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 New Skill Set System Plans

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Vitellius
m0k0n4
JigokuKensai
Jay.J
TheHiddenJ
soulexodus
Vila33
Slake
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Watsine
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Watsine


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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 05, 2011 12:04 pm

Slake wrote:
Cmon guys, why do you have to ban me for not liking certain animes. You are dicks.

cause banning someone with a kamehameha when they hate DBZ is lulzy
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Slake
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 05, 2011 12:08 pm

When I sall that kamehameha I raged...didn't find it lulzy you dick.
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 05, 2011 2:43 pm

Slake wrote:
When I sall that kamehameha I raged...didn't find it lulzy you dick.
New Skill Set System Plans - Page 2 18c0f50b35400px_Trollface_jpg
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 4:38 pm

Diaster wrote:

Planned Classes

Base---------Master

Mage---------Black Mage, Red Mage
Cleric--------White Mage, Paladin
Mystic--------Ranger, Monk
Warrior------Knight, Dragoon
Shadow------Ninja, Rogue
Cultist-------Necromancer, Death Knight

I love the new system idea, I like the customization, which was much the focus of FL anyway.

I do agree that it seems like a cleric might be screwed for the first half of the game; mystic is a misnomer for a name haha.

I'm going to make the assumption that you want ACTUAL ORIGINAL skills instead of our classic thunder/thundara/thundaga line? Well, I guess I can make a hell load (up to if you they're awesome or not) right now... Feel free to rename at any time cause I suck at naming (and balancing).

NUMBERS CAN BE CHANGED!

Most of thee were meant to be for base classes but I guess you can change the number and make them fit for Master classes too. I didn't have any tiering in mind, but rather original, unique, situational skills so that no one would particularly benefit from having one exact skill set or other. It was meant to be so that while certain combos would benefit a player more than others, that there wouldn't be ONE optimal build. It's meant to encourage strategy and uniqueness. Sorry if that was out of your intent Diaster, but we can still change numbers :/

Format for specifics: (MP Cost/Cast Range/Cast Time/Cooldown)

Mage:

Ice Shards Creates 8 shards of ice, each dealing (10+.65x int) damage, (max: 80+5.2xINT) damage. Each of the shards of ice fly off in separate directions, dealing damage to the first unit they hit. (Basically: Shotgun.) Total spread at end is each shard, 100 units apart.

(10 MP/500 range/1 cast/8 cooldown)

Icicle Casts for 3 seconds, creating an icicle which is then launched, dealing (40+3.75xINT) damage to the first unit it hits. Caster can turn around while casting, but cannot move. (Basically: Charge for 3 secs while aiming, and boom)

(15 MP/700 range/3 cast/3 cooldown)

Freeze Channels a powerful freezing ray onto a target. Deals (.45xINT) damage per second, and slows by 8% per second. Once the slow has slowed for 10 seconds, the target is frozen for 3 seconds.

(12 MP/600 Range/Channel/13 cooldown)

Blizzard Channels a powerful snow storm, shooting shards which deal (20+.75xINT) damage at a random location within the snow storm. Lasts up to 15 seconds.

(Basically shoots a bunch of shockwaves (ladder) dealing 20+.75x int damage in a line within certain width (300 units))

(10MP+2 per sec/600 range/Channel/30 cooldown)

Ice Wall Creates an impassable wall of ice, 500 units long. The wall can be broken, it has 450 HP/5 heavy armor. It slows attack speed by 15% on whoever attacks it. Lasts for 12 seconds.

(15 MP/300 range/2.5 cast/12 cooldown)

Frost Nova Blasts all units around the caster with a powerful ice spell, dealing (30+2.5xINT) damage. It freezes all units affected for 1.5 seconds, and then slows their attack and movement speed by 12% for 4 seconds.

(14 MP/375 Radius/1.75 cast/10 cooldown)

Deadly chill Grips the opponent's heart with a deadly chill. The target only takes (15+.75xINT) damage unless the target is suffering from an ice based slow, in which case the target takes an additional (25+1.75xINT) damage. If the target is frozen as well as slowed, the target takes another additional (25+1.5xINT) damage. (Max: 65+4xINT damage)

(8 MP/800 range/Instant/6 cooldown)

Poison Poisons the target, causing them to take (2% of max HP+8 damage) per second, poison lasts 15 seconds.

(12 MP/600 Range/2 cast/10 cooldown)

Blind Blinds the target, causing them to miss 20% of their attacks; lasts 15 seconds.

(12 MP/600 Range/2 cast/10 cooldown)

Telekinetic Force Pushes the target by 20xINT units. Deals 12% of moved distance as damage.

(10 MP/600 Range/1.75 cast/8 cooldown)

Flash Causes an abrupt flash, stunning all units within the area to be stunned for .5 seconds.

(14 MP/450 Radius/Instant/15 cooldown)

Mental Force Attacks an opponent's mind, causing them to take (.35x INT) damage and be stunned for .2 seconds at random intervals (between .5-3 seconds). Lasts 8 seconds. (Every x seconds (random), deals a little damage and ministuns. Useful anti-caster type attack)

(14 MP/650 Range/Instant/18 cooldown)

Entangle Entangles a target in vines, preventing movement and attack for 2.5 seconds.

