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Ninjam wrote on 2011-09-21 17:48
I was thinking, there needs to be more skills that reward you for being a hybrid. This game allows you to rank whatever you want, yet everyone follows builds or focuses on one section of combat until they are very strong. This is not a bad thing, but after a point progress slows and you want to go into a different build, but realize that your last build does not complement your previous one well at all.
Archery hybrid skills-
Magic archery- Allows you to shoot arrows that deal magic based damage. Using this skill makes you stand still like intermediat magic. Each shot consumes mp instead of arrows, and deals magic damage in addition to dex based damage. The shot load time and skill load time decrease as you rank it up, and the base damage increases. You can load crash shot and magnum shot and support shot in this, and they deal magic damage too.
Close range combat mastery- This is a toggleable skill. It changes melee performed with a bow at a close range. [S]When enemies get in melee range you will do a single, low damage strike that knocks them back[/S] thought about it, to op. This skill also changes windmill to instead perform a low damage knockback(not down) to everything around you, and changes smash to a faster load time, close range windblast type skill with a cooldown.
This skill consumes stamina constantly while its on. Ranking makes it consume less stamina and increases the time enemies take to get up after the knockbacks or knockdowns. This skill is less effective on more powerful enemies.
Magic hybrid skills-
Melee- Not really a skill, but perhaps an action that allows you to wack stuff with your wand or swords while bolts are loaded? Also blaze fits here nicely.
Archery- See magic arrow. Perhaps magic archery can be used with a wand or bow?
my ideas for melee is in there.
Alchemy is already a sort of jack of all trades. You have barriers for magic and archery. Lifedrain and frozen blast for melee. Shock for everything and golems as a pet monkey to send in so you dont die. It works well on its own but also works great with all the other fighting styles.
Lifeskills-
Not sure how this can be more useful. Perhaps some lifeskills that help alchemy? except there already there, but put in the alchemy tab instead...
I guess lifeskills are fine the way they are.
Also, transformations were made before alchemy came out. For a pure alchemist, there only real use is increasing your stamina and defense/melee offense from what i see. Perhaps make it so transformation increases alchemy damage by a small amount, have a skill for it and everything.
Then, a step further, have skills that really allow you to combine fighting styles. Imagine a skill that let you use your bolts to temporarily deal magic based damage while using swords! Or an archery skill that lets you jump on a enemy you downed with smash and shoot him like 5 times. Or perhaps a skill that lets you charge your bolts into your arrows to cause knockbacks with firebolt arrows, or stuns with icebolt arrows. The skills like this would require high ranked skills in different skill styles, to be a sort of reward for being a hybrid. As it is now, being a hybrid doesn't reward as well as being a pure. Focusing in one skill set should reward you, but so should being a hybrid.
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TropicalCat wrote on 2011-09-23 19:51
Scald(Water Element Alchemy) UPDATED*
The User Blasts Boiling hot Water out of a Cylinder to Burn their Enemies. This skill can be very Deadly after connective uses of Alchemy Skills.
• Range: 700
• 5 Water and 1 Fire crystals are used.
• Has AoE(Like Ice Spear)
• 3 Sec load time
• 15 Second Cooldown time after use
• Damage is effected by Water alchemy Damage enchants, Alchemy mastery and Water Alchemy.
• Damage increases after using Different Alchemy skills alot.
[SIZE="1"]- A Yellow box will appear around the skill icon after some uses of Watercannon, it goes from Yellow to Orange to Red. when you use the skill on a Color the skill will get a Damage boost.(This will disappear if you don't use Alchemy for a short amount of time.
Yellow: 5% Damage
Orange: 10% Damage
Red: 15% Damage[/SIZE]
• Scalded Monsters will also have Hp decrease over time after attacked with Scald.
