It's been a while since we've had a suggestion for a radical design change that Tenboro will never even consider because he'd like to have some free time to himself, dammit.
So here's one:
Replacing the Overcharge and Spirit Points Gauges With a Single Power GaugeThis idea, of course, goes completely in the opposite direction from skillchip's. Instead of splitting one gauge into two, I want to fuse two existing gauges into one.
The Power gauge has the same appearance as the Overcharge gauge, just with a different name above it. Its function is similar to the Overcharge gauge, though there are several major differences to accommodate the lack of the Spirit Points gauge.
The Power gauge’s maximum fullness is determined mainly by the Power Level stat (replaces the Spirit Points, Spirit Regen, and Overcharge stats from the character page). At Level 1, Power Level is equal to 100.00. It increases by 1/3rd of a point for each point invested in STR, DEX, AGI, END, INT, or WIS. The Power gauge’s fill rate can be boosted by investing AP in the Overclock abilities on each tier (replaces the Spirit Tank and Overcharge Boost abilities).
Upon beginning a battle series, the Power gauge is set to 100.00 below the Power Level. The Power gauge fills by a tiny amount every turn, generally around 1/100th the length of the gauge. If the player lands a physical attack, the gauge will fill by 5-10 times the normal rate. The actual rate at which the Power gauge fills is dependent on how full it is already. It will fill more quickly when it is nearly empty, and more slowly as it fills. There is a minimum amount to how much the gauge can fill per turn, so it will never get stuck a sliver away from being completely full.
Power is used to pay the cost of abilities which currently use either Overcharge and/or Spirit Points. The costs for Overcharge-only abilities will be unchanged. As for abilities which use Spirit Points:
Spirit Stance requires at least 100 Power to enable, and drains Power at a rate of 20 per turn.
Spark of Life costs 100 Power to trigger.
Spirit Shield costs 3.75 (reducible to 1.75) Power for each 1% Max HP absorbed.
Most importantly, in order to re-balance the abilities that cost Spirit Points, the Power gauge has a hidden factor (or unhidden – we can vote on that) called Fatigue. Fatigue negatively impacts the rate at which the Power gauge fills, and rises only when Spirit Stance, Spark of Life, and Spirit Shield are used. Fatigue tends to accumulate quickly; in fact, triggering two Spark of Life buffs will be enough to bring the Power gauge’s fill rate to a near standstill. Fatigue does decrease each turn that these abilities are not used, albeit very slowly.
Here is the formula for determining the rate at which the Power Gauge normally fills:
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PowerRecovery = 0.01 * [PowerLevel + OverclockBonus - CurrentPower - (Fatigue*PowerLevel)]
OverclockBonus is equal to the amount of AP invested in Overclock Abilities, times 3.
Remember that this rate is multiplied by anywhere between 5 and 10 when the player lands a physical attack.
Fatigue rises by 0.01 for each turn you use your Spirit Stance, rises by 0.5 for each time you trigger Spark of Life, and rises by some value between 0-0.4 when Spirit Shield reduces damage taken. On all other turns, it shrinks by 0.002.
If Fatigue becomes equal to or greater than 1, and the player has no OverclockBonus, the Power gauge’s fill rate will be reduced to its minimum.
TLDR: Spirit Points and Overcharge become one gauge, gauge fills slower the more Spirit abilities you use.
This post has been edited by MisterLemon: Sep 2 2012, 23:10