- to use the weapon.     The cost to buy the weapon in question should be the only limitation on gaining a Signature Spell as normal for acquiring that weapon slot.   

    If a player doesn't match the rank of the spell slot that could be gained,  then they simply gain a spell of a lower one until such a time as they could use the higher one. I thin the reason they made it so you give up the ability to have the weapon entirely is because if I could gain +1 signatures for having an L+ weapon, and I have 2 actives on my weapon, I got 3 free spells. 1 spell is the signature, which will go up to A Rank and the L+ weapon costs less than the spells slot, and it doesn't use MP. 2 slots for when I bought my other L+ weapon to fill the weapon slot, and those also go to A Rank, and cost no MP.


    For making the trade of a weapon for a sig slot, why not make it so the signature maxes at S rank for an L+ item, and maxes at A rank for an S+ item? Weak can stay at C Rank. Also, do away with the single effect clause... If I were a lightning mage, and I slam you with a lightning bolt for rank damage, I don't see why that blast of electricity wouldn't paralyze you, or slow you down.

    Also, I understand that CD = Duration +1. But if I casted a spell that my body is used to casting... my character is 100% used to feeling their magic power being used in that manner, why is it taking just as long for my body to recover from using that spell? I bike everywhere IRL, and when I was a kid I could barely bike up a hill, now I can bike 10miles and keep going. In other words, Biking is my IRL signature. I don't require as much of a CD as I did when I was learning to bike. I think that for signatures that are active, if should be: CD ≤ Duration. If less than for an active, then it's Duration - 1 = CD. If that were the case, I wouldn't mind only having 1 effect... I seriously wouldn't mind it at all because that 1 effect could be used more often than my 2 or 3 effect spells.

    However, if you're gonna keep the CD rule, then please for the love of god, remove " A signature spell may have no cooldown, but this is at the discretion of the mod reviewing it. If the spell is deemed too powerful without a cooldown then one will need to be added." from the rules. It's misleading, and it doesn't mention a thing about the CD being dependent on if the signature is Passive/Active, and if the spell has a single effect like "Deals rank damage" then It's not worthy of being beat with the 4 post CD stick... Considering as, if I want to cause 1x rank damage: I can punch you and that WONT have a CD. <-- Another thing I think is a bit odd... my fireball from hell deals the same damage as a punch? That punch deals the same damage as my razor sharp swords? Umm.... superman has competition bruh...


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    Eris
    Eris

    Lich of hell


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    Post by Eris 4th August 2015, 10:59 am

    "After speaking with one of the other admins, I found out that a person can either have a passive or active signature. The reason many players are held to the rules of CD = Duration+1 is because we normally use an active signature spell. However, if we have a passive signature, like an auto shield that regenerates at the start of combat, but is 1 time use for that fight or something like that(feel a bit mecha, but example non-the-less) then either it will have no CD or, it will have a CD."

    Ew
    ew
    ew
    ew
    ew
    ew
    ew
    That is not what Signature Spells are supposed to be for.
    And the CD+1 is retarded. But by it's nature CD+1 would mean that an Instant spell would be off cooldown (Which signatures don't have a natural cooldown threshhold) would be a few seconds at most, which serves as a sort of breaker/limit point to give some breathing room I suppose.

    Meanwhile someone with a bow&arrow, gun, or sword could freely send a hail of fire / flurry of sword strikes... -.-
    THAT is why signatures are needed. It's not "Spam", it's freedom of use, capability at your finger tips, to keep up with the weapon users. Because guess what? Swinging a sword has no cooldown. And they can't implement one without major BS-ery~ Signature Spells are much needed in this regard and that is why I feel face-desk-y whenever I see CD's on Signature spells.

    " Personally I use two swords, however, I have no offensive damage dealing magic. 2 Swords is plenty of offense, so for me I have mobility, defensive, and support spells. I also use my requips, but that's just for my armour which is also defensive in nature."

    Signature Spells aren't limited to being offensive either though, I mean behind their intent. They also replace armor slots after all. Movement abilities, support utiliites, ect, make fine signature spells.

    The point behind them is to be quick and easy, natural extensions of your magic that due to their freely used nature keep you on the level of mages wielding weapons~



    I'm not sure what you're saying in the third red.



