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#461 fs_regnier7

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Posted 28 March 2010 - 00:00

im all in favor of finally introducing Passive skills which only work on the person account

You can even make a path to choose a type of character (assassin,Knight,etc..) and each class get a different benefit... so we can finally have some differences between account - as for now every1 is the same, same stats same gear same buffs.


Hmmm...but thats called SS2...no? :roll:



It doesn't have to be set up the same way. It would add a bit of spice and variety, I think..... if you want to make that comparison.... SS2 is like EVERY other game that has some type of class system. A "fair" amount of RPG and MMORPG games have some type of class feature.

Don't discredit something because it's vaguely like what you would find in another game.

As long as it's not a half-cocked attempt or one where basic coding from the SS2 classes is slapped on with ascetic adjustments, I'm liking the idea.


Anyway.... +1 to Deadly's post.

#462 dragon1234

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Posted 28 March 2010 - 01:42

im all in favor of finally introducing Passive skills which only work on the person account

You can even make a path to choose a type of character (assassin,Knight,etc..) and each class get a different benefit... so we can finally have some differences between account - as for now every1 is the same, same stats same gear same buffs.


Hmmm...but thats called SS2...no? :roll:


Isnt that better than what it is now, with everyone going some generic set up to hunt? Besides, the class features would give some leeway to creating new items for HCS, allowing them to introduce more items without disturbing the older items all that much. + THis would introduce ALOT more contents to the game (not sure if HCS can handle it), but it really need to be done right...everything tested etc... Make it around lv 100 or something..

dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

DragonStorage - Storage - lv 13


#463 fs_theoryman

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Posted 28 March 2010 - 02:46

Passive Skills that require a number of level up points in a stat instead of level (example: prerequisite of 100 HP). Only one Passive Skill many be active at a given time though you may have multiply passive skills. [note].

Some Ideas, tweaks are probably need.
[Stat in parenthesis is the stat needed, amount yet to be determined]

Double Handed (damage): When no shield is equipped, .5% stat bonus increase to your equipped weapon. (Excludes 'Gain' bonuses).

Bare Fists (attack): When No Shield or Weapon is equipped, 2% base attack per point plus a +0.1% per point stat bonus to your equipped gloves (Excludes 'Gain' bonuses).

Two Weapons
(attack and damage): Instead of a Shield, you can equipped another Weapon [must be a different weapon, aka, can't equip two weapons of the same name], stats are equal to .4% of the original stats (Excludes 'Gain' bonuses which are equal to original weapon).

Mammoth (HP): .1% chance to increase HP by 2% per point

Guard (armor): .4% per point of all decrease to armor (due to buffs or enchantments) is instead applied to a decrease in defense.

Enhanced Dodge (defense): 1% increase chance to the enhancement dodge activating

Feint (defense and attack): .2% decrease per point to opponents defense after you dodge or first strike.

#464 evilbry

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Posted 28 March 2010 - 03:08

Passive Skills that require a number of level up points in a stat instead of level (example: prerequisite of 100 HP). Only one Passive Skill many be active at a given time though you may have multiply passive skills. [note].

Some Ideas, tweaks are probably need.
[Stat in parenthesis is the stat needed, amount yet to be determined]

Double Handed (damage): When no shield is equipped, .5% stat bonus increase to your equipped weapon. (Excludes 'Gain' bonuses).

Bare Fists (attack): When No Shield or Weapon is equipped, 2% base attack per point plus a +0.1% per point stat bonus to your equipped gloves (Excludes 'Gain' bonuses).

Two Weapons
(attack and damage): Instead of a Shield, you can equipped another Weapon [must be a different weapon, aka, can't equip two weapons of the same name], stats are equal to .4% of the original stats (Excludes 'Gain' bonuses which are equal to original weapon).

Mammoth (HP): .1% chance to increase HP by 2% per point

Guard (armor): .4% per point of all decrease to armor (due to buffs or enchantments) is instead applied to a decrease in defense.

Enhanced Dodge (defense): 1% increase chance to the enhancement dodge activating

Feint (defense and attack): .2% decrease per point to opponents defense after you dodge or first strike.

I'd be interested to see how these would work with the doth set for example

#465 Thiudimir

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Posted 28 March 2010 - 04:04

As far as actual buffs, in addition to my list, I will endorse the idea of trading gold for xp, and vice versa, like this:
* Monastic Vow: 0.1% reduction in gold in exchange for 0.1 increase in xp earned per kill
* Mindless Greed: 0.1% reduction in xp in exchange for 0.1 increase in gold.


I was thinking of something along these lines as well.

