New ideas for alterations of races and classes

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Scytso
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Joined: Sun Apr 24, 2016 1:45 pm

New ideas for alterations of races and classes

Postby Scytso » Tue Dec 06, 2016 3:28 pm

Befor i show this to everyone i KNOW that some ppl wont be happy about this but i did a LOT of math behind it all and made sure that i didnt make one class or race more OP than the other. Its just a few alterations to current ones and adding 2 new races and classes. I hope everyone enjoys!

New Races

Golem --- Fully new race so all stats are new.
Maximum Stats
Strength=20
Intelligence=10
Agility=16
Endurance=24
Wisdom=18
Charisma=14

+6 base Armour
15% dmg reduction from all sorces, Takes 1.5x longer to eat and use potions.


Nymph --- Fully new race so all stats are new
Maximum Stats
Strength=17
Intelligence=18
Agility=24
Endurance=15
Wisdom=18
Charisma=24 char

Spell Resistance Bonus: 10%
Get +1 stam, but has a -15% dmg to all the dmg they do.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Old Races

Dark Elf --- Dark was kept the same they seemed fairly strong as is.
Maximum Stats
Strength=20
Intelligence=20
Agility=22
Endurance=18
Wisdom=20
Charisma=16

Spell Resistance Bonus: 16%
Infra: Can see in the dark


Drakeblood --- Drakeblood was also kept the same since they are strong as well.
Maximum Stats
Strength=21
Intelligence=12
Agility=22
Endurance=20
Wisdom=12
Charisma=20

Spell Resistance Bonus: 0%
+4 Base Armor


Dwarf --- Dawrfs got +1 to int since they was fairly useless as casters and well they still are realy but eh... just help them a bit.
Maximum Stats
Strength=20
Intelligence=17
Agility=19
Endurance=23
Wisdom=20
Charisma=16

Spell Resistance Bonus: 8%
Infra: Can see in the dark
+2 Base Armor
Replenishes 2HP per tick. (x2)
10 damage negation on incoming spell damage


Elemental --- Ele got +1 spell resist and +5% spell absorption
Maximum Stats
Strength=14
Intelligence=21
Agility=19
Endurance=20
Wisdom=23
Charisma=14

Spell Resistance Bonus: 18%
15% spell absorption (any damage spell against you)


Elf --- Elves got 15% fizzle reduction and +2% Spell resist
Maximum Stats
Strength=18
Intelligence=21
Agility=22
Endurance=18
Wisdom=21
Charisma=22

Spell Resistance Bonus: 20%
Have 15% less chance to fizzle spells.


Gnome --- Gnomes got -1 end but got 5% spell resist and +15% larger mana pool.
Maximum Stats
Strength=16
Intelligence=22
Agility=21
Endurance=16
Wisdom=22
Charisma=20

Spell Resistance Bonus: 25%
Have +15% larger mana pool


Goblin --- Goblins got -1 int -1 wis and got +1 end with +2 spell resist
Maximum Stats
Strength=19
Intelligence=16
Agility=22
Endurance=21
Wisdom=16
Charisma=14

Spell Resistance Bonus: 8%
Infra: Can see in the dark
Immunity to poison (75% duration reduction.)


Half-Elf --- Helfs got +3% spell resist and +10% chance to not fizzle.
Maximum Stats
Strength=19
Intelligence=20
Agility=21
Endurance=19
Wisdom=20
Charisma=21

Spell Resistance Bonus: 15%
Have +10% less chance to fizzle spells.


Halfling --- Lings got +1% spell resist and +10% faster stamina regeneration (kinda like hate for a druid)
Maximum Stats
Strength=18
Intelligence=20
Agility=23
Endurance=17
Wisdom=20
Charisma=22

Spell Resistance Bonus: 15%
Have 10% faster stamina regeneration


Half-Orc --- Horcs got -1% spell resist but they did just get a +1 str bonus so i figured that was fair.
Maximum Stats
Strength=24
Intelligence=14
Agility=19
Endurance=22
Wisdom=14
Charisma=14

Spell Resistance Bonus: 0%
Replenishes 3HP per tick. (x3)
15% cooldown speed with potions and food.


Human --- Humans got a +5% chance to not fizzle spells.
Maximum Stats
Strength=20
Agility=20
Endurance=20
Intelligence=20
Wisdom=20
Charisma=20

Spell Resistance Bonus: 10%
Have 5% less chance to fizzle spells.


Saurian --- Saurians got +2% spell resist bonus.
Maximum Stats
Strength=22
Intelligence=14
Agility=22
Endurance=19
Wisdom=14
Charisma=14

Spell Resistance Bonus: 5%
+2 Base Armor



I felt that every race needed more than just one bonus to them since dwarf and horc had a few bonuses i also changed a few stats on some of the races to be a bit more balanced.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Old Classes

Assassin --- Assassins lost .5x backstab dmg but gained +10% bonus dmg when holding 2 daggers. (you would do more dmg overall) Exp was also dropped from 400mill to 320mill.