    Lexa Grimoire wrote:
    For making the trade of a weapon for a sig slot, why not make it so the signature maxes at S rank for an L+ item, and maxes at A rank for an S+ item? Weak can stay at C Rank. Also, do away with the single effect clause... If I were a lightning mage, and I slam you with a lightning bolt for rank damage, I don't see why that blast of electricity wouldn't paralyze you, or slow you down.
    That's how it was supposed to be.
    Weak weapons translate to normal spell slots more or less, that is in comparison. Weak weapons are freely available, so on this chart they equate to those normal spells. You don't gain anything for weak weapons. Since there isn't anything to sacrifice.

    Strong weapons gain user-ranked up until C-rank.
    Legendary weapons gain user-ranked up until A-rank.
    Artifacts give user ranked up until S-rank (like the default/free signature spell)

    And of course, trading a weapon slot for a signature spell prevents use of that weapon slot for a weapon.
    Meaning you can have only one Artifact Weapon signature spell OR one Artifact Weapon. Plus one Artifact Armor signature spell OR one Artifact Armor.

    Giving up an Armor slot would allow for easy to use basic magical defense/utility or movement spells.
    Giving up a Weapon slot would allow for easy to use default spell effects of a more aggressive nature.


    Also, I understand that CD = Duration +1. But if I casted a spell that my body is used to casting... my character is 100% used to feeling their magic power being used in that manner, why is it taking just as long for my body to recover from using that spell? I bike everywhere IRL, and when I was a kid I could barely bike up a hill, now I can bike 10miles and keep going. In other words, Biking is my IRL signature. I don't require as much of a CD as I did when I was learning to bike. I think that for signatures that are active, if should be: CD ≤ Duration. If less than for an active, then it's Duration - 1 = CD. If that were the case, I wouldn't mind only having 1 effect... I seriously wouldn't mind it at all because that 1 effect could be used more often than my 2 or 3 effect spells.
    Quite.
    Micro-Cooldowns could be a thing for signature spells depending on the signature itself.
    Again, cooldowns should only be applied on the situation/the signature spell at hand. Really quick small bolts of fire for example could be really freely used and the equivalent of having a pistol weapon, as in bang bang bang pew pew pew.

    Meanwhile a larger fire ball signature spell could maybe be thrown about every few seconds.

    Seconds may not seem that important to staff, but in actual combat and in the flow of battle every second matters, and those seconds between would make a big difference.

    But seconds are also lost due to aiming and in whatever gestures are required to use the spell, so even the bang bang bang pew pew pew signature would have a natural "cooldown" and warning before use and what not. If not, then accuracy suffers. Not as a mechanical "Hah, you have to take this x% accuracy reduction!" It's just common sense and roleplaying.


    However, if you're gonna keep the CD rule, then please for the love of god, remove " A signature spell may have no cooldown, but this is at the discretion of the mod reviewing it. If the spell is deemed too powerful without a cooldown then one will need to be added." from the rules. It's misleading, and it doesn't mention a thing about the CD being dependent on if the signature is Passive/Active, and if the spell has a single effect like "Deals rank damage" then It's not worthy of being beat with the 4 post CD stick... Considering as, if I want to cause 1x rank damage: I can punch you and that WONT have a CD. <-- Another thing I think is a bit odd... my fireball from hell deals the same damage as a punch? That punch deals the same damage as my razor sharp swords? Umm.... superman has competition bruh...
    Remove "at the discretion of the mod reviewing it" would be more appropriate. Having it there perhaps encourages staff to give mods because of a more limiting perspective on how they believe doing x or y would be "too much". When it really really isn't. I don't mean that against any staff. That's just the mindset that exists, and it is a harmful mindset to the flow of things.

    Some individuals do have strong melee capabilities. Not everyone does though (Hence signature spells again.) But yeah. The site heavily heavily caters to melee users because of how limited spells themselves are, in addition to spells never being allowed to bleed up or down in ranks depending on their function and any difficulty in their usage.


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    Post by Ninetails Derpfox 4th August 2015, 11:11 am

    Lexa Grimoire wrote:
    Speed Demon Zack wrote:In terms of the magic power this has been done. It is now in magic rules instead of character perks as that made sense. I've also converted it into a table instead of being 8 spoilers. I think it should be much quicker and easier to see. YAY! I MADE A SMART POST! Extra points for making it a table!
    ------------------
    Personally, i'd like to remove limiters. It seems its just a cheap way to get extra exp and the only draw back is you can't use spells of a certain rank. As so many people on here are physical it basically means nothing to them.

