Post by Variaz on Aug 28, 2010 13:54:25 GMT -5
Well, in addition to game mechanics, classes are also getting revamps. Not only to adapt them, but also to improve some abilities, and add new one as well.
The first class I did is the Warrior. My vision of the Warrior in Portralis is that of a balanced melee character. A soldier, a knight, with training and discipline, and who possesses a variety of techniques to defeat various opponents. While the Warrior doesn't have the raw power of the Fighter, or the resilience of the Defender, he is a complete melee character, with good attack power, various special moves to deal with all sort of situations, and even some ranged support in the form of throwing and the ability to pierce physical resistance without an elemental weapon. There is little a properly played Warrior cannot handle.
No changes here. Powerful, and has the ability to hit multiple enemies.
You ain't dreaming. It really is a Throwing support ability!
I want Throwing to act as a complementary skill to melee characters. Throwing uses Strength for damages, so it's easier to pickup than a melee/ranged character who would also have to raise Dexterity. The main drawback to Throwing in 0.4 was that it wasn't too good, without a single ability to support it. Now, this one gives it a good buff to damages, and even gives you extra throws at higher levels!
Originally, it only raised Strength. Now, I have also added Constitution to the mix, so it will give you both more power and make you tougher. Dwarves will probably like it, since they already have a bonus to both stats.
Since there is no more hit rate, this ability needed to be chanced. And so I did. This is a jack-of-all-trades ability, in that it raises every aspects of melee fighting. While each bonus is small, it makes you better in every areas. With a 20 points investment, that means double AC, double block rolls, double damages, double hit roll.
In 0.4, this one was nerfed from 0.3 to not always work 100% of the time. In 0.5, this hasn't changed, although the roll is now based on your weapon skill as opposed to just this ability's roll. What it means is that you no longer necessarely have to place lots of points in it just to get a descent roll, since you can now use items to buff it. At 10 points, with +50% bonus to the roll, you won't miss a lot with it, so it's still one of the better combat feats abilities.
Speaking of Combat Feats, here's a new ability!
This gives a huge buff to the skill. Even a mere 2 points is enough to double your base Combat Feats skill! The reason for the huge increase is that ultimately, Combat Feats won't help if you don't have the extra attacks to use it. For this reason, I didn't want this ability to require many points to be effective, since it wouldn't be worthwhile to make this your main investment.
This is a new ability that will help Warriors defeat ghosts and other enemies immune or resistant to physical attacks. It's always active, no rolls needed, and will remove the need of using an elemental weapon of even a spell. This is especially useful for later in the game, where spells aren't an option to melee characters due to the ghosts being too strong.
Against monsters that are not immune or resistant, it's also useful, since the resistance can be treated as negative, and therefore provide a nice bonus. Since resistances are treated after the passive bonus to damage, the damages increase can be quite nice at higher levels.
Damages lowered a bit on this one. However, it's no longer only when you dodge attacks. You will now ALWAYS attempt to counter attack, making this ability very, very useful! No real reasons to not place at least 1 point in it.
Not many changes, except the leap distance now increases faster.
Versatile ability. Can be used as opening move, escape move, or even an offensive move(though Spin Attack is more suited to this role). Best if you don't really want to raise Agility a lot, yet still want an effective replacement for Jump.
In addition to providing a melee buff like in 0.4, it now raise all specialized weapons skills as well. In 0.5, this will mean a boost to chance to hit, and less damages reduced by the monster's AC, so this is quite useful!
And there you have it. Feel free to question, comment, suggest!
The first class I did is the Warrior. My vision of the Warrior in Portralis is that of a balanced melee character. A soldier, a knight, with training and discipline, and who possesses a variety of techniques to defeat various opponents. While the Warrior doesn't have the raw power of the Fighter, or the resilience of the Defender, he is a complete melee character, with good attack power, various special moves to deal with all sort of situations, and even some ranged support in the form of throwing and the ability to pierce physical resistance without an elemental weapon. There is little a properly played Warrior cannot handle.
1. Spin Attack(Active/melee, level 1, combat feat)
Effect: Damage all enemies around you.
Damages: Normal melee damages + 20%.
Radius: 1
Extra points: +20% to damages.
Spin attack does damages to enemies around you, but it can be
very useful against single enemies as well, since the bonus
damages per points is quite high. The type of damages dealt
is dependent on your weapon's damages type.
Effect: Damage all enemies around you.
Damages: Normal melee damages + 20%.
Radius: 1
Extra points: +20% to damages.
