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marsd
Joined: 16 Jan 2004 Posts: 832 Location: Magewares
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Posted: Sun Jul 26, 2009 2:47 pm Post subject: Alternative skills for ninja |
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A couple of suggestions of skill expansions if assassinate were to be removed: (Thread: Discussion of assassinate)
- Caltraps/tripwire -
Causes "Limp" effect: deals a damage over a short period of time based on weapon average to the victim, also greatly reduces movement ability and minor reduction in dexterity.
- Strangulate -
Chance to cause "Unconscious" effect. The "Choked" effect is afflicted if strangulate fails.
Causes "Choked" effect - victim is weakened in strength and dexterity for 1 tick. Speech is affected (spellcasting). Any spells the victim casts while affected has a greater chance to fail.
- Blindness Dust -
Causes "Blindness Dust" effect - victim is blinded for 1 tick. A victim affected by blindness dust has a chance to miss the target of his/her skills and spells. Can be saved.
- Poison Dust -
Causes "Poison Dust" effect - a victim covered in poison dust may have a chance to be poison wounded by the ninja's attacks (chance affected by Lacerate skill). Can be saved.
Causes "Poison Wound" effect - a victim takes diminishing damage over 3 moments. Can only be caused by Lacerate. May be reapplied to the victim if his existing duration is 2 below its total duration. (At 1 moment left for non-drow ninjas, 3 moments left for drow ninjas)
- Lacerate - (new skill)
Passive Skill: Successful attacks on a ninja's victim that is covered by poison dust have a chance to cause "Poison Wound" effect.
Proficiency increases the chances of causing the "Poison Wound" effect on a victim covered in poison dust. Proficiency also increases the total damage over time the victim takes over 3 rounds. At 100% skill, lacerate has a 50% chance to cause a "Poison Wound" effect.
Proposed formula for "Poison Wound" damage: weapon average * (1 + (skill % / 100)). At 75%, it will be (weap avg * 1.75).
Drow ninja's Poison Mastery racial legacy increases "Poison Wound" duration to 5 moments and an additional 25% to total damage of the affect.
(oops Olyn didn't see you make a new thread as well... feel free to remove this and update yours) |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Sun Jul 26, 2009 4:47 pm Post subject: |
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You shouldn't try to base skills on the assumption that its "if X skill gets removed". I would say after removing assassinate, might as well remove strangle too, and ninjas would be even further away from what they originally were.
Skills should take into consideration the present strategies applied by class and what new ones they introduce.
Example: "demon machine" - a dual-wield-only spell that lags the ninja for 2 rounds, but hasting his attacks for those two rounds. Note that it is a combat-style spell, not a weapon-type spell, and that it requires mana which is a limited resource. This is because ninjas are already loaded up well on weapon-type skills. What I feel they are presently lacking is both something to use against dual wielders that has the simple easiness of just throwing a bow on, and a mana dump complementing them as melee (ikuzachi is a dump but just raw damage..shrug). Countering dual wield for a ninja requires looking at a prompt and wearing a weapon that matches both the right weapon type and the combat style, which is both asking a lot, lagging him, and prone to counter-switching. For convenience, a spell can come into play instead. The spell complements their own dual wield though since the existing preconception is ninjas are clearly born better at dual wield than other classes thanks to their offhand enhance damage bonus, and not as good at countering it, and we already have warriors if we want a class to counter everything they meet. In simple terms, I picked out a weakness, and complemented it with an advantage.
It is interesting to consider those ideas as things that can be tacked onto stuff to make it buff, but I'm not understanding exactly where you got those things from. |
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Kalist19 Emissary
Joined: 19 Jan 2004 Posts: 1155
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Posted: Sun Jul 26, 2009 7:06 pm Post subject: |
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I thought it was rangers and theives who got the offhand damage bonus? |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Sun Jul 26, 2009 9:33 pm Post subject: |
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Guess you thought wrong then. |
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Olyn Immortal
Joined: 23 Jul 2008 Posts: 3252 Location: Pennsylvania
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Posted: Sun Jul 26, 2009 9:53 pm Post subject: |
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Olyn wrote: |
Crafting poisons for thieves and ninjas might be nice. Especially with rare components found in places like winter. Different poisons drain different stats.
Some type of cumulative effect skill, sort of like the dk/paladin strikes.
Pummel (hand to hand only) or complex lacerations (shuriken only) or a flail/whip only version
[1st time] damage
[2nd time] damage + small strength or dex penalty
[3rd time] damage + greater str or dex penalty + 10% chance to KO
[4th time] damage + hobble effect +20% chance to KO
you see where I'm going with this. |
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