Wood Lance Quickly grows a tree out at a target location, pushing units away from the area and dealing (2.5xINT) damage to all affected units.

(16 MP/500 Range/3 Cast/8 Cooldown)

(10 MP/550 Range/1.5 cast/12 cooldown)

Fireball Creates a powerful sphere of fire, dealing (2.5xINT) damage to the first unit it hits, then exploding and dealing an additional (25+1.5xINT) damage to everyone within a 200 unit radius. Pushes units away from the center of the explosion by 120 units. (Basically: Hit one person hard, then explodes on everyone again)

(12 MP/600 Range/1 cast/0 cooldown)

Firebolt Rains 6 bolts of fire, each dealing (15+1xINT) damage on a 100 unit wide circle. Each bolt of fire falls in .5 second intervals. (Basically: 6 blasts occur, each on the same spot, within .5 seconds of each other)

(8 MP/600 Range/2 cast/3 cooldown)

Burn Burns an opponent for 4 seconds, dealing (2.5% of max HP+1x INT) damage per second. Half of the damage they take is inflicted on units in a 100 unit radius around the afflicted unit.

(14 MP/300 Range/2.5 cast/15 cooldown)

Explosive Decoy Goes invisible for 4 seconds while leaving an illusion of the caster in the caster's place. The illusion will die in 1 hit, and if it is hit, it explodes, dealing (10+3xINT) damage to everyone in a 400 unit radius. All affected units are pushed back to the edge of the radius.

(16 MP/0 Range/Instant/20 cooldown)

Fire Pillar Focuses energy in a location. After 3 seconds, that energy will explode in a violent burst of fire, dealing (40+6xINT damage).

(14 MP/1000 range/Instant/15 cooldown)

Fire Wall Creates a powerful wall of flames, 800 unit length, 250 units thick. Any unit inside this wall of fire takes (30+2.75xINT) damage in .4 second intervals. The wall lasts 6 seconds.

(14 MP/300 Range/2.5 Cast/12 Cooldown)

Burst Nova Charges for up to 6 seconds, before releasing a powerful nova of fire, dealing (15+.75xINT) damage per .75 seconds charged. The blast area has a 400 units radius. (Max: 120+6xINT)

(12 MP/0 Range/X Cast/12 cooldown)

Burnt Earth Creates extreme heat in the earth, dealing (.45xINT) damage per second to everyone in a 750 unit radius. (it's a huge circle dealing a lot of damage.) Lasts 9 seconds.

(10 MP/0 Range/3 Cast/10 cooldown)

Lightning Bolt Shoots a bolt of lightning, dealing damage to all units in a line. Deals (20+3.5xINT) damage. The bolt has a length of 750.

(8 MP/200 Range/1.5 Cast/0 Cooldown)

Static Shield Charges the caster with electricity, which deals (1x INT) damage to any attacker. Also has a 20% chance to stun an attacker for .75 seconds. Lasts 15 seconds.

(10 MP/0 Range/1 Cast/15 Cooldown)

Lightning Strike Targets a tree, which is then struck by lightning, dealing (60+5.5xINT) damage to all units in a 450 unit radius.

(16 MP/700 Range/2 Cast/0 Cooldown)

Static Chain Forms a bond of electricity between the caster and the target. While the caster maintains the spell, the target is stunned and takes (.75xINT) damage per second. Any unit which touches the chain will also be affected by the static Chain for its duration. Lasts 6 seconds. (This isn't targetted, this is aiming, so you choose the area the link will form, and it hits the first unit so you can't chain multiple units instantly when you cast it.)

(14 MP/700 Range/Instant/20 Cooldown)

Thunder Using the power of a lightning strike, the caster creates a massive sound which affects units in a 450 unit radius. All affected units are surprised, becoming stunned for 1 second, and afterwards, are in a daze for 6 seconds, slowing attack and movement by 18% and reducing damage by 15%.

(12 MP/0 Range/3 Cast/8 Cooldown)

Lightning Rod Creates an invisible ward at the selected area; the ward has 200 vision. The lightning rod is able to draw lightning to itself every 8 seconds, dealing 85 damage and stunning for .4 seconds. Lightning Rods last 10 minutes; you may only have 5 lightning rods at a time.

(10 MP/400 Range/2.5 Cast/30 Cooldown)

Volt Lance It is rare that a mage focuses his or her energies into a single, purely destructive attack, but when a mage does, the result is amazing. Charges a powerful electric attack, before launching it as a designated target. Deals (75+7.5xINT) damage to the target.

(12 MP/600 Range/1.75 Cast/0 Cooldown)

Chain Bolt Focuses energy into a powerful electrical bolt, dealing damage to multiple units. Hits up to 5 units after the primary target but loses 12% damage per bounce. Deals (40+4xINT) damage on the initial target.