Spin attack does damages to enemies around you, but it can be
very useful against single enemies as well, since the bonus
damages per points is quite high. The type of damages dealt
is dependent on your weapon's damages type.
No changes here. Powerful, and has the ability to hit multiple enemies.
2. Thrown Weapons Training(Passive, level 1)
Effect: Increases damages dealt when throwing items at enemies.
At higher levels, also allows you to throw more than one item
per turns.
Bonus to Throwing damages: +15%
Extra points: +15% to Throwing damages.
+1 extra throw for every 10 points.
This passive ability increase damages dealt with thrown weapons.
Since throwing damages are based on strength, like melee damages,
Throwing can be a good complementary skill to melee fighters who are looking for some ranged attacks.
Effect: Increases damages dealt when throwing items at enemies.
At higher levels, also allows you to throw more than one item
per turns.
Bonus to Throwing damages: +15%
Extra points: +15% to Throwing damages.
+1 extra throw for every 10 points.
This passive ability increase damages dealt with thrown weapons.
Since throwing damages are based on strength, like melee damages,
Throwing can be a good complementary skill to melee fighters who are looking for some ranged attacks.
You ain't dreaming. It really is a Throwing support ability!
I want Throwing to act as a complementary skill to melee characters. Throwing uses Strength for damages, so it's easier to pickup than a melee/ranged character who would also have to raise Dexterity. The main drawback to Throwing in 0.4 was that it wasn't too good, without a single ability to support it. Now, this one gives it a good buff to damages, and even gives you extra throws at higher levels!
3. Balanced Warrior(Passive, level 1)
Effect: Increases Strength and Constitution.
Bonus: +10% to Strength and Constitution. Based on base stat value.
Extra points: +10% to Strength and Constitution.
This passive ability increase your strength and constitution, the
two most important attributes for a melee warrior. Note that the
bonus is based on the attribute's base value, so bonus from items
will not be counted.
Effect: Increases Strength and Constitution.
Bonus: +10% to Strength and Constitution. Based on base stat value.
Extra points: +10% to Strength and Constitution.
This passive ability increase your strength and constitution, the
two most important attributes for a melee warrior. Note that the
bonus is based on the attribute's base value, so bonus from items
will not be counted.
Originally, it only raised Strength. Now, I have also added Constitution to the mix, so it will give you both more power and make you tougher. Dwarves will probably like it, since they already have a bonus to both stats.
4. Battle Skill(Passive, level 1)
Effect: A passive ability that improves all aspects of melee fighting.
Bonus to hit roll: +5%
Bonus to melee damages: +5%
Bonus to block roll: +5%
Bonus to AC: +5%
Extra points: +5% to all bonus.
This is a jack-of-all-trades passive ability that will give you multiple
bonus to your melee fighting. While there are more powerful abilities
for each of these individual attributes, this ability will raise all of
them.
Effect: A passive ability that improves all aspects of melee fighting.
Bonus to hit roll: +5%
Bonus to melee damages: +5%
Bonus to block roll: +5%
Bonus to AC: +5%
Extra points: +5% to all bonus.
This is a jack-of-all-trades passive ability that will give you multiple
bonus to your melee fighting. While there are more powerful abilities
for each of these individual attributes, this ability will raise all of
them.
Since there is no more hit rate, this ability needed to be chanced. And so I did. This is a jack-of-all-trades ability, in that it raises every aspects of melee fighting. While each bonus is small, it makes you better in every areas. With a 20 points investment, that means double AC, double block rolls, double damages, double hit roll.
5. Accurate Strike(Active/melee, level 1, combat feat)
Effect: An attack that has a high chance to hit.
Damages: Normal melee damages + 10%.
Resist: (Melee Skill) vs (Evasion)
Extra points: +10% to damages.
+5% to Resist roll.
If successful, this ability will have a guaranteed hit against any monsters
you use it on. This will bypass any dodge rolls and block rolls, as well
as many passive abilities monsters may have. If it fails, however, it doesn't
mean that you miss. The normal hit rolls will then proceed normally.
In addition to it's high accuracy, it also deals more damages than a regular
attack, so this is a very good ability if you want to fight enemies that
are difficult to hit and/or have high defense.
Effect: An attack that has a high chance to hit.
Damages: Normal melee damages + 10%.
Resist: (Melee Skill) vs (Evasion)
Extra points: +10% to damages.
+5% to Resist roll.
If successful, this ability will have a guaranteed hit against any monsters
you use it on. This will bypass any dodge rolls and block rolls, as well
as many passive abilities monsters may have. If it fails, however, it doesn't
mean that you miss. The normal hit rolls will then proceed normally.
