Post by Variaz on Apr 19, 2009 17:26:35 GMT -5
Well, the old Marksman was a sub-par class that really made ranged characters difficult, and perhaps even impossible to play. So I've sent the Marksman back to school, where he learned about the new challenges of depth 40+, about how the game has changed since NewAngband, and about little Young Angels who are infinite times more successful than he is.
And as of April he finally graduated! Here's what he learned:
MARKSMAN CLASS
+25% to Dexterity
+25% to Shooting
+10% to all specialized ranged skills.
The old +25% to Dexterity is still there, but now, the Marksman has a nice bonus to Shooting, as well as smaller bonus to the specialized skills. So that makes the class better in terms of bonus.
As for the abilities, I have pretty much scrapped the old class entirely. I wanted something fresh for the new release. Something that will truly work, and finally make non-Monster ranged characters worthy of being played. And I believe the class will do much good to the ranged style!
Most of the new active abilities works like the Monster ranged abilities. You get some extra uses up to your maximum number of shots every couple of points. Also, elemental properties of your ranged weapon or ammos will apply to all the Shot abilities.
So here we go!
No special effects here, but the damages modifier of +30% is the highest damages modifier amongst the Shot abilities. Don't care about radius or effects, and just want high damages for those bosses? This is for you.
A paralyzing shot. Though paralysis resistant enemies won't be affected, it will work against anything that doesn't resists, even bosses and uniques. Even if you can't paralyze, you do increased damages, so it's a good ability, athough it has the slowest firing rate amongst the Shot abilities due to the paralysis disabling power.
Less powerful than Power Shot, but has a radius. Useful for taking down multiple enemies. And unlike magic attacks, ranged attacks can't be returned, so don't hesitate to fire this at an elite mob.
You will fire back at anything that shoots or cast. Even if they cast a summoning spell or non-direct offense spell, you'll still fire at them. And if they cast more than one spell in a turn, you'll fire every times.
Although the damages are the lowest amongst the Shot abilities, it has the highest firing rate, and is the most accurate. But perhaps the best thing about it is the automatic reload chance that you get. This can allow you to avoid spending a turn reloading.
Because elemental properties of ranged weapons or ammos apply to the Shot abilities, I didn't want an "Elemental Shot" ability, since all abilities can become "Elemental Shot". So instead, I made something different that does more than just giving elemental damages to kill ghosts and physical immunes. While it can still do that, it serves as something to use when you're surrounded, and as the radius increases, it because good to kill many opponents at once. And the fields are just a nice little bonus. Damages are also quite good.
Many enhancements can be applied to ranged weapons here. You can focus on the speed or power of the weapon, or a mix of both. And it can be used on magic weapons, so there's no reasons not to use it if you have it!
The increase in damages and especially hit rate can be quite significant. Useful for ranged characters, but also melee characters who have trouble hitting some enemies with high defense.
Much better than the old Piercing Shot and it's -50 defense per shots, heh?
This one ignores natural resistances, and at 10 and 20 points also ignores some boss abilities. While not the strongest shot, it's definitely the most reliable if you invest in it.
And last but not least...
Accurate Shots was the most useless Marksman ability ever, and arguably the worst ability in the game. Well now, it's been upgraded to a ranged attacker's staple ability!
The "never miss" bonus gives you a chance to hit AND bypass counters regardless of your dex and hit rate. This can significantly raise your chances to hit. And the damages increases, like every other bonus, is multiplicative, and apply to existing bonus, making the increase quite good. Really, there is no reasons not to place a few points in this. It can significantly increase your damages due to the multiplicative nature of damages bonus, and the never miss chance is always good to have.
Well, that's about it. This class is now MUCH better than it was before, and should make ranged characters much more playable. But that's not all! Extra shots will now have a chance to be generated on magic ranged weapons. They can also be purchased on levelable/crafted items for 20 tweak points for the first three, and 40 for every other afterwards. It's very expensive, but extra shots are very powerful.
Gunner will definitely be improved as well, and many of these changes will also inspire some other changes in other classes. For example, now that we have a ranged weapon enhancement ability that works on magic weapons, I see no reasons to not allow the Paladin's Bless Weapon and Shining Armor abilities to do the same.
