New Class Idea - Devout-
Posted: Sun Sep 03, 2017 11:36 pm
Class Name: Devout (Means one devoted to religion. I.E Pyron,Riva ect. Most abilities are based off their faith and only through that particular div)
Near Top Geared, Base AC 55'ish with a weapon based power of 23.5 (Based on Regular Decked Flameing Hakama/Cowl/Divine Deflector/Ruby Axe)
Light Armor
Light Helm
Shield
1hand Sword--Dagger
Auras --- (Aura--Only 1 aura actived at a time in a party non stackable, slow mana drain)
Aura's would only work on party members with the SAME div as Devout. Any member not the same div would not recieve any benefit from the aura.
-Blade Enhancement increased dmg to the div the Devout is over I.E Pyron>Nox = (Wep power x 2) x INT div by 100. (party aura) I.E Wep power 20 x 2 = 40 x 18int = 720. 720/100 = 7.2% increase div bonus dmg.
-Armor Enhancement decreased div dmg from SAME div as the Devout = INT x AC Divided by 125 (party aura) I.E 55ac x 18int = 990. 990/124 = 7.9% deacreased dmg from same div type.
Spells
- Shell
- Weapon Enchant (Self target only ,Div Based and 1 active at a time and cannot cast another til the 1st has worn off.)
Nox -- NightBlind> to inflict blind on hit (no agil loss, just blind) Int/1.5 vs Wis for effect application
Nox --TerraBane> NightChance to critical vs Terra
Terra --EarthRender> Terra to reduce target AC by 25% on hit. Int/1.5 vs Wis for effect application
Terra -- VoltusBane> Chance to critical vs Voltus
Voltus -- Static> to decrease stam recovery time of target upon hit. Int/1.5 vs Wis for effect application
Voltus -- RivaBane> Chance to critical vs Riva
Water -- Dampen> to decrease targets wis by 10% on hit. Int/1.5 vs Wis for effect application
Water -- PyronBane> Chance to critical vs Pyron
Pyron -- Ignite>to inflict burn on hit. Int/2 vs Wis for effect application
Pyron -- NoxBane> Chance to critical vs Nox
- Armor Enchant (Self target only and Div Based)
Nox -- StealthShade> 10% upon being hit to increase agil/str by 10%
Terra -- BoulderBuff> 10% upon being hit to increase your total AC by 30%.
Voltus -- SelfStatic> 10% upon being hit to increase stam recovery time of self.
Riva -- Reflection> 10% to reflect 1/4 dmg recieved back at attacker/caster
Pyraon --SelfIgnite> 10% to inflict burn on attacker when hit.
Looks like alot but it really isnt. A devout wouldnt have all the spells/enchants listed and each spell set is limited to 1 at a time 1aura enhance/1wep chant/1 armor chant,
just what there div will allow. Also the auras have limitations to just Devouts div. (Diversity among a single class)
Example Build
Race Human
Div Nox
Stats Hp xx ----- Mp xx
Str 20
Dex 21
End 20
Int 20
Wis 14
Chr 10
-Weapon Enchants (1 cast valid, the other cannot be self cast til the 1st has worn off. Self cast only, duration time of around haste?)
Night Blind
Terra Bane
-Armor Enchants (duration time of around haste?)
Stealth Shade
-Enhancement Aura (1 activated at a time in or outside a party)
Blade Enhancement
Armor Enhancement
-Spell
Shell
The idea of this build is to make you invest in both int and str to spread your stat points. Str will determine your dmg dealt by weapon while int will slightly effect
your aura and have a direct effect on your weapon enchant application to target. Int/1.5 v Wis in this case to inflict blind upon a succesful hit.
I.E here 20/1.5 = 13.3int (want the application to be low, not sure how it would translate and would be adjusted) This would also give
the 'balanced races' an optional class to pick.
Bored, brainstorming and this is just a rough draft I threw together off the top of my head. Obviously no formulas are set, just there for
base examples. Twink/Remove/Add spells/enchants. Nothing permanent, just throwing a visualization of the class out there.
