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Because dils flash'd the gameplay that one time. Somewhat successfully, yah you know it. Also I have template urges that need to be let out somewhere.

CharactersEdit

Madaflippin' playable Yeul.

Square Lightning
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Square Oerba Yun Fang
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Square Paddra Nsu-Yeul
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Blood of the Goddess
Ultimage
Square Hope Estheim
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Last Resort
Square Sazh Katzroy
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Square Caius Ballad
HP (Lightning Returns Final Fantasy XIII)
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Heart of the Goddess
Adrenaline

EnemiesEdit

Final Fantasy VIIIEdit

Square Diablos
Diablos

Final Fantasy IXEdit

Square Grenade Square Iron Man
Grenade Iron Man

Final Fantasy XIIEdit

Square Bloodwing Square Mandragora
Bloodwing Mandragora

Final Fantasy XIIIEdit

Square Sanctum Templar
Sanctum Templar

Final Fantasy XIII-2Edit

Square Gilgamesh
Gilgamesh

GameplayEdit

The player switches between up to three party members with L1 (PlayStation) / R1 (PlayStation) to utilize their independent ATB gauges. Which is how LR should've been built gadammit.

Party Leader (Final Fantasy XIII)Edit

Alternative 1: LREdit

The player switches between characters just like one would switch between Schemata. One Party Leader HP bar, that differs in % between characters rather than solid points. Party members act as Guests, and will act in a matter customizable by the player. More potent abilities have cooldowns so not to be overwhelmingly powerful, even if they are weak enough to be "background noise". Attacks are cast slower, are weaker/inflict less Stagger, and statuses have lower durations. Attack and Ruin are always available for all characters, but one "chain" has far longer endlag than before, and more lag inbetween castings as well. Guards can still be held for a decently long time.

  • Pending
    • Cooldown per ability
    • 1 "ability cooldown" that prevents the user from doing anything other than Attack/Ruin, with each ability setting this 1 cooldown back by different amounts?
    • Both? Depends on character?
Character Ability Level Ability Level
Square Hope Estheim Protect 20s Shell 20s
Ruinga 40s Haste 60s
Square Oerba Yun Fang Magnet 30s
Debravery 60s Defaith 60s
Deprotect 90s Deshell 90s
Slow 120s
Square Lightning Fire 15s Blizzard 15s
Thunder 15s Aero 15s
Guard 15s
Square Caius Ballad Taunt 45s Challenge 60s
Heavy Slash 60s
Square Paddra Nsu-Yeul Flare 300s Chill 300s
Surge 300s Tornado 300s
Ultima 600s

Alternative 2: XIII-2Edit

The player switches between control of characters, just like one would switch between party leaders. Each character has their own HP bar.

Because of free movement this allows the player to position the characters more efficiently on the battlefield. By pressing R3 the player enters free targeting, aiming attacks at the spot rather than at a targeted foe. This allows for abilities with AoE or position-related effects to be used where desired rather than directly onto an enemy. This includes abilities like Magnet and Mine. By pressing R3 again the player reenters normal targeting.

Stagger Power (Lightning Returns)Edit

Regular stats now affect Stagger Power (Lightning Returns). I don't care how, I don't care by how much, they just should. I mean, what was the point with raising Lightning's Magic (Lightning Returns Final Fantasy XIII) if XIII Magical attacks were never the most effective damage dealers? Nothing, that's what.

  • High Strength (Lightning Returns Final Fantasy XIII)
    • High XIII Physical Stagger Power (Lightning Returns)
  • High Magic (Lightning Returns Final Fantasy XIII)
    • High XIII Magical Stagger Power (Lightning Returns)
  • High HP (Lightning Returns Final Fantasy XIII)
    • High Defensive Ability (Lightning Returns) Stagger Power (Lightning Returns)

Speed (Lightning Returns Final Fantasy XIII)Edit

Abilities have visible start and end lags that can be affected by stuff. Like, restorative abilities would be very ATB consuming and laggy, but can be made unannoying.

Garb (Lightning Returns Final Fantasy XIII)Edit

Locked Abilities are now simply abils that can be exclusively equipped to that garb. They can be upgraded and removed like any other abil, but not be equipped by any other garb, nor can they be disposed of.

As for weaker locked abils as balancing to high stats or passives (see: Soldier of Peace's Shadowbind), that's already dumb. So none of that. The balancing is not having a mighty exclusive, you instead have a dumb one.