(14 MP/700 Range/2.25 Cast/0 Cooldown)

Poison Cloud Creates a cloud of deadly poison, dealing (2xINT) damage per second to all units in the area, and poisoning them, ausing them to take (2% of max HP+8 damage) per second; poison lasts 15 seconds. (Poisoning occurs every second so everyone entering and leaving the cloud gains a fresh timer for poison.) Has a 300 unit radius, lasts 10 seconds.

(16 MP/500 Range/3 Cast/12 Cooldown)

Recall Curse Casts a curse on the target which lasts for 8 seconds. At the end of the duration, the target takes 15% of the damage taken during the duration of the curse.

(14 MP/600 Range/2 Cast/12 Cooldown)



These are only some of my mage ideas ( I know I got a ton) and I might post more later if the others get more refined. I know numbers are kind of all over the place, but they're just examples.


Cleric:

Healing Hand Places a calming hand on the target, healing them by (1.75xINT) health per second for up to 4 seconds. If the target moves out of melee range, the healing cancels.

(8 MP/120 Range/0 Cast/0 Cooldown)

Heal A powerful heal, which heals (40+3.5xINT) health.

(10 MP/500 Range/1.5 Cast/0 Cooldown)

Cure Cures up to 2 random afflictions from the target.

(8 MP/500 Range/1 Cast/0 Cooldown)

Protection Places a ward of protection on a target, protecting them from damage. Reduces all damage taken by the target by 12%. Lasts 20 seconds.

(12 MP/400 Range/1.5 Cast/5 Cooldown)

Shielding Places a shield on the target, raising their armor by 6 for 40 seconds.

(10 MP/650 Range/1 Cast/0 Cooldown)

Barrier Places a barrier around the target, raising magic resistance by 10% for 40 seconds.

(10 MP/650 Range/1 Cast/0 Cooldown)

Dia Deals (10xINT) damage to an undead target.

(8 MP/700 Range/1.5 Cast/0 Cooldown)

Sharpen Blesses one's weapon, improving damage by 15% for 40 seconds.

(10 MP/700 Range/1.75 Cast/0 Cooldown)

Haste Improves movement speed by 12% and attack speed by 20% for 40 seconds.

(10 MP/700 Range/1.75 Cast/0 Cooldown)

Bless Weapon Blesses one's weapon with a holy property, adding magical damage to their attack. Each attack deals an additional (.75x Caster's INT) damage for 40 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Improve Focus Helps a target concentrate, improving their intelligence by 8 for 45 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Improve Strength Helps a target's vitality, improving their strength by 8 for 45 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Improve Movement Helps a target's nimbleness, improving their agility by 8 for 45 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Blessing of Air Blesses one with the nimbleness of air, improving their attack speed by 25% for 45 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Blessing of Water Blesses one with the fluidity of water, allowing them to dodge 15% of attacks for 45 seconds.

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Blessing of Earth Blesses one with the sturdiness of earth, reducing damage taken by 15% for 45 seconds. (DOES NOT STACK WITH SHIELDING)

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Blessing of Fire Blesses one with the power of fire, improving damage they deal by 15% for 45 seconds. (Works by counting their damage dealt and adding 15% of it to any target they deal damage to.)

(12 MP/700 Range/2.25 Cast/0 Cooldown)

Sanctuary Creates a field in which enemy units cannot enter. Units within the sanctuary are healed by 2% of their max hp per second as well as an additional 5 hp per second. Has an area of 450 units radius; Lasts 15 seconds.

(10 MP/0 Range/3 Cast/30 Cooldown)

Regen Improves a target unit's regeneration, healing 2% of their max health per second for 30 seconds.

(10 MP/600 Range/1.5 Cast/0 Cooldown)

Guidance Summons a guide from the heavens, which reveals invisible units and allows the Cleric to scout. Guide lasts for 30 seconds.

(8 MP/0 Range/2 Cast/30 Cooldown)

Ward of Healing Summons a ward which heals all units in a 300 unit radius by (1.5% of their max health+2x Caster Int) per second for 25 seconds.

(12 MP/300 Range/2 Cast/25 Cooldown)

Spirit Bond Bonds several units in spirit, allowing 25% of damage taken to be spread amongst the affected units, reducing the damage taken for the primary target. Lasts for 12 seconds. Affects all allied units within a 400 unit radius from the caster.

(14 MP/0 Range/3 Cast/0 Cooldown)

Relaxing Presence The Cleric naturally has a relaxing presence, improving HP regeneration by 2/sec and MP regeneration by .85/sec for all units within a 450 unit radius from the Cleric.

(N/A)



I don't have as many for Cleric, or for the others but I still do have some ideas rolling around in my mind, just gotta organize. Here are some for other classes (not many).

Shadow

Pickpocket Every time the Shadow attacks, he/she has a (3LVLxAGI-Target LVLxAGI)% chance to steal gold equal to (50x Target Level). If the target has no agility, the formula assumes agility=3.

