Post by Frumple on Nov 15, 2008 2:20:02 GMT -5
Spat this out about two months ago -- the idea is stolen, blatently and with permission, from FuryBand, a ToME varient (sorta'.). The original class in question is also quite awesome, in my opinion, and I'd like to implement it in some vague semblance of a balanced manner.
So I'm putting it here and asking the questions -- Is there any of what's outlined below that can't be implemented as Port is now? What could use some tweaking, as balance goes? Opinions on the abilities and suggestions thereon? My comments as of its current state are noted in the // areas.
In any case, please enjoy the concept conversion, hoho.
===========================
Phase warrior: Mage/Warrior, Dex/Int, (Needs to have knowledge of spell effect warp? Element lord focus?)
// Obviously, I'm not sure about the requirements yet, heh. Possibly (and here's an odd one) a con limit for first gaining access to the class, which would fit thematically, sorta'. A con (or just HP%) penalty would also fit, or something along those lines.
1. Phase strike (Active, Combat)
Allows you to make a melee strike against anything in sight.
Every point after the first increases the number of blows (up to your maximum) by one.
Every 20 points increases the radius by 1.
// The key 'feature' of the original phase warrior was the ability to project your melee attack at a distance. This more or less mimics that.
2. Phase out (Active)
Increases your physical resist by 50% and grants wraithform, but disallows you from making direct melee attacks (Specials of various sorts still allowed, but ranged is not. Magic, etc. is still good.)
Additional points increase resist and duration.
// The original phase warrior gained wraithform after a few levels. This does something similar, but with a caveat. Frankly, wraithform is freakishly powerful when dealing with Port's current AI -- there's only two families of monsters ('G's and some 'w's) that can come after you if you retreat into the walls. It's a top-tier escape/recuperation method, only after teleportation. In any case, the non-melee aspect is to curtail using the ability to just slug it out with mobs. It's intended to support a distance fighter, as the PW is mostly meant to be.
3. Phase step (Active, Combat)
You make move an amount of spaces equal to your speed in any one direction (not targeted!). This move takes no time, but costs 15% of your _max_ hitpoints per activation (not per step). It _does not_ take into account the presence of (non-permenant) walls, so it is entirely possible to end up stuck inside something. (Maybe something interesting happens if you land on a inhabited square?)
Additional points (2-5) allow you to take an extra step after the first, adjusting direction as you move. You may cancel out at any time.
Every 10 points reduces the HP cost by 1%, to a minimum of 5%.
// Escape tool 2, with some neat stuff. Directed, even semi-directed teleportation is pretty wicked -- adding a variable (and thus controllable, especially when using some of PW's later abilities) constant for the distance just adds to it. The HP cost is to keep it from being spammed all over the place, as well as to emphasis early escape -- or pursuit, depending. I don't want "press button for safety" abilities, though -- the telescroll's just fine for that.
4. Space splitting speed (Passive)
Increases natural speed and grants physical resistance equal to that speed.
Additional points (3-5) increases speed and adds resistance beyond the max.
// Basic passive booster, if perhaps a little better than some other classes'. It synergizes, of course, as several of PW's abilities referance your speed.
5. Phase bounce (Active, Resistable)
Randomly teleports adjacent monsters. Resisted by avg of str and mind score.
Additional points increase power and distance teleported.
// TeleOther staves are pretty popular in several of the *Band varients. Basically the same concept, used to free up some distance (or break up a mob) when you don't want to be moving around.
6. Shift creature (Active, Resistable, Combat)
Applies your Phase Out to a single monster. Resisted by str/mind avg. If you have no points in Phase out, use half of the points invested in this (rounded up) instead.
Addtional points increase power and duration (beyond PO's own).
Every 10-15 points increases range by one -- the effect is a beam one, however.
// Can cripple many monster types, though it's more intended for crowd control, in a sense.
7. Shifting arms (Passive)
Allows you to ignore 10 or so percent of physical resistances (including physical immune bosses!), when using physical attacks.
Additional points increase the ignore amount.
Every 2 points allows you to treat target's physical resistance as 1% _lower_ than it actually is -- this is applied after the first effect.
