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Post by WitchRolina on Dec 16, 2018 21:20:12 GMT
This thread is for the discussion of how djinn would work as a mechanic, what kinds of things they would affect in battle, and how we would assign these abilities. There are three factors to look at: 1: What kinds of abilities to djinn have access to? 2: How do djinn access these abilities? 3: What stats do djinn boost when they are equipped, and how is that determined?
For question 1, we have a wide variety of options from the golden sun series, as well as many options that I've worked out separately. I'll post them separately, later on. For question 2, in the Designer's Meeting today, we solved a major conflict with Tri-Element classes by introducing the concept of having separate abilities for Using and Re-Setting djinn. Essentially, each djinn has an Unleash and a Reset ability. For question 3, using Golden Sun's patterns as a basis, I worked out a system for this a while ago. It can be found in the djinn tab in the character builder tool. Character Builder XLSX fileGoogle Docs version
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Post by WitchRolina on Dec 16, 2018 21:32:04 GMT
Question one in image form because I'm not making a table (spoiler'd for size):
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Post by Taz on Dec 16, 2018 21:47:09 GMT
Chuckle Jovian/Sylph Unleash: Inflicts Restrict on a single target for one action. Reset: Boosts user Luck by 1 while Chuckle is Set.
Sunbath Martian/Salamander Unleash: Restore a small amount of PP to the party. Reset: Restore a tiny amount of HP to the user.
Sandbar Venusian/Gnome Unleash: Deals moderate added physical damage and inflicts delusion. Reset: Increase user Defense by 12.5% for one turn.
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Post by WitchRolina on Dec 16, 2018 21:53:38 GMT
I like that approach - while we're at it, let's look at what stats we'd want to emphasize with the djinn. Restrict was done by Petra and Ground, so their stat boosts were:
Petra: HP: +11 Defences: +3
Ground: HP: +9 Energy: +3 Agility: +3
Ivy: HP: +11 Offenses: +3
It looks like there aren't any patterns for this particular type of djinn, while most damage djinn boost offenses. Looks like we're safe to give it fallback stats in this case.
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Post by WitchRolina on Dec 27, 2018 14:09:26 GMT
Hmm... I like the idea of the 4 wind djinn summon being Aeolus, the greek god of the winds. With that idea as a theme:
Aquilo: Roman name for the Northern Winds. Used instead of Boreas for what I hope are obvious reasons. Favonius: Roman name for the West Winds. Used instead of Zephyr for consistency. Auster: Roman name for the South Winds. Used instead of Notos for consistency. Vulturnus: Roman name for the East Winds. Used instead of Eurus for consistency.
Caurus: Roman name for the Northwest Winds. Greek Counterpart is Skiron Subsolanus: Roman name for Southeast Winds. Greek Counterpart is Apeliotes. Africus: Roman name for the Southwest Winds. Greek Counterpart is Lips. Caecius: Roman name for the Northeast Winds. Greek counterpart is Kaikias.
Venti: Roman name for the winds as a group. Green counterpart is Anemoi.
Nine winds as the djinn, with Aeolus as the 4-Wind summon, I think would be a fun little reference. We could do Roman or Greek for the names (Aeolus doesn't seem to have a roman counterpart I can find). Personally, I like the Green names waaay more, but worry about Boreas, given that it was a Water summon in GS. On one hand, we could use it to distinguish ourselves from GS, but on the other hand, GS vets may associate it with mercury if they're unaware of its origins.
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Post by WitchRolina on Jan 5, 2019 3:57:58 GMT
Did a bit of light data analysis of the trends in GS's stat distribution for djinn. Here's a few findings: Attack djinn usually boost the attack stat. Secondary stats don't seem to have a solid pattern, though - secondary effects, and whether it's added or multiplied damage don't seem to matter, nor does the actual strength of the djinn. Priority djinn generally boost agility, but interestingly more commonly boost defense, even when accounting for djinn outside of the barrier djinn. Roughly 2/3 of non-damaging djinn boost energy by some value. Conversely, only 1/3 of attack djinn seem to boost energy. Most attack djinn that boost energy do so in lower or equal values to non-attack djinn, with a single exception in Puff (which is also notable for being one of the few attack djinn to not boost attack) Buffing djinn generally boost the stat that the buff, or a close analogue in the case of Resistance. I'm attaching an spreadsheet with this data. Feel free to download it and sort it for your own analysis. If you can't use Excel, upload it to your google drive and open it as a google doc - it should work just fine for ya. www.dropbox.com/s/as2kgla60rwhii6/GSDjinnTable.xlsx?dl=0
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Post by WitchRolina on Jan 12, 2019 20:02:40 GMT
We have the general layout of what the Djinn will be. Still to figure out: - Full mechanical details on each Activation Ability
- What each djinn does in their Reset Ability
- What each djinn is named
- What order djinn are acquired in.
- What stats are boosted by each djinn
Some of these things require discussion with Writers and Artists, which we intend to get done on the next meeting.
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Post by Taz on Jan 13, 2019 21:40:19 GMT
Rolina and I have finished brainstorming the main "Unleash" effects each of our 36 Djinn will have, and came up with some interesting thematic associations with them in the process. We even came up with a new Jupiter-aligned mechanic called Shielding, defined as a buff that absorbs the next X non-piercing damage the target would receive, X being the health of the Shielding buff itself. We are still working on each Djinni's Reset abilities, as well as which minor stat boosts each of them bestow while equipped and what order they are acquired in, but I feel we have a strong start out the gate here with a cornucopia of interesting, powerful, and unique Djinn effects.
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Post by Taz on Jan 20, 2019 3:46:23 GMT
Djinn Reset abilities are 44% ready for Alpha. Design does need input from Programming on what the easiest means of handling "priority" effects would be, as well as how they would interact with certain other effects.
Furthermore we have a few name ideas, but for obvious reasons we are leaving that discussion primarily for Writing's wheelhouse.
Design has plans on discussing both of these and more in tomorrow's meeting.
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