Post by Variaz on Oct 24, 2010 22:08:28 GMT -5
Who doesn't like to punch and kick their foes? Well, Portralis 0.4 apparently didn't, because let's face it, the 0.4 Monk really was a bad class for the most part.
And so the class has been redone. The Monk went back to his dojo, and trained a bit. As a result, his kung-fu has improved quite a bit!
But there is more to Monk than kung-fu. It's about spiritual enlightment, piety, meditation, self-perfection, etc... With this in mind, I have designed the 0.5 Monk around the Wisdom stat, rather than strength. Wisdom now empowers the monk's punches, and of course, wisdom means spellcasting. The new monk is both a good melee fighter and a competent caster as well, making it a melee/magic hybrid class.
Before we go on, let's look at 0.5 Martial Arts skill:
Base unarmed damages: 1d3 + 1 to glove's base AC, weight 10, uses both fists(innate dual wield). You only get extra blows if you wear no armor or light armor.
- +1d1 base damages every 40 points. (seems like a huge nerf from the old 15 points, however, note that you gain more skill per levels now. This is for another topic though...)
- +1 to base AC every 3 points if wearing none or light armor. This is enhanced by Defense skill, as if it was a piece of equipment.
- +1 to_h and to_d every 4 points if wearing none or light armor.
While the base AC bonus from the skill doesn't exactly replace a huge suit of armor, it's good enough, considering that the Monk has lots of attacks per rounds and the ability to cast spells with the proper abilities.
And now, let's look at what the Monk learned during his training from 0.4 to 0.5!
Much of the new Monk's design is centered around this ability. You really won't fully benefit from the hybrid nature of the class unless you place 10 points in this ability. And you'll notice this isn't just a "use wisdom instead of strength" ability, but it provides an actual bonus to damages. It's a bit slow early on, but once the full wisdom bonus kicks in, it really pays off!
A key ability for the class.
The old Spin Kick is back. Essentially an unarmed version of the Warrior's Spin Attack. It's useful and powerful, and since the Monk doesn't lack extra attacks, it's easy to use with combat feats.
Ki Punch was one of the few good Monk abilities in 0.4. It's back, and with +20% per points instead of +10%! Not many monsters will be immune to this.
In 0.4, the Fighter had a "Throw" ability that used unarmed damages, while the Monk had "Grappling Throw", a defensive version.
Well, the 0.5 Monk has a new "Throw" that combines both features in one ability! Use it as a combat feat to keep enemies away at the end of your turn, or as a defensive move in case too many enemies are surrounding you.
Going into the more spiritual side of the Monk, here's an healing ability. It has a high base power, and with the Monk's high wisdom, it will give you a good heal. But it's main quirk is the "combat feat" that you see in the title. This is the first curative ability to be usable in a combat feat. Low on hp, can't choose between jumping away or healing? The answer: try both.
This ability definitely puts the one in my signature to shame! ;D
Passive bonus damages to both unarmed melee and wisdom casted spells. Once you have 10 points in Strength through Spirit, you should switch to this instead. It will give you the same passive bonus to unarmed damages, along with a magic damages bonus.
Here's where the Monk's hybrid nature truly shines.
This new ability is the first of it's kind, allowing you to melee AND cast during the same turn! This brings a LOT of combo in the Monk's arsenal. Combine this with combat feats(the bonus applies to that too!), and you truly have a Martial "Artist" who can pull off fancy moves!
Of course, being limited to wisdom casting and only free spells limits the power of the spells you can cast, but I'm sure that we will find all sort of combos. And hopefully it won't be overpowered.
EDIT: I've already remove the possibility of using healing spells through this. It made Ki Restoration useless, and was overpowered. Made a difficult fight into a breeze.
The paralysis has a good success rate, and even if it fails, it does a good amount of damages. Compared to Ki Punch and Spin Kick, you trade a bit of power to add a potential paralyzing effect.
Additional mitigation is always useful. This one applies to all forms of damages through AC and Magic Defense.
Improves pretty much everything about the class. For a greater focus on the melee side of the Monk, this is the perfect ability. Spiritual Warrior is still worth considering for casting power, but this one provides extra wisdom for bigger spells. So it all depends on your build, but it's definitely a good ability.
And this is it. I think this is quite an improvement over the original class. So much that right now, I am playing one. Doing some pretesting before releasing the alpha, and I'm having fun with it!
