But anyways, I will focus on minor changes to dolls and some elemental spells.
Dolls currently cost way too much for their purpose. 6 AP to summon a doll is too high, but 2 or 3 AP is way too low, depending on the type of doll. What I am going to do is make only two of the four elemental spells possible to summon dolls and they will all obey the same law: 3 AP and 4 AP cost dolls on every branch.
I've been talking to many Sadida players in this forum and they all seem to want really cheap dolls, things like 2 AP greedies. I know it would be indeed nice, but I would rather have a little stronger doll with higher HP than just weak living HP walls around the battlefield. Dolls also keep doing damage after they have been summoned, which means that the base damage of the invested AP to summon them really depends on how you are good in managing to keep your dolls alive.
The one thing that I am going to revamp are dolls, since it's very clear that they need deeper changes than anything else.
I am not going to do paint stuff to expose those new ideas, they will all be written down and I am going to provide the most information I can, since I've noticed that I usually forget some important points when listing new ideas.
The spell does not offer anything interesting besides higher damage when you level it, but the damage isn't good enough to make it more useful than other water spells. I would suggest to make this spell increase the damage of one ally or doll by adding a state named Refreshed. The spell, however, will have lower bonuses when cast on ally, to prevent it from being way too good, and of course, dolls must have the best effects!
AP: 2 (not changed)
Range: 0 to 4
Ally: +1 +20 +40 Refreshed
Doll: +2 +40 +80 Refreshed
Doll Seed: summons The Greedy.
Damage: not changed
Refreshed has 200 levels and gives 1% damage to all elements per level.
This doll is so far one of the best dolls we have, but it doesn't survive for long. I'm therefore buffing it and increasing it's survivability. The doll will now recover HP when attacking an enemy, the final cost of summoning a Greedy is 3 AP (1 AP from seed +2 from spell).
The AP, MP and resistances of the doll is not changed.
HP increased to 22% of Sadida HP.
Greedication: steals 5 HP water damage which increases by 0.3 per level (35 damage at 100 and 70 at 200).
The doll will be able to cast Greedication twice when buffed with Rust.
*Steal: deals damage and heals the doll for the same basic amount of damage inflicted (like Trank's Sap Surplus).
There is nothing to change about this spell, I am only making it the spell that summons inflatables.
Doll: summons The Inflatable
AP, HP, MP, resistances and the basic characteristics are not changed.
The Inflatable will heal an ally and increase it's AP by 1.
Swelling: The base healing is 5 and increases by 0.3 per level (35 at 100 and 70 at 200). The spell applies Doll Care +1 state, which increases the AP of the target by 1. The State has a maximum level of 1.
This spell was so far one of the spells that received many changes during the history of Sadida. I can still remember when it had nothing to do with dolls and only acted like Tear when a totem was around. I am revamping the effects of rust because I already gave a general damage bonus to vaporize. The new rust will increase the AP of all dolls inside the area of effect by 3 and the AP of all allies by 1.
AP, Range and restrictions have not been changed.
Damage increased: now 50 at 100 and 96 at 200.
(Ally): Rust +1
(Doll): Rust +3
Rust: increases the AP of the target by 1. Maximum level of 3.
I do not intend to change the current effects and characteristics of the spell, as they are decent and balanced. I would like to change how the animation works with a totem, since it's really buggy. Remove the animation of the spell spawning on voodoll, just show the damage and that would be good enough to remove the bugs. I am also making this spell work with dolls by damaging all enemies around one and increasing their lock, dodge, critical hits or heal bonus. The damage done to the surrounding enemies will be the same done when directly casting the spell, the spell will still have it's standard effects with voodoll.
Due the buffs, it would be wise to make this the 5th water spell learned.
AP cost, range, restrictions, effects, damage are not changed.
New effect (Doll only):
+5 +50 +100 levels of Sadida's Tear to a Doll
Damages all enemies around the doll
(Maddol and Lethargic): +2 Dodge per level
(Greedy and Ultra Powerful): +0.25% Critical Hits per level.
(Block): +1.5 Lock per level.
(Inflatable): +2% Heals per level
Maximum level: 200
This is one of our best spells and I do not want it to be drastically changed. I will only add to it a secondary effect on dolls. If cast on a doll, the doll attacks will steal the HP of the target and gives it to the Sadida.
New Effect (Doll only): applies Drain +50 +75 +100
Drain (state): 1% of the damage inflicted redirected to the Sadida as heals (per level).
Decent spell. The damage, cost, range and restrictions are not changed. I am only changing the applied effect. The poison now has a resistance penalty to the air element alongside the HP loss. This spell summons The Ultra Powerful and refunds 1 MP.
Applies Intoxicated +1 +20 +39
Intoxicated: a state that stacks up to level 200 if applied every turn. The state now reduces the resistance of the target and damages it.
Damage: -22 HP at 100, -43 HP at 200.
New effect: -0.2% air resistance per level of the state.
Doll Seed: summons The Ultra Powerful
The Ultra Powerful
100% of Sadida's air mastery.
Memorizes 60% of the level of an air spell cast on it.
AP, MP, HP and resistances not changed.
The Doll now has a coward like behavior, it attacks and runs.
Tetatoxin should be buffed somehow, since it's really difficult to stack it properly. Instead of revamping the effects, I suggest to increase the applied levels. The poison should also be triggered by MP or AP loss.
The spell when used on a doll seed summons a Lethargic (they now cost 3 AP to be summoned).
Tetatoxin increased to: +1 +22 +41
Doll Seed: summons The Lethargic
The Lethargic: this doll takes AP from an enemy and applies Drowsy state, when the state reaches the level 5, the target enters on Sleepy state and misses a turn as long as damage is not inflicted. The second AP loss starts at level 1 with 0% chance and increases by 0.5 per level. At 100 it has 100% chance of removing 1 AP and 50% of removing a second AP.