    Combine it with team bonuses and the exp is far too easy to get in my mind.

    I see, there are some more players who share this opinion. I personally use it to validate my character saying that he's too powerful to take it off, and the added XP is a reason for me to use it in general. As for the others that are opposed to removing it, they do it solely for the XP. I'd like to propose a compromise, an equilibrium if you will...

    Reduce the XP bonus by half on both of them, but keep the handicaps.

    C Rank Limiter +25% XP
    A Rank Limiter +50% XP

    doing this will allow those who worship the limiter to have their bonus XP, but  it won't be as good for XP farming. This will also make the die hard XP farmers want to save their money up for the 'Lacrima Milk' which is basically the current A Rank Limiter with no limitations. In this case, the limiter user has to work slightly harder for their XP. They'll probably whine and moan about it, but the argument can be pointed to "the other option was remove it entirely" and that should be enough to shut them the flop-tart up.

    ------------
    As for buffs I do try to let it be known on anything I grade that it is only 25% to a user of that rank. However, i've added details to the rulesno words to sum up my level of happiness from this... so here.

    :daiki:


    My comments in this color...


    So I'm going to direct this conversation partly back to the original reason... and re-focus it on the fact that limiters do in fact, have room to make a compromise between 100% annihilation and 100% keeping... This is the 50% mark that we could shake hands on?


    Do we have any opinions of reducing the bonus XP of limiters by 1/2 while keeping the requirements for using them? Also, I noticed the Limiter's section is removed from the rules... this is the same as removing the limiter itself as when people say "yes, there is a limiter" they will instinctively look for the section. Can we please put that section back before human nature takes over and we have ANOTHER war in the cbox?
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    Post by Eris 4th August 2015, 11:14 am

    Seikatsu wrote:
    So I'm going to direct this conversation partly back to the original reason... and re-focus it on the fact that limiters do in fact, have room to make a compromise between 100% annihilation and 100% keeping... This is the 50% mark that we could shake hands on?


    Do we have any opinions of reducing the bonus XP of limiters by 1/2 while keeping the requirements for using them? Also, I noticed the Limiter's section is removed from the rules... this is the same as removing the limiter itself as when people say "yes, there is a limiter" they will instinctively look for the section. Can we please put that section back before human nature takes over and we have ANOTHER war in the cbox?


    Sorry. I didn't have an opinion on the limiters. They weren't around back when they would have been useful to me.

    I'm confused though, on why the limiters are so specific.
    What would be wrong with using the limiters as blanket limiters. 100% reduction of rank effectiveness setting you back a rank in spell damage, ranges, strength, durability, ect.

    In my own titan magic I have "Sub" forms that reduce my size and in doing so reduce my rank effectiveness and it seems to work out. Not that I've had any practice/live use of it given that I'm still not approved.
    But yeah.



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    Post by Shard 4th August 2015, 11:17 am

    Cooldowns will remain for spells on site. I don't see them going anytime soon.

    Signature spells I personally want to delimit or remove the trade weapon/armor bit as its heavily unbalanced.

    It is quite hard to modify the site to fit a 'suits all' method when its based off of Fairy Tail and a lot of mage's are heavy hitting physical characters:
    LAxus, Gildarts, Natsu, Erza, Gray, Jellal, Makarov, Racer etc. So naturally a lot of people try to be like their favourites though with their own spin on it.

    Its difficult. And every time a change is made we make some things better and other things worse it seems. As such...it becomes harder.



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    Post by Ninetails Derpfox 4th August 2015, 11:30 am

    Multi-comment wrote:
    Lady Red wrote:
    Seikatsu wrote:
    So I'm going to direct this conversation partly back to the original reason... and re-focus it on the fact that limiters do in fact, have room to make a compromise between 100% annihilation and 100% keeping... This is the 50% mark that we could shake hands on?


    Do we have any opinions of reducing the bonus XP of limiters by 1/2 while keeping the requirements for using them? Also, I noticed the Limiter's section is removed from the rules... this is the same as removing the limiter itself as when people say "yes, there is a limiter" they will instinctively look for the section. Can we please put that section back before human nature takes over and we have ANOTHER war in the cbox?


    Sorry. I didn't have an opinion on the limiters.  They weren't around back when they would have been useful to me.

