Melodies Of Eternity Moderators (
eternitymods) wrote2018-01-28 01:22 pm
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ABOUT JOBS
![]() When characters pass through the Interdimensional Cloud and arrive in Vaikuntha, they lose any supernatural abilities and any physical prowess beyond that of a normal human. The Heroes from Crystallis will notice that their crystal has gone dark and no longer responds to them. In order to gain power and fit in among this world’s inhabitants, characters will take on Jobs. These job classes allow them to learn the skills of warriors, mages, archers, etc. Characters will need to visit the corresponding Guild in order to unlock the asterisk of a particular job before they can equip it. If a character has preexisting skills or knowledge about the skills of a job class, but does not equip that job class, they will not be able to perform those skills. They will still possess the knowledge, but may lack the power or ability. For example, if a character with magical ability like Harry Potter came to Vaikuntha and chose to equip the Swordmaster Class, he would still remember the spells and wand motions he previously knew, but would find himself unable to cast magic (but he’d innately know how to wield a sword). Similarly, Zorro as a Black Mage would know how to fight with a sword, but would find his physical strength and reaction time diminished so that he could not to do effectively. However, he would now be able to cast elemental magic. How many Jobs can my character equip? Initially, character can equip one Active job and one Passive job after unlocking the Asterisks at the appropriate Guilds. They can also hold a third job in their Reserve spot The Active Job is the job the character will primarily use. Characters can only use the skills of their actively equipped job in battle (provided they have unlocked these skills with EXP points). They will take on the stats of this job, and can choose to wear the outfit of this job. The Passive Job will modify the Active Job with the Modifier Skill. The Modifier Skill, when learned, is the only skill available from this class when in the Passive Job slot. For example, the Modifier Skill for Swordmaster is “Counter”, so a character with this job passively equipped will have a change to counter when attacked. The Passive Job can also boost a single stat for the Active Job. Please see the Stats section for more info. The Reserve Job does not interact with the Active or Passive Job and does not truly count as being ‘equipped’. It is more being held so that the character does not have to completely discard the asterisk and lose their progress if they switch it out. This reserve slot is to enable players to explore job combinations until they find the one that best suits their character. Switching between Active and Passive jobs can be done anytime using the iMog Slate, and will take one turn if switched in battle. Switching out an equipped job with a Reserve Job can only be done outside of events and battles, and can only be switched once every two weeks, unless a Chemist's skills are used. If a job is discarded to make room for another job, any experience points used on the discarded job will be forfeited unless the player has purchased an extra job storage slot. A job can be discarded at any time, but a new job cannot be added to a job slot until the character visits the appropriate Guild to acquire that job asterisk. Players will have the opportunity to unlock additional Passive and Reserve job slots through EXP points.
Unlocking Freelancer's Supreme Skill not not require maxing out two other Jobs. How to Read the Job Page Picture: The image for the job shows an example of someone who uses that class. The outfit depicted is a default of what that job's uniform looks like. However, this is not the only version of that outfit's garb. If there is a similar job class on the character's homeworld, they can use their version's outfit when they equip the job. Favored Weapons/Armor: These are the equipment generally preferred by these classes. A character can choose to equip an alternate weapon or armor, but may not be able to do so proficiently without a modifier skill's assistance. *For information about using a non-preferred weapon, please refer to the Weapon Proficiency section below. Strengths and Weaknesses: These do not cover everything a job class can or cannot do, but are meant to give you a sense of how the job functions and what the advantages and drawbacks will be. Stats: See About Stats, below, for a description of the rankings. These stats are meant to give you a sense of how a job class measures up to other classes on a few key measurements. Skills: Skills are the job abilities available to a character when this job is equipped in the Active Job slots. Each job has an initial skill (the one that costs 000 EXP); all other skills must be unlocked. The skill tree is linear, so the character must unlock the 50 EXP skill before they can learn the 100 EXP skill. When you earn EXP, you will be able to allocate it to a specific job to fill up the exp gauge. For example, if you earn 100 EXP for the month, you can choose to use it all for your active job to learn the 50 EXP skill and the 100 EXP skill, or split it between Active and Passive to learn the 50 EXP skill for each job. When you have spent a total of 1000 EXP on a job, you will have mastered it (except for Freelancer and Warlock). Some skills say "Potency grows with experience". This means that as the character unlocks more skills and grows closer to mastering that job, the skill also becomes more powerful. The skill only gains potency if more EXP is spent on that job. Example- a Black Mage's fire spell will become more powerful as more Black Mage skills are learned, but not if the character spends EXP points to level their Passive Job. Once a character unlocks the 1000 EXP skill, also known as the "Ultimate Skill", they are considered to have mastered that job. The Ultimate Skill can only be used once per hour (unless an Astrologian uses their Limit Breaker Skill on them). Job Bonus: This is a strange trait that is unlocked for both the active and passive job. It is not meant to have