Weapon: Deck of Cards. Darts, throwing Knifes
Physical Ranged: DPS
Limit Break 3: Red Card
Relic Weapon : Final Trump
Mechanics - Slot Machine Gauge - this mechanic is very simular to Setzer Gabbiani or Tifa Lockhards slots. when
Ability 1: Demon Dice - Throw two dice at the enemy what ever first dice 1-3 the second dice is 1-6 first dice is how many attacks monsters gonna take. 2nd dice how much damage they gonna take.
first 1 attack
second 2 attacks
third 3 attacks
second dice
1 120 potency
2 180 potency
3 240 potency
4 320 potency
5 380 potency
6 440 Potency
whatever it lands will determine the what your next ability does
Ability 2 : Green Card : Green Card Deals 120 potency of damage normally while under effects of demon dice its effects change
Ability 3: Make It Rain: Make large amount of gil fall on top of targets head. dealing 200 potency giving them the awe struct debuff - those with awe struck debuff when they take damage from a card they are stunned for 4 seconds. this stun does not have dimishing returns from other players stun
Ability 4 : Blue Card - Shoot 3 cards in a cone dealing 180 potency when they hit and then call them back to deal another 180 potency
Ability 5: Devil Dice - Devil Dice you throw up two dice. first dice is 1.6 but second 1-3
first dice determines what extra effect be added to your blue card
1. Blind
2. Bind
3. Slow
4. Poison
5. Silence/Paca
6. Stun
second dice determines the damage
1. 180
2. 360
3 .540
Both Demon and Devil dice share the cooldown
6 ability - Gamble - this activates your slot machines - this have your gauge spin. also deals 200 potency instant ogcd when used. then have to use it again after the slots deside what ability
7. Yellow Card: Yellow card deals 120 potency after 6 seconds exploded deals 220 potency all nearby enemies. knocking them back. those who are knocked back and collade into other monsters also deal additional 80 potency of damage to them yellow cards effects change based on
Slots -
Mysterious Rabbit - When all 3 of slots land on bunny slot your party get healed by 5% of there max hp + regen
Prismatic Flash - When all the slots land on diamond looking slot you deal 300+ potency unspected damage to all enemies
Chocobo Stampede - when all slots are chocobos horde of chocobos run over your enemies dealing 380 physical damage to all targets
Dive Bomb - All slots are an airship. bombs fall on your enemies wait about 3-4 seconds then explode for 550 physical damage to all targets near said bombs
Dragon Flare - When all slots land on dragon simple a dragon fly cross battle feild scorching enemys dealing 550+ potency + dot all targeting in burning feild
Jokers Death. - deals 50% of gamblers max health to damage to the gambler but also increase damage they deal by 25%
Deaths Dice - Shares cooldown with demon dice. and Demons. this dice actaully throws 3 dice instead of 2 with each of them rolling 1-3
first die
Determines how many attack
1- attack
2- 2 attack
3- 3 attacks
Second dice determines Potency
1. 120
2. 240
3. 480
Third dicer determines explosive damage after 4-6 seconds
1. 220
2. 440
3. 660
ability 7 - Snake eyes - when you role double 1.2.3 snake eyes lights up you can deal 800 potency phyical damage to the target
ability 8 - Blazing Darts - this ability is used twice first activate your new black jack gauge and deal 120 potency - then black jack gauge draw 2 cards. closer they are to 21 more damage your blazing darts will do when press it again if you get a black jack you deal 1200 potency to the target (doesnt happen often)
anyone like help me with other abilities like that as you can see there is lot of rng in this class also if we gonna give a job like this final fantasy can we have banger of final fantasy 6 music remake = like this
Continue reading...
Physical Ranged: DPS
Limit Break 3: Red Card
Relic Weapon : Final Trump
Mechanics - Slot Machine Gauge - this mechanic is very simular to Setzer Gabbiani or Tifa Lockhards slots. when
Ability 1: Demon Dice - Throw two dice at the enemy what ever first dice 1-3 the second dice is 1-6 first dice is how many attacks monsters gonna take. 2nd dice how much damage they gonna take.
first 1 attack
second 2 attacks
third 3 attacks
second dice
1 120 potency
2 180 potency
3 240 potency
4 320 potency
5 380 potency
6 440 Potency
whatever it lands will determine the what your next ability does
Ability 2 : Green Card : Green Card Deals 120 potency of damage normally while under effects of demon dice its effects change
Ability 3: Make It Rain: Make large amount of gil fall on top of targets head. dealing 200 potency giving them the awe struct debuff - those with awe struck debuff when they take damage from a card they are stunned for 4 seconds. this stun does not have dimishing returns from other players stun
Ability 4 : Blue Card - Shoot 3 cards in a cone dealing 180 potency when they hit and then call them back to deal another 180 potency
Ability 5: Devil Dice - Devil Dice you throw up two dice. first dice is 1.6 but second 1-3
first dice determines what extra effect be added to your blue card
1. Blind
2. Bind
3. Slow
4. Poison
5. Silence/Paca
6. Stun
second dice determines the damage
1. 180
2. 360
3 .540
Both Demon and Devil dice share the cooldown
6 ability - Gamble - this activates your slot machines - this have your gauge spin. also deals 200 potency instant ogcd when used. then have to use it again after the slots deside what ability
7. Yellow Card: Yellow card deals 120 potency after 6 seconds exploded deals 220 potency all nearby enemies. knocking them back. those who are knocked back and collade into other monsters also deal additional 80 potency of damage to them yellow cards effects change based on
Slots -
Mysterious Rabbit - When all 3 of slots land on bunny slot your party get healed by 5% of there max hp + regen
Prismatic Flash - When all the slots land on diamond looking slot you deal 300+ potency unspected damage to all enemies
Chocobo Stampede - when all slots are chocobos horde of chocobos run over your enemies dealing 380 physical damage to all targets
Dive Bomb - All slots are an airship. bombs fall on your enemies wait about 3-4 seconds then explode for 550 physical damage to all targets near said bombs
Dragon Flare - When all slots land on dragon simple a dragon fly cross battle feild scorching enemys dealing 550+ potency + dot all targeting in burning feild
Jokers Death. - deals 50% of gamblers max health to damage to the gambler but also increase damage they deal by 25%
Deaths Dice - Shares cooldown with demon dice. and Demons. this dice actaully throws 3 dice instead of 2 with each of them rolling 1-3
first die
Determines how many attack
1- attack
2- 2 attack
3- 3 attacks
Second dice determines Potency
1. 120
2. 240
3. 480
Third dicer determines explosive damage after 4-6 seconds
1. 220
2. 440
3. 660
ability 7 - Snake eyes - when you role double 1.2.3 snake eyes lights up you can deal 800 potency phyical damage to the target
ability 8 - Blazing Darts - this ability is used twice first activate your new black jack gauge and deal 120 potency - then black jack gauge draw 2 cards. closer they are to 21 more damage your blazing darts will do when press it again if you get a black jack you deal 1200 potency to the target (doesnt happen often)
anyone like help me with other abilities like that as you can see there is lot of rng in this class also if we gonna give a job like this final fantasy can we have banger of final fantasy 6 music remake = like this
Continue reading...