New ideas for alterations of races and classes

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 1:20 pm

Anyways,

What I'm giving them is a spell that gives them some armor 1 + ((int - 10) * levelreduction) (level reduction being 25/yourlevel)

16 int = 12 armor at level 25
20 int = 16 armor at level 25
23 int = 19 armor at level 25


On top of this they will get a divinity negation bonus of 4-6% depending on their div. So Night would get a Earth bonus.

1 + (int * lvl * 0.009) = % in reduction

23 int = 6%
18-22 int = 5%
14-17 = 4%
10-13 = 3%

I want to give the same to paladins but I don't know how it would play. It would make them really want INT though but based on the above

16 int = 11 armor
20 int = 16 armor

etc again. I feel like this is a bit high. For paladins im thinking more around having the value at 60%

16 int = 7 armor
20 int = 9 armor
23 int = 11 armor


Same div negation though on both classes.

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Lateralus
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Re: New ideas for alterations of races and classes

Postby Lateralus » Wed Dec 14, 2016 1:23 pm

NiteHawk wrote:I really wanted to get clerics in light armor though too. It was about 50/50 on the polls, so I'm kind of conflicted on that. If I don't change it this time around I doubt I will ever change it, but issue is, wasn't a landslide.

Obviously they'd get a spell to compensate for some AC loss, but they shouldn't be at heavy AC levels is the biggest flaw.


I honestly didn't even know there was a poll for this even though I think it threw out the idea. Maybe you should announce it in game or something? I guess I coulda missed that too haha.

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 3:22 pm

11 and 16AC sounds probably too high for paladin, but what's that % wise? I forget the math involved with AC and damage reduction.
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 4:22 pm

Folder wrote:11 and 16AC sounds probably too high for paladin, but what's that % wise? I forget the math involved with AC and damage reduction.


Passively it's 0.1*AC. so 11*0.1 woudl be 1.1% passively more, 16 would be 1.6.

Actively its 0.9*AC, so 11*0.9 = 5.5%. 16=8% . This only goes towards the first 20-50% damage absorb rate.

Thinking about it though 15 ac is too high for light to med on clerics. 10 would be better.

So if 10 is too high on 20 int average, then pallies maybe 50% that, so 5 armor with 5% div resist.

Though it would be more like 2-3 armor with only 16 int.

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 4:38 pm

5 armor isn't really worth the time is it? Half a percent less damage taken? If I'm getting hit for 200 a swing I'll get hit for 1 damage less. Oh boy lol :lol:

The div resist is fine though.
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 4:47 pm

Folder wrote:5 armor isn't really worth the time is it? Half a percent less damage taken? If I'm getting hit for 200 a swing I'll get hit for 1 damage less. Oh boy lol :lol:

The div resist is fine though.


Well thats the passive damage.

Actively 5 armor is 2.5% more deflect. Aka the Your armor absorbs... message.


Edit:
Would be something like

local armorBonus = ((entityIntelligence - 10) * bonusReduction)*0.7

if entityBaseClass == "Paladin" then
armorBonus = armorBonus * 0.8
end

armorBonus = math.floor(armorBonus) + 2

23 int cleric = 11
20 int cleric = 9
16 int cleric = 6

23 int pally = 9
20 int pally = 7
16 int pally = 5

But I might leave both at the first values. Means the often might be pallies with 20 int getting 1.1% reduction and 4.5% more deflect.

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Wed Dec 14, 2016 5:03 pm

Oh shit, right. I only read half that since I'm at work and trying to be quick. That's decent then.

Maybe I should put my pally back to 20 int instead of 18 /ponder
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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 5:09 pm

Folder wrote:Oh shit, right. I only read half that since I'm at work and trying to be quick. That's decent then.

Maybe I should put my pally back to 20 int instead of 18 /ponder

´
I think it'll be okay and we might actually see 20 int pallies then purely for tank reasons. I will leave it the same as clerics but modify it if its too high later.

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Re: New ideas for alterations of races and classes

Postby FrostSlayer » Wed Dec 14, 2016 5:53 pm

I was just thinking the other day, lizards are well known for their regenerative abilities, yet they have no passive hp regen bonus. I thought now would be the time to bring it up, given all the changes. Their regen ticks slower than half orc/dwarf and i dont think 4-5x hp per tick would be too crazy.

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Wed Dec 14, 2016 5:59 pm

FrostSlayer wrote:I was just thinking the other day, lizards are well known for their regenerative abilities, yet they have no passive hp regen bonus. I thought now would be the time to bring it up, given all the changes. Their regen ticks slower than half orc/dwarf and i dont think 4-5x hp per tick would be too crazy.


It is more of a balance issue. I feel that saurians are pretty badass as they are.


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