Krelian
Investigator
A man with a machine gun
Posts: 16
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Post by Krelian on Feb 24, 2008 1:54:52 GMT -6
Oh well, i asked for permission, but since im such a kid that cant wait, im making the topic on the risk of it being deleted or locked or w/e. Just some sugestions of new classes. Some, of course, will never see the light of the day (if not all), but maybe some ideas here could be used... Advanced classes: I know they are being made for future versions, so my thoughts on this: at some point (prob enlightenement) you would advance to a higher level of that job BUT there would be more than one path to follow. like this: Black mages- advanced classes: Dark wizard: an evil mage, damage from spells would be increased, maybe 20%. Physical defense increased. Black Sage : a black mage who gained deeper knowledge of magic. Mp cost is reduced by 30%. When hit by magic, sages can counter attack using same/oposite element magic. They can also recover mp by being hit by spells. White mages: Bishop (ok, horryble name), White w/e: a wm that has fought evil for a long time. They can reflect black magic at a set % or nulify it. Attacking spells (like LS, harm, white or anything new) damage is increased. Nameless WM adv class: A wm specialized in healing and defense. this mage healing spells will have reduced mp cost and he will get more advanced defensive skills that the other wm advanced class will not (like area fast1 and shield1 (fast4 and shield3? )). Hope this topic survives and people give good ideas.
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Post by Sur Realis on Feb 24, 2008 7:07:17 GMT -6
Since Nate already has all the Advanced Classes planned out(or so he says), it would be best to wait until v8 comes around so we know what we have and what we don't. For all you know we already have all those you suggested. Honestly, though, I like the idea of a Classes thread, just to have a place to throw out a few improvements for classes in general, and on that thought, here's something:
Instead of this for Thieves when they level:
8 HP 2 Str 2 Vit 4 Dex 3 Agi
How about alternating it between that and:
8 HP 2 Str 2 Vit 3 Dex 4 Agi
Or, 3 Str/3 Dex instead.
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Post by Kyou on Feb 24, 2008 10:40:04 GMT -6
I got the greenlight from Rand. I put in some minor edits.
Archer Starting Stats: HP 44, MP 3, Str 9, Vit 7, Dex 13, Agi 11 Stats per LvL +8 HP, +2 Str, +2 Vit, +3 Dex, +3 Agi,
Archers would be a class that would relies heavily on a supply of gold, and combined with low defenses and average attacks, this would be a somewhat challenging class to use. They do have an above average speed and armor selection, They also have a pretty decent mp growth so they can rely on their skills to make up for their low power.
Equipment: Bows, knives, and the lighter variety of swords. All robes, leathers and lighter mail armor, Can equip shields if not using a bow (Need 2 hands for bows), Headpieces and some Helmets, and Rings. And new items: Quiver Cases and Arrows.
Bows: Will always only have 1 hit and a mediocre initial damage with a wide range for variance (I look at it as where you hit the enemy).Not to mention Bows are pretty heavy. But a bow is useless without arrows handy. Example of a cheap bow: Twig Chucker: 200 cost Weapon Power: 3 Variance 16 Minimum damage: 11 Maximum Damage: 19 Weight 4
Quiver Cases: This is the sling used to hold your arrows. As you reach certain levels you will be able to equip multiple quivers thus lowering the amount of times you'll be required to return to town to buy expensive arrows. However, remember that the quivers have weight, (and it would be cool if quivers that were more full added more weight.) Smaller quivers hold less arrows but once you buy a quiver you have it until you choose to sell it, however you will have to refill it by buying arrows. Example of a cheap quiver: Leather Quiver Case: Cost 200 gold Holds 20 basic arrows
Arrows (-1 in inventory with each offensive action when bow is equipped as your weapon) If you are equipped with a bow, but have no arrows in your quiver inventory, you'll attack with your hands. When you run out of arrows it is advisable to have an extra weapon (Like a sword) on hand until you can get back to a shop and buy arrows or if you just are mindlessly attacking and you don't want to waste your arrow supplies. Different types of poisons can be applied to the arrows. Basic arrows (3 gold per arrow to refill a quiver) (Sold in all weapon shops) Lets you attack with bow equipped. Poisoned arrow: (8 gold per arrow to refill a quiver) (Sold in all weapon shops except the one in Danian) 50% chance of inflicting target with Poison1. Others I thought of: Sleep, Weak (the status), Stun (paralyze), Power (+10% damage)
Battle commands would go like this when Bow is equipped and you have arrows in your quiver in inventory
Attack -> Select Arrow -> Select Target After attack whether hit or miss 1 arrow is subtracted from the total in the quiver selected.
EX: Attack -> Basic Arrow or Poison Arrow -> select target
Unique Ability Set: Steady Hand: The art of using a bow with efficiency and quick hands.