Smoke Screen Throws a smoke screen on the ground, allowing the shadow to become invisible, even when attacking, within the area of the smoke screen. All enemies are blinded, missing 30% of their attacks inside the smoke screen and have vision reduced to 200. Smoke screen has a 300 unit radius, and lasts for 8 seconds.

(10 MP/0 Range/Instant/20 Cooldown)

Backstab Any attack made from behind deals an additional (1.5xAGI) Damage.

Knife Throw Throws a knife, dealing (30+2.75xAGI) damage. The knife will either hit the arm, reducing attack damage by 20%, the leg for 6 seconds, reducing movement speed by 15% for 6 seconds, or the neck, dealing (15+.75xAGI) more damage. (33.33% chance to do each)

(8 MP/600 Range/Instant/12 Cooldown)

Knife Barrage Throws a barrage of 8 knives, each dealing (8+.75xAGI) damage. They are thrown out fan like. (Shotgun, again)

(12 MP/500 Range/.75 Cast/14 cooldown.)

Dash Attack Dashes at 500 units/second speed at a specified target, before attacking it from behind.

(6 MP/900 Range/1 Cast/8 Cooldown)

Disguise Changes the appearance of the weapon wielded, armor wielded, as well as the color of the player. (Type x, blah blah blah)

(10 MP/0 Range/3 Cast/0 Cooldown)

Throw Sand Throws sand at the target's eyes, blinding them. The target will miss 15% and their vision will be reduced to 300, lasts 6 seconds.

(8 MP/400 Range/Instant/8 Cooldown)

Hide in Tree The Shadow becomes invisible near a tree for 12 seconds.

(6 MP/0 Range/Instant/12 Cooldown)

Surprise Attack Goes invisible for 5 seconds. The next attacked unit takes 45 additional damage and is stunned for 1.5 seconds.

(8 MP/0 Range/Instant/15 Cooldown)

Warrior

Block Has a 35% chance to block 1.5x STR damage from any attack. (This block comes from triggered instant heal.)

Beserker Stance Braces for an absolute offensive, increasing damage by 25%, attackspeed by 30%, and giving a 10% chance for a 2x Critical, but take an additional 15% damage, and lose 5 armor. Lasts 20 seconds.

(4 MP/0 Range/.5 Cast/10 Cooldown)

Guardian Stance Braces for an absolute defensive, increasing armor by 8, magic resistance by 12%, and decreasing all damage taken by 10%, but decreasing damage by 20%, and attackspeed by 20%. Lasts 20 seconds.

(4 MP/0 Range/.5 Cast/10 Cooldown)

Relaxed Stance Relaxes the body, increasing attackspeed by 10%, HP regeneration by 3/sec, MP regeneration by .5/sec, but reducing damage dealt by 12%. Lasts 20 seconds.

(4 MP/0 Range/.5 Cast/10 Cooldown)

Focused Stance Focuses, increasing MP regeneration by .65/sec, giving a 15% chance for a 2.25x Critical, and increasing armor by 3, but losing 20% attackspeed. Lasts 20 seconds.

(4 MP/0 Range/.5 Cast/10 Cooldown)

Sword Dance Dances around with the blade in a confusing pattern dealing (.85xAGI+1.25xSTR) damage and, creating 2 illusions which deal 10% of caster's damage, but only attack the target. Illusions last 6 seconds.

(8 MP/300 Range/1 Cast/10 Cooldown)

Glare Glares at an opponent, frightening them. Reduces damage by 15% and movement speed by 12% of all units within 600 units that are facing the user. Fear lasts 10 seconds.

(10 MP/0 Range/Instant/20 Cooldown)

Fast Draw The Warrior draws his blade so fast that the opponent can't see it and is unable to react. The next attack becomes pure damage. Must attack within 3 seconds.

(10 MP/0 Range/Instant/20 cooldown)


More to come but let's see if you all like this first
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Sawyer_taco
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 6:00 pm

for a thief disguise skill, you could tint + colour the unit based on what tile it's standing on, ie for bushy grass dark green and a dark green tint, with like 50-75% transparency.
something like that would be super duper good, especially if you can activate/deactivate it on will to REALLY properly work as a disguise skill for a thief.

also, if you haven't already done it, set the hero minimap display to that of units, so that its really not very obvious to have a giant pink dot in your castle or whatever
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 8:07 pm

Updated original post. I'm going to start planning out skills and MAYBE we will see this added this coming version if I can outsource enough of the work.
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Enthanu
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 8:11 pm

Very nice skills! Hopefully this will speed up Diasters job.
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 10:27 pm

Diaster wrote:
Updated original post. I'm going to start planning out skills and MAYBE we will see this added this coming version if I can outsource enough of the work.

I lol'd. Hopefully, you like the skills that I made enough that you'd like more...? Either way, I'll be your outsource. Razz More skills coming up when I'm less busy/more bored.
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySat Feb 12, 2011 11:39 pm

I meant the actual make of the skills, not just design.
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 12:26 am

Diaster wrote:
I meant the actual make of the skills, not just design.