Attack Increments At Levels: 1, 8, 18, 25
Needed EXP to Level 25: 320mil
Can wield daggers and swords
Can wear medium, light, cloth, shields, and helmets
Can dual wield
-7.5% MR Bonus
Can autosneak (/autosneak), can hide (/hide). Being found or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together.)
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
Equipping a dagger allows you to backstab for 3.5x more damage. Duel wielding grants an additional 20% damage when using regular attacks or backstabbing. You must equip DAGGER(s) to backstab.

Barbarian --- Barbs have -7.5% MR but gaints +2.5% dodge rate and +2.5% more hp bonus, They also gain +5% more rage dmg. And only lost 1% agi per fury instead of 2%. Exp needed down from 320mill to 275mill.

Attack Increments At Levels: 3, 10, 16, 25
Needed EXP to Level 25: 275mil
Can wield swords, blunts, daggers, and staves
Can wear medium, light, cloth, shields, and helmets
Can equip two handed weapons
-10% MR Bonus
5% less dodge rate
10% more overall HP
Gain RAGE after 2 successful attacks. Rage will grant 30% more damage, and will be stopped if they miss. Moving squares does stop rage. While raging, you lose 1% agility per successful attack. It is reset once you miss, and you only start losing agility after RAGE occurs.

Bard --- Bards nothing big about bards besides there exp is only 250mill needed now. (After some thinking last night i beleave bards do need a bit of a boost, More in the way of removing absorb and adding a AGI song instead. We dont need Absorb song and armour song just makes no sence.)

Attack Increments At Levels: 3, 10, 16, 25
Needed EXP to Level 25: 250mil
Can wield instruments, swords, blunts, daggers, and staves
Can wear medium, light, cloth, and light helmets
Can use /song - Has four different songs. Song power is based on instrument.
Spells: Cure, Shell
20% less mana
8% MR Bonus

Cleric --- Clerics I would like to see the shell spell that bards get since they are realy just lil meatballs that heal lets give them a bit more protection. And exp nerf from 300mill to 220mill exp needed.

Attack Increments At Levels: 3, 10, 18, 25
Needed EXP to Level 25: 220mil
Can wield blunts and staves
Can wear heavy, medium, light, cloth, shields, and helmets
Spells: Ray, Cure, Heal, Aid, Remedy, Shell
2% MR Bonus
Can use /scribe - Soulbind and Bless

Druid --- Druids got +4% MR bonus and -4% dodge bonus. There exp was nerfed from 350mill exp down to 250mill exp needed.

Attack Increments At Levels: 3, 12, 18, 25
Needed EXP to Level 25: 250mil
Can wield blunts and staves
Can wear medium, light, and cloth
8% MR Bonus
8% less overall dodge
Spells: Ray, Cure, Remedy, Haste, Noursh, Faeriefire
Can morph - Cat form at level 8, and Bear form at level 16.

Knight --- Knights are already realy strong so i left them were they are. Exp needed down from 300mill to 200mill.

Attack Increments At Levels: 2, 8, 18, 25
Needed EXP to Level 25: 200mil
Can wield swords, daggers, blunts and staves
Can wear heavy, medium, light, cloth, shields, and helmets
Can equip two handed weapons
Can TAUNT. Charisma based skill. The more charisma you have, the better distraction your taunt will be. Taunt also grants a damage reduction based on Charisma.
5% Increased Hit Rate
10% more overall HP

Monk --- Monks i reduced there dodge rate by 2.5%. There roundhouse increased to 2.5x dmg instead of 2.0x. Would also like to see the ability (meditation) put on them a skill when used out of battle that heals them for 30% of there hp per sec for 3 secs (basicly a food that can be cast instead of having to be carryed just like any other food cant be used in battle and if they move or get hit it would expire). Exp needed down from 375mill to 310mill.

Attack Increments At Levels: 4, 14, 22, 25
Needed EXP to Level 25: 310mil
Can wield staves
Can wear light and cloth
Can dual wield
5% more dodge rate
10% MR Bonus
Meditation
Immunity to poison (75% duration reduction)
Can roundhouse. After 2 successful hits, roundhouse will take into effect next attack and will deals 2.5x. Missing or moving restarts the count.
+1 armor per level
+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.

Necromancer --- Necros got MR bonus from 12.5% to 15%. There leech needs to be a bit more usefull as well it costs a fair bit of mp to use and the heal that is returned is almost laughable, Maybe something like dmg done = .5 dmg healed So if they do 120 dmg with leech they would get back 60 hp .Exp needed was 400mill down to 320mill.

