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 Leveling Edit
Damage dealt or whatnot is increased with a formula, thus going with a path and increased slightly for each ability in the inventory
Alt 2: Tier Leveling Edit
Depending on the amount of abils in the inventory, the abil can "level up"
Doing so it may gain damage, hits, etc.
Deals 0.5 magical fire-damage to up to three targets.
Deals 1.0 magical fire-damage to up to five targets.
Deals two hits of 0.75 magical fire-damage each to up to eight targets.
Deals two hits of 1.0 magical fire-damage each to any number of targets.
Deals four hits of 1.0 magical fire-damage each to any number of targets.
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
Deals x magical fire-damage to up to three targets.
Deals x magical fire-damage to up to five targets.
Deals two hits of x magical fire-damage each to up to eight targets.
Deals two hits of x magical fire-damage each to any number of targets.
Deals four hits of x magical fire-damage each to any number of targets.
Deals six hits of x magical fire-damage each to any number of targets.
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?
Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.