Got 0 skill with Editor :/
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 12:32 am

ya I figured. Also as I said we are going to try and cut back on the number of skills and attempt to introduce more complex spells, Some of the above are good but the majority are a tad 2 simple in function.
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 12:38 am

Diaster wrote:
ya I figured. Also as I said we are going to try and cut back on the number of skills and attempt to introduce more complex spells, Some of the above are good but the majority are a tad 2 simple in function.

I see; but when I saw your skillshopping idea, I figured that you wanted a series of unique skills that you could buy but you could buy some, not all. My bad, misinterpretation. I also figured since you said a ton of skills... :O

Well, I can see which ones might to be simple (I got some in mind already) and change them too...
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 12:49 am

well you have a lot of skills for a few of the base classes. I need skills for all the master classes as well which is where the ton part comes in. In general I'd consider it overkill to have 10 skills per base class and 20 per master class. For now I'd like to shoot for 8 for each base and 12-14 for each master.
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Tool.Tip.Error
Editor
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 9:18 am

Really, even if you only give me one spell at a time, I can make them for you.

EDIT: Also, I'm a nigger about hardcoding. So I have configuration for just about everything.

Code:

function Damage takes unit u, integer level returns real
    return GetHeroStr(u,false)*2.5+level
endfunction
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 8:13 pm

Diaster wrote:
well you have a lot of skills for a few of the base classes. I need skills for all the master classes as well which is where the ton part comes in. In general I'd consider it overkill to have 10 skills per base class and 20 per master class. For now I'd like to shoot for 8 for each base and 12-14 for each master.

Well, like I said, you can change some of those to be master class skills and I have other ideas in my head that I just need to solidify. I'm obviously not the only one working on it.

Well, if you are doing what I thought you said, the skill shopping, then I think it's fine to have a ton and let players choose their build but as of now I'm a bit confused what the actual blueprint is. I'm refraining from wasting time doing more until I have a certain idea that will clarify what I need to be writing.
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 8:45 pm

I am doing the shopping, but having that many skills starts to become a balance nightmare.
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soulexodus
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 13, 2011 9:57 pm

Diaster wrote:
I am doing the shopping, but having that many skills starts to become a balance nightmare.

True... It's up to you ofc. Well, you can always just choose selectively; you're bound to have a million suggestions at some point.
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Watsine
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptyMon Feb 14, 2011 2:30 am

That and when I was working on mage I kinda wanted to make element based mages but decided against it in favor of other types of casters. With all the elemental spell types you gave me, I might be able to do something like that. A sub class of a class. So if you can, go through the spells and see if you can make combos or just reorganize them a tad since you've a better idea of what I'm looking for.
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptyMon Feb 14, 2011 7:28 pm

Diaster wrote:
That and when I was working on mage I kinda wanted to make element based mages but decided against it in favor of other types of casters. With all the elemental spell types you gave me, I might be able to do something like that. A sub class of a class. So if you can, go through the spells and see if you can make combos or just reorganize them a tad since you've a better idea of what I'm looking for.

Alright, I'm a bit busy but Sometime Saturday, I'll have at least 3 elemental skill lists of combos of the above and other skills as well. Fire/Thunder/Ice or do you want water, earth, wind, etc.?
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptyMon Feb 14, 2011 7:35 pm

all elements are welcomed, just be certain that each follows its own theme and don't be afraid to branch outside of int. Make a earth mage use int and str maybe, and a wind mage int and agi or something like that.
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptyMon Feb 14, 2011 9:28 pm

Diaster wrote:
all elements are welcomed, just be certain that each follows its own theme and don't be afraid to branch outside of int. Make a earth mage use int and str maybe, and a wind mage int and agi or something like that.

Alright. I might make 2 damage formulas if I'm not sure but I assume you mean something along the lines of my "sword dance" skill for a warrior.

Alright, on/by Saturday, I'll see if I can have a list of at least 8 skills per element, each unique and useful in its own right without being simplistic. However many elements depends on my inspiration I guess. I'll also try to have a mechanic theme in each (I.E. ice=slow, Fire=DoT, Lightning=Direct Damage, or something of the sort)

Whatever I can make work.
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptyTue Feb 15, 2011 8:53 pm

I said I don't give a shit bout balance, focus only on the skill concepts, all other posts will be deleted.
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 27, 2011 1:33 pm

Arcane

The theme is a series of side effects whch annoy and prevent people from fighting at their best. It's especially a nightmare for other casters.

Mental Force Attacks an opponent's mind, causing them to take (.35x INT) damage and be stunned for .2 seconds at random intervals (between .5-3 seconds). Lasts 8 seconds.

(Every x seconds (random), deals a little damage and ministuns. Useful anti-caster type attack)

(14 MP/650 Range/Instant/18 cooldown)

Telekinetic Force Pushes the target by 20xINT units. Deals 12% of moved distance as damage.

(10 MP/600 Range/1.75 cast/8 cooldown)

Recall Curse Casts a curse on the target which lasts for 8 seconds. At the end of the duration, the target takes 15% of the damage taken during the duration of the curse.