    I'm confused though,  on why the limiters are so specific.
    What would be wrong with using the limiters as blanket limiters.   100% reduction of rank effectiveness setting you back a rank in spell damage,  ranges, strength,  durability, ect.The rank reduction is for magical aspects, but doesn't seem to effect melee damage. This could also add to your own argument LR, but I will also state, that the melee aspect could be considered the challenge part of it. Exaaample...

    Unique Abilities that are buffs, such as +30% defense, and it increases by +5% per rank. At A rank, your buff is safe, however, apply the Degrading Buff rule, and your defense is no longer 30%, it's actually 7.5%. How??? because your unique ability is reduced from A rank to C rank! With your character no longer a walking tank, you can't charge in balls to the walls and throw bodies around.


    In my own titan magic I have "Sub" forms that reduce my size and in doing so reduce my rank effectiveness and it seems to work out.  Not that I've had any practice/live use of it given that I'm still not approved.
    But yeah.


    Shard wrote:Cooldowns will remain for spells on site. I don't see them going anytime soon.
    We're asking for reduction for sig spells, read the context bro

    Signature spells I personally want to delimit or remove the trade weapon/armor bit as its heavily unbalanced.It's also unbalanced with melee. Both my characters are melee based, but the magic on both of them are supplementing the melee, and even assist it. My offensive spells that can be cast from 2+ ft away are limited to AoE (these effect area around Seikatsu, so still gotta be close) and my signature, which is essentially solar beam from pokemon. However, there are players who are purely magic. Meaning that they wouldn't be using swords like I do, they use magic. So is it balanced that their spell that deals 1x damage has a cooldown, when my sword which deals the same has no cooldown at all? No. No it is not. It's unreasonable to put a CD on normal melee damage, so lets make it so a signature that deals normal damage with that being the only effect have no CD, and signatures with added effects have a CD thats 1 less than their duration. If the spell is an instant, then it's CD can be 1 or 2 posts.

    It is quite hard to modify the site to fit a 'suits all' method when its based off of Fairy Tail and a lot of mage's are heavy hitting physical characters:
    LAxus, Gildarts, Natsu, Erza, Gray, Jellal, Makarov, Racer etc. So naturally a lot of people try to be like their favourites though with their own spin on it.

    Its difficult. And every time a change is made we make some things better and other things worse it seems. As such...it becomes harder.There is always a balance young padowan.

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    Post by Kirahunter 4th August 2015, 12:07 pm

    I'm for a zero post cooldown option on signature spells because of reasons Siren mentioned. The original idea of signature spells was to give "caster pure," players a counter part to "weapon user," player's weapons.

    A weapon using mage can swing their sword all they want without cooldown, so if signature spells are meant as a counter part to weapons then a mage should be able to cast their signature without cooldown.

    Without this option our Fairy Tail site will start to look more like a SAO site.


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    Post by Rosetta Crawford 4th August 2015, 2:01 pm

    Firstly, as we don't have defined damage rules saying a weapon does equal damage to a spell is not correct.

    In my opinion it should go as follows

    Unarmed damaged < Weapon damage(Weak
    So as an example perhaps unarmed does half your rank, weapon does 75% and spell does 1.
    ------------------------
    I am all for sigs having no cooldown, but it will be up to the discretion of the mods as some sig spells do warrant a cooldown due to how they've been designed.
    -----------------------
    Hmmm...yes adding in some physical limitation as well to the limiters would make sense. Which is why I would say that everything is scaled down. So if you are A rank and you use the Basic Limiter(saying basic because C rank or A rank limiter is just belH) then it drops everything to B rank.

    You are unable to use your sig spell because it doesn't downgrade with you. Your melee is reduced to B rank, your maximum spell casting to B rank, your mp costs to what it would be like if you were a B rank mage.

    Now does this make sense? Yes, because a mage's physical power in most cases comes from their magic. You limit the magic then you limit the physicality :)

    That is how i'd do it, but personally I don't see why limiters are needed. You want to RP yourself as you are weaker than you are than that's fine. Limit yourself via rp e.g. for Sinali's job where I used a limiter one of her experiments backfired and she couldn't use her magic properly for a while (had to disable the limiter and thus not get the points as boss was pwning, but it made sense plot wise as well).