....wait a sec... I'm....PLAYING the game?? I've been coding this for a while, but it's been long since I've actually played for real. It's good to be back to it.
And so the class has been redone. The Monk went back to his dojo, and trained a bit. As a result, his kung-fu has improved quite a bit!
But there is more to Monk than kung-fu. It's about spiritual enlightment, piety, meditation, self-perfection, etc... With this in mind, I have designed the 0.5 Monk around the Wisdom stat, rather than strength. Wisdom now empowers the monk's punches, and of course, wisdom means spellcasting. The new monk is both a good melee fighter and a competent caster as well, making it a melee/magic hybrid class.
Before we go on, let's look at 0.5 Martial Arts skill:
Base unarmed damages: 1d3 + 1 to glove's base AC, weight 10, uses both fists(innate dual wield). You only get extra blows if you wear no armor or light armor.
- +1d1 base damages every 40 points. (seems like a huge nerf from the old 15 points, however, note that you gain more skill per levels now. This is for another topic though...)
- +1 to base AC every 3 points if wearing none or light armor. This is enhanced by Defense skill, as if it was a piece of equipment.
- +1 to_h and to_d every 4 points if wearing none or light armor.
While the base AC bonus from the skill doesn't exactly replace a huge suit of armor, it's good enough, considering that the Monk has lots of attacks per rounds and the ability to cast spells with the proper abilities.
And now, let's look at what the Monk learned during his training from 0.4 to 0.5!
1. Strength through Spirit(Passive, level 1)
Effect: Improves unarmed damages, and allows you to use Wisdom to improve
unarmed damages and get extra attacks.
Bonus to unarmed damages: +10%
Wisdom added to Strength for damages and attacks: 10% of Wisdom
Extra points: +10% to unarmed damages.
+10% of Wisdom added to Strength(up to a maximum of 100%).
This passive ability will improve your unarmed combat damages, and will also
allow you to add Wisdom to your Strength for melee damages calculation. This
means that with 10 points in this ability, you will no longer need Strength
to improve your melee damages, and instead use Wisdom, meaning you will also
be able to cast spells to complement your melee combat.
Several abilities of the Monk uses Wisdom as the main attribute. Therefore,
this ability is heavily recommended if you want to benefit from the full
extent of the Monk'sĀ abilities.
Effect: Improves unarmed damages, and allows you to use Wisdom to improve
unarmed damages and get extra attacks.
Bonus to unarmed damages: +10%
Wisdom added to Strength for damages and attacks: 10% of Wisdom
Extra points: +10% to unarmed damages.
+10% of Wisdom added to Strength(up to a maximum of 100%).
This passive ability will improve your unarmed combat damages, and will also
allow you to add Wisdom to your Strength for melee damages calculation. This
means that with 10 points in this ability, you will no longer need Strength
to improve your melee damages, and instead use Wisdom, meaning you will also
be able to cast spells to complement your melee combat.
Several abilities of the Monk uses Wisdom as the main attribute. Therefore,
this ability is heavily recommended if you want to benefit from the full
extent of the Monk'sĀ abilities.
Much of the new Monk's design is centered around this ability. You really won't fully benefit from the hybrid nature of the class unless you place 10 points in this ability. And you'll notice this isn't just a "use wisdom instead of strength" ability, but it provides an actual bonus to damages. It's a bit slow early on, but once the full wisdom bonus kicks in, it really pays off!
A key ability for the class.
2. Spin Kick(Active, level 1, combat feat)
Effect: Does damages to enemies around you.
Damages: Base unarmed damages + 20%.
Radius: 1
Element: Based on gloves. (default Physical)
Extra points: +20% to damages.
Spin kick does physical damages to enemies around you. You can use it to damage
multiple enemies at once, but because of it's high power, it's also very
useful on single enemies. It can be used as a combat, so you can use it as part
of a melee attacks combo, or use it several times in a row if you have
enough points in the Combat Feats skill.
Note that even though the ability is described as a "kick", gloves contributes
to damages and determine the element used, not the boots.
Effect: Does damages to enemies around you.
Damages: Base unarmed damages + 20%.
Radius: 1
Element: Based on gloves. (default Physical)
Extra points: +20% to damages.
Spin kick does physical damages to enemies around you. You can use it to damage
multiple enemies at once, but because of it's high power, it's also very
useful on single enemies. It can be used as a combat, so you can use it as part
of a melee attacks combo, or use it several times in a row if you have
enough points in the Combat Feats skill.