(14 MP/600 Range/2 Cast/12 Cooldown)

Telekinetic Trap Creates an invisible trap which, once stepped on, will push any unit stepping on it 600 units in a direction designated by the caster. Allies and Enemies are affected. Limit of 6 traps.

(The trap will have 8 skills, 1 for each of the cardinal directions and NE, NW, SE, SW. Depending on whichever is chosen, stepping on the trap will shove them in that direction. In order to prevent perma stun with the traps, the traps cannot be triggered by another trap unless the target steps back into it. The people would be pushed at 600 units/sec)

(8 MP/300 Range/2 Cast/10 Cooldown)

Mana Curse Burns a target's mana by (1.5xINT) and deals 60% of that damage to the target. Afterwards, the target is cursed for 6 seconds and should they try to use any mana, they'll be stunned for 1 second and have another (1.75xINT) mana burnt.

(Stun occurs as soon as they try to use the skill so it interrupts casting.)

(12 MP/600 Range/1.75 Cast/15 Cooldown)

Field of Protection Creates an impassable barrier around an area for 8 seconds. Has an AoE of 600 units.

(Basically, can't move in, can't move out for 8 seconds.)

(12 MP/0 Range/2.5 Cast/20 Cooldown)

Reflection The caster covers any allied unit with a powerful antimagic shell which absorbs an attack directed at the target and reflects any damage to the attacker. Lasts for 5 seconds or 1 attack.

(Coding is basically trigger heal any damage taken and purge off any effects and then deal the healed damage to the damage dealer. )

(14 MP/600 range/2 Cast/20 Cooldown)

Shroud Shrouds a target in darkness, reducing vision to 200 for 8 seconds, and blinding the opponent, causing them to miss 15% of attacks.

(12 MP/700 Range/2.5 Cast/20 Cooldown)

Ice

The theme is decent instant damage combined with powerful slows, stuns, and psuedo-disables. This will be the choice for those aiming to disable their opponents.

Ice Shards Creates 8 shards of ice, each dealing (10+.65x int) damage, (max: 80+5.2xINT) damage and slowing by 8%, stacking. Each of the shards of ice fly off in separate directions, dealing damage to the first unit they hit. (Basically: Shotgun.) Total spread at end is each shard, 100 units apart.

(10 MP/500 range/1 cast/8 cooldown)

Blizzard Channels a powerful snow storm, shooting shards which deal (20+1.15xINT) damage at a random location within the snow storm. Each shard also slows by 7%; if the slow reaches 70% on any unit, they are frozen for 1.75 seconds. Once thawed, they start again at 21% slow. Lasts up to 15 seconds.

(Random explosions in a set area, each dealing X damage and slowing by 7%. If hit 10 times, they are stunned for a bit before returning to normal with a 3 hits worth of slow.
Blizzard AoE: 700 unit circumfrence; an explosion with an aoe of 200 unit circumfrence anywhere in the blizzard AoE occurs every .3 seconds for 50 explosions in random areas)

(16 MP/600 Range/Channel/25 Cooldown)

Ice Wall Creates an impassable wall of ice, 500 units long. The wall can be broken, it has 450 HP/5 heavy armor. It slows everyone in its area by 10% movement and 12% attack speed. slows attack speed by 15% on whoever attacks it. Lasts for 12 seconds.

(12 MP/300 range/2.5 cast/12 cooldown)

Snowball Casts for 3 seconds, whilst casting the caster can turn around to aim but cannot move, creating a snowball of 350 units width which is then launched in the direction the caster is facing. The snowball then moves forward 1200 units at 400 units/sec. During its path, it picks up units hit by the snowball taking them to the end of its distance, which then, it deals damage equal to (Number of Units Caught*1.5xINT) damage. All units hit by the snowball are slowed by 15% for 8 seconds after.

(16 MP/1200 Range/3 Cast/20 Cooldown)

Frozen Prison Surrounds a target unit by 8 impassable Icicles (Magic Immune, 120 HP/4 Heavy Armor). The icicles slow the target's attackspeed by 10% and movement speed by 8% each from up to a distance of 600 units away. Lasts 8 seconds.

(Basically, surrounds them with units so they can't move. and each icicle slows the target heavily. The total slow at start is 80% attackspeed and 64% movement. If they break one to get free, they're still slowed by 48% and attackspeed by 72% until they get 600 units away from the prison.)

(14 MP/500 Range/2.25 Cast/12 Cooldown)

Tundra Bolt Creates a powerful bolt of frosty energy. Each bolt deals (20+(Number of Times Casted on Target*.5xInt)) damage and slows by 7% per cast.

(Basically, the spell gets stronger every time you cast it on a target and slows more as well.)

(8 MP/650 Range/1 Cast/0 Cooldown)

Frozen Ground Freezes the ground around the caster in a 700 unit wide circle. Anyone who tries to walk on the frozen ground will slip, moving to the other side of the ice at 450 units/second. Lasts 12 Seconds

(10 MP/0 Range/2 Cast/15 Seconds)

Cold Cutter Creates a sword made of ice This weapon replaces any weapon currently equipped. The weapon has a base attack time of 1.3 seconds, +14 damage, and gains bonus damage from both strength and intelligence. Also, it slows by 8% on attack.