// Thus'un's pretty badass, to be honest. The point/effect ratio might need to be widened, at least. A full 100 points in this would increase your physical damage by 50%, which is pretty nasty. Shifting the reduction effect to before the ignore might tone it down a little bit. In any case, just 10 points would let you bash ghosts in the face, which is pretty awesome.
8. Unstable phase (Active, Resistable)
Curses a monster to begin losing hp. For every 5% hp they lose, they gain a point of speed.
Additional points increase duration, power, and hp loss per turn.
Every 10 points increases the HP loss threshold for speed gain (5%->6%, 6%-7%, etc.)
// I like double-edged swords like this. Speedy enemies are nasty enemies, but countering regen and inducing degen is a pretty violent ability for a character as effective in hit'n'run as the PW.
9. Space splitting stride (Passive (?), Togglable)
You begin creating short-lived field effects where you step -- monsters within these fields lose 1 point of speed per turn.
Additional points increase duration of the field and speed loss.
Every 20 points allows you to gain a temporary speed boost (1 per turn per 20 points, stackable) by staying in the field. The effect degrades outside of the field, however, at the rate of 1 point per turn.
// Just a neat thing, really. It does allow you to prepare a battlefield before hand though, which can be pretty useful. That it can grant you temproary speed is just icing, imo.
10. Phase cloud (Passive)
All your active phase abilities (perhaps all abilities, period?) now create a short-lived field effect on all squares they effect. This field replicates the effects of your phase strike ability each turn it exists. If you lack the phase strike ability, use 1/4th this ability's score, rounded down.
Each point allows the field to sustain more strikes per turn -- it starts at one, and can reach a maximum of what your phase strike can.
Every 5 or so points increases duration.
Every 30 increases radius of the field by one, beyond whatever the ability may have.
// The original PW's effectively ultimate ability was being able to create clouds -- field equivelents -- of physical attacks, that could then be frikkin' layered on top of each other, which was bloody rediculous. And wonderful, hence this. It's also probably the most other-class-synergistic, assuming the 'any ability' caveat is introduced. Still bloody violent if not, though -- the cloud has the potential to turn all of your active phase skills into damage dealing nightmares. With abilities that are as motion-centric as the PW's, that can lay waste to a pretty large area, quite quickly. Wonderful stuff, hohoho.
So I'm putting it here and asking the questions -- Is there any of what's outlined below that can't be implemented as Port is now? What could use some tweaking, as balance goes? Opinions on the abilities and suggestions thereon? My comments as of its current state are noted in the // areas.
In any case, please enjoy the concept conversion, hoho.
===========================
Phase warrior: Mage/Warrior, Dex/Int, (Needs to have knowledge of spell effect warp? Element lord focus?)
// Obviously, I'm not sure about the requirements yet, heh. Possibly (and here's an odd one) a con limit for first gaining access to the class, which would fit thematically, sorta'. A con (or just HP%) penalty would also fit, or something along those lines.
1. Phase strike (Active, Combat)
Allows you to make a melee strike against anything in sight.
Every point after the first increases the number of blows (up to your maximum) by one.
Every 20 points increases the radius by 1.
// The key 'feature' of the original phase warrior was the ability to project your melee attack at a distance. This more or less mimics that.
2. Phase out (Active)
Increases your physical resist by 50% and grants wraithform, but disallows you from making direct melee attacks (Specials of various sorts still allowed, but ranged is not. Magic, etc. is still good.)
Additional points increase resist and duration.
// The original phase warrior gained wraithform after a few levels. This does something similar, but with a caveat. Frankly, wraithform is freakishly powerful when dealing with Port's current AI -- there's only two families of monsters ('G's and some 'w's) that can come after you if you retreat into the walls. It's a top-tier escape/recuperation method, only after teleportation. In any case, the non-melee aspect is to curtail using the ability to just slug it out with mobs. It's intended to support a distance fighter, as the PW is mostly meant to be.
3. Phase step (Active, Combat)
You make move an amount of spaces equal to your speed in any one direction (not targeted!). This move takes no time, but costs 15% of your _max_ hitpoints per activation (not per step). It _does not_ take into account the presence of (non-permenant) walls, so it is entirely possible to end up stuck inside something. (Maybe something interesting happens if you land on a inhabited square?)