Physical Ability (Lightning Returns Final Fantasy XIII)Magic Ability (Lightning Returns Final Fantasy XIII)Edit

-aga level abils have a second finale that deals more stabilizing stagger wave?

-aja level abils have more stabilizing build up as well? and none of that "low hp means more damage" nonsense, aint nobody going to use an abil that takes 45 seconds to cast when they need to be guarding their ****

LevelingEdit

Maybe some middle-ground between the Sphere Grid and Lisence Boards? Idk. After purchasing the entire board, be able to rebuy each tile again to upgrade them? I do like how enemies drop abilities tho.

Could have Level-Up abils toos, that work just like acquired abils but you generate 'em yourself. And they're locked to the character? Or just that chars can only equip certain abils.

ExampleEdit

Tidus (FFX)Edit

4
3
4
100
4
3
4
100
4
2
2
20
200
3
4
2
200
2
2
4
2
20
200
2
200
3
4
200
2
20
4
2
200
20
2
200
2
3
3
2
3
4
4

EquipmentEdit

Not all chars can equip all equips.

WeaponsEdit

  • Weapons have separated stats and model.
  • Thus, the player can choose the look of the thing without negatively affecting gameplay.
Buster Sword Buster Sword VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 Hardedge VII - Hardedge DeviantArt@7Soul1 - Assertive Physical+10
Nail Bat VII - Nail Bat DeviantArt@7Soul1 - Assertive Physical+50
Ragnarok VII - Ragnarok DeviantArt@7Soul1 - Assertive Physical+90
Buster Sword VII - Buster Sword
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 VII - Hardedge
VII - Nail Bat
VII - Ragnarok
Buster Sword DeviantArt@7Soul1 - Assertive Physical+5
VII - Buster Sword DeviantArt@7Soul1 - Assertive Physical+5 DeviantArt@7Soul1 - Assertive Physical+15
DeviantArt@7Soul1 - Assertive Physical+50
DeviantArt@7Soul1 - Assertive Physical+90


BowsEdit

Square Giant Stonebow
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Decrease Physical & Magical Resistance

CardsEdit

Square Card
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Speed (Lightning Returns Final Fantasy XIII)
Lucky Number

GlovesEdit

Square Metal Knuckle
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Combo Crush

GunsEdit

Square Valiant
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)
Physical Finale

StavesEdit

Square Staff
Strength (Lightning Returns Final Fantasy XIII)
Magic (Lightning Returns Final Fantasy XIII)

LocationsEdit

AbilitiesEdit

EPEdit

Blood of the Goddess EP Ability (Lightning Returns Final Fantasy XIII)
ATB Start End
0 0 240 (4s) 60 (1s)
Damage inflicted during a short period restores Yeul's HP rather than deplete it.
Heart of the Goddess EP Ability (Lightning Returns Final Fantasy XIII)
ATB Start End
0 0 240 (4s) 60 (1s)
For a duration, the cap for critical HP starts at 75%. Caius's effects that kick in at critical HP are doubled in efficiency.

RestorativeEdit

Cure HP (Lightning Returns Final Fantasy XIII)
ATB Start End
50 25 300 (5s) 60 (1s) 60 (1s)
Target HP (Lightning Returns Final Fantasy XIII) = User Magic (Lightning Returns Final Fantasy XIII) * 0.5
Restores HP to a single target.

PassivesEdit

Passive # Effect
Adrenaline 1 Increases damage output by 50% when in critical health.
2 Increases damage output by 75% when in critical health.
3 Increases damage output by 100% when in critical health.
Lucky Number 1 Round damage down to the nearest number of all the same digits.
2 Round damage to the nearest number of all the same digits.
3 Round damage up to the nearest number of all the same digits.
Physical Finale 1 Increase the damage done by the final hit by a physical ability by 10%.
2 Increase the damage done by the final hit by a physical ability by 20%.
3 Increase the damage done by the final hit by a physical ability by 30%.
Ultimage 1 Final Magic (Lightning Returns Final Fantasy XIII) varies by enemy condition.
Magic (Lightning Returns Final Fantasy XIII) = Magic (Lightning Returns Final Fantasy XIII) * [Stagger condition] * (0.8 + (0.2 x #Lightning Saga Debuff))

Whereas the Stagger condition is:

  • Unstaggered: 0.2
  • Staggered: 1.5

QuestsEdit

Random .swf testsEdit

  • Stagger First bar staggers after 4 Wind hits, second after a single hit deals 500 or more damage

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