Post by Variaz on Aug 28, 2010 15:16:58 GMT -5
And here's the 0.5 Fighter!
My vision of the Fighter is that of a character who fights for the love of fighting, the pleasure of hitting their foes, who believe that violence IS the solution, and who takes pleasure in bullying and overpowering anyone who opposes them!
The Fighter is all about pure offensive power. Unlike Warriors, they do not have anything to use with Combat Feats, and they do not have anything to help mitigating damages or boost hp. Their ability to deal damages, however, is much greater. Their main skill is Fighting, and several of their abilities are designed to take advantage of it and the Power Attacks.
Compared to Warriors:
- More powerful.
- Can charge into battle(High Speed Charge), or force enemies into melee combat(Taunt).
- Fighting as the main skill means that any weapons can be used, without the need to specialize(nothing is more frustrating than finding a special green mace when your skill is Swords).
However:
- No combat feats. Possibly their biggest drawback compared to Warriors, since it gives Warriors many more options.
- No abilities to improve damages mitigation or blocking.
- Nothing to pierce physical resistance means you'll need an elemental weapon to defeat ghosts.
A simple passive buff to melee damages. However, it's a +20% buff, and though it doesn't do anything else, it's going to be the best passive damages buff for pure melee damages. (not counting Nightmare abilities) This is most likely going to be a staple to all Fighter builds, since even with just 5 points, you get double damages.
Don't want Agility? This is the answer. Don't want Magic Defense? This is also the answer at 10+ points. With this ability, it becomes entirely possible to focus on Fighting as your sole and only skill(maybe use one item to raise Defense a bit). You don't get the speed and jumping abilities of Agility or the magic damages mitigation of Magic Defense(a new feature of 0.5 Magic Defense), but being able to entirely focus on a single skill can make up for that.
You also get a small boost to melee damages. After all, Fighters are never entirely defensive, aren't they?
I have turned a so-so ability into a fun and unique ability! No longer a mere provocation, it's now a fun and obviously supernatural rage-inducing ability!
This is the first "pulling" ability in Portralis, one that makes the enemies appear around you rather than you going to them. It also forces them to melee you, or at least reduce their chances of using a ranged attack or a spell.
It is useful against imps, elemental lords, hounds, kobolds and similar melee and casting/ranged hybrids, since their chance to cast will easily drop to 0, and it will force them to melee you. But it's also useful against pure casters and ranged attackers, since it will make them appear around you, so they will have less time to blast you with spells. The +3 to speed is mostly for flavor, since at higher levels, it doesn't make any real difference.
This ability is designed to help defeating monsters that have very high AC. Defensive enemies such as dwarves and golems, and all monsters of a higher CR, will have very high AC, requiring a lot of skill to deal significant damages. This, however, gives you a change to ignore that high AC and deal full damages. And if you use it with Power Attack, you have a chance to paralyze, which can be a nice bonus.
A very high strength boost. The description says all there is to say about it.
With only 5 points, this makes Fighting as useful as any specialized weapons skills. More points will make it even better. More chance to hit and less damages reduction are always nice.
Here's another new and fun ability for the Fighter!
The opposite of Taunt, you don't make the enemies appear around you. Instead, YOU get to them instantly! And deal nice damages in the process, and possibly stun them if the distance is far enough.
The distance is unlimited. However, be careful not to hit a wall! Because of this drawback, the ability isn't meant as an escape move, but rather an opening move to quickly get in melee range.
Makes Power Attacks more useful by giving you a guarantee to do some damages, even if you miss. Useful with Critical Hits, since this will guarantee that Power Attacks will have a chance to paralyze enemies.
And don't bother with placing 46+ points. It was just there to explain the ability's mechanics.
If you want to focus on Power Attacks, you should get this, even if just one point. This is a very powerful move, especially if you have a lot of extra attacks. With the high damages, and combined with Critical Hits and Unavoidable Power Attacks, you are certain to deal quite a lot of damages with your Power Attacks!
I just hope that this one won't end up being overpowered, especially with the level 2 and 3 power attacks. The counter attacks you perform with this will deal HUGE damages! And since you're in Power Attack mode, Critical Hits will give you a chance to stun every times, and Unavoidable Power Attacks will guarantee damages.
