Re: Let's Talk Combat

Dark, I'll give you an example of a boss fight that would require strategy. Read carefully.
Name: Calamity of Thunder (placeholder)

Description: An enormous purple and black thunderhead which appears to have some sort of a face in it; it crackles with energy and floats just overhead, constantly bobbing and never still
Stats: significant HP, decent defense, high magic attack, decent magic defense, decent initiative
Attacks: Muted Rumble, Cloud Split, Lightning Flash, Rising Wind, Chain Lightning, Swallow Cloud, Downpour, Hurricane
Muted Rumble: Does low air damage to all targets
Cloud Split: sacrifices HP to summon a number of clouds to its aid; 2-5 clouds are summoned each time the skill is used, and 1% of the boss's max HP will be sacrificed with each cloud created (i.e., if its max is 3000, it will lose 30HP per cloud summoned, but its overall max will still be 3000); the clouds do not attack, have 1HP and 0 armour, and act only as decoys and as setup for later
Lightning Flash: does no damage, but has a 60% chance to inflict the blind status on all characters for 3-4 turns (blind means your accuracy is lowered significantly, making it much harder to hit with physical attacks and skills)
Rising Wind: hits all characters for modest wind damage, and has a 30% chance to cast silence on each target for 3-4 turns (silence stops an affected target from using magic)
Chain Lightning: this devastating attack will do large lightning damage to random targets; there will be one attack for the boss itself, plus one for every cloud remaining on the field (more clouds on the field means more hits from Chain Lightning)
Swallow Cloud: this move causes the boss to absorb any remaining clouds back into itself; because of their proximity to the boss for the last few turns, each cloud is now able to restore 6% of the boss's max HP; if no clouds remain when this attack fires, it fails outright
Downpour: Rain begins pouring down; this will do low to modest water damage at the end of every round until the battle ends, and will only be used once, when the boss reaches or drops below the 25% HP threshold; any clouds present when Downpour fires become untargetable and cannot be destroyed
Hurricane: does decent water damage and significant wind damage to all targets, with a 25% chance to cause confusion for 2-3 rounds when it hits (confusion status makes it so that the target of any action taken by a confused character is random for its duration; you can hit your allies with hostile spells and skills this way)
Attack Pattern: Muted Rumble, Cloud Split, Lightning Flash, Rising Wind, Chain Lightning, Swallow Cloud, Muted Rumble, etc
Note: when Downpour occurs, the attack pattern changes; immediately after using Downpour, the boss will simply alternate between Chain Lightning and Hurricane, round after round, until either it dies or the player party does. In this way, a little luck and planning will be needed, since having multiple clouds during the Downpour phase will be simply too much damage output to cope with.
Hard Mode: Downpour occurs at the 40% HP threshold, and clouds heal 10% instead of 6% each; this sounds ruinous, but if a player is careful it can also allow them to set up more easily in the non-downpour phase, triggering it when they're more ready.

I would place this boss about halfway through the game, by the way. Am wondering if this much engagement would be to your liking, or anybody else's.

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