Skill Ranks.
rN: 25~50 Damage/5 Stamina used
rF: 75~100 Damage/6 Stamina used
rE: 85~120 Damage/7 Stamina used
rD: 95~140 Damage/8 Stamina used
rC: 105~160 Damage/9 Stamina used
rB: 115~180 Damage/10 Stamina used
rA: 125~200 Damage/11 Stamina used
r9: 135~220 Damage/12 Stamina used
r8: 145~240 Damage/13 Stamina used
r7: 155~260 Damage/14 Stamina used
r6: 165~280 Damage/15 Stamina used
r5: 175~300 Damage/16 Stamina used
r4: 185~320 Damage/17 Stamina used
r3: 195~345 Damage/18 Stamina used
r2: 205~375 Damage/19 Stamina used
r1: 215~400 Damage/20 Stamina used
The Scalding Master
+50 Stamina
+10% Scald Damage
-5 Defense
Updated*
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Azareel wrote on 2011-09-23 21:07
Quote from Tropacat;596947:
Scald(Water Element Alchemy)
The User Blasts Boiling hot Water out of a Cylinder to Burn their Enemies. This skill can be very Deadly after connective uses of Watercannon.
That makes little sense, btw. The water from WC would be providing more or less a temperature shield that would
reduce Scald's damage.
It would make more sense for Scald to inflict an ailment that results in fire-element alchemy (and Scald) doing more damage. Heat + heat = more heat. Likewise, burns + heat = stronger burns.
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TropicalCat wrote on 2011-09-23 21:11
Quote from Azareel;597034:
That makes little sense, btw. The water from WC would be providing more or less a temperature shield that would reduce Scald's damage.
It would make more sense for Scald to inflict an ailment that results in fire-element alchemy (and Scald) doing more damage. Heat + heat = more heat. Likewise, burns + heat = stronger burns.
Well you know Running water rapidly Flowing is bound to make Heat and Energy.
its like Heat buster thought.
I know what you mean but flameburst and heat buster are to slow for such a thing thought.
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Azareel wrote on 2011-09-23 21:24
Quote from Tropacat;597040:
Well you know Running water rapidly Flowing is bound to make Heat and Energy.
its like Heat buster thought.
Heat and energy isn't made, and, you're talking friction. When was the last time you ran room-temperature water over your hand and caused your hand to warm? Water pulls heat out of things really quickly, but doesn't create much friction at all.
If you wanted something like Heat Buster for water alchemy, it would make more sense for the skill to be some kind of freezing attack. Cold + reduced heat = even colder.
Maybe it'd be some skill that causes ice-element DoT based on how 'soaked' the opponent is?
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TropicalCat wrote on 2011-09-23 21:32
Quote from Azareel;597053:
Heat and energy isn't made, and, you're talking friction. When was the last time you ran room-temperature water over your hand and caused your hand to warm? Water pulls heat out of things really quickly, but doesn't create much friction at all.
If you wanted something like Heat Buster for water alchemy, it would make more sense for the skill to be some kind of freezing attack. Cold + reduced heat = even colder.
Maybe it'd be some skill that causes ice-element DoT based on how 'soaked' the opponent is?
Then how does Watercannon build up pressure for Heat buster? o.o
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Azareel wrote on 2011-09-24 09:28
Quote from Tropacat;597064:
Then how does Watercannon build up pressure for Heat buster? o.o
[S]Because Alchemy is Magic, not Science.[/S]
Pressure and friction/heat are two very different things.
Room-temperature water can easily build up pressure. Say hello to water balloons.
As for why Heat Buster needs
pressure to activate, well... [S]it's because Alchemy is Magic, not Science.[/S] I have no idea.
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teddyenvy wrote on 2011-09-24 13:02
A psychic skill that lets you use your weapon with your mind. I was thinking it would be more an aesthetic skill than something beneficial in combat
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TropicalCat wrote on 2011-09-24 13:45
[SIZE="3"]Scald[/SIZE](Water Element Alchemy)
The User Blasts Boiling hot Water out of a Cylinder to Burn their Enemies. This skill can be very Deadly after connective uses of Alchemy Skills.
• Range: 700(800 at Rank1)
• 5 Water and 1 Fire crystals are used.
• Has AoE(Like Ice Spear)
• 3 Sec load time
• 15 Second Cooldown time after use
• Damage is effected by Water alchemy Damage enchants, Alchemy mastery and Water Alchemy.
• Damage increases after using Different Alchemy skills alot.