Of course, it has to be used with care. If you activate Power Attack level 3, and the enemy decides to cast spells, you're in trouble, since you waste many turns. For this reason, it might not be overpowered, considering the risks involved. We will see how it goes once we start playing the game!
And this is it! Feel free to comment and suggest!
My vision of the Fighter is that of a character who fights for the love of fighting, the pleasure of hitting their foes, who believe that violence IS the solution, and who takes pleasure in bullying and overpowering anyone who opposes them!
The Fighter is all about pure offensive power. Unlike Warriors, they do not have anything to use with Combat Feats, and they do not have anything to help mitigating damages or boost hp. Their ability to deal damages, however, is much greater. Their main skill is Fighting, and several of their abilities are designed to take advantage of it and the Power Attacks.
Compared to Warriors:
- More powerful.
- Can charge into battle(High Speed Charge), or force enemies into melee combat(Taunt).
- Fighting as the main skill means that any weapons can be used, without the need to specialize(nothing is more frustrating than finding a special green mace when your skill is Swords).
However:
- No combat feats. Possibly their biggest drawback compared to Warriors, since it gives Warriors many more options.
- No abilities to improve damages mitigation or blocking.
- Nothing to pierce physical resistance means you'll need an elemental weapon to defeat ghosts.
1. Sheer Power(Passive, level 1)
Effect: Greatly increases all melee damages.
Bonus to melee damages: +20%
Extra points: +20% to melee damages.
This passive ability provides a very powerful increase to all melee damages.
While the damages increase is very high, don't forget that enemies with very
high AC might end up mitigating a lot of damages, and since this ability has
no other benefits, it could lose some of it's usefulness. On the other hand,
against enemies with lower AC, this ability can be devastating.
Effect: Greatly increases all melee damages.
Bonus to melee damages: +20%
Extra points: +20% to melee damages.
This passive ability provides a very powerful increase to all melee damages.
While the damages increase is very high, don't forget that enemies with very
high AC might end up mitigating a lot of damages, and since this ability has
no other benefits, it could lose some of it's usefulness. On the other hand,
against enemies with lower AC, this ability can be devastating.
A simple passive buff to melee damages. However, it's a +20% buff, and though it doesn't do anything else, it's going to be the best passive damages buff for pure melee damages. (not counting Nightmare abilities) This is most likely going to be a staple to all Fighter builds, since even with just 5 points, you get double damages.
2. Defensive Fighting(Passive, level 1)
Effect: Use Fighting skill to help evading attacks. Also provides a small
melee damages increase.
Bonus to dodge: +10% of Fighting skill to dodge rolls.
Bonus to melee damages: +5%
Extra points: +10% to bonus.
+5% to melee damages.
With 10 or more points, you also receive a bonus to rolls for
dodging magical spells(only for dodging, not for additional
magic damages mitigation).
This passive ability allows you to use your Fighting skill for the purpose
of evading attacks. With 10 points in this ability, the Fighting skill will
not only increase your damages, it will be as powerful as Agility for the
purpose of dodging attacks, and as powerful as Magic Defense for the purpose
of dodging spells(though you do not get the additional benefits of either
skills).
Effect: Use Fighting skill to help evading attacks. Also provides a small
melee damages increase.
Bonus to dodge: +10% of Fighting skill to dodge rolls.
Bonus to melee damages: +5%
Extra points: +10% to bonus.
+5% to melee damages.
With 10 or more points, you also receive a bonus to rolls for
dodging magical spells(only for dodging, not for additional
magic damages mitigation).
This passive ability allows you to use your Fighting skill for the purpose
of evading attacks. With 10 points in this ability, the Fighting skill will
not only increase your damages, it will be as powerful as Agility for the
purpose of dodging attacks, and as powerful as Magic Defense for the purpose
of dodging spells(though you do not get the additional benefits of either
skills).
