Post by CJ on Aug 10, 2006 21:07:05 GMT -5
Okay, I'm a bit tired of explaining this in person, so I'm putting this here =p
In this game, you get XP when you fight monsters, naturally. The higher level the monster is compared to you, the more XP you get. In normal fights, XP is awarded individually based on damage done, statuses inflicted, and points healed. In a boss battle, there is a formula that gives everyone a set, equal 'score', which is multiplied by level difference between the individual and the monster.
Every 1000 XP is a level up. When you get a level up, you have to talk to me at least long enough to tell me what you changed on the character with the boost. Try not to let me forget to do your levels, because when that happens, things get crazy.
LEVEL UP GAINS
EVERY level up, you get a choice between Act, MP, or HP increase. You pick ONE of those, every level, and it increases by a set amount.
HP increases by 5 when you choose it.
MP increases by 5 when you choose it.
Act increases by 1/4 when you choose it, meaning that you have to invest 4 levels, not necessarily in a row, toward it to get a full, usable point. The maximum Act is 6.
In addition to this choice, you also get 5 stat points with which you can do whatever you like.
When you reach a level that is a multiple of 3, you get a new ability slot. These slots can either be filled with a single attack, or two Passive traits, with certain stipulations. These stipulations are; The first Weapon Proficiency costs a full slot. You cannot take two levels in the same passive with one slot. You cannot buy passives that compliment eachother with the same slot (IE; Fly and Hover)/
-UPDATE--
From here on out, characters can give a straight upgrade to a move using only half a slot. The stipulations to this are as follows;
You cannot upgrade more than one move per slot, no matter what.
The upgrade must be STRAIGHT, meaning all that happens is increased cost and increased effectiveness in an easily predictable way. A totally new move that's just based on an old one, or follows the same basic idea, won't fly.
Examples of 'straight' upgrades: Increasing damage of a move. Adding or increasing a status effect to a move. Adding hits to a combo. Adding elemental damage to a physical special. Upgrading the status effect a move causes (Slow > Stop, ect).
Examples of ...crooked... upgrades: Redirecting a spell's energy (putting a Fireball into a sword and then swinging it). Changing the elemental of a move that already has one. Changing the effect of a move to a totally different one (changing Burn chance to Freeze chance)
This is at my discression, so talk to me about it if you're not sure if a move is a 'straight' upgrade or not. This change also retrofits, so contact me if you've used full slots to straight upgrade something.
JOB LEVELS
If you sign up for a Job at HQ, then that job has it's own level, starting at 0 and going up. When you have a Job, leveling it up becomes an option when you get 1000 XP. Your Job Level is added to your Self Level for purposes of determining XP gain.
When a Job goes up, it gains a certain number of Job Points (JP). Every job has a different number of JP, and every job has it's own way it can use them. You can use JP to buy Job Skills or Traits, or you can put it toward stats that are keyed to that job.
When leveling a Job, HP, MP, and Act go up by a set number depending on the job.
Finally, keep in mind that if you change jobs, you save the information you had for the past one (in case you want to change back), but you lose any stat ups that that job had. You do, however, keep the skills as long as you have an open slot.
In this game, you get XP when you fight monsters, naturally. The higher level the monster is compared to you, the more XP you get. In normal fights, XP is awarded individually based on damage done, statuses inflicted, and points healed. In a boss battle, there is a formula that gives everyone a set, equal 'score', which is multiplied by level difference between the individual and the monster.
Every 1000 XP is a level up. When you get a level up, you have to talk to me at least long enough to tell me what you changed on the character with the boost. Try not to let me forget to do your levels, because when that happens, things get crazy.
LEVEL UP GAINS
EVERY level up, you get a choice between Act, MP, or HP increase. You pick ONE of those, every level, and it increases by a set amount.
HP increases by 5 when you choose it.
MP increases by 5 when you choose it.
Act increases by 1/4 when you choose it, meaning that you have to invest 4 levels, not necessarily in a row, toward it to get a full, usable point. The maximum Act is 6.
In addition to this choice, you also get 5 stat points with which you can do whatever you like.
When you reach a level that is a multiple of 3, you get a new ability slot. These slots can either be filled with a single attack, or two Passive traits, with certain stipulations. These stipulations are; The first Weapon Proficiency costs a full slot. You cannot take two levels in the same passive with one slot. You cannot buy passives that compliment eachother with the same slot (IE; Fly and Hover)/
-UPDATE--
From here on out, characters can give a straight upgrade to a move using only half a slot. The stipulations to this are as follows;
You cannot upgrade more than one move per slot, no matter what.
The upgrade must be STRAIGHT, meaning all that happens is increased cost and increased effectiveness in an easily predictable way. A totally new move that's just based on an old one, or follows the same basic idea, won't fly.
Examples of 'straight' upgrades: Increasing damage of a move. Adding or increasing a status effect to a move. Adding hits to a combo. Adding elemental damage to a physical special. Upgrading the status effect a move causes (Slow > Stop, ect).
Examples of ...crooked... upgrades: Redirecting a spell's energy (putting a Fireball into a sword and then swinging it). Changing the elemental of a move that already has one. Changing the effect of a move to a totally different one (changing Burn chance to Freeze chance)
This is at my discression, so talk to me about it if you're not sure if a move is a 'straight' upgrade or not. This change also retrofits, so contact me if you've used full slots to straight upgrade something.
JOB LEVELS
If you sign up for a Job at HQ, then that job has it's own level, starting at 0 and going up. When you have a Job, leveling it up becomes an option when you get 1000 XP. Your Job Level is added to your Self Level for purposes of determining XP gain.
When a Job goes up, it gains a certain number of Job Points (JP). Every job has a different number of JP, and every job has it's own way it can use them. You can use JP to buy Job Skills or Traits, or you can put it toward stats that are keyed to that job.
When leveling a Job, HP, MP, and Act go up by a set number depending on the job.
Finally, keep in mind that if you change jobs, you save the information you had for the past one (in case you want to change back), but you lose any stat ups that that job had. You do, however, keep the skills as long as you have an open slot.