And as of April he finally graduated! Here's what he learned:
MARKSMAN CLASS
+25% to Dexterity
+25% to Shooting
+10% to all specialized ranged skills.
The old +25% to Dexterity is still there, but now, the Marksman has a nice bonus to Shooting, as well as smaller bonus to the specialized skills. So that makes the class better in terms of bonus.
As for the abilities, I have pretty much scrapped the old class entirely. I wanted something fresh for the new release. Something that will truly work, and finally make non-Monster ranged characters worthy of being played. And I believe the class will do much good to the ranged style!
Most of the new active abilities works like the Monster ranged abilities. You get some extra uses up to your maximum number of shots every couple of points. Also, elemental properties of your ranged weapon or ammos will apply to all the Shot abilities.
So here we go!
1. Power Shot(Active, level 1)
Effect: A shot that deals a lot of damages.
Damages: Base shot damages.
Maximum shots: 1
Extra points: +30% to damages.
+1 maximum shots every 3 points.
This ability fires a shot that is more powerful than a regular shot. Though
it has no other effects, it's an excellent ability if your main concern
is dealing damages with ranged attacks.
Effect: A shot that deals a lot of damages.
Damages: Base shot damages.
Maximum shots: 1
Extra points: +30% to damages.
+1 maximum shots every 3 points.
This ability fires a shot that is more powerful than a regular shot. Though
it has no other effects, it's an excellent ability if your main concern
is dealing damages with ranged attacks.
No special effects here, but the damages modifier of +30% is the highest damages modifier amongst the Shot abilities. Don't care about radius or effects, and just want high damages for those bosses? This is for you.
2. Paralyzing Shot(Active, level 1)
Effect: A shot that can paralyze the target.
Damages: Base shot damages.
Maximum shots: 1
Power: 20
Paralysis duration: 3
Can be resisted: Yes(strength)
Extra points: +10% to damages.
+1 maximum shots every 10 points.
+20 to paralysis power.
+1 to paralysis duration every 10 points.
This ability allows you to fire a shot that has a chance to paralyze the
target. If you hit your target, a test between this ability's power and
the monster's level + strength stat will be rolled. If you win, the
monster will become paralyzed for a couple of turns. Note that the
paralyzing effect will not work against enemies immune to paralysis.
Effect: A shot that can paralyze the target.
Damages: Base shot damages.
Maximum shots: 1
Power: 20
Paralysis duration: 3
Can be resisted: Yes(strength)
Extra points: +10% to damages.
+1 maximum shots every 10 points.
+20 to paralysis power.
+1 to paralysis duration every 10 points.
This ability allows you to fire a shot that has a chance to paralyze the
target. If you hit your target, a test between this ability's power and
the monster's level + strength stat will be rolled. If you win, the
monster will become paralyzed for a couple of turns. Note that the
paralyzing effect will not work against enemies immune to paralysis.
A paralyzing shot. Though paralysis resistant enemies won't be affected, it will work against anything that doesn't resists, even bosses and uniques. Even if you can't paralyze, you do increased damages, so it's a good ability, athough it has the slowest firing rate amongst the Shot abilities due to the paralysis disabling power.
3. Ricochet Shot(Active, level 1)
Effect: A shot that quickly ricochets on many targets(this is treated as a ball
attack).
Damages: Base shot damages.
Maximum shots: 1
Radius: 2
Extra points: +10% to damages.
+1 maximum shots every 3 points.
+1 to radius every 10 points.
This ability allows you to fire a shot that will damage multiple enemies
at once. This can be quite useful when facing large groups of enemies,
as it allows you to damage them all at once.
Effect: A shot that quickly ricochets on many targets(this is treated as a ball
attack).
Damages: Base shot damages.
Maximum shots: 1
Radius: 2
Extra points: +10% to damages.
+1 maximum shots every 3 points.
+1 to radius every 10 points.
This ability allows you to fire a shot that will damage multiple enemies
at once. This can be quite useful when facing large groups of enemies,
as it allows you to damage them all at once.
Less powerful than Power Shot, but has a radius. Useful for taking down multiple enemies. And unlike magic attacks, ranged attacks can't be returned, so don't hesitate to fire this at an elite mob.
4. Counter Shot(Passive, level 1)
Effect: When targetted by a ranged or magic attack, immediatly fire a shot
at the attacker.