(Triggered so unequipping=re-equip normal weapon. Primary stat is intelligence but also gains damage equal to strength. If caster dies while this is active, Cold Cutter disappears. Lasts until unequipped)

(14 MP/0 Range/2.5 Cast/40 Seconds)


Fire

The theme is decent instant damage combined with powerful damage over time. This is the key element for those aiming to deal the most amount of damage to a high health enemy; if not instantly.

Burn Burns an opponent for 4 seconds, dealing (2.5% of max HP+1x INT) damage per second and causing a .1 stun every second. Half of the damage they take is inflicted on units in a 100 unit radius around the afflicted unit.

(14 MP/300 Range/2.5 cast/15 cooldown)

Fire Wall Creates a powerful wall of flames, 800 unit length, 250 units thick. Any unit inside this wall of fire takes (45+2.75xINT) damage in .4 second intervals. The wall lasts 8 seconds.

(14 MP/300 Range/2.5 Cast/12 Cooldown)

Firebolt Rains 6 bolts of fire, each dealing (15+1xINT) damage on a 100 unit wide circle. Each bolt of fire falls in .5 second intervals. After all six bolts of fire land, a powerful pillar of fire emerges on that spot, dealing 100 damage and burning hit units, dealing (.75xINT) damage per second for 8 seconds. (Basically: 6 blasts occur, each on the same spot, within .5 seconds of each other)

(10 MP/600 Range/2 cast/3 cooldown)

Scorched Earth The Caster leaves a trail of fire, 200 units wide, everywhere he/she walks. The trail of fire deals (.75xINT) damage every .75 seconds. The burning trail ends with the spell, exploding the remaining energy, dealing (1.25xINT) damage to anyone in the area of trail.

(The fire is in a circle around the caster and stays there as the caster walks around)

(12 MP + 4/sec/0 Range/0 Cast/5 Cooldown)

Fire Spiral Surrounds a target unit, friend or foe, with a trail of fire, 300 units thick. Any unit traversing the spiral of fire is slowed by 50% inside and takes (30+2.75xINT) damage in .4 second intervals. The spiral lasts 4 seconds.

(12 MP/500 Range/1.75 Cast/4 Cooldown)

Breathe Fire Breathes fire, causing constant damage to anyone in the line of fire. Deals (10+1.15xINT) damage every .45 seconds in a cone 500 units long, 400 units wide.

(8 MP+ 2.75/sec/500 Range/0 Cast/5 Cooldown)

Explosive Decoy Goes invisible for 4 seconds while leaving an illusion of the caster in the caster's place. The illusion will die in 1 hit, and if it is hit, it explodes, dealing (25+3xINT) damage to everyone in a 400 unit radius and burning them, dealing (1.5% of max HP) damage every .75 seconds for 6 seconds. All affected units are pushed back to the edge of the radius.

(16 MP/0 Range/Instant/20 cooldown)

Fireball Summons a great fireball, which flies forward at 350 units/second, dealing (30+2.25xINT) damage per second to anyone in its area. It is 500 units wide.

(basically, it launches a fireball which flies forward and deals damage every second to anyone who's within the area of the fireball.)

(14 MP/1000 Range/2.5 Cast/8 Cooldown)


Lightning

The theme is powerful instant damage through a series of mediums as well as disruptions through various ministuns.

Lightning Strike Targets a tree, which is then struck by lightning, dealing (60+6.5xINT) damage and stunning for 1 second to all units in a 450 unit.

(16 MP/700 Range/2 Cast/0 Cooldown)

Thunder Using the power of a lightning strike, the caster creates a massive sound which affects units in a 450 unit radius. All affected units are surprised, becoming stunned for 1 second, and afterwards, are in a daze for 6 seconds, slowing attack and movement by 18% and reducing damage by 15%.

(12 MP/0 Range/Instant/8 Cooldown)

Lightning Rod Creates an invisible ward at the selected area; the ward has 200 vision. The lightning rod is able to draw lightning to itself every 8 seconds, dealing 85 damage and stunning for .4 seconds. Lightning Rods last 10 minutes; you may only have 5 lightning rods at a time.

(10 MP/400 Range/2.5 Cast/30 Cooldown)

Static Chain Forms a bond of electricity between the caster and the target. While the caster maintains the spell, the target is stunned and takes (.75xINT) damage per second. Any unit which touches the chain will also be affected by the static Chain for its duration. Lasts 6 seconds. (This isn't targetted, this is aiming, so you choose the area the link will form, and it hits the first unit so you can't chain multiple units instantly when you cast it.)

(14 MP/700 Range/Instant/20 Cooldown)

Volt Lance Charges up a powerful attack before launching it in a line, dealing (60+5.75xINT) damage and then, leaving them numb for 6 seconds. Numbed units are slowed by 40% and will experience a .2 second stun every 1.5 seconds.