AP, MP, HP and resistances are not changed.
Lullaby: 1 AP, 1 per target per turn, 2 per turn. 1 to 4 Range.
-1 AP 100%
-1 AP (0, 50, 100%)
Drowsy: the target gets more and more lethargic, at level 5 enters in Sleepy State.
When awakened, the target receives the Awaken state, that prevents it from entering in Drowsy state.
This spell doesn't have an interesting use right now because of it's cost. I am making it cost 2 AP and have a cast limit of two per target per turn. The spell will also apply brambly armor and summon a Madol when used on a doll seed. The spell is not linear anymore.
AP: 2 AP
Condition: 2 per target per turn.
0 to 3 Range
Deals 2 25 47 damage
Steals 1 MP 50%
Ally: applies Armor-to-Be +1 +16 +31
Doll Seed: summons The Madoll
Similarly to the Lethargic, Madoll will take MP from up to two enemies and apply the Annoyed state to the target. When the state reaches the level 5, the enemy will be forced to attack the Madoll before anything else.
AP, MP, HP, resistances are not changed.
-1 MP 100%
-1 MP (0 50 100)%
Irritated: when the state reaches the level 5 the enemy enters in Taunted state, which has two possible effects:
- If it's a monster, the enemy will be more likely to chase and attack any madoll in map.
- If it's a player, the damage will be reduced by 50% if it doesn't attack a madoll. When all madolls are dead, the player can attack anyone that the damage is not going to be cut by half.
At the end of the turn, the enemy enters in Ignore state. The enemy is then immune to Irritated state for 1 turn.
I have an idea to maintain it's randomness but to make it more predictable. You may be wondering how it could be done and it's simple: make the Earthquake have a delay of 1 turn before it spawning and make it possible for everyone in the allied team to know where the earthquakes are going to spawn.
So, basically, that's how it would work:
You cast the spell.
A red tile appear in map. This tile is the epicenter.
During the beginning of next turn a earthquake spawns on that square.
I am adding to this spell a new effect that would work similarly to Drain. When an enemy or an ally is targeted by this spell, all allies around that target will receive 50% of the Bramble Armor applied. This spell can be used to summon The Block, the MP cost is refunded. The damage, effects and characteristics have not been changed.
Doll Seed: summons The Block
AP, MP and resistances have not been changed.
HP increased to 40% of Sadida's HP.
Lock gain increased to 1.3 per level.
Inhaling applies Gravity state.
Gravity State prevents the target from jumping or using any sort of movement spell. After the state vanishes the target becomes immune to gravity for one turn.
Knowledge of Dolls
Since I have changed Totem and removed the WP cost on dolls, this spell would remain with no useful effect besides the control bonus. I am therefore adding a passive bonus that increases the characteristics of every doll.
+0(40) Lock to The Block
+0(20)% chance of removing AP to Lethargics
+0(20)% chance of removing MP to Madolls
Creates a static totem in map that serves as a line of sight blocker. The totem can also be used to link an enemy with Sic'em More, applying the Vodoo state. The listed states are at level 9.
2 AP 1 WP
1 to 2 Range
Creates a Totem
60% of Sadida's HP
100% of Sadida resistances
If linked to a target: all damage and healing received is redirected to that target, the resistance taken into account is the target's resistance.
It does not redirect enemy damage.
The overall effects have not been changed. It gains a new effect though, if cast on an enemy or ally with a totem out in the fight, the target becomes linked to the totem.
Enemy or Ally: applies Voodoo Link state to the totem that is out in the map.
[New Effect]: control a doll.
This is the most useless skill we have right now, all it does is provide a stupidly low healing and damage effect when a doll dies. I will make this skill linked to Sacrificial Doll, as the only way of increasing it's damage and improve it's effects when a doll dies.
Damage/Healing effect increased to 25 at level 20 at all levels.
50% of the highest mastery added to the Sacrificial Doll's fire damage.
The Sacrificial Doll
It hasn't been changed and it still gains 1% damage per level. If you are at level 100 and your highest mastery is at 400%, the doll will have 300% fire damage and deal 200 fire damage. When the doll dies Explodoll is also triggered!
This is another useless skill as 10% of damage redirected under a very specific circumstance is not really practical. The old doll link was indeed good, but I think that it doesn't fit with the current characteristics of the game. Firstly, if we had the old doll link back, dolls would die a lot faster than now, since enemies usually do a lot of damage. Secondly, if we had a more powerful version it could become overpowered too easily.
So, I would simply suggest to make it apply a state named Doll Master to the Sadida whenever a doll is buffed or summoned, to fight back the Lone Sadida skill without removing it.
At maximum level:
+2 Level of Doll Master per AP/MP used to buff a doll.
+10 Level of Doll Master when a Doll summoned.
-5 Levels of Doll master when a Doll dies.
+20% damage per Doll summoned (max 60%)
Doll Master (per level):
+1% Damage to all dolls in map at the start of Sadida's turn.
+0.5% chance of removing AP and MP to all dolls in map at the start of Sadida's turn.
+1% Resist to all dolls in map at the start of Sadida's turn.
Doll master has a maximum level of 100.
I would like to see a support aspect being added to this spell. Tree now will add Armor-To-Be to the Sadida and every other ally around him in a square are of effect. The level of Armor-To-Be is based in the quantity of MP spent.
Resist Bonus: removed
New Effect: +0(8) levels of Armor-To-Be to the Sadida and it's allies (square).
EDIT: I forgot the most important spell
-> 1 AP at level 9.
This post has been edited by Niddhoggy - August 25, 2016, 02:57:23.