Damages: Base shot damages.
Extra points: +20% to damages.
With this passive ability, you will be able to fire a shot back at any monsters
that would attempt to shoot at you, or cast a spell. The ability will trigger
after the attack's execution. If you want to turn off this ability, you may
do so using the 'K' command to toggle it off. Remember that it consumes ammos
and can deplete them quickly if you're facing a group of casters or ranged
attackers. By default, the ability will be off when you learn it, so make
sure you turn it on.
Effect: When targetted by a ranged or magic attack, immediatly fire a shot
at the attacker.
Damages: Base shot damages.
Extra points: +20% to damages.
With this passive ability, you will be able to fire a shot back at any monsters
that would attempt to shoot at you, or cast a spell. The ability will trigger
after the attack's execution. If you want to turn off this ability, you may
do so using the 'K' command to toggle it off. Remember that it consumes ammos
and can deplete them quickly if you're facing a group of casters or ranged
attackers. By default, the ability will be off when you learn it, so make
sure you turn it on.
You will fire back at anything that shoots or cast. Even if they cast a summoning spell or non-direct offense spell, you'll still fire at them. And if they cast more than one spell in a turn, you'll fire every times.
5. Rapid Shot(Active, level 1)
Effect: Shoot a very quick shot that is difficult to avoid. It's so fast you
might even have time to reload your weapon in the same turn!
Damages: Base shot damages.
Bonus to_hit: +20%
Maximum shots: 3
Chance to reload: 10%
Extra points: +5% to damages.
+20% to_hit per points.
+3% chance to reload.
+1 maximum shots.
Although a bit weaker in terms of raw power, Rapid Shot has the highest
firing rate out of all the ranged attack skills of the Marksman, starting at
3 maximum shots and increasing every points. The shots have high hit rate,
and there's a chance the weapon will be reloaded at every shots. If you were
to place 30 points in this ability, you would never need to reload your
weapon after using this ability.
Effect: Shoot a very quick shot that is difficult to avoid. It's so fast you
might even have time to reload your weapon in the same turn!
Damages: Base shot damages.
Bonus to_hit: +20%
Maximum shots: 3
Chance to reload: 10%
Extra points: +5% to damages.
+20% to_hit per points.
+3% chance to reload.
+1 maximum shots.
Although a bit weaker in terms of raw power, Rapid Shot has the highest
firing rate out of all the ranged attack skills of the Marksman, starting at
3 maximum shots and increasing every points. The shots have high hit rate,
and there's a chance the weapon will be reloaded at every shots. If you were
to place 30 points in this ability, you would never need to reload your
weapon after using this ability.
Although the damages are the lowest amongst the Shot abilities, it has the highest firing rate, and is the most accurate. But perhaps the best thing about it is the automatic reload chance that you get. This can allow you to avoid spending a turn reloading.
6. Spinning Storm Shot(Active, level 1)
Effect: A shot that becomes an edged wind gust, and spins around you to
damage enemies.
Damages: Base shot damages.
Type: Wind
Maximum shots: 1
Radius: 1
Extra points: +20% to damages.
+1 maximum shots every 5 points.
+1 to radius every 10 points.
With 10 or more points, the ability will create storms.
They deal 20% of the damages a regular Storm Shot would.
Though not a long range attack, this ability has many other uses. It can be
used as a source of elemental damages, and it can also be useful if you
find yourself surrounded by enemies. Finally, if you place at least 10
points, it will leave behind storms, which will damages enemies walking
through them. Storms deals pure magical damages, and are not treated
as ranged attacks, but magic attacks(although they are not returned by
magic returning enemies).
Effect: A shot that becomes an edged wind gust, and spins around you to
damage enemies.
Damages: Base shot damages.
Type: Wind
Maximum shots: 1
Radius: 1
Extra points: +20% to damages.
+1 maximum shots every 5 points.
+1 to radius every 10 points.
With 10 or more points, the ability will create storms.
They deal 20% of the damages a regular Storm Shot would.
Though not a long range attack, this ability has many other uses. It can be
used as a source of elemental damages, and it can also be useful if you
find yourself surrounded by enemies. Finally, if you place at least 10
points, it will leave behind storms, which will damages enemies walking
through them. Storms deals pure magical damages, and are not treated
as ranged attacks, but magic attacks(although they are not returned by
magic returning enemies).