(16 MP/700 Range/2 Cast/0 Cooldown)

Static Shield Charges a target with electricity, which deals (1x INT) damage to any attacker. Also has a 30% chance to stun an attacker for .75 seconds. At the end of its duration, it shocks everyone in a 200 unit area, dealing 80 damage. Lasts 15 seconds.

(10 MP/0 Range/1 Cast/15 Cooldown)

Giga Storm Shocks all units in a 800 unit wide area, dealing (25+3.5xINT). All units shocked then release a lightning bolt to a nearby unit which deals (30+2.75xINT) damage which then jumps onto an additional 3 targets in the area, dealing 20% less damage per jump.

(16 MP/0 Range/3 Cast/30 Cooldown)

Volt Bow Creates a bow of powerful lightning. Has 3 second base attack time, +20 damage, has damage based on agility and intelligence, 700 range, and has a 30% chance to stun a target for 1.5 seconds.

(Triggered so unequipping=re-equip normal weapon. Primary stat is intelligence but also gains damage equal to agility. If caster dies while this is active, Volt Bow disappears. Lasts until unequipped)

(16 MP/0 Range/3 Cast/5 Cooldown)

Nature/Poison

The theme is sort of a mix of Arcane, Frost, and Fire: Damage over time with other effects mixed in to annoy the opponent and disabling the targets too.

Venom Poisons a target, dealing (3.25% of max HP+10) damage/second for 10 seconds. The poison causes excrutiating pain; every 2 seconds, the target suffers a .5 stun and a 20% slow for 1 second.

(14 MP/700 Range/2 Cast/20 Cooldown)

Entangle Entangles a target in vines, preventing attack and movement for 4.5 seconds and dealing (12+.75xINT damage) every second. The victim can still cast. The target can struggle by attempting to move; the duration decreases as they struggle based on their movement speed per movement command.

(12 MP/600 Range/2 Cast/8 Cooldown)

Inhibiting Poison Poisons a target, severely reducing combat capability. Stuns for .2 seconds every second, slows movement speed by 10%, slows attack speed by 18%, reduces vision to 500, and causes the target the miss 15% of all attacks for 8 seconds. The poison is infectious; anyone within 300 units of the target for more than 2 seconds also receives the poison.

(16 MP/700 Range/2 Cast/10 Cooldown)

Wood Lance Creates a tree at the target location, dealing (50+2.5xINT) damage and pushing back all units in the area by 300 units. The tree lasts for 6 seconds; once the tree falls, it deals (40) damage and stuns all units for 1.5 seconds.

(10 MP/600 Range/1.5 Cast/8 Cooldown)

Wooden Wall Creates a line of trees at the target location 750 units long, pushing back all units in the area by 300 units. The trees last for 12 seconds; once the trees fall, they deal (40+3xINT) damage to all units in the area and stuns them for 1.25 seconds.

(Trees are impassable)

(12 MP/400 Range/2 Cast/12 Cooldown)

Ivy Patch Creates a patch of poison ivy, which deals (15+.5xINT) damage every second to all units within the patch. The ivy attacks the nerves, preventing targets from using weapons. Disables weapons while within the patch and 3 seconds after leaving the patch. Patch has 350 unit radius and lasts 6 seconds.

(14 MP/500 Range/1.5 Cast/8 Cooldown)

Marsh Pull Creates a deadly marsh which pulls units towards in center at 320 units/second. Lasts 6 seconds.

(8 MP/400 Range/1.25 Cast/6 Cooldown)

Forest Forces Creates an ent from a tree. The ent can attack trees to convert them into battle ents. Battle ents deal 28-45 normal damage, have 420 HP, 4 Heavy Armor, and 270 Movement speed. The primary ent can only attack trees; it takes 3 attacks to convert a tree. Can only have one ent at a time and 6 battle ents at a time.

(8 MP/0 Range/3 Cast/0 Cooldown)










I think they're not bad; tell me about any specific issues, changes to be made, dull skills, etc. Sorry they're so late. Unexpectedly busy lately and then I made a new topic cause I didn't notice this was stickied. I might make earth/wind elements later on. Dia, tell me about any other "trees" that you want (i.e. for healer, healing, shielding, blessing, or whatever)
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 27, 2011 2:35 pm

Quite decent skills in my opinion, some OP but as Dia spoke it doesn't matter much now, concepts are creative and are in great contrast with the more simple spells already in FL, also there could have been a bit more synergy between spells but all this is made on the moment so soulexodus, you could look into some of the spells and maybe try to change them a bit? Otherwise great work!

So if implemented there are going to be a lot of new caster classes each using a certain element?
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PostSubject: Re: New Skill Set System Plans   New Skill Set System Plans - Page 2 EmptySun Feb 27, 2011 3:11 pm

I'm going to more or less allow mages to be able to focus into an element should they choose. If I end up getting a lot of different spells I might end up making having certain others skills a perquisite just due to the sheer number of skill and how I can only have so many different dummy spells before i use them all.
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