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Post by Variaz on Apr 19, 2009 19:40:44 GMT -5
Not long ago, I remade the racial bonus. Well now, it's time for updates on classes too! This thread will mention changes to bonus and abilities of certain classes. Here we go! (More will be posted to this thread as the changes are made. Stay tuned!) WARRIOR Removed the -20% mana penality, and the Warrior now has +25% to all specialized weapon skills. Abilities: Strength: Will now provide +10% to base stat instead of 5%. Increased Life: Changed to become multiplicative instead of additive, making it much better. War Cry: Removed restrictions against elites and bosses. Power is now 30/points instead of 20. Weapon Mastery: I'm sick of those useless "Mastery" abilities that gives meager skill bonus. Instead, this one now gives +10% to all melee damages done with weapons. Multiplicative, of course. If the Marksman gets something like that, so should his melee counterpart!
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Post by junyortrakr on Apr 21, 2009 18:15:45 GMT -5
Not long ago, I remade the racial bonus. Well now, it's time for updates on classes too! This thread will mention changes to bonus and abilities of certain classes. Here we go! (More will be posted to this thread as the changes are made. Stay tuned!) WARRIOR Removed the -20% mana penality, and the Warrior now has +25% to all specialized weapon skills. Abilities: Strength: Will now provide +10% to base stat instead of 5%. Increased Life: Changed to become multiplicative instead of additive, making it much better. War Cry: Removed restrictions against elites and bosses. Power is now 30/points instead of 20. Weapon Mastery: I'm sick of those useless "Mastery" abilities that gives meager skill bonus. Instead, this one now gives +10% to all melee damages done with weapons. Multiplicative, of course. If the Marksman gets something like that, so should his melee counterpart! These look useful. I notice that for 'War Cry,' you removed the restriction against bosses and elites. I know quite a few skills and abilities have restrictions against working on bosses and elites. Since, except for uniques, these are by far the most important mobs for them to work against(esp. if you use reds so the are a lot of them), this makes such an ability or skill much less valuable. I was wondering if it might be possible to adjust this for many cases so that the abilities and skills could affect bosses and elites, just with a significantly reduced chance and/or reduced effect. As for the 'Weapon Mastery,' I was wondering how this was different that 'Sheer Power' and if the two were additive or multiplicative.
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Post by Variaz on Apr 21, 2009 18:35:13 GMT -5
Indeed, many things have restrictions on elites and bosses, and I plan to remove many of them. After all, they already have better stats than regular monsters, which makes it harder for ailments to work, and I believe this is enough.
Weapon Mastery is applied after Sheer Power, but other than that, there's not that much difference. And yes, they are multiplicative!
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Post by Variaz on Apr 22, 2009 15:17:06 GMT -5
FIGHTER:
Removed the -50% mana penality, and gave them +25% bonus to Fighting.
Abilities: Taunt: The charisma bonus can now be up to twice the ability's base power instead of equal. Also, it's no longer a static 50% of spell casting failure, but rather a test between the ability's total power(including charisma bonus) vs the monster's level and mind stat. Fighting Mastery: Gone. Replaced it by this:
As you can see, this makes Power Attacks much stronger in the long term, and is much more worthy of a level 10 Fighter ability than the previous Mastery thing.
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Post by espeorb on Apr 25, 2009 12:46:13 GMT -5
FIGHTER: Removed the -50% mana penality, and gave them +25% bonus to Fighting. Abilities: Taunt: The charisma bonus can now be up to twice the ability's base power instead of equal. Also, it's no longer a static 50% of spell casting failure, but rather a test between the ability's total power(including charisma bonus) vs the monster's level and mind stat. Fighting Mastery: Gone. Replaced it by this: As you can see, this makes Power Attacks much stronger in the long term, and is much more worthy of a level 10 Fighter ability than the previous Mastery thing. Great, now I'm wanting 008 even more :3 with all this done, what percentage would you say you have done? Also. Define "Power Attack".
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Post by Variaz on Apr 25, 2009 13:02:12 GMT -5
Percentage? Don't know. But I set the release date to the 1st of May, it means this week. Power Attack is a feat of the Fighting skill. You spend a few turns to power up, and your next attack will have increased damages, and your strength will get a huge boost. Powerful, especially with an active ability such as Accurate Strike, but the short duration and the fact that it ends after one attack made it difficult to use later in the game, when enemies have extra lives and extra blows counts more than ever. So that's why I came up with this ability, to give a better duration and a chance that it won't end after a single attack. That chance can eventually become 100%!
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Post by Variaz on Apr 25, 2009 13:56:45 GMT -5
MAGE
The class now gets +25% to Spellcraft and +10% to all specialized magic school skills.
Abilities: Force Field: Will now gain +1% resistances for every points instead of every 2 points. Magic Missile: A greatly improved ability. First, it's no longer a bolt but a ball, and will gain radius at 10 points, and every 10 points afterwards. It's now improved by rods and to_s bonus, like regular spells. And finally, it has a passive effect! It improves all Missile-based attacks by 10% per points! Missile isn't as improved by spellcraft and elemental due to it being a powerful dual type(I don't think anything fully resists Missile) available early on, but this will make up for it. Oh, and it improves ANY attacks, not just magical ones(for example, it will boost the monk's "Ki Punch" ability). Slow Down: The ability hasn't changed, but the description did, as it was erroneous. This ability DOES work against elites and bosses, but the description was telling otherwise. Mirror Images: The number of images starts at 5 instead of 3, and increases every points instead of every 5 points. 1 per 5 points just wasn't enough, considering the images don't fight. Improved Activation: The recharge time for any activated items will now be reduced by 1 for every two points in this ability.
And that's it for the mage. Before you ask, I am perfectly aware that Animated Knight needs improvements, but I still haven't figured out which change I will apply, as it probably requires a larger overhaul of the entire summon system. I want the ability to stay, as it's potentially a very fun and powerful ability.
What I am thinking is to maybe make it so that you build the knight once using various items, and that knight is saved as a template. You can then summon that type of knights anytime you want, possibly more than one at once with more points in the ability. It would even be possible to allow for more than one knight to be defined, so you could choose what type you want.
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Post by Variaz on Apr 27, 2009 15:46:35 GMT -5
PRIEST:
Now gets +25% to Mysticism. I didn't really play with their abilities right now, although perhaps I'll give Divine Blood little boost.
RANGER:
Now gets +20% to Wisdom, along with +10% to Fighting, Shooting and Spellcraft.
Abilities: Call Animals: Both the number of animals and duration will now increase every points. Oh, and updated the description that was encouraging players to place points if they were using the monster generator. Sleep Pollen: Will now work against elites, bosses and uniques, as long as they don't have natural sleep resistances.
And finally, the Grow Trees spell can now be bought in Jindar's rare items shop, which is a very good thing for the ranger.
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