[SIZE="1"]- A Yellow box will appear around the skill icon after some uses of Watercannon, it goes from Yellow to Orange to Red. when you use the skill on a Color the skill will get a Damage boost.(This will disappear if you don't use Alchemy for a short amount of time.
Yellow: 5% Damage
Orange: 10% Damage
Red: 15% Damage[/SIZE]
• Scalded Monsters will also have Hp decrease over time after attacked with Scald.
Skill Ranks.
rN: 25~50 Damage/5 Stamina used
rF: 75~100 Damage/6 Stamina used
rE: 85~120 Damage/7 Stamina used
rD: 95~140 Damage/8 Stamina used
rC: 105~160 Damage/9 Stamina used
rB: 115~180 Damage/10 Stamina used
rA: 125~200 Damage/11 Stamina used
r9: 135~220 Damage/12 Stamina used
r8: 145~240 Damage/13 Stamina used
r7: 155~260 Damage/14 Stamina used
r6: 165~280 Damage/15 Stamina used
r5: 175~300 Damage/16 Stamina used
r4: 185~320 Damage/17 Stamina used
r3: 195~345 Damage/18 Stamina used
r2: 205~375 Damage/19 Stamina used
r1: 215~400 Damage/20 Stamina used/+100 Attacking Range
The Scalding Master
+50 Stamina
+10% Scald Damage
-5 Defense
How to get Scald:
Talk to Sinead about [Skills] keyword.
Gain Question: The Scalding Alchemy.
Kill 10 Corrupted Alchemists.
Kill 30 Sulfur Spiders.
Kill 1 Basilisk.
Complete the Quest and Gain knowledge about Scalding.
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Kaeporo wrote on 2011-09-24 15:15
[SIZE="4"]Trigger Shot[/SIZE]
Description
Ancient marksman once trained to dispatch foes at a great distance by firing projectiles into the sky. This technique has adapted to deliver a fatal blow to vulnerable targets by measuring the time before impact.
Details
- Fires a projectile into the sky, which attacks the target after a variable period of time
- Aim speed is similar to Magnum Shot and it receives a bonus from Ranged Attack
- When holding a bow, the user is slowed to a walk until impact
_____This also applies to Elves.
- When holding a Crossbow, the user is able to run freely
- The standby time depends on the accuracy at which the attack was used
_____Standby Period (Seconds) = Accuracy/10
- The skill ignores the targets defense
- Increased damage will be dealt to targets which have been knocked down, proportional to the standby time
- Knockdown damage is added on top of regular damage
Summary
Rank F
Damage (%) - 50%
Knockdown Damage (%) - N/A
Additional Dex - N/A
Additional Stamina N/A
Stamina Use - 3
Required AP (Total) - 6
Load Time [sec] - 1.5
Cooldown [sec] - 20
Rank 9
Damage (%) - 100%
Knockdown Damage (%) - Duration x 8%
Additional Dex - 6
Additional Stamina - N/A
Stamina Use - 4
Required AP (Total) - 70
Load Time [sec] 1.25
Cooldown [sec] 20
Rank 5
Damage (%) - 150%
Knockdown Damage (%) - Duration x 12%
Additional Dex - 13
Additional Stamina - 2
Stamina Use - 5
Required AP (Total) - 114
Load Time [sec] 0.75
Cooldown [sec] 15
Rank 1
Damage (%) - 200%
Knockdown Damage (%) - Duration x 15%
Additional Dex - 24
Additional Stamina - 8
Stamina Use - 6
Required AP (Total) - 240
Load Time [sec] - 0.75
Cooldown [sec] - 10
Master Title
The Master of Trigger Shot
Knockdown Damage +10% per second
Dexterity +10
Obtaining the Skill
You must have Rank 5 or higher Support Shot before you are able to get this skill
- Speak to Hicca about skills
- Speak to Aranwen
- Defeat the Armored Bear
- Speak to Waboka
- Defeat 100 Hobgoblins (Lappa/Exploration only)
- Obtain Ivory from elephants in Cenea Meadows and deliver to Waboka
- Speak to Yoff
- Defeat the Guardian of Ruins (Mysterious)
- Speak to Aranwen to obtain the skill
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TropicalCat wrote on 2011-09-24 15:18
Wow, that would make a great skill Keap, makes me wanna put some more Detail into mine.