Don't want Agility? This is the answer. Don't want Magic Defense? This is also the answer at 10+ points. With this ability, it becomes entirely possible to focus on Fighting as your sole and only skill(maybe use one item to raise Defense a bit). You don't get the speed and jumping abilities of Agility or the magic damages mitigation of Magic Defense(a new feature of 0.5 Magic Defense), but being able to entirely focus on a single skill can make up for that.
You also get a small boost to melee damages. After all, Fighters are never entirely defensive, aren't they?
3. Taunt(Active, level 1)
Effect: Affected enemies will leap at you in rage, and attempt to attack you
in melee combat. You gain bonus melee damages against taunted enemies.
Radius: 5
Chance to use spells or ranged attack: -25
Bonus to melee damages vs taunted enemies: +10%
Resist: (Fighting + Charisma) vs (Level + Mind)
Extra points: +10% to resist roll.
-1 to chance to use Magic or Ranged attack.
+10% bonus to melee damages.
+1 to radius for every 5 points.
With 10 or more points, this ability becomes a Ball effect that
you can project from a distance, and control it's targetting.
It allows you to pull enemies to you from a long distance.
All enemies that are successfully afflicted will instantly leap around you,
and will gain +3 to their speed. While taunted, their chance to cast spells
or use ranged attacks will be reduced, possibly becoming 0 and forcing them
to melee you, and your own melee attacks will deal more damages.
Elites, Bosses and Uniques, as well as enemies with a CR of 2 or higher,
can break from being taunted. Every turns, a new resist roll is made, and if
they succeed, the Taunt effect will wear off. The monster's roll will be
multiplied by (CR-1), so do not expect this effect to last long against
really powerful enemies. They also do not lose the speed gain.
Effect: Affected enemies will leap at you in rage, and attempt to attack you
in melee combat. You gain bonus melee damages against taunted enemies.
Radius: 5
Chance to use spells or ranged attack: -25
Bonus to melee damages vs taunted enemies: +10%
Resist: (Fighting + Charisma) vs (Level + Mind)
Extra points: +10% to resist roll.
-1 to chance to use Magic or Ranged attack.
+10% bonus to melee damages.
+1 to radius for every 5 points.
With 10 or more points, this ability becomes a Ball effect that
you can project from a distance, and control it's targetting.
It allows you to pull enemies to you from a long distance.
All enemies that are successfully afflicted will instantly leap around you,
and will gain +3 to their speed. While taunted, their chance to cast spells
or use ranged attacks will be reduced, possibly becoming 0 and forcing them
to melee you, and your own melee attacks will deal more damages.
Elites, Bosses and Uniques, as well as enemies with a CR of 2 or higher,
can break from being taunted. Every turns, a new resist roll is made, and if
they succeed, the Taunt effect will wear off. The monster's roll will be
multiplied by (CR-1), so do not expect this effect to last long against
really powerful enemies. They also do not lose the speed gain.
I have turned a so-so ability into a fun and unique ability! No longer a mere provocation, it's now a fun and obviously supernatural rage-inducing ability!
This is the first "pulling" ability in Portralis, one that makes the enemies appear around you rather than you going to them. It also forces them to melee you, or at least reduce their chances of using a ranged attack or a spell.
It is useful against imps, elemental lords, hounds, kobolds and similar melee and casting/ranged hybrids, since their chance to cast will easily drop to 0, and it will force them to melee you. But it's also useful against pure casters and ranged attackers, since it will make them appear around you, so they will have less time to blast you with spells. The +3 to speed is mostly for flavor, since at higher levels, it doesn't make any real difference.
4. Critical Hits(Passive, level 1)
Effect: Your attacks have a chance to ignore the monster's AC. If used while
in Power Attack mode, it also has a chance to paralyze, and a higher
succcess rate.
Paralysis duration: 3 turns
Resist: (10% of Fighting) vs (Strength + Evasion)
Extra points: +10% to resist roll.
+1 to paralysis duration every 10 points.
Uses an additional 10% of your Fighting skill, until you get
10 points, where your skill will be fully used.
This passive ability gives a chance to all your attacks to ignore the monster's
AC, and thus deal full damages. To show the effectiveness of a critical hits,
let's assume a Fighting skill of 100, 5000 damages, 10 points in Critical Hits,
and a monster with an AC of 200. If the critical hit is unsuccessful,
the monster will get 66% damages reduction, and will end up taking 1700 damages.