Additional points (2-5) allow you to take an extra step after the first, adjusting direction as you move. You may cancel out at any time.
Every 10 points reduces the HP cost by 1%, to a minimum of 5%.
// Escape tool 2, with some neat stuff. Directed, even semi-directed teleportation is pretty wicked -- adding a variable (and thus controllable, especially when using some of PW's later abilities) constant for the distance just adds to it. The HP cost is to keep it from being spammed all over the place, as well as to emphasis early escape -- or pursuit, depending. I don't want "press button for safety" abilities, though -- the telescroll's just fine for that.
4. Space splitting speed (Passive)
Increases natural speed and grants physical resistance equal to that speed.
Additional points (3-5) increases speed and adds resistance beyond the max.
// Basic passive booster, if perhaps a little better than some other classes'. It synergizes, of course, as several of PW's abilities referance your speed.
5. Phase bounce (Active, Resistable)
Randomly teleports adjacent monsters. Resisted by avg of str and mind score.
Additional points increase power and distance teleported.
// TeleOther staves are pretty popular in several of the *Band varients. Basically the same concept, used to free up some distance (or break up a mob) when you don't want to be moving around.
6. Shift creature (Active, Resistable, Combat)
Applies your Phase Out to a single monster. Resisted by str/mind avg. If you have no points in Phase out, use half of the points invested in this (rounded up) instead.
Addtional points increase power and duration (beyond PO's own).
Every 10-15 points increases range by one -- the effect is a beam one, however.
// Can cripple many monster types, though it's more intended for crowd control, in a sense.
7. Shifting arms (Passive)
Allows you to ignore 10 or so percent of physical resistances (including physical immune bosses!), when using physical attacks.
Additional points increase the ignore amount.
Every 2 points allows you to treat target's physical resistance as 1% _lower_ than it actually is -- this is applied after the first effect.
// Thus'un's pretty badass, to be honest. The point/effect ratio might need to be widened, at least. A full 100 points in this would increase your physical damage by 50%, which is pretty nasty. Shifting the reduction effect to before the ignore might tone it down a little bit. In any case, just 10 points would let you bash ghosts in the face, which is pretty awesome.
8. Unstable phase (Active, Resistable)
Curses a monster to begin losing hp. For every 5% hp they lose, they gain a point of speed.
Additional points increase duration, power, and hp loss per turn.
Every 10 points increases the HP loss threshold for speed gain (5%->6%, 6%-7%, etc.)
// I like double-edged swords like this. Speedy enemies are nasty enemies, but countering regen and inducing degen is a pretty violent ability for a character as effective in hit'n'run as the PW.
9. Space splitting stride (Passive (?), Togglable)
You begin creating short-lived field effects where you step -- monsters within these fields lose 1 point of speed per turn.
Additional points increase duration of the field and speed loss.
Every 20 points allows you to gain a temporary speed boost (1 per turn per 20 points, stackable) by staying in the field. The effect degrades outside of the field, however, at the rate of 1 point per turn.
// Just a neat thing, really. It does allow you to prepare a battlefield before hand though, which can be pretty useful. That it can grant you temproary speed is just icing, imo.
10. Phase cloud (Passive)
All your active phase abilities (perhaps all abilities, period?) now create a short-lived field effect on all squares they effect. This field replicates the effects of your phase strike ability each turn it exists. If you lack the phase strike ability, use 1/4th this ability's score, rounded down.
Each point allows the field to sustain more strikes per turn -- it starts at one, and can reach a maximum of what your phase strike can.
Every 5 or so points increases duration.
Every 30 increases radius of the field by one, beyond whatever the ability may have.
// The original PW's effectively ultimate ability was being able to create clouds -- field equivelents -- of physical attacks, that could then be frikkin' layered on top of each other, which was bloody rediculous. And wonderful, hence this. It's also probably the most other-class-synergistic, assuming the 'any ability' caveat is introduced. Still bloody violent if not, though -- the cloud has the potential to turn all of your active phase skills into damage dealing nightmares. With abilities that are as motion-centric as the PW's, that can lay waste to a pretty large area, quite quickly. Wonderful stuff, hohoho.