-Z-
P.S Didn't proof read, over look the laziness.
Near Top Geared, Base AC 55'ish with a weapon based power of 23.5 (Based on Regular Decked Flameing Hakama/Cowl/Divine Deflector/Ruby Axe)
Light Armor
Light Helm
Shield
1hand Sword--Dagger
Auras --- (Aura--Only 1 aura actived at a time in a party non stackable, slow mana drain)
Aura's would only work on party members with the SAME div as Devout. Any member not the same div would not recieve any benefit from the aura.
-Blade Enhancement increased dmg to the div the Devout is over I.E Pyron>Nox = (Wep power x 2) x INT div by 100. (party aura) I.E Wep power 20 x 2 = 40 x 18int = 720. 720/100 = 7.2% increase div bonus dmg.
-Armor Enhancement decreased div dmg from SAME div as the Devout = INT x AC Divided by 125 (party aura) I.E 55ac x 18int = 990. 990/124 = 7.9% deacreased dmg from same div type.
Spells
- Shell
- Weapon Enchant (Self target only ,Div Based and 1 active at a time and cannot cast another til the 1st has worn off.)
Nox -- NightBlind> to inflict blind on hit (no agil loss, just blind) Int/1.5 vs Wis for effect application
Nox --TerraBane> NightChance to critical vs Terra
Terra --EarthRender> Terra to reduce target AC by 25% on hit. Int/1.5 vs Wis for effect application
Terra -- VoltusBane> Chance to critical vs Voltus
Voltus -- Static> to decrease stam recovery time of target upon hit. Int/1.5 vs Wis for effect application
Voltus -- RivaBane> Chance to critical vs Riva
Water -- Dampen> to decrease targets wis by 10% on hit. Int/1.5 vs Wis for effect application
Water -- PyronBane> Chance to critical vs Pyron
Pyron -- Ignite>to inflict burn on hit. Int/2 vs Wis for effect application
Pyron -- NoxBane> Chance to critical vs Nox
- Armor Enchant (Self target only and Div Based)
Nox -- StealthShade> 10% upon being hit to increase agil/str by 10%
Terra -- BoulderBuff> 10% upon being hit to increase your total AC by 30%.
Voltus -- SelfStatic> 10% upon being hit to increase stam recovery time of self.
Riva -- Reflection> 10% to reflect 1/4 dmg recieved back at attacker/caster
Pyraon --SelfIgnite> 10% to inflict burn on attacker when hit.
Looks like alot but it really isnt. A devout wouldnt have all the spells/enchants listed and each spell set is limited to 1 at a time 1aura enhance/1wep chant/1 armor chant,
just what there div will allow. Also the auras have limitations to just Devouts div. (Diversity among a single class)
Example Build
Race Human
Div Nox
Stats Hp xx ----- Mp xx
Str 20
Dex 21
End 20
Int 20
Wis 14
Chr 10
-Weapon Enchants (1 cast valid, the other cannot be self cast til the 1st has worn off. Self cast only, duration time of around haste?)
Night Blind
Terra Bane
-Armor Enchants (duration time of around haste?)
Stealth Shade
-Enhancement Aura (1 activated at a time in or outside a party)
Blade Enhancement
Armor Enhancement
-Spell
Shell
The idea of this build is to make you invest in both int and str to spread your stat points. Str will determine your dmg dealt by weapon while int will slightly effect
your aura and have a direct effect on your weapon enchant application to target. Int/1.5 v Wis in this case to inflict blind upon a succesful hit.
I.E here 20/1.5 = 13.3int (want the application to be low, not sure how it would translate and would be adjusted) This would also give
the 'balanced races' an optional class to pick.
Bored, brainstorming and this is just a rough draft I threw together off the top of my head. Obviously no formulas are set, just there for
base examples. Twink/Remove/Add spells/enchants. Nothing permanent, just throwing a visualization of the class out there.
-Z-
P.S Didn't proof read, over look the laziness.