Note that even though the ability is described as a "kick", gloves contributes
to damages and determine the element used, not the boots.
The old Spin Kick is back. Essentially an unarmed version of the Warrior's Spin Attack. It's useful and powerful, and since the Monk doesn't lack extra attacks, it's easy to use with combat feats.
3. Ki Punch(Active, level 1, combat feat)
Effect: A powerful punch infused with inner energy. Does half Physical,
half Mana damages. (uses the Missile element)
Damages: Base unarmed damages + 20%.
Element: Missile
Extra points: +20% to damages.
This ability allows you to deliver a powerful punch that will deal Missile
damages, meaning half Physical and half Mana. In addition to being a powerful
move, it will almost never be fully resisted by enemies, since you will rarely
find an enemy that resists both Physical and Mana.
Effect: A powerful punch infused with inner energy. Does half Physical,
half Mana damages. (uses the Missile element)
Damages: Base unarmed damages + 20%.
Element: Missile
Extra points: +20% to damages.
This ability allows you to deliver a powerful punch that will deal Missile
damages, meaning half Physical and half Mana. In addition to being a powerful
move, it will almost never be fully resisted by enemies, since you will rarely
find an enemy that resists both Physical and Mana.
Ki Punch was one of the few good Monk abilities in 0.4. It's back, and with +20% per points instead of +10%! Not many monsters will be immune to this.
4. Throw(Active/Passive, level 1, combat feat)
Effect: Attempt to throw an enemy to deal damages and move it away. You will
also attempt to use this move whenever you dodge an enemy's melee
attack.
Damages: Base unarmed damages + 10%.
Distance: 3
Element: Physical
Resist: Requires a standard hit roll.
Monster might be too heavy to throw.
Extra points: +10% to damages.
+1 to Distance every 5 points.
Allows you to throw heavier enemies.
This ability allows you to throw enemies. It will deal damages, and also
keep them away from you. It is also used as a defensive ability. Whenever
you successfully dodge an enemy's melee attack, you will automatically
attempt to use this ability. Note that you must be unarmed to use this
ability.
Some kind of monsters are almost always too heavy to throw. It is best to
not waste time trying to throw golems, giants and dragons, for example.
Effect: Attempt to throw an enemy to deal damages and move it away. You will
also attempt to use this move whenever you dodge an enemy's melee
attack.
Damages: Base unarmed damages + 10%.
Distance: 3
Element: Physical
Resist: Requires a standard hit roll.
Monster might be too heavy to throw.
Extra points: +10% to damages.
+1 to Distance every 5 points.
Allows you to throw heavier enemies.
This ability allows you to throw enemies. It will deal damages, and also
keep them away from you. It is also used as a defensive ability. Whenever
you successfully dodge an enemy's melee attack, you will automatically
attempt to use this ability. Note that you must be unarmed to use this
ability.
Some kind of monsters are almost always too heavy to throw. It is best to
not waste time trying to throw golems, giants and dragons, for example.
In 0.4, the Fighter had a "Throw" ability that used unarmed damages, while the Monk had "Grappling Throw", a defensive version.
Well, the 0.5 Monk has a new "Throw" that combines both features in one ability! Use it as a combat feat to keep enemies away at the end of your turn, or as a defensive move in case too many enemies are surrounding you.
5. Ki Restoration(Active, level 1, combat feat)
Effect: Use inner energy to restore your hp, based on your Martial Arts
skill and Wisdom.
Base power: 10% of Martial Arts skill.
Cooldown: Cannot be reused until 5 turns have passed.
Extra points: +10% of Martial Arts skill to power.
This ability allows you to restore your hp. The amount restored uses the
spell power formula, and is based on Wisdom. The biggest advantage to this
ability compared to normal healing spells is that you can use it as a
combat feat, and therefore you don't have to interrupt your attacks to
restore your hp. With enough Martial Arts skill, it can become a very
potent healing ability.
Effect: Use inner energy to restore your hp, based on your Martial Arts
skill and Wisdom.
Base power: 10% of Martial Arts skill.
Cooldown: Cannot be reused until 5 turns have passed.
Extra points: +10% of Martial Arts skill to power.
This ability allows you to restore your hp. The amount restored uses the
spell power formula, and is based on Wisdom. The biggest advantage to this
ability compared to normal healing spells is that you can use it as a
combat feat, and therefore you don't have to interrupt your attacks to
restore your hp. With enough Martial Arts skill, it can become a very
potent healing ability.
