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Kuan
Panela Cheese Golem
Joined: Sat Feb 21, 2009 3:05 am Posts: 246
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 Kuan's Kolumn 4/12
What up people? There have been plenty of changes since the last time you saw the Skills sheet, most notably the addition of the Dequip Skills, which Aaron covered in one of his updates, but also some major redesign to some classes. Download the .xls to look at the Skills. Also, we uploaded a .zip with 30 different skill trees. These combos are very viable options based on skills and stat points per level. Here's the link: http://files.tandemgames.com/SkillCombos.zipLots of new stuff in the sheet, hopefully enough to make you come back to this thread and ask some questions. I'll be glad to answer them. -- Something that I'd like to mention is the new Berserk affliction. This affliction will draw a toon to the frontlines, moving one square per turn. The affliction has a duration of 4 rounds. It should be a great way to put pesky ranged fellas or dangerous glass cannons in harms way. -- Cheers. EDIT: Here's a Google Docs link - needs no software to view. --Lurkily EDIT2: Posted revised sheet --Bill Klinton
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| Mon Apr 12, 2010 5:20 pm |
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Lurkily
The Hired Jerk
Joined: Fri Jan 02, 2009 9:56 pm Posts: 1471 Location: Daring as a human cannonball. Swift as a flea on crack. Bold as a mid-afternoon streaker.
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 Re: Kuan's Kolumn 4/12
Firstly, I put a link to the sheet in google docs in your post. Forgive me if this isn't all coherent, meds are messing with me. But as I've told some people, the time has passed that you guys would have been able to keep me continuously updated and still make steady progress, so I'll be pegging you with some questions now. First, Chemist.
Active cure and an active heal? Is that terminology a separation between regaining HP and removing afflicts? If so, which is which? The changes to terminology in other skills answers this, but only to a player who goes and opens previous spreadsheets, so I'll ask for all the people who are going to ask. Also, 'cure' is old-school RPG terminology for restoring HP, usually. Probably more so when it comes to Squaresoft games, but also in other games I've played. Beastmaster.
Pandzer's also supposed to intercept damage, if I recall? Half-Orc.
The Spreadsheet wrote: On turn number three, Half Orc loses Awareness and Damage Resistance. What's Awareness? Merfolk.
The Spreadsheet wrote: Burn all MP in one shot. MP directly proportional to Dam. Directly proportional. No curve? Or do I only think I know what 'directly proportional' means? (Which is entirely possible) Gladiator.
"All Day Long" seems like one of the least useful T2 skills, when you look at T3. It doesn't help you progress in your skill tree at all. Is it balanced to make up for this? Paladin.
His holy armor is still a party-wide defense, right? He can intercept attacks aimed at other players? Or is that out? Initiative Rollover:
The language in these skills only mentions a second attack. What if you have 250% the initiative needed to attack first? Will you always attack twice, and sometimes thrice? To rephrase, is initiative rollover capped at two additional attacks? Sorcerer:
His attack is listed as "Arctic Wrath", dealing phy damage. Is that accurate? Summoner:
Mr. Oranges, like the plural of the fruit, not like the color, silly. No big deal, if it's too late. Warrior:
Is 'fanatic' a toggle? Or will a warrior with this skill always and forever be dealing with HP drain in battle?
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| Tue Apr 13, 2010 9:56 am |
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NiceTry
DoH God
Joined: Mon Oct 05, 2009 6:03 pm Posts: 231 Location: MA, USA
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 Re: Kuan's Kolumn 4/12
I was just told in main chat that chain attacks are not being implemented or are being changed because of coding issues.
is this true, or are the mechanics just being changed?
thanks, adam
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| Tue Apr 13, 2010 10:41 am |
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Lurkily
The Hired Jerk
Joined: Fri Jan 02, 2009 9:56 pm Posts: 1471 Location: Daring as a human cannonball. Swift as a flea on crack. Bold as a mid-afternoon streaker.
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 Re: Kuan's Kolumn 4/12
NiceTry wrote: I was just told in main chat that chain attacks are not being implemented or are being changed because of coding issues.
is this true, or are the mechanics just being changed? They're being implemented via initiative rollover, which is basically the same thing. However, it will have a cap of two attacks per turn. Also, several classes/races that used to chain no longer do.
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| Tue Apr 13, 2010 11:31 am |
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Kuan
Panela Cheese Golem
Joined: Sat Feb 21, 2009 3:05 am Posts: 246
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 Re: Kuan's Kolumn 4/12
Lurkily wrote: First, Chemist.
Active cure and an active heal? Is that terminology a separation between regaining HP and removing afflicts? If so, which is which? The changes to terminology in other skills answers this, but only to a player who goes and opens previous spreadsheets, so I'll ask for all the people who are going to ask.
Also, 'cure' is old-school RPG terminology for restoring HP, usually. Probably more so when it comes to Squaresoft games, but also in other games I've played. Heal: Recover HP Cure: Remove Affliction(s) Lurkily wrote: Beastmaster. Pandzer's also supposed to intercept damage, if I recall? Correct. I'll post a revised sheet today. Lurkily wrote: Half-Orc.
The Spreadsheet wrote: On turn number three, Half Orc loses Awareness and Damage Resistance. What's Awareness? Awareness prevents Crits. Lurkily wrote: Merfolk.