combat capabilities. This is mostly flavor text for how the job may affect the character in their day to day life for RP purposes. Players can choose how much (if at all) the Job Bonus applies to their character. Modifier Skill: The Modifier Skill is unlocked at 500 EXP, and only activates when the job is equipped in the Passive Job slot. Supreme Skill: The Supreme Skill is the perfect mastery of a single job. A character can only learn the Supreme Skill of a single job, and may lose the ability to do so if they choose to pursue many jobs rather than focusing on a few. After it is mastered, the Supreme Skill can only be used once a month. Attempting to use the skill a second time within that cool-down period will result in the character's death. What does each stat represent? Physical Power: This is the raw strength of the character when this job is equipped. Magical Power: This is the raw magical potential of the character when this job is equipped. Attack Potency: The potential for damage caused by offensive skills. Healing Potency: The potential for health recovered when using healing skills. Physical Defense: The character's resistance to physical damage. Magical Defense: The character's resistance to magical damage Speed: The character's agility and evasion. What does each rank mean? E- lowest, abysmal or not-applicable D- low, poor C- passable B- decent A- high S- supreme SS- Unrivaled (only available when combining two jobs with an S-rank in that skill) How do the Passive Job stats interact with the Active Job's stats? One stat from a character's Passive Job will boost their Active Job stat. If two jobs have an S rank in the same stat (ex-Berserker/Dark Knight for Attack Potency or Ninja/Dragoon for Speed), that stat automatically becomes an SS rank. For combinations that do not have SS rank combinations, the player can choose which stat is boosted. The stat for the Passive Job must be at least one rank higher than the same stat for the Active job in order to boost it. The boosted stat can only be raised by a single stat. For example, if a character was a White Mage with Paladin as their Passive Job, they could choose to boost their Physical Defense from a C to a B, but they could not boost their Magical Defense since the Paladin's M-Defense Stat is not higher than White Mage's M-Defense Stat. What is the elemental weakness system? Melodies of Eternity will utilize the system from FFXIV, that is, the elemental triangles of Wind/Fire/Ice and Lightning/Water/Earth, with Light and Dark being weak to one another. How does one get the Warlock/Calamity Knight Asterisk? In May, characters discovered a Malevolent Entity living in the Dream Width that bestowed this asterisk on them. After speaking to Ganeshan, they learned that it held many destructive powers. In December, characters found the Malevolent Entity once more and learned the true name of the asterisk: Calamity Knight. ICly, characters will have to travel out to the Dream Width - they can use any IC excuse they need - and request it from the Malevolent Entity. If they put experience points into it, there will be ramifications for using a villainous Job and they may be asked to be involved in certain plots. The Warlock/Calamity Knight Asterisk does not take up any of the Asterisk slots. Weapon Proficiency While each Job has a favored weapons, characters can choose to use a different type with a particular Job. Weapon Proficiency will allow the character to use one nonstandard or atypical weapon with any job class without the normal penalty. For example, if Cloud Strife invested in Weapon Proficiency for his Buster Sword, he would be able to use it as a Ranger, Black Mage, or any other non-bladed job he takes and would be able to perform those job skills as if he were using the preferred weapon of that class. During the Imperial Visit, the Weapon Master Association offered characters the ability to master any one weapon they choose on any one Job of theirs for the cost of 300 EXP. Only one weapon type on one Job can be learned for 300 EXP, but it is then permanent. Nowadays, Ganeshan is able to teach this to character from the Curti Center, should they not wish to visit the Empire. ![]() ![]() Logs Community ♦ Mognet Community ♦ OOC Community ♦ Crack Community |
(frozen comment) ADDENDUM
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Specifically I wanted to know a bit more of how experience works for jobs. Are job skills acquired via "exp cash-ins," like Final Fantasy Tactics' mechanic where you purchase the skills with JP, or is it more like an "exp gauge," where once a job gets to 350 exp they unlock the 350 exp skill and all the ones that have cheaper exp requirements?
Thanks in advance!
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So it will work more like the second way you mentioned, filling an EXP gauge for each job asterisk you take.
(Also, when you learn your 500 EXP skill for a job, you will also unlock the job's modifier skill as well.)
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Would a magitek knight be able to build their own magitek armor over the course of the months it takes to master the class, so long as it still does the things a normal one does? (like very low dodgyness and frailty to electricity) I have an idea for a quadrupedal design after spending quite a bit of time studying the armor in FFXIV, but it would probably take quite a lot of time to design and build ICly..
Also, the speed stat specifically cites agility and evasion, could a ride armor move straight line rather quickly but turn like an 18-wheeler and still qualify as a D rank in speed? Does anything change in how a magitek armor works if the subclass Cavalier is attached?
and!!!
If you have Job Master and two subjobs equipped, can you buff two stats accordingly? Or one stat twice, so long as the chain of 'must be better than the primary job's stat' is maintained?
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Multiple stats can be boosted when the character reaches job master and has two passive jobs, but a stat stat can only ever be boosted by a single rank. Stats can’t be double-raised
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