Supreme Dedication: 0.1% per point chance of converting gold into equivalent increase of base xp, before modifiers such as AL, LIB, and doublers, per kill

Transmute: 0.1% per point chance of converting drop from kill into increase of base gold (1 gold piece per level of creature, up to maximum of 250) before modifiers such as TH, Merch, and doublers, per kill

Titan Slayer: a Titan specific buff, along the same lines as Super Elite Slayer.

Fumble: a PvP buff, whereby 0.1 % per point chance that a random piece of the target's equipment does not figure into combat calculations (can work on attacker or defender)

As others have suggested, Enchant buffs for other pieces of equipment other than Weapon or Armor (Enchant Rune, Enchant Gloves, etc).

Other creature-class specific buffs, along the same lines as Holy Flame, for Greenskin, Human, etc.

#466 dragon1234

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Posted 28 March 2010 - 04:39

First of all, It would be really really cool if the dev can come on here and chat about the change instead of just reading it...Would give alot of direction in the suggestion...just make it so that you cant post more than once every 3-5 min or something to stop the +1s and the spams...

Anyways, I still think that existing buffs needs to be modify to include repercussions to using these buffs before bringing new buffs into the game. Honestly I dont get why this wasnt done at the start of the game...For example,

Treasure Hunter - +0.2% per point additional gold from creatures. will now include -.1% per point of xp from creatures, because for application in the game you would be looking for treasure instead trying to gain experience point. Same for Adept Learner -.1% per point reduction in gold gained from creatures. Make it so that you cant use some buffs when others are active can be good to nerf the amount of gold coming into the game etc...This will also bring new potions into the game that reduce these reductions + bring a new market to these potions.

For something like Berserk/Fury and other base stats effecting things. -.05% per point reduction to defense for beserk, and -.025% per point reduction for armor/def for Fury, or something...etc.

Furthermore, this would bring importance to Leveling packs, where reductions may not occur etc...

Oh and ill say this again, there is NO need for a Titan Slayer buffs, there are plenty of items and buffs that already bring your stats high enough not to get hit and still one hit, stop trying to make it a walk in the park while fighting Titan.

Finally, not a very popular suggestions when I made it, but nerfing the gold gained from doubler would greatly help the gold market of the game. Instead of gaining Yx amount of gold more for the doubler used, you would gain 1/2Yx for the doubler used. An example would be at no doubler you gain 2k xp, 2k gold. At doubler 750, you would gain 32k xp, and 16k gold. Or even like this suggestion - viewtopic.php?f=7&t=88404

dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

DragonStorage - Storage - lv 13


#467 shokolo

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Posted 28 March 2010 - 09:36

im all in favor of finally introducing Passive skills which only work on the person account

You can even make a path to choose a type of character (assassin,Knight,etc..) and each class get a different benefit... so we can finally have some differences between account - as for now every1 is the same, same stats same gear same buffs.


Hmmm...but thats called SS2...no? :roll:



It doesn't have to be set up the same way. It would add a bit of spice and variety, I think..... if you want to make that comparison.... SS2 is like EVERY other game that has some type of class system. A "fair" amount of RPG and MMORPG games have some type of class feature.

Don't discredit something because it's vaguely like what you would find in another game.

As long as it's not a half-cocked attempt or one where basic coding from the SS2 classes is slapped on with ascetic adjustments, I'm liking the idea.


Anyway.... +1 to Deadly's post.



I didnt discredit it, and there is a differnce between another company game which looks like the one you are playing , and 2 games from the same company that looks the same.

If you going to break FS into classes, then you will have to reset the points again ( IMO ), which i am not sure ppl will like it.

But to go along with the idea at hand , here is how i see it in FS :
3 classes
1: Holy
2: Necromonger
3: Warlock

Holy will have all skills which effects attack and defense and a few from the special tree
Necromonger will have all the skills which effect damage and armor and a few from the special tree
Warlock gets inventing skills, buff enhancements ( i.e extend and buff master ) and a few from the special tree

If you are a Holy class and you get buffed by a necromonger class , you will suffer -0.02-0.05% to your active holy buffs and vise versa ( warlock buffs excluded )

Warlock on the other hand , can get buffs from either side which will not effect the balance of holy/necromonger , however , he will suffer reduction to his buffs

One more thing those classes will ahve, is the ability to get their buffs higher then 150 ...i am thinking up to 175-200

Thats my take on classes in FS :)

#468 fs_theoryman

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Posted 29 March 2010 - 01:58

Passive Skills that require a number of level up points in a stat instead of level (example: prerequisite of 100 HP). Only one Passive Skill many be active at a given time though you may have multiply passive skills. [note].

