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  • Instead of each (most?) abil having their own EXP and Lvls, abils each have at least 1 parameter that can be influenced, and that is increased the higher the amount of an abil the player has been granted

Current: Given'Edit

  • The efficiency is increased as long as the pal in question has been given an abil, and multiple instances exist in the inventory
    • This is good 'b'cuz' the party could literally expand to 99 playables without worrying if the 99 cures would be enough
  • The player assigns one to a party member, it aint actually removed from the inventory. The max. is still 99.
    • The game basically checks if the amount of existing abil is greater than the amount of assigned abil when trying to give a new 'un.
"Fire was received!"
—Acquired Fire when no party member had assigned one.
"Fire was received and strengthened!"
—Acquired Fire when a party member had assigned one, and a had not.
"Fire was strengthened!"
—Acquired Fire when all party members had assigned one.

Alt 1: Even LevelingEdit

  • Damage dealt or whatnot is increased with a formula, thus going with a path and increased slightly for each ability in the inventory
Ability Min Mid Max
Fire 0.1 1.05 2

Alt 2: Tier LevelingEdit

  • Depending on the amount of abils in the inventory, the abil can "level up"
    • Doing so it may gain damage, hits, etc.
Ability Amount
Fire 1
Deals 0.5 magical fire-damage to up to three targets.
10
Deals 1.0 magical fire-damage to up to five targets.
25
Deals two hits of 0.75 magical fire-damage each to up to eight targets.
50
Deals two hits of 1.0 magical fire-damage each to any number of targets.
75
Deals four hits of 1.0 magical fire-damage each to any number of targets.
99
Deals six hits of 1.5 magical fire-damage each to any number of targets.

Hybrid Alt: Both?Edit

  • While leveling, the formula still increases damage and such between those intervals, with new parameters.
    • The formula no longer have to be even; after a level have been gained, the "start" value can be much higher than the former's "end" value
      • This is especially important when hits are gained
Ability Amount
Fire 1 9
0.5 0.9
Deals x magical fire-damage to up to three targets.
10 24
1 2
Deals x magical fire-damage to up to five targets.
25 49
0.8 1.9
Deals two hits of x magical fire-damage each to up to eight targets.
50 74
2 3.4
Deals two hits of x magical fire-damage each to any number of targets.
75 98
1.6 2.4
Deals four hits of x magical fire-damage each to any number of targets.
99
2.0
Deals six hits of x magical fire-damage each to any number of targets.

AltsEdit

1: Givin'Edit

  • The player has to physically grant each pal 99 Cure
    • So the player can give 99 Cure to all baes, which will increase its efficiency
    • This treats abils more like items, as they should
    • And the natural thing of receiving, like, just a few abils then the backupdrop is given is changed
    • 'cuz farming, dammit
    • Abils can even get their unique effects after, like, 20 have been given, which will represent their "level up"
  • Ability EXP may still be preferable, if EXP limits are raised
    • The difference is really only how you look at the leveling
    • Abils won't feel "underleveled" that are generated by the char, if you don't have spare abils to level 'em with
      • You can even not give your allies the finite 5 Ultimas to increase your own by the unique modifier
      • Like Garnets in IX? Somehow?

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