In addition to it's high accuracy, it also deals more damages than a regular
attack, so this is a very good ability if you want to fight enemies that
are difficult to hit and/or have high defense.
In 0.4, this one was nerfed from 0.3 to not always work 100% of the time. In 0.5, this hasn't changed, although the roll is now based on your weapon skill as opposed to just this ability's roll. What it means is that you no longer necessarely have to place lots of points in it just to get a descent roll, since you can now use items to buff it. At 10 points, with +50% bonus to the roll, you won't miss a lot with it, so it's still one of the better combat feats abilities.
6. Improved Combat Feats(Passive, level 1)
Effect: Improved your Combat Feats skill.
Bonus: +50% to Combat Feats skill. (based on base skill value)
Extra points: +50% to Combat Feats skill.
Combat Feats is a skill that allows you to replace your normal attacks by
special moves instead, such as Spin Attack or Accurate Strike. This ability
provides a considerable 50% increase to the skill. Merely placing two points
in this ability will double your Combat Feats skill.
Though this ability can buff your Combat Feat skill to high levels, keep
in mind that it will be useless if you don't have enough attacks per
turns to use it. The ideal amount to have is your total number of attacks
per turns * 5, so if you have 3 attacks per turns, you need 15 points
of Combat Feats. Therefore, this ability is probably better for characters
who wants to focus on smaller, faster weapons such as Daggers or other
light weapons.
Effect: Improved your Combat Feats skill.
Bonus: +50% to Combat Feats skill. (based on base skill value)
Extra points: +50% to Combat Feats skill.
Combat Feats is a skill that allows you to replace your normal attacks by
special moves instead, such as Spin Attack or Accurate Strike. This ability
provides a considerable 50% increase to the skill. Merely placing two points
in this ability will double your Combat Feats skill.
Though this ability can buff your Combat Feat skill to high levels, keep
in mind that it will be useless if you don't have enough attacks per
turns to use it. The ideal amount to have is your total number of attacks
per turns * 5, so if you have 3 attacks per turns, you need 15 points
of Combat Feats. Therefore, this ability is probably better for characters
who wants to focus on smaller, faster weapons such as Daggers or other
light weapons.
Speaking of Combat Feats, here's a new ability!
This gives a huge buff to the skill. Even a mere 2 points is enough to double your base Combat Feats skill! The reason for the huge increase is that ultimately, Combat Feats won't help if you don't have the extra attacks to use it. For this reason, I didn't want this ability to require many points to be effective, since it wouldn't be worthwhile to make this your main investment.
7. Unresistible Hits(Passive, level 6)
Effect: Your melee and throwing attacks treats enemy's Physical resistance
with a penality.
Penality to Physical resistance: -3
Extra points: -3 to Physical resistance.
With this ability, monsters Physical resistance is treated with a penality,
thus making it possible to harm enemies such as ghosts and spirits without
the need of having an elemental weapon or using magic. Furthermore, the
resistance can become negative, at which point it becomes a damages bonus,
which may not seem much, but resistances modifiers are multiplicative with
other bonus, making the bonus more useful than it seems.
Note that this does not actually lower the monster's Physical resistance.
It treats it as lower than it is. For example, if you have 10 points in
this ability, and attack a ghost which normally has 100% resistance, the
ghost would be treated as having 70% resistance instead. If you attack
a monster with no resistance, it would be treated as having -30% resistance,
so a 30% bonus damages.
Effect: Your melee and throwing attacks treats enemy's Physical resistance
with a penality.
Penality to Physical resistance: -3
Extra points: -3 to Physical resistance.
With this ability, monsters Physical resistance is treated with a penality,
thus making it possible to harm enemies such as ghosts and spirits without
the need of having an elemental weapon or using magic. Furthermore, the
resistance can become negative, at which point it becomes a damages bonus,
which may not seem much, but resistances modifiers are multiplicative with
other bonus, making the bonus more useful than it seems.
Note that this does not actually lower the monster's Physical resistance.
It treats it as lower than it is. For example, if you have 10 points in
this ability, and attack a ghost which normally has 100% resistance, the
ghost would be treated as having 70% resistance instead. If you attack
a monster with no resistance, it would be treated as having -30% resistance,
so a 30% bonus damages.
This is a new ability that will help Warriors defeat ghosts and other enemies immune or resistant to physical attacks. It's always active, no rolls needed, and will remove the need of using an elemental weapon of even a spell. This is especially useful for later in the game, where spells aren't an option to melee characters due to the ghosts being too strong.