If Critical hits is successful, the monster will take the full 5000 damages,
almost three times more damages. Critical Hits are especially useful against
enemies with very high defenses.
Effect: Your attacks have a chance to ignore the monster's AC. If used while
in Power Attack mode, it also has a chance to paralyze, and a higher
succcess rate.
Paralysis duration: 3 turns
Resist: (10% of Fighting) vs (Strength + Evasion)
Extra points: +10% to resist roll.
+1 to paralysis duration every 10 points.
Uses an additional 10% of your Fighting skill, until you get
10 points, where your skill will be fully used.
This passive ability gives a chance to all your attacks to ignore the monster's
AC, and thus deal full damages. To show the effectiveness of a critical hits,
let's assume a Fighting skill of 100, 5000 damages, 10 points in Critical Hits,
and a monster with an AC of 200. If the critical hit is unsuccessful,
the monster will get 66% damages reduction, and will end up taking 1700 damages.
If Critical hits is successful, the monster will take the full 5000 damages,
almost three times more damages. Critical Hits are especially useful against
enemies with very high defenses.
This ability is designed to help defeating monsters that have very high AC. Defensive enemies such as dwarves and golems, and all monsters of a higher CR, will have very high AC, requiring a lot of skill to deal significant damages. This, however, gives you a change to ignore that high AC and deal full damages. And if you use it with Power Attack, you have a chance to paralyze, which can be a nice bonus.
5. Overwhelming Strength(Passive, level 1)
Effect: Greatly increases strength.
Bonus: +20% to Strength. Based on base stat value.
Extra points: +20% to strength.
This ability provides a great increase to strength. Strength increases your
base melee damages, as well as increasing the number of attacks you can make
per turns, and helps with blocking and carrying a heavier load.
Best used with races that already have a bonus to strength, such as
Zulgors or Dwarves.
Compared to the Warrior's Balanced Warrior ability, this one is twice as
powerful. However, it doesn't raise constitution.
Effect: Greatly increases strength.
Bonus: +20% to Strength. Based on base stat value.
Extra points: +20% to strength.
This ability provides a great increase to strength. Strength increases your
base melee damages, as well as increasing the number of attacks you can make
per turns, and helps with blocking and carrying a heavier load.
Best used with races that already have a bonus to strength, such as
Zulgors or Dwarves.
Compared to the Warrior's Balanced Warrior ability, this one is twice as
powerful. However, it doesn't raise constitution.
A very high strength boost. The description says all there is to say about it.
6. Fighting Specialist(Passive, level 1)
Effect: Increases your chance to hit and ability to pierce defense based on
your Fighting skill.
Bonus to hit/bypass AC: +10% of Fighting skill.
Extra points: +10% bonus.
This passive ability allows you to add additional points to your rolls to
hit enemies, and pierce their defenses. Essentially, with only 5 points
in this ability, Fighting becomes as good as any of the specialized skills,
and can become even better with more points. This allows you to pick up
any weapons you find, and use it to it's full potential!
Effect: Increases your chance to hit and ability to pierce defense based on
your Fighting skill.
Bonus to hit/bypass AC: +10% of Fighting skill.
Extra points: +10% bonus.
This passive ability allows you to add additional points to your rolls to
hit enemies, and pierce their defenses. Essentially, with only 5 points
in this ability, Fighting becomes as good as any of the specialized skills,
and can become even better with more points. This allows you to pick up
any weapons you find, and use it to it's full potential!
With only 5 points, this makes Fighting as useful as any specialized weapons skills. More points will make it even better. More chance to hit and less damages reduction are always nice.
7. High Speed Charge(Active, level 6)
Effect: An extremely high speed charge toward an enemy. The further the
distance, the more powerful the impact. Be careful not to hit
a wall though!
Damages: Normal melee damages.
Various bonus based on the distance travelled(cumulative):
1 grid: +10% damages for every points.