Because elemental properties of ranged weapons or ammos apply to the Shot abilities, I didn't want an "Elemental Shot" ability, since all abilities can become "Elemental Shot". So instead, I made something different that does more than just giving elemental damages to kill ghosts and physical immunes. While it can still do that, it serves as something to use when you're surrounded, and as the radius increases, it because good to kill many opponents at once. And the fields are just a nice little bonus. Damages are also quite good.
7. Enhance Ranged Weapon(Active, level 6)
Effect: Improve various attributes of your ranged weapons.
Extra points: See below.
This ability allows you to select one of your ranged weapons, and enhance
it. There are many types of enhancements you can apply. You'll be asked to
choose one when you use this ability. The enhancements can be applied to
any ranged weapons, even magical or crafted ones, although you can only
apply one enhancement per weapons. Note that you will not be able to sell
enhanced weapons.
Tip: If you find a levelable ranged weapon, it's better to use this ability
before starting to level it, as it will result in higher bonus.
1. General Enhancement
This type of enhancement improves many attributes of your weapon. It has
the following benefits:
+3 to_hit and to_dam bonus per points.
+1 to maximum ammo capacity for every 5 points.
+1 extra shots for every 10 points.
+10 to weapon's power per points.
2. Velocity Enhancement
A type of enhancement that focus on the weapon's fire and reload speed.
It will provide these benefits:
+1 to maximum ammo capacity for every 2 pojnts.
+1 extra shots for every 5 points.
-1 to ammo consumption for every 10 points(cannot go below 1).
3. Power Enhancement
A type of enhancement that focus on improving the weapon's power.
It will provide these benefits:
+5 to_hit and to_dam bonus per points.
+20 to weapon's power per points.
With 10 or more points, you may change the weapon's elemental damages
type to any Elemental spells you've learned. Note that you must
actually create a spell out of the element, as you'll have to choose
from your spells list, but the power or cost of the spell doesn't matter.
Effect: Improve various attributes of your ranged weapons.
Extra points: See below.
This ability allows you to select one of your ranged weapons, and enhance
it. There are many types of enhancements you can apply. You'll be asked to
choose one when you use this ability. The enhancements can be applied to
any ranged weapons, even magical or crafted ones, although you can only
apply one enhancement per weapons. Note that you will not be able to sell
enhanced weapons.
Tip: If you find a levelable ranged weapon, it's better to use this ability
before starting to level it, as it will result in higher bonus.
1. General Enhancement
This type of enhancement improves many attributes of your weapon. It has
the following benefits:
+3 to_hit and to_dam bonus per points.
+1 to maximum ammo capacity for every 5 points.
+1 extra shots for every 10 points.
+10 to weapon's power per points.
2. Velocity Enhancement
A type of enhancement that focus on the weapon's fire and reload speed.
It will provide these benefits:
+1 to maximum ammo capacity for every 2 pojnts.
+1 extra shots for every 5 points.
-1 to ammo consumption for every 10 points(cannot go below 1).
3. Power Enhancement
A type of enhancement that focus on improving the weapon's power.
It will provide these benefits:
+5 to_hit and to_dam bonus per points.
+20 to weapon's power per points.
With 10 or more points, you may change the weapon's elemental damages
type to any Elemental spells you've learned. Note that you must
actually create a spell out of the element, as you'll have to choose
from your spells list, but the power or cost of the spell doesn't matter.
Many enhancements can be applied to ranged weapons here. You can focus on the speed or power of the weapon, or a mix of both. And it can be used on magic weapons, so there's no reasons not to use it if you have it!
8. Aim(Active, level 6)
Effect: Gain a good amount of dexterity for the next turn.
Bonus to dexterity: +20% of dexterity.
Extra points: +20% of dexterity to dexterity.
By using this ability, you will gain a good amount of dexterity that will
empower your next shot and greatly increase it's accuracy. The bonus is
based on your total dexterity, so any items that increase dexterity will
make this ability more powerful. Also, the increase apply to your raw
dexterity, so it's also useful if you combine melee weapons with your
ranged weapons.
Effect: Gain a good amount of dexterity for the next turn.
Bonus to dexterity: +20% of dexterity.
