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> [Suggestion] A few requests, Can we has...

 
post May 14 2011, 22:56
Post #1241
Aaron.Y



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Those ideas are pretty interesting, because I barely use the staff.
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post May 15 2011, 00:14
Post #1242
marcho



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QUOTE(coredumperror @ May 14 2011, 15:47) *


... skills woo ...



As long as we're thinking about the distant future. Borrowing liberally from other RPGs *cough RO cough*. Another long ass post from me...

Based on a 5 point max per ability allocation unless otherwise stated. 1 point / 2 point / 3 point / 4 point / 5 point

Weapon Mastery - Placing a point in one mastery locks out all other masteries Slashing / Piercing / Crushing // each point increases damage by 5% (10 point max, 5/10/15/20/25/30/35/40/45/50)

Skills that require X mastery can only be used with weapons that do X damage type.

Magnum Break - Requires 5 points in Slashing Mastery all available targets are hit for 100/140/180/220/260% attack converted to fire damage. Costs HP to use.

2 Hand Quicken - Requires 60/120/180/240/300 base points in agility and 5 points in Slashing Mastery Must be using a longsword or katana. lasts X turns modified by points in skill and 2 hand weapon mastery, every regular melee (not skill) attack hits 1/2/3/4/5 times per action.

Bowling Bash - Requires 80/160/240/320/400 base points in Strength and 10 points in Slashing Mastery hits all targets for (150 + X * 50) % damage, where X is the number of living enemies in the round at the time of skill usage. (X max 5/6/7/8/9). Damage is doubled when using a 2 handed weapon.



Double Attack - Requires 60/120/180/240/300 base points in agility and 5 points in Slashing Master every attack while wielding 2 slashing weapons has a passive 5/10/15/20/25 + (dual prof / 10) % chance of automatically striking again. Max 50%.

Sonic Blow - Requires 80/160/240/320/400 base points in agility and 10 points in Slashing Master must be using 2 slashing weapons. Deals 6/7/8/9/10 strikes at (100 + proficiency / 15) % damage to a single target.



Shield Charge - Requires Requires 60/120/180/240/300 base points in Endurance - Hits an enemy for (shield burden + shield interference) * (Shield Proficiency) * 1/1.2/1.4/1.6/2 crushing damage with a 10/15/20/25/30% chance to stun for 1/1/2/3/4 turns

Shield Wall - Requires Requires 60/120/180/240/300 base points in Endurance and 5 points in Shield Charge Adds 20/40/60/80/100% of Block Chance as physical mitigation, but reduces action speed by the same %.

Holy Cross - Requires Requires 60/120/180/240/300 base points in Strength, Endurance and Intelligence Must be using a shield and slashing weapon. Deals 2 strikes at (50/100/150/200/250) + 1 hand prof % to a single target, converted to holy damage. Max 500% per strike.



Pinpoint Strikes - Requires 5 points in Piercing Mastery deal 20/40/60/80/100% more damage to targets effected by penetrated armor.

Spiral Pierce - Requires 60/120/180/240/300 base points in Dexterity and 10 points in Piercing Mastery Ignores all enemy resistances and defense. Deals (100 + Weapon Burden * 10) % damage.



Bash - Requires 5 points in Crushing Mastery deal 200/250/300/350/400% damage to a single target, and increases stun chance by 5/10/15/20/25%

Devastating Strike - Requires 80/160/240/320/400 base points in Strength and 10 points in Crushing Mastery Deals (100/200/300/400/500 + Weapon Burden * 20) % damage to the target and stuns all enemies for 4 turns. If using a Mace deals damage to all targets as well



Enchant Weapon - Requires 80/160/240/320/400 base points in Intelligence and Wisdom Adds 20/40/60/80/100% of Magic Rating to Attack Rating

This post has been edited by marcho: May 15 2011, 00:22
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post May 15 2011, 00:37
Post #1243
buktore



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Enchant Poison (not the deadly one) skill from that game might actually prove to be useful for melee. It also easy to implement in HV since all the thing need to do it are already there, and it probably won't break anything.

This post has been edited by buktore: May 15 2011, 03:31
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post May 15 2011, 01:02
Post #1244
marcho



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QUOTE(buktore @ May 14 2011, 17:37) *

Enchant Poison (not the deadly one) skill from that game might actually prove to be useful for melee. It also easy to implement in HV since all its need were already there, and it probably won't break anything.


For those who haven't played RO, that would be an activated skill that gives a % chance to apply a poison debuff to the target on every attack for a duration of time.
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post May 15 2011, 09:17
Post #1245
Grahf



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Hell, as I've said before, even just the basic Dungeons and Dragons feats could do wonders for melee with some translation:

Cleave - kill a monster, get an immediate, free attack against a monster adjacent to it. More points could mean more cleaves per round/arena/day. Great cleave essentially takes off the cap, but would probably be terribly overpowered.

Smite - the next attack you make against a monster is automatically the type of damage it is weakest to, regardless of weapon, perhaps also an autocrit?

Two-Weapon Fighting - allows for a multiple attack chain with decreased accuracy off of every additional attack beyond the first.

Overwhelming/Devastating Critical - fairly straightforward, criticals do more damage, perhaps give status effects. The top of this chain also has a chance of instant death upon a critical, but that probably also wouldn't jive well.

Weapon Focus/Finesse - again, a straightforward damage and accuracy boost. The more points invested, the higher the bonuses. Pretty much like the ones Marcho suggested above.

There's probably more stuff as well, but that's just for starters.