Attack Increments At Levels: 3, 12, 20, 25
Needed EXP to Level 25: 320mil
Can wield staves and daggers
Can wear cloth and light helmets
15% MR Bonus
10% more mana
+1 armor per 6 levels.
Spells: Beam, Stoneskin, Rot, Undead, Leech, Blind, Wither

Paladin --- Paladins now lose 5% less agi when guarding a player but they loss 5% more MR when guarding to balance it out. Exp needed went from 325mill to 225mill.

Attack Increments At Levels: 3, 8, 16, 25
Needed EXP to Level 25: 225mil
Can wield swords, blunt, staves and daggers
Can wear heavy, medium, light, cloth, shields, and helmets
6% MR Bonus
Can /PROTECT. /protect reduces your agility by 10% and your MR by 10%. You can protect a target from all incoming damage.
Spells: Cure, Heal, Remedy, Sight
Can use /scribe - Bless

Ranger --- Ranger gained 1% MR (woohoo lol) But they were fairly strong as they were anyway. There exp needed went from 325mill to 225mill exp.

Attack Increments At Levels: 2, 8, 18, 25
Needed EXP to Level 25: 225mil
Can wield swords, blunt, staves, daggers, and bows
Can wear medium, light, cloth, shields, and helmets
Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.
Can have a /pet. Pets need to be /capture'd first.
Ranger Pets will automatically attack the target you are attacking.
5% MR Bonus

Sorcerer --- Sorc got no bonus sept for getting there attacks at lower levels instead of having to wait so long for there stam. Exp went from 375mill needed to 320mill needed.

Attack Increments At Levels: 3, 12, 20, 25
Needed EXP to Level 25: 320mil
Can wield staves.
Can wear cloth and light helmets
20% more mana
15% MR Bonus
Spells: Beam, Stoneskin, Blast, Sap, Power, Golem, Fade, Hover
Can use /scribe - Enchant

Thief --- Theifs backstab went from 3x dmg to 2.5x dmg but they gained 5% more drop rate for items. Exp needed went from 300mill to 200mill exp.

Attack Increments At Levels: 2, 12, 20, 25
Needed EXP to Level 25: 200mil
Can wield daggers
Can wear medium, light, cloth, shields, and helmets
2% MR Bonus
Can autosneak (/autosneak), can hide (/hide). Being found or backstabbing someone means you need to move squares to rehide. (Autosneak/Hide work well together.)
Equipping a dagger allows you to backstab for 2.5x more damage while being hidden.
Thieves can steal (/steal) gold from players and NPC.
25% higher drop rate on items dropped from monsters. This effects WHOLE party if in party.


I would also like to see a new skill put in for all shield holders to make shields a bit more usefull and have a counter balance to the reason of having them rather than just a lil more armour. We could add counter bash which would be a free counter attack anytime someone deflects with there shield doing a base % dmg according to there strength. This would be given to all the classes that use shields just to spice things up and give barbs and knights a reason to use shields instead of the massive dmg 2 handers that are out there. It would be for PVE and PVP.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

New Classes

Samurai --- New class
Attack Increments at levels: 4, 14, 22, 25
Needed EXP to Level 25: 330mil
Can wield Swords
Can wear medium armour, and helm (no shields)
Can dual wield
Can use two hand swords
10% bonus hit rate
2% MR Bonus
Each first attack has -10% dmg, 2nd attack (if first attack lands) dose normal dmg, 3rd attack (if 2nd attack lands) +10% dmg, 4th attack (if 3rd attack lands) +20% dmg, 5th attack (if 4th attack lands) +30% dmg and causes bleeding (2% hp loss every 2 secs for 6 secs.)
If all attacks land the sequience is reset and it starts back on the first attack. (kinda like a bushido multi slash) If any attacks miss the next attack reverts back to the first attack.

Spellbinder --- New class
Attack Increments At Levels: 3, 12, 20, 25
Needed EXP to Level 25: 320mil
Cant weild weapons.
Can wear cloth and light armour.
15% more mana
20% MR Bonus
Spells: Aether Shard(starter spell), Aether staff(Would get this at level 8), Aether Flail(Would get this at lvl 15), Aether War hammer(Would get this at lvl 20), Aether Maul(Would get this at lvl 25), Aether Force (level 12 spell)

You would start with Aether Shard as a castable weapon but after that you would need to but the other spells just like any other spell in game. The Aether Maul having been the strongest weapon for its class would have a lengthy quest line so as to not be unfair to other classes. (All off that will be worked out as time go by)

The weapons (Spells) would come fully decked based upon stats from items of there level. Hence the starter weapon would have no blessings no enchants, The lvl 8 weapon would only be = to a weapon with a soft enchant, the level 15 weapon would be = to a fully decked weapon with soft enchant, the level 20 weapon would be a fully decked weapon with a bright enchant and then the level 25 weapon would be = to top end weapon fully decked with brill enchant. These spells would have time limits on them and would need to be recast roughly every 10mins. THe weapons couldnt have embers added to them so to make up for that they would have 5% div bonus on all divs so as to be fair to the class.