Against monsters that are not immune or resistant, it's also useful, since the resistance can be treated as negative, and therefore provide a nice bonus. Since resistances are treated after the passive bonus to damage, the damages increase can be quite nice at higher levels.
8. Counter Attack(Passive/melee, level 6)
Effect: Attempt to strike the enemy after it tries to hit you.
Damages: Normal melee damages + 10%.
Type: Weapon's damages type.
Extra points: +10% to damages.
With this ability, whenever an enemy attacks you with a melee attack,
you will respond with a single, powerful attack of your own. This ability
is very powerful against melee attackers, especially if they have multiple
attacks.
Note that the counter attack is performed with the main hand weapon, and
will only work if you have a weapon equipped. It will not work with unarmed
attacks.
Effect: Attempt to strike the enemy after it tries to hit you.
Damages: Normal melee damages + 10%.
Type: Weapon's damages type.
Extra points: +10% to damages.
With this ability, whenever an enemy attacks you with a melee attack,
you will respond with a single, powerful attack of your own. This ability
is very powerful against melee attackers, especially if they have multiple
attacks.
Note that the counter attack is performed with the main hand weapon, and
will only work if you have a weapon equipped. It will not work with unarmed
attacks.
Damages lowered a bit on this one. However, it's no longer only when you dodge attacks. You will now ALWAYS attempt to counter attack, making this ability very, very useful! No real reasons to not place at least 1 point in it.
9. Leaping Spin(Active/melee, level 6, combat feat)
Effect: Jump, then perform a spin attack upon landing.
Damages: Normal melee damages + 10%.
Jump Radius: 3
Extra points: +10% to damages.
+1 to jump radius for every 5 points.
Leaping Spin can be used both as an opening move against a group of enemies,
but is probably most useful as an escaping move when combined with
Combat Feats, so that monsters don't have a chance to strike you back
after you strike them. This ability is a good replacement for the 'Jump'
feat of Agility skill if you don't want to place points in it.
If you decide to jump at the same place than you are currently standing,
you'll do a spin attack, and your attack won't be interrupted, allowing
you to continue to attack the monster. While weaker than the Spin Attack
ability, this one is more versatile in it's uses.
Effect: Jump, then perform a spin attack upon landing.
Damages: Normal melee damages + 10%.
Jump Radius: 3
Extra points: +10% to damages.
+1 to jump radius for every 5 points.
Leaping Spin can be used both as an opening move against a group of enemies,
but is probably most useful as an escaping move when combined with
Combat Feats, so that monsters don't have a chance to strike you back
after you strike them. This ability is a good replacement for the 'Jump'
feat of Agility skill if you don't want to place points in it.
If you decide to jump at the same place than you are currently standing,
you'll do a spin attack, and your attack won't be interrupted, allowing
you to continue to attack the monster. While weaker than the Spin Attack
ability, this one is more versatile in it's uses.
Not many changes, except the leap distance now increases faster.
Versatile ability. Can be used as opening move, escape move, or even an offensive move(though Spin Attack is more suited to this role). Best if you don't really want to raise Agility a lot, yet still want an effective replacement for Jump.
10. Weapons Mastery(Passive, level 10)
Effect: Improves melee damages, and gives you a bonus to all specialized
weapon skills.
Bonus to melee damages: +10%
Bonus to all specialized weapons skills: +10% (based on base skill value)
Extra points: +10% to melee damages.
+10% to specialized weapons skills.
This passive ability will increase all melee damages by 10%, and also
increase Swords, Blunt, Polearms, Axes, Daggers and Mining skills by
10% for every points, based on your base skill value. Higher skills
means a better chance to hit and also reduce the effectiveness of
the enemy's defense, raising your damages.
Effect: Improves melee damages, and gives you a bonus to all specialized
weapon skills.
Bonus to melee damages: +10%
Bonus to all specialized weapons skills: +10% (based on base skill value)
Extra points: +10% to melee damages.
+10% to specialized weapons skills.
This passive ability will increase all melee damages by 10%, and also
increase Swords, Blunt, Polearms, Axes, Daggers and Mining skills by
10% for every points, based on your base skill value. Higher skills
means a better chance to hit and also reduce the effectiveness of
the enemy's defense, raising your damages.
In addition to providing a melee buff like in 0.4, it now raise all specialized weapons skills as well. In 0.5, this will mean a boost to chance to hit, and less damages reduced by the monster's AC, so this is quite useful!
And there you have it. Feel free to question, comment, suggest!