    Now, despite the fact I was limited for 75% of the job I get no extra exp. I am fine with this because I did more for the RP and because i was a B rank going on a C rank job and I didn't want it to be too easy. The extra exp didn't phase me because i'm not that bothered about ranking.

    It makes sense in a way that we would reward you for clever rping (though how we would judge this is 'eh') but in all honesty I don't think limiters are needed.

    -------------------
    As for limiters being gone they were used by around three members. Very few seemed to know about them until it was shown how they could be exploited by physical members (or that seemed to be the reason). It is a bit of a 'bleh' system. It could do with some serious rework before its put back up.

    I'd rather it be taken down and reworked rather than us having wip systems up. Thats me personally.


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    Post by Kirahunter 4th August 2015, 3:32 pm

    I personally don't give a rat's tail(FF reference anyone?) about limiters. But if you believe they are flawed at least for the present we should take em down for revision. Last thing we want is people continuing to use a broken system under the impression that is something other then broken. Don't ignore the hissing pipe and what not.

    Leaving it up and then discovery later "holy smokes batman 12 people just used limiters to get S-Rank in 14 minutes!" Then have to go back and tell those people "nope invalid, limiters be broken, we were just waiting for a reason to take it down," and deal with the "I got it fair and square via the rules!" back lash.


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    Post by Almyra Bys 4th August 2015, 7:33 pm

    Isn't the main idea of limiters to be so higher-ranked people can go on jobs with lower-ranked people and still get a decent amount of exp? Perhaps limit them such that you can only use them on jobs lower than your rank, rather than using say an A-rank limiter to do an A-rank job with your A-rank buddy which is what people do to cheese the rules.

    As for physical weapons versus spells. We actually had a discussion of this in the ST chat to an extent. A few of us figured that everything should deal more damage, including spells and physical hits. If you think about it, when you cast a spell against another mage or something of the same strength, you spend 10% MP to deal 10% HP, which leaves pure casters at a considerable disadvantage to those who use weapons. Perhaps having an unarmed hit do 10%, a weapon hit do 15%, and a spell of your rank do 20% would help out pure casters more. Signature spells would be free and possibly have no cooldown, but only deal damage equivalent to an unarmed or weapon hit in order to balance them out?

    One more possibility for change for the weapons/signatures rules would be for weapons users as well, since signature users can get all three extra signature spells at C-rank for free, while a weapon user has to 1. pay jewels, and 2. can only get two (magical) weapons without donating (I mean sure you can get an artifact weapon as a reward for some stuff, but it's pretty rare to see someone with an artifact weapon they didn't donate for). The possibility for this would be to be able to put lower grade weapons in higher grade slots. For instance, you could have two strong weapons and an artifact by putting a strong weapon in your legendary slot, or have a strong and two legendary weapons if you don't intend to or have the money to donate for an artifact. Same mechanic would go for armor.

    Honestly, one of the main issues I think people have with the signature vs weapon is that legendary weapons and above give two spells, so perhaps depending on the spell slot you gain more signature spells? Or better yet, you can treat signature spells exactly like items, and when you go to purchase a legendary weapon it's actually a legendary weapon or signature set. You would post the signature in the same location people post for items, and it can have all the same capabilities a weapon spell can have.


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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Eris 4th August 2015, 7:46 pm

    Almyra Bys wrote:
    One more possibility for change for the weapons/signatures rules would be for weapons users as well, since signature users can get all three extra signature spells at C-rank for free, while a weapon user has to 1. pay jewels, and 2. can only get two (magical) weapons without donating (I mean sure you can get an artifact weapon as a reward for some stuff, but it's pretty rare to see someone with an artifact weapon they didn't donate for). The possibility for this would be to be able to put lower grade weapons in higher grade slots. For instance, you could have two strong weapons and an artifact by putting a strong weapon in your legendary slot, or have a strong and two legendary weapons if you don't intend to or have the money to donate for an artifact. Same mechanic would go for armor.


    ... ? You still have to buy/have the weapon slot to sacrifice it for a Signature Spell o-o;


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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Almyra Bys 4th August 2015, 7:50 pm

    You do? Good. I don't remember much from the last time I looked over that. Still, my other points stand. Why not treat them basically the same as items and make applications for them there, with them having the same rules for item spells, except that they have to fit into your magic?


