Page 1 of 1

/protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 8:08 am
by NiteHawk
/protect is added for Paladins. While protecting, if your 'protectee' gets attacked, you will step in the way. When this occurs, you will have -15% less overall dodge and -5% less spell resistance. If you move out of the room or die, the protectee becomes invul. You can also disable it by Typing /protect with no name or any random name. Protecting takes up a turn, Deprotecting requires you not be exhausted.

---

/taunt added for Knights. It is a CHARISMA based skill. The less charisma you have, the less effect it will have. At level 25, with 22 charisma, you'll have 12 'chances' that you'll be targeted. With 10 charisma, only 3 'chances'. This scales up from level 8 which starts at around 2-4 chances, depending on your charisma.

An added bonus is you will take less damage. This is based on charisma only, not level. With 10 charisma, its 5% damage reduction. 20 charisma is 10%, 21 is 10.5%, 22 is 11% etc. Duration is based on Charisma too.

It takes two turns to use (may change), and has a chance to fumble the skill which will fail more at lower levels/charisma. Typically if you have 16 charisma or higher you'll max out the minimum fail chance (which is 10%), and should be 10-18% under 16 charisma.

The damage reduction does apply to spells too.

For example, what i mean by 'chances'. Let's say you are level 8 with 10 charisma. You and one other are in the room. You use /taunt. The npcs will have a list of people to attack like this:

NiteHawk
NiteHawk
NiteHawk
OtherPlayer


This means that they have a 75% chance to attack you, and 25% to attack the other player.


Same for 22 charisma at level 25, 12 chances. Means the above would have 91% chance to attack you, and 9% chance to attack 'OtherPlayer'.

The damage reduction does work with players too. Obviously you can't taunt a non-npc though. I like to ensure that most skills/spells are useful.
---

BOTH NEED SERIOUS TESTING. FROM LEAVING ROOM, NPCS ATTACKING, LOGGING OFF WHILE IT'S ON, ETC. Whatever you can think up.

---

RAGE was changed. Every time you successfully land an attack, your hitrate goes down 3% until you miss, then it's reset. So stringing three rage hits in a row would put you down to 91% dodge rate. I feel that this was need to balance them, though I'm not sure if 3% is too low or high yet.

---
Random throwin: I added another pally spell too, 'sight' which counters 'blind' and gives you temp immunity. It also allows you to see in the dark.

Re: /protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 11:23 am
by Kudaith
NiteHawk wrote:/protect is added for Paladins. While protecting, if your 'protectee' gets attacked, you will step in the way. When this occurs, you will have -15% less overall dodge and -5% less spell resistance. If you move out of the room or die, the protectee becomes invul.


"invul"? Invulnerable, as in immune to damage? Is that a typo?

Re: /protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 11:43 am
by NiteHawk
Kudaith wrote:
NiteHawk wrote:/protect is added for Paladins. While protecting, if your 'protectee' gets attacked, you will step in the way. When this occurs, you will have -15% less overall dodge and -5% less spell resistance. If you move out of the room or die, the protectee becomes invul.


"invul"? Invulnerable, as in immune to damage? Is that a typo?


Yeah typo. 8) Becomes attackable.

Re: /protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 6:35 pm
by Rodeo
Joey is literally gonna jizz his pants.

Re: /protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 7:01 pm
by Drasp
So the barb's hit rate drops with each RAGE hit, correct? Not with a regular hit?

Re: /protect, /taunt, RAGE changes

Posted: Mon Jun 27, 2016 7:56 pm
by NiteHawk
Drasp wrote:So the barb's hit rate drops with each RAGE hit, correct? Not with a regular hit?

Starts at rage, not regular hits.

Resets on miss, (back to 100%).

Does not effect dodge rate, only hit rate.