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Posted: Mon Jul 25, 2016 10:40 am
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Posted: Mon Jul 25, 2016 11:52 am
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Jr.
CANNON ETHER SPELLS
Episode I:
Psycho Arm Game effect: Physical Attack Up RP effect: Bullets are able to pierce tougher surfaces than before. Lasts 1 minute.
Ether Flare Game effect: Increase ether effect 25% RP effect: Only works with ether spells and is unaffected by magic/materia/alchemy/etc. Lasts until the first ether spell is used then ends.
Dandyism (Chivalry): Game effect: Auto revive when female character is behind RP effect: This is ridiculous so I'm not going to use it. Wtf. Added to his personality instead: In general, he's more focused/vicious in battle if he's protecting a girl (usually MOMO or Shion in the games).
Psycho Pocket Game effect: Steal items RP effect: Ridiculous, not going to use it.
Chain Game effect: Evade down for B & G enemies RP effect: Doesn't work on machines, causes actual shackles/chains on biological targets. Lasts 30 seconds.
Misty Game effect: Disable spells for B & G enemies RP effect: See Episode III: Misty
Coin Lock Game effect: Block all status changes and support effects RP effect: Freezes your status as it currently is --- buffs can not be removed, but new ones can't be added; makes you immune to negative debuffs. Lasts 2 minutes (if buffs wear off before that time, they can't be reapplied until Coin Lock wears off)
Speed Machine Game effect: Increase speed 25% RP effect: Run/move/evade faster (increased reflexes). Lasts 15 seconds.
Magnum Joe/Buster Joe Game effect: Summons Great Joe RP effect: Actually literally summons Great Joe for 5 minutes and then he returns to his own dimension.
Episode III
Fire Bolt Level 1/2/3 Game effect: Fire ether attack, single enemy RP effect: Same as the game, higher level = further distance from him + greater damage
Inferno Level 1/2 Game effect: Fire attack, all enemies RP effect: Enemies must be within a certain distance around him, higher level = further distance + greater damage
Misty Game effect: Same as Episode I but now also applies to machines RP effect: Seals ether spells only (doesn't work with magic, materia, alchemy, etc)
Lock Game effect: Seal boost capability RP Effect: Same spell as Coin Lock
Phantom Fly Game effect: Absolute evasion RP effect: Invincible (attacks go through/around him harmlessly) for 10 seconds
CANNON TECH ATTACKS
Episode I:
Prelude to Battle Game effect: Single/Far/Physical/Pierce "Cross shot" RP effect: Bullets explode on impact, lasts 5 seconds (which is why he shoots a lot of times in those 5 seconds)
Last Symphony Game effect: Single/Far/Physical/Pierce "Concentrated heavy fire" RP effect: Same as Prelude to Battle, but lasts 15 seconds (lots more shooting)
Storm Waltz Game effect: All/Far/Physical/Pierce "Coin shot attack" RP effect: A dome barrier goes around the coins/target so he doesn't shoot everyone else in the room when he does it. It only requires the use of one coin and the rest are generated by ether effects.
The rest are necessary for how battle works in the game but would be ridiculous in an RP so I probably won't use them except for Soul Rhapsody if there is an occasion for it.
Soul Rhapsody Game effect: Single/Far/Ether/Spirit "A gun that absorbs G-Types" RP effect: Uses a special gun, creates a portal that sucks in demons or Gnosis
Episode III
Requiem Silly, not using it
Storm Waltz Same as above
Red Dragon Game effect: All/Fire/Ether (+Soul for higher power) RP effect: Makes a wave of fire that spreads outward all the way around him
Dead Fist Game effect: Single/Far/Physical/Physical Attack Down Debuff RP effect: Physically weakens enemies, does not effect ether/magic abilities, and lasts 15 seconds
Full Throttle Game effect: Single/Short/Physical Rp effect: He jumps off enemies and shoots them at close range for point-blank damage but at greater risk by getting up close (usually used when he's in a jam and can't get away)
Rodeo Spike Game effect: All/Far/Physical RP effect: He slides in on his knees and shoots in all directions, so can only be used if the ground/floor is suitable for that silliness
CANNON EQUIPMENT
Episode I:
Skills: 1. EP +15% 2. Critical Hit Rate +5% 3. HP/EP Recovery x2
Equipment: 1. Bravesoul: The lower the HP the higher the Physical Attack (the weaker he gets, the stronger his attacks are) 2. Speed Shoes - Speed up 25% (run faster) 3. Trauma Plate - Prevents Critical Hits (bullet-proof vest)
Episode III: Bracelet: Hydra Heal - Absorb Fire (he can use his fire ether to heal himself); Unknown Bracelet - Nullify Accuracy/Evasion down -- Only one at a time, all other Bracelet accessories would make him too powerful Ring: Crimson Ring - Adds Fire to normal attacks; Venom Ring - Add poison to normal attacks and EP +50; Gypsy Ring - Omega Soul during Guard (high ether defense if guarding in advance when it hits) -- Only one at a time, all other Ring accessories either only make sense in gameplay or make him too powerful Necklace: Kajic Neck - Recover Ether plus (increases effects of items that recover EP) -- all other Necklaces only make sense in gameplay
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