3 grids: Speed modifier added as a percentile damages bonus(if positive)
5 grids: +10% damages for every points.
7 grids: +10% chance to hit for every points.
10 grids: +10% damages for every points.
Has a chance to stun enemies that are not immune to paralysis.
The roll is based on (Strength + Fighting + Speed) vs
(Strength + Evasion), and the roll increases by 10% for every
points. Paralysis lasts for 2 turns.
15 grids: +10% damages for every points.
20 grids: +10% damages for every points.
Total bonus damages are multiplicative with other passive bonus.
Extra points: See above.
High Speed Charge allows you to charge at great speed in a given direction.
When you choose the direction, you will keep moving that way until you hit
an obstacle. If you hit a monster, the monster will take damages, and might
even become stunned if you charge from far enough. However, if you hit
a wall, you will not be able to act for a number of turns equal to the
distance you travelled while charging.
Effect: An extremely high speed charge toward an enemy. The further the
distance, the more powerful the impact. Be careful not to hit
a wall though!
Damages: Normal melee damages.
Various bonus based on the distance travelled(cumulative):
1 grid: +10% damages for every points.
3 grids: Speed modifier added as a percentile damages bonus(if positive)
5 grids: +10% damages for every points.
7 grids: +10% chance to hit for every points.
10 grids: +10% damages for every points.
Has a chance to stun enemies that are not immune to paralysis.
The roll is based on (Strength + Fighting + Speed) vs
(Strength + Evasion), and the roll increases by 10% for every
points. Paralysis lasts for 2 turns.
15 grids: +10% damages for every points.
20 grids: +10% damages for every points.
Total bonus damages are multiplicative with other passive bonus.
Extra points: See above.
High Speed Charge allows you to charge at great speed in a given direction.
When you choose the direction, you will keep moving that way until you hit
an obstacle. If you hit a monster, the monster will take damages, and might
even become stunned if you charge from far enough. However, if you hit
a wall, you will not be able to act for a number of turns equal to the
distance you travelled while charging.
Here's another new and fun ability for the Fighter!
The opposite of Taunt, you don't make the enemies appear around you. Instead, YOU get to them instantly! And deal nice damages in the process, and possibly stun them if the distance is far enough.
The distance is unlimited. However, be careful not to hit a wall! Because of this drawback, the ability isn't meant as an escape move, but rather an opening move to quickly get in melee range.
8. Unavoidable Power Attacks(Passive, level 6)
Effect: While in Power Attack mode, guarantees that some damages will go
through, even if the monster dodges.
Damages avoided: 88%
Extra points: -2% to avoided damages.
This ability will make sure that your Power Attacks will at least do some
damages, even if they are avoided. At 10 points, the monster will at least
take 30% of your damages, which will pretty much guarantee that some good
damages will go through.
This ability works well with Critical Hits, since it will gives you
a chance to paralyze every times you use a Power Attack, since the hit
always connect.
In theory, if you were to place 46 or more points, the avoided damages
would become "negative", resulting in the monster taking more damages
when doding your attacks than actually taking the hit. However, for the
tiny damages increase this would provide for the amount of points spent,
this is definitely not a good idea.
Effect: While in Power Attack mode, guarantees that some damages will go
through, even if the monster dodges.
Damages avoided: 88%
Extra points: -2% to avoided damages.
This ability will make sure that your Power Attacks will at least do some
damages, even if they are avoided. At 10 points, the monster will at least
take 30% of your damages, which will pretty much guarantee that some good
damages will go through.
This ability works well with Critical Hits, since it will gives you
a chance to paralyze every times you use a Power Attack, since the hit
always connect.
In theory, if you were to place 46 or more points, the avoided damages
would become "negative", resulting in the monster taking more damages
when doding your attacks than actually taking the hit. However, for the
tiny damages increase this would provide for the amount of points spent,
this is definitely not a good idea.
Makes Power Attacks more useful by giving you a guarantee to do some damages, even if you miss. Useful with Critical Hits, since this will guarantee that Power Attacks will have a chance to paralyze enemies.
And don't bother with placing 46+ points. It was just there to explain the ability's mechanics.
