I never find a sweet spot of making an ultimate skill in every game concept I made. Maybe, because the way I design, it does not require any ultimate skill. I once tried to put one, but it feels forced, either because enemy died too fast, or it take long / costly to cast. And it also render a boss battle a joke if my character managed to cast one. Even if it wasn't a joke, the battle usually last quite long and tend to get boring without your character casting a costly ultimate skill. Which mean you're indirectly being forced to use ultimate skill to speed up the battle anyway
So few questions for all of you:
- Do you have / use / make ultimate skill in your game?
Yeah. Pretty much everyone has one. They don't all do damage.
If I didn't have them, pretty much nobody in my game would have a use for TP. While I have a single character who uses TP pretty exclusively, it felt silly to be designing TP based equipment for a single user. So, I gave every character their own "Ultimate Skill" that uses TP.
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For those who use, how do you balance the damage dealt? Is it 300% scaled from normal attack? or 500%? or another number? Or it does not dealing any damage?
I "scale" the damage according to how difficult I feel it is to obtain that TP. Or, based on other factors. I've never really felt that your "Ultimate Skill" needs to be balanced. I've always felt that it's more of a "trump card". Sort of an emergency button. Mash it when you're in trouble or something. Not every "Trump Card" will work on every boss fight. They have chances to miss, they have chances to hit enemies that are immune to them, and other things.
I'll list them and walk through the balancing. Variables for different versions of the skill appear in (these).
Last Stand - Player Max HP minus Player Current HP multiplied by (1.5, 2, 2.5, or 3) and hits (1 chosen target, 2 random targets, 3 random targets, or four random targets). Costs (70 or 80) TP to cast. Higher multipliers hit less targets. Lower multipliers hit more targets.
Elemental Chaos - Player Magic Stat plus flat bonus of (+110, +120, +130, or +140) minus Enemy Magic Defense stat. Inflicts Level (1, 2, 3, or 4) States on Enemies at (75% or 80%) Rates. Costs 100 TP to cast. For reference, the Flat Bonus of every other spell at max level is roughly 70, 80, 90, or 100. States being inflicted on basic spells is 70-80%. Higher chances and higher levels on less damaging skills. You get the idea.
Death Blade, Life Strike, Thorn Spear - This is a bit too complicated to really go into. These aren't meant as "ultimate blows", but mere "game changers" in combat. As such, there a ton of variables, including which weapons they can be used with, whether they use Attack, Magic, or Both for stats in the damage formula, how big the Flat Bonuses are with 55 being the lowest and 100 being the highest, whether the attack itself is a physical blow or a magical one, and finally, the "bonus effect" in combat which can be a combination of three separate states to inflict on an enemy. TP to cast never gets above 55. In any case, they're all listed together because you obtain one of the three via a storyline event.
Siege Breaker - Player Defense minus Enemy Attack multiplied by (4.5, 5, 5.5, or 6) and hits (single chosen target, single random target, two random targets, or three random targets). Cost is (85, 90, 95, or 100) TP. Higher multipliers hit single chosen targets or less targets in general. Lower multipliers hit more targets. Single target hits cost less TP than multiple targets.
Backstab - Player Luck plus Flat Bonus of (+110, +137, +191, or +352) minus Enemy Agility. Hits (one random target, two random targets, three random targets, or four random targets). Costs 100 TP. As above, more damage is dealt to a single target while less damage is dealt to multiple targets. Obviously, this could be used to kill a boss, if you so desired. However, since hitting the target you want with it is "random", you may not get what you want when you use it. Very situational.
Cleave - Player Attack plus Flat Bonus of (+110, +120, +130, or +140) minus Enemy Defense. Requires Battle Axe to use, which has a default hit rate of 70%. Skill has a (7, 8, 9, or 10% chance to inflict Death instantly). Skill always costs 100 TP even at Tier 1. Even if you don't get lucky and kill your chosen target instantly, you're still dealing a lot of damage. Lower Flat Bonus gives you a higher chance to inflict Death instantly. Higher Flat Bonus is less chance to inflict Death Instantly. Though, admittedly, there's probably not a lot of difference practically between a 7% chance to inflict Death instantly or a 10% chance to do so.
Breath of Life - Revives (single ally or whole party) from death, Resist Death for (0 turns, 3 turns, 4 turns, or 5 turns), Pharmacology up (0%, 25%, 50%, or 75%) for 3 turns. 100 TP cost for all versions of the skill, even the Tier 1 versions. Only a single version gives a "whole party revive" and it doesn't come with "Pharmacology Up", though it grants a 5 Turn Death Resist. On the other end of the spectrum, you can revive a single ally in combat with 75% Pharmacology Up and no "Resist Death". Healing in combat, including reviving allies, is typically done through items. With no dedicated healers and being able to heal requiring someone spend a turn to pop a potion, this can save lives. Especially when no matter what version of it you get, it's infinitely better than "Use A State Curing Item" on the person.
Full Bloom - Player Magic plus Player Current MP plus Flat Bonus of (+70, +80, +90, or +100) minus Enemy Magic Defense. Has a (40%, 45%, 50%, 55%) chance to inflict "Tangled". Tangled is a "temporary" version of my Paralyze skill which lasts 1-3 turns, keeps you immobile and cannot be cured. You also take 2x as much damage from physical hits while "Tangled". Skill hits all enemies. All Tier 4 versions of this Skill cost 100 TP to cast. Higher rates of inflicting "Tangled" on an enemy result in lower damage and vice versa. Skill is "Nature" Element, so some enemies could be immune to it.
Necrotic Potential - Enemy MP minus Enemy Magic Defense multiplied by (4.5, 5, 5.5, or 6). Skill hits (single chosen target, two random targets, three random targets, or four random targets). This skill uses the enemy's MP against them and does a lot of damage. However, at Tier 4, it always costs 100 TP to cast. The downside to said skill is that it's pretty worthless against anything with more Magic Defense than MP. However, it's mostly a "utility" type skill that basically destroys "Mage" type enemies.
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How do you put the restriction? (such as cooldown, turns before you can use it, limitation on how many u can cast per battle / another measure)
The restriction on many of these skills is the high TP cost to cast them. That being said, it's also not particularly easy to gain enough TP to use these skills. It is possible to hold onto TP with certain equipment, but that equipment is few and far between while also being "substandard". You could equip an Accessory that would grant "Preserve TP" so you could stockpile it for a boss, but there are other accessories that might be a lot better. There are pieces of armor and weapons that are the same way, but they may be weaker than what you might find later, even in stores. Even more rare are items that "double" or "triple" TP gain. But, they have the same drawback as the other accessories.
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How is it compared to another damaging skill?
As mentioned before, they generally get a large boost to power. But, generally, it's only 40 extra points of damage when compared to most standard skills. In many situations, the skills do something much better than just straight damage, so they're a little more situational.
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How it fits in your mechanic you're working? Do you make a separate limit break gauge different from MP? Or it use MP anyway?
Nah, I use the standard TP gauge. Saves a lot of time and effort. It fits in with a lot of the other skills in that they're the main draw of combat. Using things situationally. Finding ways to break my game. Or break combat. Realizing that maybe I thought of that and blocked you from doing it this time.
I use MP for standard skills. TP is for the "ultimate skills". The resource makes it more difficult to spam these skills. Much more controllable.