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    Lexa Grimoire
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    Limiter + Buffs Empty Re: Limiter + Buffs

    Post by Lexa Grimoire 5th August 2015, 11:29 pm

    Lexa Grimoire wrote:For Limiters, I put some thought into how they can be made so:

    A.) They benefit those who wish to use them properly
    B.) They benefit those who wish to abuse them
    C.) They don't screw those who wish to not be left in the dust, buy those who abuse them.


    Restrictions divided into 2 sections, 1 for each limiter.

    C Rank Limiter:
    Limiter reduces the player's weapon spells (active/passive) by 1 rank.
    Limiter reduces the player's unique abilities (active/passive) by 1 rank.
    Limiter reduces the player's pet's abilities (active/passive) by 1 rank.
    Limiter cannot be used on jobs that do not have combat (most D rank jobs don't)
    Limiter CAN be used on jobs 1 rank above, but apply less of a bonus
    Limiter cannot be used on jobs that contain less than 5 monster dice rolls, or the bonus won't be applied.
    Limiter cannot be applied with Lacrima Milk, or Team Bonus.
    Limiter CAN be applied with Guild Bonus.
    If Limiter is used with members of the same Team, Guild Bonus will be applied instead.

    Limiter boosts XP gain by +50% for jobs of lesser rank.
    This means, if a C rank uses this on a D Rank Combat oriented mission, he/she gains +12.5 XP

    Limiter boosts XP gain by +35% for jobs of equal rank.
    This means, if a C rank uses this on a C Rank combat oriented mission, he/she gains +17.5XP

    If the player if A Rank or higher, and it's used on a job of equal rank the Limiter boosts XP by 15%
    This means, if an A rank uses this on an A Rank combat oriented mission, he/she gains +187.5

    Limiter boosts XP gain by +25% for jobs of greater rank.
    This means, if a C Rank uses this on a B Rank combat oriented mission, he/she gains +62.5 XP

    If the player if A Rank or higher, and it's used on a job of greater rank the Limiter boosts XP by 5%
    This means, if an A rank uses this on an S Rank combat oriented mission, he/she gains +312.5



    A-Rank Limiter
    Limiter reduces the player's weapon spells (active/passive) by 2 rank.
    Limiter reduces the player's unique abilities (active/passive) by 2 rank.
    Limiter reduces the player's pet's abilities (active/passive) by 2 rank.
    Limiter cannot be used on jobs that do not have combat (most D rank jobs don't)
    Limiter CAN be used on jobs 1 rank above, but apply less of a bonus
    Limiter cannot be used on jobs that contain less than 5 monster dice rolls, or the bonus won't be applied.
    Limiter cannot be applied with Lacrima Milk, or Team Bonus.
    Limiter CAN be applied with Guild Bonus.
    If Limiter is used with members of the same Team, Guild Bonus will be applied instead.

    Limiter boosts XP gain by +100% for jobs of Lesser rank.
    This means if an A rank uses this on a B Rank combat oriented job, he/she gains +250 XP

    Limiter boosts XP gain by 25% for jobs of equal rank.
    This means if an A rank uses this on an A Rank combat oriented job, he/she gains +312.5 XP

    Limiter boosts XP gain by +10% for jobs of greater rank.
    This mean, if an A rank uses this on an S rank combat oriented job, he/she gains +625XP



    This means that players will gain a small bonus for their efforts, and get more XP for doing lower jobs than they would without a limiter, but they won't be power leveling with higher jobs. The rule for Team bonus being degraded to Guild bonus means that they won't be able to spam jobs with their team to over ride the reduced XP gain, but will still receive a bonus for doing it with their guild mates. Making it so the job actually requires fighting, and more than a silly amount of it, makes it so a player couldn't just spam D rank jobs to hit B rank by using the limiter. By reducing the XP gain of jobs of higher rank, we can ensure the players gain more XP than the rank before, but not THAT MUCH more XP.

    In other words...
    They benefit those who wish to use it properly by increasing the XP of jobs of lower ranks.

    They benefit the abusers by granting more XP than jobs of higher tier, but not as much as they used to

    They benefit those who wish to not use them, by not allowing those who wish to abuse them to rank up at alarming rates of 1 rank per 2 jobs.

    The C Limiter's XP% values change at A Rank so people won't use the C Limiter on A+ Rank jobs to get a better XP turnout than the A Limiter would give. In other words, I "balanced" it to keep the system fair.




    Opinion?


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