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| Kaitani:
--- Quote ---Hmm...but would that passive be fitting for any character? That's the question. --- End quote --- Well if Keine is still missing a passive, those buffs could be thought like random lessons in school (different buff based on the subject). Farfetched I know, but it doesn't have to be that serious does it? :) |
| Xenomic:
Hm...maybe, but that wouldn't really fit in with her playstyle either (keep in mind, she's an Arithmetician in this game, basing her skills based off of various stats. For ally skills, it's generally based on Levels. For enemies, it's generally based on the enemy's stats versus Keine's stats, or a combination of stats). Some are also based on the number of battles fought, number of times escaped, or some such. I do want to at least keep it in-line with the playstyles too so...Keine's not really a buffer at all sadly. ^^;; Maybe I should go more into detail as to how each character plays?? |
| Kaitani:
Oh right, I didn't take the characters' playstyles into consideration. Maybe it would be a better fit for Sanae then? |
| Xenomic:
Today, I will be starting an in-depth look at each character in Touhou Fantasy, to explore their strengths, weaknesses, and anything that may be changed. I will be trying to do one of these a day. First up on the list is Reimu Hakurei, one of the main protagonists of the game. For those who are curious, she doesn't necessarily fall under any specific class, instead being a jack-of-all-trades type of character. She can keep up with most characters and fill in a variety of roles, but several characters can outdo her in just about any role. Reimu's all-around in her stats, being average in everything. COMBAT ABILITIES: Reimu comes with a whopping 17 skills in her arsenal, but only starts the game with 2 of them, being Fantasy Orb and Hakurei Amulet. Fantasy Orb: Deals Holy-elemental damage to one enemy. At level 10, upgrades to Fantasy Seal. Enigmatic Pearl: Deals non-elemental Magic damage to one enemy. Dimensional Rift: Deals non-elemental physical damage to one enemy. Ascension Kick: Deals non-elemental physical damage to one enemy that ignores Defense. Youkai Buster: Deals Holy-elemental damage to all enemies. Hakurei Amulet: Restores HP to one ally. Rain Dance: Restores HP to party. Spread Amulet: % chance to reduce all enemies Holy-elemental resistance. Cautionary Border: Grants Blink to the party. Yin-Yang Jade: Revives one KO'd ally. Max revive will only revive an ally with 10% of their Max HP. Permanent Border: Cures negative statuses from one ally. More statuses are cured the higher the skills level. Duplex Great Border: Grants Absorb Damage: X% to the party. Demon Binding Circle: Grants Return Damage: X% to the party. Spiritual Orbs: Drains HP from one enemy. Persuasion Needle: Inflicts Berserk on one enemy. Binding Border: Inflicts Paralysis on one enemy. Fantasy Heaven: Inflicts massive Holy-elemental damage to all enemies. Reimu's ultimate attack. As can be seen, Reimu has a toolbox skillset, filling whatever role is needed just about. However, she can only do so much, as other characters can perform at these roles much better than her (for instance, with statuses, Cirno and Komachi are much better, and for healing, Sanae, Meiling, and Cirno are all much better). Add to that with her average stats, and she's...decent, at best. You would expect the main character to be one of the best, if not the best character in the game, but Reimu is far and away from being the best at all. SECONDARY COMMAND: Pray: Restores 10% Max HP to the party. Blessing (Pray Level 2): Restores 20% Max HP to the party and cures Poison, Blind, Silence, Sleep, and Sap. 50% chance to fail, but will still use Pray normally. Level 3: ???? Reimu's secondary command is...well, it's not bad, as free healing is always welcomed, but it's not spectacular, as you can probably heal a lot more than what Pray can heal with other characters or with items. Blessing, which hasn't been implemented yet, is a much better addition, but only has a 50% chance of happening, making it a bit less useful than it could be. However, cures for Sap are rare, so having a quick way to remove Sap is always welcomed! BATTLE PASSIVE: Purification: Removes all negative statuses excluding Death after battle ends to Reimu. During battle, 10% chance each turn to remove all negative statuses from Reimu. Reimu comes with this nifty little battle passive, making it so that the player never has to worry about curing her status ailments (except Death) after fights, and having a small chance to cure herself automatically at the start of every combat round. It's useful, but the 10% is pretty low. There may be equipment that increases the chances of the ability activating however... Reimu also comes with innate immunity to Cursed, making it so that her equipment is never locked, and has an astounding 80% resistance to Instant Death, making her a good choice when fighting against undead enemies or enemies that like to use instant death attacks. She does have a crippling weakness to Shadow attacks, hurting her usefulness a bit more due to the abundance of Shadow-elemental monsters. Overall, regardless of what happens to Reimu in the future with upgrades, she will probably still remain forever at C or B rank. The only main reason for her ending up at B rank being due to her unique skills that allow Absorb Damage and Return Damage, as well as having a revive spell. Future Ideas: *Have equipment that increases the chances of Purification happening in-battle. *Give Reimu a Level 3 Pray ability. *Possibility of gaining an overworld ability. SKILLS FROM EQUIPMENT: *Multiplex Barrier: Increases Mystic-elemental resistance to the party. *Youkai Repelling Charm: Inflicts massive damage to Demon enemies. *Fantasy Seal -Circle-: Grants Omni status to one target for 50 turns. *???? *???? These 3 skills currently listed will probably shoot up Reimu's usefulness by a good deal. There is no way to increase or decrease resistances to Mystic-elemental attacks, and Reimu will be the ONLY way to temporarily increase Mystic-elemental resistances, which is vital for those weak to the element to survive in tougher fights. Fantasy Seal -Circle- is another unique skill in that Reimu can temporarily grant resistance to the normal elements (Fire/Ice/Thunder/Earth/Wind/Water/Holy/Shadow) all at once. Youkai Repelling Charm is your standard Slayer attack. Expect both Multiplex Barrier and Fantasy Seal -Circle- to cost quite a bit of MP to use however. Feel free to give your ideas and criticisms on Reimu, and if there is anything that you think should be done with her! |