9. All-In-One Strike(Active/melee, level 6)
Effect: A melee attack that multiply it's damages by the total number of
attacks that you have. Only usable in Power Attack mode.
Damages: (Normal melee damages * extra attacks) +20%
Extra points: +20% to damages.
This ability deals an amount of damages based on the total number of attacks
that you have, and is only usable in Power Attack mode. Power Attacks are
powerful, but limited to one attack, and so under normal circumstances,
it doesn't take advantage of having multiple extra attacks. This ability
fixes this problem by allowing you to maximize your attack potential into
one, powerful move.
Effect: A melee attack that multiply it's damages by the total number of
attacks that you have. Only usable in Power Attack mode.
Damages: (Normal melee damages * extra attacks) +20%
Extra points: +20% to damages.
This ability deals an amount of damages based on the total number of attacks
that you have, and is only usable in Power Attack mode. Power Attacks are
powerful, but limited to one attack, and so under normal circumstances,
it doesn't take advantage of having multiple extra attacks. This ability
fixes this problem by allowing you to maximize your attack potential into
one, powerful move.
If you want to focus on Power Attacks, you should get this, even if just one point. This is a very powerful move, especially if you have a lot of extra attacks. With the high damages, and combined with Critical Hits and Unavoidable Power Attacks, you are certain to deal quite a lot of damages with your Power Attacks!
10. Love of Battle(Passive, level 10)
Effect: Increase melee damages, power attack duration and allow you to
perform deadly counter attacks while in Power Attack mode.
Bonue to melee damages: +10%
Bonus to power attack duration: 1
Counter attacks damages: Normal melee damages + 10%.
Extra points: +10% to melee damages.
+1 to Power Attacks duration.
+10% to Counter Attack damages.
This powerful ability provides a bonus to melee damages, as well as increasing
the duration of power attacks. Normally, when you enter Power Attack mode,
after spending two or more turns, you have one turn to make your attack.
This increase will make it so that you have more than one turn, allowing more
preparation, or proper positioning.
But the counter attack is probably this ability's greatest strength. While in
Power Attack mode, you will be able to perform counter attacks to any enemies
who tries to hit you. This special counter attack will NOT break Power Attack,
allowing you multiple, powerful counter attacks while you charge up and
prepare your attack. And of course, with extended duration, nothing prevents
you from sitting in place, and rely entirely on the counter to defeat your
foes!
Note that while in power attack mode, this ability will override the
Warrior's Counter Attack ability. Both will not activate at the same time.
Effect: Increase melee damages, power attack duration and allow you to
perform deadly counter attacks while in Power Attack mode.
Bonue to melee damages: +10%
Bonus to power attack duration: 1
Counter attacks damages: Normal melee damages + 10%.
Extra points: +10% to melee damages.
+1 to Power Attacks duration.
+10% to Counter Attack damages.
This powerful ability provides a bonus to melee damages, as well as increasing
the duration of power attacks. Normally, when you enter Power Attack mode,
after spending two or more turns, you have one turn to make your attack.
This increase will make it so that you have more than one turn, allowing more
preparation, or proper positioning.
But the counter attack is probably this ability's greatest strength. While in
Power Attack mode, you will be able to perform counter attacks to any enemies
who tries to hit you. This special counter attack will NOT break Power Attack,
allowing you multiple, powerful counter attacks while you charge up and
prepare your attack. And of course, with extended duration, nothing prevents
you from sitting in place, and rely entirely on the counter to defeat your
foes!
Note that while in power attack mode, this ability will override the
Warrior's Counter Attack ability. Both will not activate at the same time.
I just hope that this one won't end up being overpowered, especially with the level 2 and 3 power attacks. The counter attacks you perform with this will deal HUGE damages! And since you're in Power Attack mode, Critical Hits will give you a chance to stun every times, and Unavoidable Power Attacks will guarantee damages.
Of course, it has to be used with care. If you activate Power Attack level 3, and the enemy decides to cast spells, you're in trouble, since you waste many turns. For this reason, it might not be overpowered, considering the risks involved. We will see how it goes once we start playing the game!
And this is it! Feel free to comment and suggest!