The Spreadsheet wrote: Burn all MP in one shot. MP directly proportional to Dam. Directly proportional. No curve? Or do I only think I know what 'directly proportional' means? (Which is entirely possible) Every skill will have a curve. For Manestrom, amount of MP and % of MP converted to damage will be scaled. Directly proportional is old text that probable needs to be revised. However, it remains true in any case: more MP, more damage. Lurkily wrote: Gladiator. "All Day Long" seems like one of the least useful T2 skills, when you look at T3. It doesn't help you progress in your skill tree at all. Is it balanced to make up for this?Yup. Lurkily wrote: Paladin. His holy armor is still a party-wide defense, right? He can intercept attacks aimed at other players? Or is that out?Yup. Lurkily wrote: Initiative Rollover: The language in these skills only mentions a second attack. What if you have 250% the initiative needed to attack first? Will you always attack twice, and sometimes thrice? To rephrase, is initiative rollover capped at two additional attacks? Cap is two attacks per turn, but like anything else, we can tweak that if we feel it is necessary. We'll see how it goes. Lurkily wrote: Sorcerer: His attack is listed as "Arctic Wrath", dealing phy damage. Is that accurate? Needs revision. Lurkily wrote: Summoner: Mr. Oranges, like the plural of the fruit, not like the color, silly. No big deal, if it's too late. Will fix it. Lurkily wrote: Warrior: Is 'fanatic' a toggle? Or will a warrior with this skill always and forever be dealing with HP drain in battle?Yup. Overlooked that. Anything that recurrently costs HP will be a Toggle. Can't think of any exception at the moment.
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| Tue Apr 13, 2010 11:42 am |
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NiceTry
DoH God
Joined: Mon Oct 05, 2009 6:03 pm Posts: 231 Location: MA, USA
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 Re: Kuan's Kolumn 4/12
So I am guessing that Cardio was way too overpowered?
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| Tue Apr 13, 2010 12:40 pm |
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Kuan
Panela Cheese Golem
Joined: Sat Feb 21, 2009 3:05 am Posts: 246
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 Re: Kuan's Kolumn 4/12
NiceTry wrote: So I am guessing that Cardio was way too overpowered? Not really. We can always mess with the curve, like scaling the amount of POW that goes into account for Dodge. Removing Cardio was a conceptual decision.
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| Tue Apr 13, 2010 1:10 pm |
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NiceTry
DoH God
Joined: Mon Oct 05, 2009 6:03 pm Posts: 231 Location: MA, USA
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 Re: Kuan's Kolumn 4/12
Kuan wrote: Not really. We can always mess with the curve, like scaling the amount of POW that goes into account for Dodge. Removing Cardio was a conceptual decision. Will there be an addition to a warrior skill that increases Dodge based on POW in place of removing Cardio?
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| Tue Apr 13, 2010 1:22 pm |
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Kuan
Panela Cheese Golem
Joined: Sat Feb 21, 2009 3:05 am Posts: 246
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 Re: Kuan's Kolumn 4/12
NiceTry wrote: Kuan wrote: Not really. We can always mess with the curve, like scaling the amount of POW that goes into account for Dodge. Removing Cardio was a conceptual decision. Will there be an addition to a warrior skill that increases Dodge based on POW in place of removing Cardio? We won't release any new Battle Skills for a while, and when we do, more than likely they will be Grid-related. So, I guess the answer is nope.
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| Tue Apr 13, 2010 2:46 pm |
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soul
Forum Lurker
Joined: Fri Apr 02, 2010 9:20 am Posts: 7
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 Re: Kuan's Kolumn 4/12
I just want to make sure,
all percentages bonus including racial skills and class class bonus percentages will be based on base status or just the percentages enchants?
if that's true the base status can be get as high as 1500+ as I understand with the right race/class combo and putting all points in a single status.
most racial skills and class skills gives you 60% bonus, so that's just around 900+ bonus which can be covered with 24 slots.
also if you go spread status and your status will be like 600 for an attribute and that 60% racial boost is like 300+ bonus status which can be covered with 8 slots.
what I mean is , if we nerf all percentages, the slots will be more important, and I think that's not really what we want.
now as I understand since we nerfed the percentages, the combos aren't as effective. I mean combo gears like pow% end% combos.
and also race combos like basil amazon( if you put most your points in end ,agi bonus from amazon will be less effective and if you spread you got like 300+ status bonus?)
we will have to put all points in one status to be most effective , and if we spread the status it will be less effective.
I will post more questions later,
but I think it will be nicer if we make gnome's status reduction last the whole battle, then we might have a chance of killing ubers by teamwork. I think 2 rounds of status reduction wont really do that much because since gnome wont be in battle for very long. we can't really kill ubers with just 2 turns of status reduction.
also I am interested in DE's Gambit and Vamp's status pumping skills
since new spread sheet didn't involve numbers I am not sure those skills were tweaked or not. And I want to know vamp's status pump last the whole battle or not.
and I am interested in various leech skills and which skills they were attached to and their scaling.( for example is vamp's leech attached to wep attack or the leech itself is an attack, and also darkknight,necro and shammy leech) and if they scale off with damage or enemy hp etc.
that's just for now.
Sorry if I misunderstood something.
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| Tue Apr 13, 2010 3:33 pm |
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