| Xenomic:
Next on the list, is the second protagonist of Touhou Fantasy, Marisa Kirisame. Marisa falls under the Thief class while still maintaining some mage-like qualities, and focuses heavily on Speed and Magic, but also boasts some pretty good Attack. Marisa's generally better than Reimu in every stat BUT HP, and can generally hit a lot harder as well, but suffers a bit from lower accuracy on several of her attacks, particularly her sparks in general. COMBAT ABILITIES: Marisa comes with 13 unique skills. Her Master Spark can be be upgraded into 2 different skills only once, meaning the other version is forever lost for now. Marisa starts with 3 of her skills, being Magic Missile, Illusion Laser, and Master Spark. Magic Missile: Deals non-elemental Magic damage to one enemy. Illusion Laser: Deals Thunder-elemental damage to one enemy. 80% accuracy and ignores Defense. Narrow Spark: Deals non-elemental Magic damage to one enemy. 85% accuracy and ignores Defense. Meteonic Debris: Deals non-elemental Magic damage to all enemies. Stardust Reverie: Deals non-elemental physical damage to one enemy. Master Spark: Deals Thunder-elemental damage to one enemy. 75% accuracy and ignores Defense, and is Marisa's strongest attack. Can be upgraded to either Dragon Meteor or Final Spark. Orreries Sun: Increases various elemental resistances per level to one ally. Orrery's Universe: Chance to increase Magic resistance per level. Devildom Torch: Can dispel various buffs per level and inflict extremely minor Magic damage to one enemy. Grand Stardust: Chance to reduce Magic resistance to one enemy. Luminous Strike: Reduces one enemy's MP. Green Spread: Inflicts Confusion to one enemy. Harvest Master Spark: Inflicts massive Thunder-elemental damage to one enemy. Marisa's ultimate move. Marisa comes packing with high-powered skills that can deal really good damage at decent MP costs, but they're hampered by accuracy rates. Master Spark is by far and away her most powerful move, but due to the accuracy modifier and the MP costs, it's never fully practical to use. Marisa's also one of few characters capable of reducing the enemy's MP, which doesn't matter right now, but may in the future. The main fault with Marisa's skillset is if she's inflicted with Silence and has no way to recover from it or is constantly inflicted with it, she only has Stardust Reverie to rely on. SECONDARY COMMAND: Steal: Attempts to steal an item from one enemy. UPGRADES: Mug (Steal Level 2): Attempts to steal an item from one enemy and damages enemy with a regular attack. Bandit: Doubles Steal% rate. Master Thief: Upgrades stealable items by one tier. For instance, P become Lapis, 1-Up Piece becomes 1-Up, etc. Marisa's main focus is stealing various items whenever she's not attacking. While the default Steal command is standard, the upgrades are all there to help maximize the usage of the command. Bandit makes it easier to get whatever item the enemy has without wasting too many turns, Master Thief makes some items far more valuable to try and get, and Mug makes it less of a waste to try to steal by making up with damaging the enemy. It is possible to combine all three of the upgrades as well, making it far easier to get better items as well as damaging the enemy in the process. BATTLE PASSIVE: Auto-Collect: 5% chance each turn in battle for Marisa to find a random generic item or money. Item/money depends on encounter fought. Will not occur if Marisa is inflicted with Death, Paralyze, Sleep, Venom, Petrify, Stop, Freeze, Confusion, or Berserk. Marisa comes with this handy passive, and though it may not activate very often, getting a free item or some yen in the middle of a fight can never hurt, especially if it turns out to be a halfway decent item. There may be an upgrade to make the chances of this happening to 10% later. OVERWORLD ABILITY: Kleptomania: If in the party when opening a chest, 50% chance to obtain extra items. Items obtained depends on the difficulty mode of the story that the dungeon is in. Marisa is also one of the few characters to come with an overworld ability, which makes it easier to stock up on specific items if lady luck favors the player. Items are generally what could be bought in stores, won, or stolen from enemies, and can also include various items such as crafting items. Just another way to get more items without having to try very hard. Marisa is built in with 80% resistance to both Slow and MP Sap, making it easier to keep her on the offensive at all times without having to worry about losing time or MP. Marisa also comes with the handy innate 50% Magic resistance as well, so any Magic attack thrown at her will only deal half damage. Of course, this also applies to healing skills, so do keep this in mind! In addition, Marisa cannot equip both a shield and a weapon at the same time, so she loses out on some defensive options that many of the other party members have access to. Despite all of the flaws that Marisa has, she stays as a pretty solid character throughout the entire game thus far, and ranks as one of the better, more constant damage dealers available to the player from the get-go. If you need damage, pack Marisa into the party! Ranked at A currently. Future Ideas: *Have possible upgrade for Auto-Collect to increase chances of it activating. SKILLS FROM EQUIPMENT: *Fairy Destruction Ray: Inflicts massive damage to Fairy enemies. *Shooting Echo: Inflicts massive damage to Magicians. Attempts to inflict Silence. *???? *???? *???? |
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