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Ninjam wrote on 2011-11-17 00:24
Mode change-
Allows you to switch between 3 different combat modes, each with its own effects.
Offense- Increases your attack damage, but decreases your defense and speed.
Defense- Increases your defense, but decreases your speed and attack damage.
Speed- Increases your attack and move speed, but decreases your damage and defense.
These would all be balanced to each be useful in its own way. For example, lets say at r1 the offense gives you +50 max and min. This would be offset by loosing 1 weapon speed rating, so slow to very slow, and also loosing about lets say 5% move speed. Also, you would loose about 30 def and 10% protection.
Thats just an idea, i have no clue if that would be balanced well or not, but constant testing and tweaking would fix it.
To get the skill, a player has to complete a series of tests to show that he is strong, quick, and tough, to be sure they can withstand the high downsides each form takes on the character.
Each form will also gain its own passive powers at ranks 5, and then 1. Before these powers are gained though you have to do quests.
Offense- r5- All attacks have stronger pushback, Normal attacks and final hit/shot/guard get a small damage boost. R1- Allows special skills final hit, windguard, and final shot to have large aoe shockwaves based around the target of each attack for about 20% splash damage, along with an even higher power boost.
Defense- r5- Gain increased resistance to ranged and magic attacks with shields equiped. About 20% pd for each. R1- With a shield equipped and using defense, can take the impacts of more than one attacks with it and the enemy temporarily looses a small amount of attack for consecutively hitting you.(they get tired)
Speed- r5- Changes evasions usage. When loaded and used will instead act as a quick-step or dash sort of thing(think air dodge in ssbm). Dodges even melee attacks. R1- The effects on evasion are increased, longer distances can be crossed, and it can be used to pass through enemies at a 40% chance. If failed, causes you to be knocked back from running into the enemy.Evasion still has the usage limits and cool down it always has.
To gain any of the special effects a quest has to be done involving something interesting? All of these effects are in one skill, which when used allows you to hit a button to choose your mode. Or, holding the button causes you to glow red, yellow, or green, for attack speed and defense and you stop on your desired mode. Each mode would have a time limit based on how powerful it was, and the skill itself has a 3 minute cool down that starts after it is used.
The visual effects would be changes in your attack, defending, walking and weapon holding animations. Perhaps during the special effects a slight glow.
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Azareel wrote on 2011-11-18 03:23
Quote from Ninjam;662635:
Stuff.
Sounds interesting, but such a skill should have Ranged, Alchemy, and Magic analogues for balance.
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Maenad wrote on 2011-11-18 03:41
Fume Combust - Alchemic Fire Skill
[INDENT]Cooldown: No
Cost: SP+Accelerant Crystal->Fire Crystal
Damage: Decided by rank, Alchemy Mastery, Fire Mastery[/INDENT]
This skill may be loaded up to 5 times. Each charge is loaded instantly but costs 1 Accelerant Crystal each. After the desired amount of charges are loaded, the skill is executed by clicking on the ground in the direction you wish to use the skill. On execution, the user spends 5 seconds sending out a green-red mist from their cylinder. Depending on how many charges were loaded, the mist will cover a larger area. During this time, if a fire related skill is used in the general area, the skill will backfire and an explosion that damages enemies as well as players will result. After the mist is sent out, the mist will remain until its dissipation time(Increased by rank), or when it is ignited. It can be ignited by any fire related skill used in the general area, OR when near the mist, the skill may be executed once more to consume one fire crystal to send a spark into the mist. After ignition, a wave of fire starting from the point of ignition will quickly burn up the mist. Anything touched by this fire that can take damage will catch on fire and take damage a few times.
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Ninjam wrote on 2011-11-18 03:46
Quote from Azareel;663852:
Sounds interesting, but such a skill should have Ranged, Alchemy, and Magic analogues for balance.
I know, i was thinking that at first, but i couldn't figure out how it would work. It cant be so complicated wheres theres 3+ modes for all 4 fighting styles. Perhaps a different mode skill for each style would work. I dono.