I do like Marcho's ideas, except maybe for the lock-out. I use a mix of weapons, depending on the situation, and I figure that if you have the points to invest, you should be able to go down one or two branches. I'm not saying that everyone should get everything, but just that if you want to do both piercing and slashing path, that it shouldn't be a problem if you've got the skill points to dump.
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post May 15 2011, 18:35
Post #1246
marcho



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I was mainly focusing on locking crushing (stun) weapons out of skills with multiple attacks per action.


But yeah D&D feats would be a fine start as well.
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post May 15 2011, 19:29
Post #1247
Msgr. Radixius



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Adding more abilities to the existing trees and/or more trees in general is a terrible idea in my opinion.

From what I can see, not developing both spells and skills at the same time has put a huge hold on the creation of the latter since putting in skills will take a gigantic overhaul. Then again, I don't know how the system is built and a I could be wrong, but adding more abilities seems like it's going to overwhelm the system in a bad way.
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post May 15 2011, 20:27
Post #1248
grumpymal



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QUOTE(radixius @ May 15 2011, 13:29) *

Adding more abilities to the existing trees and/or more trees in general is a terrible idea in my opinion.

From what I can see, not developing both spells and skills at the same time has put a huge hold on the creation of the latter since putting in skills will take a gigantic overhaul. Then again, I don't know how the system is built and a I could be wrong, but adding more abilities seems like it's going to overwhelm the system in a bad way.

Unless the Skills are on the Ability Tree.
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post May 15 2011, 20:32
Post #1249
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Which would be hilarious and it would probably look terrible.
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post May 15 2011, 20:33
Post #1250
marcho



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You could have tabs. One for general abilities (tanks etc.) one for magic skills and one for melee skills. Rather than stretching the ability trees off to infinity and beyond.
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post May 15 2011, 20:47
Post #1251
Msgr. Radixius



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That's probably the best solution.
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post May 16 2011, 01:26
Post #1252
hgbdd



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How about removing or halving the interference penalty just for curative proficiency? At least for a while.
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post May 16 2011, 01:48
Post #1253
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QUOTE(cmdct @ May 16 2011, 01:26) *

How about removing or halving the interference penalty just for curative proficiency? At least for a while.



I suggest to remove interference penalty for supportive and curative proficiency. For ever.
As a melee character with the last update I feel fucked. I usually use high silk of evade and good supportive phase. The new armor have tons of interferences and I can't figure out a way to lower it with the new reworked proficiency.
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post May 16 2011, 02:35
Post #1254
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QUOTE(cmdct @ May 16 2011, 07:26) *

How about removing or halving the interference penalty just for curative proficiency? At least for a while.

Yeah, it seems to be good idea for those of us who want to play by paladins.
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post May 16 2011, 02:37
Post #1255
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I have a good idea! (IMG:[invalid] style_emoticons/default/biggrin.gif) Though not sure if it feasible, or if the game allow it to be implemented... (IMG:[invalid] style_emoticons/default/sleep.gif)

The main problem people have with interference, it seem, is that it decreased spells (sup, cur, etc) performance... Why not make it increase mana costs to cast them instead?


Seem like a perfect solution to me! (IMG:[invalid] style_emoticons/default/happy.gif)
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post May 16 2011, 02:38
Post #1256
grumpymal



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QUOTE(noccio @ May 15 2011, 19:48) *

I suggest to remove interference penalty for supportive and curative proficiency. For ever.
As a melee character with the last update I feel fucked. I usually use high silk of evade and good supportive phase. The new armor have tons of interferences and I can't figure out a way to lower it with the new reworked proficiency.

There is no way to work around the new proficiency except take it up the ass from Tenboro's big, black cock without any lube. Using a low Interference katana, two pieces of cloth, a BC Kevlar, and two high-quality Heavy with relatively low Interference, I'm way over. Pre-patch, I was just under with a little bit of wiggle room.
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post May 16 2011, 02:47
Post #1257
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My suggestion of the day: Leave the old abilities that raised rating where they are, but change the tool tip to resistance, and take away the prerequisites for it.
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post May 16 2011, 04:08
Post #1258
marcho



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QUOTE(Tenboro @ May 15 2011, 04:05) *


When using STAFF
+ 3.0% Attack Damage
+ 0.5% Attack Accuracy
+ 0.5% Spell Damage




For all intents and purposes, mages lost 40+% bonus damage. Also for all intents and purposes, Attack Damage on staffs if useless.

Could we instead do

When using STAFF
+ 2.0% Spell Damage
+ 0.5% Attack Accuracy
+ 0.5% Magic Accuracy

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post May 16 2011, 04:11
Post #1259
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QUOTE(marcho @ May 15 2011, 19:08) *

For all intents and purposes, mages lost 40+% bonus damage. Also for all intents and purposes, Attack Damage on staffs if useless.

Could we instead do

When using STAFF
+ 2.0% Spell Damage
+ 0.5% Attack Accuracy
+ 0.5% Magic Accuracy

A significant portion of that will be recouped once you gain the new tier of equipment. With this suggested change, I would not be surprised if mages came out ahead from the patch once regeared.
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post May 16 2011, 04:13
Post #1260
coredumperror



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QUOTE(marcho @ May 15 2011, 19:08) *

For all intents and purposes, mages lost 40+% bonus damage. Also for all intents and purposes, Attack Damage on staffs if useless.

Could we instead do

When using STAFF
+ 2.0% Spell Damage
+ 0.5% Attack Accuracy
+ 0.5% Magic Accuracy

Almost the whole point of this patch was a big nerf to mage damage. Tenb isn't going to bring that damage back, so just accept that it's gone. But also rejoice! You can get most of that lost power back by acquiring new pieces of EDB phase.

The Attack Damage and Attack Accuracy bonus from Staff Prof is there to balance out the total lack of attack accuracy and physical bonus damage on mage gear. It gives those stats for the same reason that Cloth prof gives WIS instead of INT: stat balance.
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