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A Leveling System (Customization via Selected Skills)


Look, another proposed Skill System!  

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  1. 1. Look, another proposed Skill System!

    • Meh, it doesn't suck I guess.
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    • OMG, it's horrible, kill it with fire!
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that's true to some extent but not absolute. a tank can physically get in between the monster and its target but keep in mind that system assisted attacks like what the monsters use are most often much faster than a player can move or react without using a skill. so if the tank is already position between the monster and its target then that works fine. but say the monster is surrounded by attackers. as it changes target because of hate, the tank will have a hard time constantly circling the creature to stay in between the monster in which ever target generated the most hate because the monster will automatically launch a system assisted attack on whom ever has the most hate the instant its able to attack. this is why the tank needs to generate more hate so that the monster is always targeted on it.

but on a smaller scale like a two man team with a tank and a dps, this works great without having to use hate generating abilities.

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Parry: you are using a skill to deflect a skill, cutting the damage in half automatically upon success, then letting your equipment further reduce that damage. Why is it useful? Because it mitigates half damage up front, letting your equipment reduce that damage further. Is it a powerful defensive tool? Sure, is it risky? Sure, you are essentially going to have to rely upon your equipment to save your skin if you miss. What makes this using your Skill Action to defend a worthwhile strategy? The fact that as you are taking half damage, you are dishing out half damage to whatever opponent you parried from. Your defense is essentially helping you mitigate damage, while dealing damage to your attacker. This makes Parry unique among the Defensive skills in that it is one move, not a defense followed by a counter. You don't need to pause and wonder how you can launch your counter attack, because you already did, it was how you defended yourself. You don't need another attack action in your post, because you are a boss and already did as you simultaneously defended yourself. How would the Equipment Enhancement stuff I proposed help out a Parry Attempt? Easy, Accuracy to ensure the parry lands, Sharpness to do more damage as you parry, etc.

Can I attack after this?: No, you attacked as you defended, and will do half damage to your opponent. Their own Equipment Skills then mitigate damage they take.

I would like to point out that in the post with the combat system rules, it does not say you do damage back.

Parry: Investing in the Parry Skill allows a player to attempt to counter an enemy Sword Skill with one of their own. In the event of a successful Parry, a player may negate ½ damage, rounded up, with a minimum of one damage negated. In the event of a critical success in an attempted Parry, a player will negate all incoming damage from their parried attack or sword skill.

so that needs to be edited. also parry does half damage back, does that mean that a critical parry does full damage back? you say weapon stats like sharpness will add to parrys return damage but do weapon skills add to how much damage you do back as well?

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Where do we stand on this?

We have had a few 'Beta' topics start, though only one has finished thus far to my knowledge.

Winds of Plague In this topic we see 9Lives filling the roll of damage dealer with Nikki Styxx filling the roll of tank. Nine's invested skills in the damage side of things inflicts some rather terrific damage when he gets a hit in, while Nikki's defensive skills allow her to take hit after hit and keep going. Over all, it feels pretty true to form as a simulated MMO. As you see in the topic, midway through the series of battles Nine and Nikki up the health and damage of their enemies, before leading up to an encounter with a Windwasp Queen/Simulated Mini Boss. Adjusting your NPC/Mob health and damage to fit the party is a pretty easy fix, allowing for more balanced parties to face more challenging enemies. I believe this topic in particular made a good showing of that diversity since we saw a DPS character and Tank working together, and they made short work of their enemies.

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