The weapons dmg would be affected by the STR of the player but the ability to cast the weapon would be based upon the INT just like any other spell it will have fizzle rates. Once the weapon is cast it would have a timer of how long its up not sure if that will be based on INT yet or not could be just a base timer.

Aether force would be like shell of bard but instead of it giving a LOT of armour it would give % bonus reflect dmg. So when they are hit it would reflect 20-30% dmg based upon there level. (would make up for there low armour.) This spell would also be based upon the INT of the caster the more INT they have the more dmg reflected and the more armour given by the spell.



Once again i know a lot of ppl wont enjoy all of the changes but trust me they are balanced. I also added 2 new classes which came with a lot of thought.

I also added +1 stam to every class so at the end of the game you will have 5 attacks on all classes sept for ninjas or anyone that is a nymph which will have 6. Enless your a ninja nymph than you will have 7. But it dose get balanced out based on there dmg reduction.

Btw lots of classes had there stam levels changed to lower levels since i added in an extra stam to everyone.

I spent a lot of time on this and i hope you all enjoy it and i would love to hear yalls feedback!
Last edited by Scytso on Wed Dec 07, 2016 12:10 pm, edited 6 times in total.

User avatar
Folder
Posts: 1076
Joined: Wed Jul 27, 2016 9:04 am
Location: Texas

Re: New ideas for alterations of races and classes

Postby Folder » Tue Dec 06, 2016 3:35 pm

Can you highlight your changes in red or some other color please? I'd like to read them all but it's a large post to sift through since much of it is what we already have.
<Silhouette>

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Scytso
Posts: 36
Joined: Sun Apr 24, 2016 1:45 pm

Re: New ideas for alterations of races and classes

Postby Scytso » Tue Dec 06, 2016 3:38 pm

Lol fair enough sorry about that >.> ya its a lot to read.

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Ardrahz
Posts: 75
Joined: Tue Nov 15, 2016 10:24 pm

Re: New ideas for alterations of races and classes

Postby Ardrahz » Tue Dec 06, 2016 3:41 pm

Exp values would be more than fine right now if we had 4 stam to level with. You'd already be getting exp at a 25% faster rate give or take a few % for the rng gods. Kinda on the fence about more stam without testing.would make fighting slayers annoying as hell also with an extra stam, they could force you to burn a stam every turn.
HomeGrown

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Scytso
Posts: 36
Joined: Sun Apr 24, 2016 1:45 pm

Re: New ideas for alterations of races and classes

Postby Scytso » Tue Dec 06, 2016 8:19 pm

The new bonuses and such are now next to the name of each of the races / classes. I would still like to add a few more races / classes but first lil at a time! Next big thing will be going threw monsters and adding more items on them so they can give more gear for all classes rather than only a few selections.

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: New ideas for alterations of races and classes

Postby killa » Tue Dec 06, 2016 9:48 pm

cool ideas there... i just don't like the overall xp decreases. I feel you should earn a char and it shouldn't be easy to have every diff class a 25er in your account, without hard work. But i like the addition of diff classes and races and stam and stuff...

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: New ideas for alterations of races and classes

Postby killa » Tue Dec 06, 2016 9:48 pm

and golem would totally blow lol. with 16 agi i cant even hit with 20 agi or not be hit haha

killa
Posts: 315
Joined: Wed Sep 07, 2016 3:05 am

Re: New ideas for alterations of races and classes

Postby killa » Tue Dec 06, 2016 10:19 pm

You BACKSTAB Sinner with your emerald knife and miss!
You BACKSTAB Sinner with your emerald knife and miss!
From Sinner: lul
From Sinner: i am still in lvl 1 equipment

life of a half orc slayer against a level 9er

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 07, 2016 7:01 am

Moved to proper area and I think it's a good thing that people discuss about 8) Like Folder said it would be good if stuff that is changed was highlighted in green, though ti would be good to keep new race/class and adjustments to current race/class separate. too

Thi
Posts: 91
Joined: Tue Nov 08, 2016 7:17 pm

Re: New ideas for alterations of races and classes

Postby Thi » Wed Dec 07, 2016 10:33 am

killa wrote:You BACKSTAB Sinner with your emerald knife and miss!
You BACKSTAB Sinner with your emerald knife and miss!
From Sinner: lul
From Sinner: i am still in lvl 1 equipment

life of a half orc slayer against a level 9er

I lol'd
Thi
You can find me online on Lightning.


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