Extra points: +20% of dexterity to dexterity.
By using this ability, you will gain a good amount of dexterity that will
empower your next shot and greatly increase it's accuracy. The bonus is
based on your total dexterity, so any items that increase dexterity will
make this ability more powerful. Also, the increase apply to your raw
dexterity, so it's also useful if you combine melee weapons with your
ranged weapons.
The increase in damages and especially hit rate can be quite significant. Useful for ranged characters, but also melee characters who have trouble hitting some enemies with high defense.
9. Piercing Shot(Active, level 6)
Effect: A shot that ignores some of the monster's resistances.
Damages: Base shot damages.
Maximum shots: 1
Extra points: +10% to damages.
+5% resistance ignored.
+1 maximum shots every 4 points.
With 10 or more points, ignores '50% damages reduction' ability
of elites and bosses.
With 20 or more points, ignores the immunity abilities of
elites and bosses.
This ability fires a shot that will ignore some of the target's resistances
at a rate of 5% per points. So with 20 points in this ability, you wouldn't
have to worry about resistances ever again. While there are many ways to
get elemental damages on your weapons and ammos, this provides a reliable
ability that can be used with any weapons. At 10 and 20 points, it also
ignores some abilities of elite and boss monsters.
Effect: A shot that ignores some of the monster's resistances.
Damages: Base shot damages.
Maximum shots: 1
Extra points: +10% to damages.
+5% resistance ignored.
+1 maximum shots every 4 points.
With 10 or more points, ignores '50% damages reduction' ability
of elites and bosses.
With 20 or more points, ignores the immunity abilities of
elites and bosses.
This ability fires a shot that will ignore some of the target's resistances
at a rate of 5% per points. So with 20 points in this ability, you wouldn't
have to worry about resistances ever again. While there are many ways to
get elemental damages on your weapons and ammos, this provides a reliable
ability that can be used with any weapons. At 10 and 20 points, it also
ignores some abilities of elite and boss monsters.
Much better than the old Piercing Shot and it's -50 defense per shots, heh?
This one ignores natural resistances, and at 10 and 20 points also ignores some boss abilities. While not the strongest shot, it's definitely the most reliable if you invest in it.
And last but not least...
10. Accurate Shots(Passive, level 10)
Effect: Gives all shots a chance to never miss, as well as increased damages.
Power: 20
Extra points: +20 to power.
+10% to all shots damages.
This passive ability gives all your shots a chance to land a guaranteed hit
that will ignore the defense and any counters the monster may have. A test
of this ability's power versus the monster's level and dexterity stat will
be rolled. If you win the roll, the shot will cause damages, ignoring all
defense and counters of the monster. Furthermore, all shots will have
increased damages.
Effect: Gives all shots a chance to never miss, as well as increased damages.
Power: 20
Extra points: +20 to power.
+10% to all shots damages.
This passive ability gives all your shots a chance to land a guaranteed hit
that will ignore the defense and any counters the monster may have. A test
of this ability's power versus the monster's level and dexterity stat will
be rolled. If you win the roll, the shot will cause damages, ignoring all
defense and counters of the monster. Furthermore, all shots will have
increased damages.
Accurate Shots was the most useless Marksman ability ever, and arguably the worst ability in the game. Well now, it's been upgraded to a ranged attacker's staple ability!
The "never miss" bonus gives you a chance to hit AND bypass counters regardless of your dex and hit rate. This can significantly raise your chances to hit. And the damages increases, like every other bonus, is multiplicative, and apply to existing bonus, making the increase quite good. Really, there is no reasons not to place a few points in this. It can significantly increase your damages due to the multiplicative nature of damages bonus, and the never miss chance is always good to have.
Well, that's about it. This class is now MUCH better than it was before, and should make ranged characters much more playable. But that's not all! Extra shots will now have a chance to be generated on magic ranged weapons. They can also be purchased on levelable/crafted items for 20 tweak points for the first three, and 40 for every other afterwards. It's very expensive, but extra shots are very powerful.
Gunner will definitely be improved as well, and many of these changes will also inspire some other changes in other classes. For example, now that we have a ranged weapon enhancement ability that works on magic weapons, I see no reasons to not allow the Paladin's Bless Weapon and Shining Armor abilities to do the same.