Some Ideas, tweaks are probably need.
[Stat in parenthesis is the stat needed, amount yet to be determined]

Double Handed (damage): When no shield is equipped, .5% stat bonus increase to your equipped weapon. (Excludes 'Gain' bonuses).

Bare Fists (attack): When No Shield or Weapon is equipped, 2% base attack per point plus a +0.1% per point stat bonus to your equipped gloves (Excludes 'Gain' bonuses).

Two Weapons
(attack and damage): Instead of a Shield, you can equipped another Weapon [must be a different weapon, aka, can't equip two weapons of the same name], stats are equal to .4% of the original stats (Excludes 'Gain' bonuses which are equal to original weapon).

Mammoth (HP): .1% chance to increase HP by 2% per point

Guard (armor): .4% per point of all decrease to armor (due to buffs or enchantments) is instead applied to a decrease in defense.

Enhanced Dodge (defense): 1% increase chance to the enhancement dodge activating

Feint (defense and attack): .2% decrease per point to opponents defense after you dodge or first strike.

I'd be interested to see how these would work with the doth set for example


The Doth Set and other sets that use two weapons could be tweaked so the set includes 2 weapons instead of a weapon and a "shield". The only way to wear the complete set would be through Two Weapons skill. Also, the Blue Man of War and the Mace of the Colossus might be useful again because of Two Weapons (for the gain bonus and the fact that the two weapons must be of different name).

#469 Cat Girl IRL

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Posted 29 March 2010 - 12:49

Ok im starting to want to see results cows.

#470 FORN

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Posted 29 March 2010 - 13:15

We are completing our santas lists now :)

#471 fs_hatedigi

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Posted 29 March 2010 - 14:37

Here are a few ideas already mentioned ( and some not ) which i like:

Heat Vision
Teleport
Ninja ( makes you invisible on the map to other players )
Enchant Shield
Acid Rain ( add chance on killing all creatures in a 3-3 radius. % is = to skill level x 0.005 )
Overkill ( Get 1 extra exp and 1 extra gold for every damage dealt over the creatures max health ( chance is equal to skill level x 0.005))
Adreneline ( when you come out of battle with less than 5% of max health activate 0.01 x skill level chance of tripiling all stats ( lasts for skill level x second )
Vampiric Sense ( add enemy's stats to yours when entering to battle. This battle automatically wins and for the next skill level x seconds time period these stats remain. skill level x 0.001 chance of trigering when entering battle )

Still thinking of more... :)

#472 moonfrost

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Posted 29 March 2010 - 15:05

Forger--0.1% per point chance of decreasing hellforge gold costs by 50%

#473 fs_hatedigi

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Posted 29 March 2010 - 15:11

Forger--0.1% per point chance of decreasing hellforge gold costs by 50%



Nice that means at best if a person is buffing you with it the chance is 17.5%

#474 fs_gravely

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Posted 29 March 2010 - 15:15

Forger--0.1% per point chance of decreasing hellforge gold costs by 50%



Nice that means at best if a person is buffing you with it the chance is 17.5%


That's no different than the rates for extractor and inventor 1 and 2.

EDIT: In fact, it's higher.

#475 fs_hatedigi

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Posted 29 March 2010 - 15:16

Body Shocker

When hitting an enemy, skill level x 0.1 to shock the enemy. This makes the enemy skip 2 turns and does damage = to skill level x enemy damage divided by 10

#476 fs_hatedigi

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Posted 29 March 2010 - 15:18

Forger--0.1% per point chance of decreasing hellforge gold costs by 50%



Nice that means at best if a person is buffing you with it the chance is 17.5%


That's no different than the rates for extractor and inventor 1 and 2.

EDIT: In fact, it's higher.


how is that higher?
:| confused

#477 fs_conscar

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Posted 29 March 2010 - 15:19

We are completing our santas lists now :)


no lumps of coal, please, we've been good this year :(

#478 fs_gravely

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Posted 29 March 2010 - 15:20

Extractor
0 / 140

Increases chance of success when attempting to extract Components from Resources. (A fixed +0.05% chance per point extra chance of success).

Versus

Forger, as Moonfrost proposed it, is +0.1% per point.

#479 Cat Girl IRL

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Posted 29 March 2010 - 15:24

We are completing our santas lists now :)




Glad to hear. :arrow: Can you be more exact? :P

#480 FORN

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Posted 30 March 2010 - 08:54

Yeah, we have made a list of loads of ones we like, and waiting now to see if the coders can do them or not :D


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