Going into the more spiritual side of the Monk, here's an healing ability. It has a high base power, and with the Monk's high wisdom, it will give you a good heal. But it's main quirk is the "combat feat" that you see in the title. This is the first curative ability to be usable in a combat feat. Low on hp, can't choose between jumping away or healing? The answer: try both.
This ability definitely puts the one in my signature to shame! ;D
6. Spiritual Warrior(Passive, level 1)
Effect: Increases the damages of unarmed melee attacks and wisdom-casted
spells.
Bonus to unarmed melee attacks and Wisdom casted spells damages: +10%
Extra points: +10% to damages bonus.
This passive ability increases the damages of both unarmed melee attacks
and wisdom-casted spells. This allows you to be effective at both, giving
you both power and versatility on how to deal with your foes.
Effect: Increases the damages of unarmed melee attacks and wisdom-casted
spells.
Bonus to unarmed melee attacks and Wisdom casted spells damages: +10%
Extra points: +10% to damages bonus.
This passive ability increases the damages of both unarmed melee attacks
and wisdom-casted spells. This allows you to be effective at both, giving
you both power and versatility on how to deal with your foes.
Passive bonus damages to both unarmed melee and wisdom casted spells. Once you have 10 points in Strength through Spirit, you should switch to this instead. It will give you the same passive bonus to unarmed damages, along with a magic damages bonus.
7. Body & Mind Synchronization(Active/Passive, level 6)
Effect: When you perform a successful unarmed melee attack on a target,
you have a chance to cast a spell using your Wisdom.
Resist: (Wisdom + Martial Arts) vs (Mind + Magic Defense)
Extra points: +10% to resist roll.
With this ability, whenever you successfully perform an unarmed melee attack
on a monster, you will have a chance to cast a spell during that same action.
You will use wisdom spellcasting to cast the spell, and you are restricted to
spells that you can cast without any chances of failure(in other words,
spells that have a cost equal or lower than your wisdom). With a lot of
extra attacks per rounds, you'll be able to cast many spells this way, and
this will give you a lot of options during combat.
Effect: When you perform a successful unarmed melee attack on a target,
you have a chance to cast a spell using your Wisdom.
Resist: (Wisdom + Martial Arts) vs (Mind + Magic Defense)
Extra points: +10% to resist roll.
With this ability, whenever you successfully perform an unarmed melee attack
on a monster, you will have a chance to cast a spell during that same action.
You will use wisdom spellcasting to cast the spell, and you are restricted to
spells that you can cast without any chances of failure(in other words,
spells that have a cost equal or lower than your wisdom). With a lot of
extra attacks per rounds, you'll be able to cast many spells this way, and
this will give you a lot of options during combat.
Here's where the Monk's hybrid nature truly shines.
This new ability is the first of it's kind, allowing you to melee AND cast during the same turn! This brings a LOT of combo in the Monk's arsenal. Combine this with combat feats(the bonus applies to that too!), and you truly have a Martial "Artist" who can pull off fancy moves!
Of course, being limited to wisdom casting and only free spells limits the power of the spells you can cast, but I'm sure that we will find all sort of combos. And hopefully it won't be overpowered.
EDIT: I've already remove the possibility of using healing spells through this. It made Ki Restoration useless, and was overpowered. Made a difficult fight into a breeze.
8. Paralyzing Strike(Active, level 6, combat feat)
Effect: An unarmed strike that may paralyze.
Damages: Base unarmed damages + 10%.
Element: Based on gloves.
Duration: 3 turns.
Resist: (Strength + Wisdom + Martial Arts) vs (Strength + AC)
Extra points: +10% to damages.
+1 to duration every 5 points.
+10% to resist roll.
This ability allows you to perform an attack that has a chance to paralyze.
This can be useful to stop an enemy during a few turns, allowing you to go
all out and hit it without any retaliation. This ability will not paralyze
enemies immune to paralysis, but will still deal more damage than a regular
attack.
Effect: An unarmed strike that may paralyze.
Damages: Base unarmed damages + 10%.
Element: Based on gloves.
Duration: 3 turns.
Resist: (Strength + Wisdom + Martial Arts) vs (Strength + AC)
Extra points: +10% to damages.
+1 to duration every 5 points.
