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    "Limit break"-ish skills

    Have you always wanted to have limitbreak/trance/desperationattack/overdrive/quickening/whatever attacks in RM3 but couldn't find a way? here's a trick:
    Let's say you want 4 super attacks that you get as the game progresses....

    Have all your character class have 30 Base hp and 30 hp (this way, they'll have 60 hp at level 1 and 3000 hp at level 99 (if you want levels that high)). Now, you'll need to create the 4 "limit breaks" in the 4 bottom right corner of the skills menu. This way, in battle, the skills appear on the bottom of your list. Or over in the corner. either way, they're easy to see. Set the 4 skills to have the following levels, in this order: level 5, level 25, level 45, and level 65.

    Let's say each "limit break" deals a massive amount of physical damage. Or rather, massive in comparison to the point you're at in the game. for example, let's say the character has 5 STR at level 1. In the first skill, set the damage to equal to that the class's STR at level 25 (in this case, it'll be 125). For skill2, set damage to eual STR at level 45, for skill 3, put damage at STR at level 65, and for skill4, put the damage at STR at level 85.

    Now, make sure that the hp cost is equal to 85% of the total hp of the level you got the limit break. In this case, the costs are 153 hp, 663 hp, 873 hp, and 999hp (the last one is at the max cost because it doesn't go above 999).

    You can adjust the skills as you see fit, but to keep the last one from becoming useless at level 85, set it to damage all enemies.
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    #2
    Re: "Limit break"-ish skills

    Originally posted by That weird kid View Post
    Have you always wanted to have limitbreak/trance/desperationattack/overdrive/quickening/whatever attacks in RM3 but couldn't find a way? here's a trick:
    Let's say you want 4 super attacks that you get as the game progresses....

    Have all your character class have 30 Base hp and 30 hp (this way, they'll have 60 hp at level 1 and 3000 hp at level 99 (if you want levels that high)). Now, you'll need to create the 4 "limit breaks" in the 4 bottom right corner of the skills menu. This way, in battle, the skills appear on the bottom of your list. Or over in the corner. either way, they're easy to see. Set the 4 skills to have the following levels, in this order: level 5, level 25, level 45, and level 65.

    Let's say each "limit break" deals a massive amount of physical damage. Or rather, massive in comparison to the point you're at in the game. for example, let's say the character has 5 STR at level 1. In the first skill, set the damage to equal to that the class's STR at level 25 (in this case, it'll be 125). For skill2, set damage to eual STR at level 45, for skill 3, put damage at STR at level 65, and for skill4, put the damage at STR at level 85.

    Now, make sure that the hp cost is equal to 85% of the total hp of the level you got the limit break. In this case, the costs are 153 hp, 663 hp, 873 hp, and 999hp (the last one is at the max cost because it doesn't go above 999).

    You can adjust the skills as you see fit, but to keep the last one from becoming useless at level 85, set it to damage all enemies.
    Ok, so you won't be able to use those limit breaks until you have enough HP to do it. That makes sense.

    There's another way to do it, also. If you use MP, you can set the character's MP to 60, and never level them (at least not in the traditional way), you can give them the innate 'regain MP' attribute, and they will get a certain percentage of their MP back each turn. You can playtest and see exactly how much that would be, and make their 'level one limit break' cost that much. Then next turn see how much MP you'll have after round 2, and make that the cost of your 'level 2 limit break'. Do the same for rounds 3 and 4, to determine the cost of the third and fourth level limit breaks.

    Players can decide whether they want to go ahead and expend their level one break, or hold off until the 4th turn and let loose with the hell.

    To make this work, you'd need an auto-event on every map where battles can be fought that automatically removes everybody's MP when they're not in battle. You wouldn't HAVE to do that though, and in fact if you DIDN'T make every battle start out with 0-MP fighters you could use it strategically to your advantage by charging everybody up to full for the bosses. It would be your choice, really.

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      #3
      Re: "Limit break"-ish skills

      Aww man! I was just about to say "Make an item with the condition 'HP at 1/4'" when I realized that only works for recovery-type items. That's just plain annoying..

      Yeah, Bright's way is better (dammit, lol)

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        #4
        Re: "Limit break"-ish skills

        Though as a traditional "Limit Break" attack, they could be charged up and saved for the boss... I mean, I usually know if/when a boss is comming up and instead of blowing all my MP in the first round cracking out a big physical attack right from the get go is usually more advantageous then running the whole team's MP into the ground.

        ...run it into the ground after the Limit Break!
        A God from the Machine - Menander

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