random changes I propose

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Jacko
random changes I propose
Monday, November 2nd, 2009 at 3:36 pmEdits: 1   Last Edit: Mon, 2 Nov 2009 3:50 pm
I made an Arachnus DK and I like him, but it seems like the abiliy to be one was an afterthought and It wasn't fully added into the mud. So here's a few things I think would benefit to be changed.

Also, I'm not a good coder and this is probably all wrong.

Quote:
getDodgeChance:

case DEATHKNIGHT:
if(cClass->getDeity() == Arachnus)
chance += (2.0 + (((dexterity.getCur() + (piety.getCur()) / 2) * .05));
break;

This would give them a dodge that averages their dex and pie together rather than just using dex for the formula.


Quote:
Hide:

case DEATHKNIGHT:
if( (player->getDeity() == ARACHNUS && player->alignInOrder())
) {
chance = MIN(90, 5 + 4*level + 3*bonus((int) player->(((dexterity.getCur() + (piety.getCur()) / 2));
} else
chance = MIN(90, 5 + 2*level + 3*bonus((int) player->dexterity.getCur()));
break;

This would give them a hide that averages their dex and pie together rather than just using dex for the formula. They will also lose their pie bonus if they're not on alignment.


Those small changes should help the Deathknights of Arachnus feel a little different from Aramon DKs.

To me Aramon should be the heavy tanks with connections to the undead and Arachnus would use stealth and poison.

Jacko
Re: random changes I propose
Thursday, November 5th, 2009 at 5:58 amEdits: 7   Last Edit: Thu, 5 Nov 2009 10:54 pm
Everyone parrys the same currently. I think I read it right, but I probably didn't. Anyway, here's what I propose happen.

I would set it up like this:

Finesse Classes, these classes demand naturally high dex, so we give them a good % to reward smart stat distribution, since they should have more dex than a fighter or berserker.

Rogue
double chance = (dexterity.getCur() - 80) * .06;
chance += adjustChance(difference);

Assassin
Ranger
Thief
double chance = (dexterity.getCur() - 80) * .05;
chance += adjustChance(difference);


These are combat classes that usually have to make sure they filled out their con and strength before they worried about dex. These are classes that can afford to take a few hits and use brute strength over finesse. We give them a lower % but a passive boost to make up for it, and greatly reward those who want to try the gentleman's form of combat by unloading into dex anyway.

Fighter
Berserker
double chance = ((dexterity.getCur() + 2) - 80) * .04;
chance += adjustChance(difference);

Fighter/Thief
double chance = (dexterity.getCur() - 80) * .04;
chance += adjustChance(difference);

Deathknight
Paladin
Cleric of Ares
double chance = ((dexterity.getCur() + 2) - 80) * .03;
chance += adjustChance(difference);


These classes parry fine, but lack the training and background in combat with the proper weapons. This is the current parry for all classes.

Vampire
Bard
Cleric/Assassin
Fighter/Mage
Thief/Mage
Mage/Thief
Mage/Assassin
Cleric of Arachnus
double chance = (dexterity.getCur() - 80) * .03;
chance += adjustChance(difference);


These guys totally suck at parry, for various reasons.


Cleric of Aramon
Cleric of Enoch
Cleric of Kamira
double chance = (dexterity.getCur() - 80) * .02;
chance += adjustChance(difference);


This is all figured without the parry skill, which I'm not totally sure works or how it would factor into the current parry if it did.

disaron
Re: random changes I propose
Friday, November 6th, 2009 at 5:56 pm
You lost me at Kamira totally sucking at parry, especially since they are one of the best dodge classes in the game.

Jacko
Re: random changes I propose
Friday, November 6th, 2009 at 6:31 pm
Dodging an attack and accepting it head on with yours is a little different. I assume they would be as competent with a weapon as other clerics like Enoch and Aramon. And, for instance, berserkers aren't great at dodging, but their parry is good, so they're not mutually inclusive.

zerk
Re: random changes I propose
Friday, November 6th, 2009 at 7:28 pmEdits: 1   Last Edit: Fri, 6 Nov 2009 7:29 pm
ummm berserkers dont parry.. cant' parry and wont be given parry.

Jacko
Re: random changes I propose
Friday, November 6th, 2009 at 11:43 pm
Berserkers are warriors, and warriors know how to fight. I would think they could parry if they chose to fight with a finesse weapon like a sword or dagger. Just like Conan the Barbarian would deflect other people's blows with his sword. But you can't parry with an axe or hammer already.

I would, though, have no parry while berserking, since they're fighting recklessly.

Jacko
Re: random changes I propose
Monday, November 9th, 2009 at 3:13 am
Right now there's four different kinds of armor, but as it seems most classes are restricted to cloth, or leather chain gets left out, since it simply makes more sense just to use plate.

The benefits of chain.

*It should be lighter than a plate set.
*It allows more movement for spellcasting, stealth, and performing.

I propose the classes be set up like this.

Cloth Armor:
Mage, Lich, Monk, Werewolf.

Leather Armor:
Assassin, Cleric/Assassin, Cleric (Kamira, Ceris), Druid, Fighter/Thief, Thief, Rogue, Fighter/Mage.

Chain Armor:
Ranger, Bard, Cleric (Aramon, Enoch), Vampire.

Plate Armor:
Berserker, Cleric (Ares, Gradius), Fighter, Deathknight, Paladin.

disaron
Re: random changes I propose
Monday, November 9th, 2009 at 8:48 am
Siteban Jacko. Seriously.

Usagi
Re: random changes I propose
Monday, November 9th, 2009 at 5:15 pm
I had actually mentioned before and support making chain armor a maximum armor choice.

But this would be a very big decision that would need a lot of consideration, especially when it comes to balancing it out w/ skills. If done properly, I believe it can bring some classes closer to being balanced.

disaron
Re: random changes I propose
Monday, November 9th, 2009 at 9:02 pm
If Enoch is switched to chain armor, I can promise I'll never look at this game again.

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