Learned Level List (Note: all moves learned would go under the Steady Hand command)
LvL 3: Aimed Arrow (2 MP) A normal attack with 30% increased chance to hit. MP+1 LvL 6: Hits+1 LvL 7: Blinding Arrow (2 MP) A normal attack with 50% chance to inflict slow 1 on target LvL 8: MP+1 LvL 11: Marksman Eye (3 MP)Attack speed is increased by 25% for the rest of the battle LvL 13: MP+1 LvL 14: Quiver Slot+1 (Can carry an additional Quiver) Hits +1 LvL 16 Shatter shot (2 MP) -25% damage, 50% target afflicted with lock 1, MP+1 LvL 19: MP+1 LvL 22: Silencing shot (3 MP) Normal attack, 50% target inflicted with mute LvL 23 MP+1 LvL 24 Reflex (Passive) 10% chance to automatically dodge any attack, Hits+1 Lvl 25 Quiver Slot+1 (Can carry an additional Quiver) LvL 27: Sonic Arrow (5 MP) A normal attack (-10% chance to hit) that cuts straight through defenses and resistances if it hits. MP+1 LvL 29: Camouflage (3mp) Finally, a class that could actually use it. MP+1 LvL 31: MP+1 LvL 32: Emergency Medic (4 MP: Cures all tier 1 negative status afflicted on a single ally) LvL 35: MP+1, Quiver Slot+1 (Can carry an additional Quiver) LvL 37: Vital Arrow (3 MP) + 60% standard attack LvL 38: MP+1 Hits+1 LvL 41: Master of Accuracy (Passive) Triples Marksman Eye's effect LvL 42 MP+1 LvL 47: Double Shot (4 MP) Select 2 different attack options (Can only be normal attack but arrow choice doesn't matter) MP+1 LvL 50 MP+1 LvL 51 hits+1 Archery Technician (Passive) All Steady Hand techniques MP cost is reduced by 1 LvL 54 MP+1 LvL 55 Quiver Slot+1 (Can carry an additional Quiver) LvL 58 MP+1
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Post by Hiroshima on Feb 24, 2008 11:01:09 GMT -6
i mentioned this at somepoint in game. first off i've always detested archers in this game, however Kyou made me a believer =D
anyway, the archer is basically the melee Buemage, like the knight is the melee blackmage, etc. and not to mention, Kyou's archer would just pwn ass. it'd be hiro's duo in tote =P
I <3 this idea.
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Post by Rand on Feb 24, 2008 11:31:53 GMT -6
I do, too. It won't see the light of day immediately, Kyou, but don't be surprised if i put this in.
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Post by lordphoenix on Feb 24, 2008 11:32:19 GMT -6
i mentioned this at somepoint in game. first off i've always detested archers in this game, however Kyou made me a believer =D anyway, the archer is basically the melee Buemage, like the knight is the melee blackmage, etc. and not to mention, Kyou's archer would just pwn ass. it'd be hiro's duo in tote =P I <3 this idea. I agree with this statement, I would so play some archers if they looked like that class described above. Maybe even boss solo one . Only thing I can think of that could use some revision would be skill names. Master of Accuracy and Archery Technician sound a bit cheesy. Maybe it's just me.
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Post by Kyou on Feb 24, 2008 13:06:40 GMT -6
I didn't change much on the attacks list part. Names are not my forte.
Eh something was just brought to my attention. I haven't changed the LLL to reflect the recent loss of 50 mil exp upon enlightenment. *lowers the learned level of A-tech*
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Post by Takahashi on Feb 24, 2008 16:49:37 GMT -6
My main problem is that, just like with Kyou's previous suggestion for Archer, this class has no set identity aside from 'uses bows'. It does a lot of things but doesn't really do any of them well. It can kind of deal enhanced damage, but not very well. It can kind of dispel status ailments, but only if they're low-strength ailments. It can kind of inflict status ailments, but not consistently. The only thing it can't do is restore HP (and it'd probably do that at a middling level too), and I get the feeling that's only because Kyou forgot to add such a skill to Archer's list. What I'm getting at is what will make this class stand out? Is there going to really be nothing more to 'advertise' Archer than "I know how to shoot projectiles on days that aren't holidays and I can do almost everything (but not very well). Please pick me!"? I can pick Red Mage and get everything except for the bow use and I'd get to wear a pretty hat in most cases too.
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Post by Kyou on Feb 24, 2008 17:43:32 GMT -6
Pros: Deals damage while inducing status ailments. Can induce status ailment with regular attack. Can inflict 2 status ailments at once with ability and arrow selection. Easy to break routine. Wide range of status spells: Slow, Weak, Lock, Paralyze, Poison, Sleep, Mute. High MP growth (Thats kind of the identity I wanted to come up with for Archer, easy access to its abilities) Cons: Reliance on gold. Only attacks 1 enemy at a time. Low status infliction rate. Bosses resist status effects. Only focuses on debuffs. Not explosive attack, or dazzling defense. Only tier 1 status effects. (I'm sure you can find more flaws, but its hard to find flaws in your own baby) I mostly posted this again just to get the concept out there. I didn't make a ton of changes, and barely touched the skill list at all. One thing I noticed when looking over it closely again is that the levels you learn the skill don't really focus on when the skill would be beneficial to the player based on level-to-area. I just threw the skills in there to balance out in-between the levels. Also I think removing Archery Technician and just lowering all attacking skills mp by 1 would do 2 things. First, lets the archer rely on its skills early, and 2, gets rid of the stupid name (hahaha LP, I put that for you). You are right, the skills % are kind of low, but I think at the time I made them I was comparing them to the spells and reasoned the lower percentage was because the spells did no initial damage. I also didn't take into account the %resistances of some chaotics. I asked Rand if I can post this again because 1) I like the idea 2) Other people in the past have liked the idea 3) its sets a good example for others when they suggest classes in this thread (IMO), I didn't give him my reasons for wanting to post it again, but 1 and 2 are fairly obvious. Oh, and Taka, a self healing ability would be a little overkill
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Post by Jumin on Feb 24, 2008 21:50:08 GMT -6
so.. if archers were to be put in, i'd want +1 str.. because it takes dexterity, and even though +2 str DOES suck, with only +1 to str, it would give more incentive for the archer to really be supplied with arrows.
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