+10% to resist roll.
This ability allows you to perform an attack that has a chance to paralyze.
This can be useful to stop an enemy during a few turns, allowing you to go
all out and hit it without any retaliation. This ability will not paralyze
enemies immune to paralysis, but will still deal more damage than a regular
attack.
The paralysis has a good success rate, and even if it fails, it does a good amount of damages. Compared to Ki Punch and Spin Kick, you trade a bit of power to add a potential paralyzing effect.
9. Ki Resilience(Passive, level 6)
Effect: Inner energy makes your body more resistant to all attacks. Improves
AC and magic damages mitigation based on your Wisdom.
Bonus to AC: 10% of Wisdom.
Bonus to Magic Defense for magic damages mitigation: 10% of Wisdom.
Extra points: +10% of Wisdom to bonus.
This passive ability uses your Wisdom to improve your defenses by raising
AC and adding to Magic Defense for the purpose of magic damages mitigation.
The bonus is based on your total wisdom, so if you combine this with gear
that gives bonus to Wisdom, it can give a significant protection against
damages.
Note that the bonus to AC is applied after all other bonus. This means that
neither the Defense skill, nor to_ac bonus from items will affect the bonus
provided by this ability. As for the bonus to Magic Defense, it only applies
to magic damages mitigation, it doesn't help you dodging spells.
Effect: Inner energy makes your body more resistant to all attacks. Improves
AC and magic damages mitigation based on your Wisdom.
Bonus to AC: 10% of Wisdom.
Bonus to Magic Defense for magic damages mitigation: 10% of Wisdom.
Extra points: +10% of Wisdom to bonus.
This passive ability uses your Wisdom to improve your defenses by raising
AC and adding to Magic Defense for the purpose of magic damages mitigation.
The bonus is based on your total wisdom, so if you combine this with gear
that gives bonus to Wisdom, it can give a significant protection against
damages.
Note that the bonus to AC is applied after all other bonus. This means that
neither the Defense skill, nor to_ac bonus from items will affect the bonus
provided by this ability. As for the bonus to Magic Defense, it only applies
to magic damages mitigation, it doesn't help you dodging spells.
Additional mitigation is always useful. This one applies to all forms of damages through AC and Magic Defense.
10. Perfect Union(Passive, level 10)
Effect: Your body and mind are perfectly united, allowing you to gain great
strength, speed and power of the mind.
Bonus to unarmed melee damages: +10%
Bonus to speed: +1
Bonus to dodge rolls: 10% of Martial Arts skill.
Bonus to base Wisdom: +10%
Extra points: +10% to unarmed melee damages.
+1 to speed.
+10% of Martial Arts skill to dodge rolls.
+10% to base Wisdom.
This ability improves several attributes: unarmed melee damages, speed, dodging
ability and base Wisdom. This means that you'll be doing moreĀ damages, you'll
be able to cast better spells and the dodge bonus will help you focus more on
Martial Arts instead of spending many points in Agility.
Note that the bonus to speed and dodge rolls are only available if you are
wearing light or no armor. It doesn't work with heavy armor.
Effect: Your body and mind are perfectly united, allowing you to gain great
strength, speed and power of the mind.
Bonus to unarmed melee damages: +10%
Bonus to speed: +1
Bonus to dodge rolls: 10% of Martial Arts skill.
Bonus to base Wisdom: +10%
Extra points: +10% to unarmed melee damages.
+1 to speed.
+10% of Martial Arts skill to dodge rolls.
+10% to base Wisdom.
This ability improves several attributes: unarmed melee damages, speed, dodging
ability and base Wisdom. This means that you'll be doing moreĀ damages, you'll
be able to cast better spells and the dodge bonus will help you focus more on
Martial Arts instead of spending many points in Agility.
Note that the bonus to speed and dodge rolls are only available if you are
wearing light or no armor. It doesn't work with heavy armor.
Improves pretty much everything about the class. For a greater focus on the melee side of the Monk, this is the perfect ability. Spiritual Warrior is still worth considering for casting power, but this one provides extra wisdom for bigger spells. So it all depends on your build, but it's definitely a good ability.
And this is it. I think this is quite an improvement over the original class. So much that right now, I am playing one. Doing some pretesting before releasing the alpha, and I'm having fun with it!
....wait a sec... I'm....PLAYING the game?? I've been coding this for a while, but it's been long since I've actually played for real. It's good to be back to it.