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Skills

Unstructured ideas, requests and suggestions for the development of the game.
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Voom
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Re: Skills

Post by Voom »

That is an interesting observation. I will be more active in thinking about new skills. I hope others help.
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Re: Skills

Post by Urbain »

Didn't we have a thread about skills on the go? Or was that actor conditions with items?
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Re: Skills

Post by rijackson741 »

Skills are discussed often (of course) but I can only think of one thread where new skills were suggested. That was for magic, with a new mage class, but it's been decided that AT will not have magic (beyond potions and actor conditions).
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Re: Skills

Post by Voom »

I believe there was once a google list of new ideas that happened to have many skill ideas too. I can't recall exactly where I saw that.

It looked something like this: https://code.google.com/archive/p/andor ... ues?page=1
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Re: Skills

Post by Voom »

Here are some of my skill ideas.

- First Strike: Gain 15 percent effective critical chance on the first successful strike in combat; does not apply if enemy strikes first; cannot be applied on any strike thereafter.
o Maximum 1 skill point
o Requires 2 points in Evasion
o Requires 20 Critical Skill
o Requires 4.0 Critical Multiplier

- Burly Defense: Once hit by an enemy’s critical strike, gains 20 percent chance per skill level to activate the actor condition Burly Defense; this condition will resist 1 damage per round for 3 rounds; it can stack to resist a maximum of 3 damage per round for 3 rounds per stack.
o Maximum 5 skill points
o Requires 1 point in Bark Skin for every 1 point in Burly Defense

- Full Force: Gain 5 percent chance per skill level to perform a full force blow that inflicts maximum attack damage onto an enemy; when Full Force has been performed it reduces effective critical chance to zero for the current round; cannot perform a critical strike and Full Force simultaneously.
o Maximum 2 skill points
o Requires 7 base Attack Damage for every 1 point in Full Force
o Requires 1 point in a fighting style for every 1 point in Full Force

- Rogue Recovery: After standing still for 6 seconds, become untraceable to an adjacent enemy; allows 1.5x current regeneration even when an enemy is adjacent; regeneration includes active sustenance.
o Maximum 1 skill point
o Requires 4 points in Evasion
o Requires 4 points in Regeneration

- Careful Craft: Mending/forging together 10 random non-equipment items in one’s inventory will produce a random ordinary item of equal value (most of the time); rare items can be created 0.5 percent of the time; the higher the value and rarity, the lower the chance of creation; crafting can be prompted by walking into a sowing fixture/anvil in select places.
o Maximum 1 skill point
o Requires 2 points in Merchant
o Requires 2 points in Treasure Hunter
o Requires 2 points in Magic Finder

- Fury Swing: Gain 5 percent chance per skill point to inflict damage on all adjacent enemies while in combat; no critical strikes can be inflicted with a Fury Swing.
o Maximum 3 skill points
o Requires 1 point in Cleave for every 1 point in Fury Swing
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Re: Skills

Post by rijackson741 »

Careful Craft is not possible with the current game engine. Objects are predefined and static. Crafting is only possible in very limited ways, by replacing one (or more) predefined objects with another predefined object. I'm not sure that Fury Swing would be possible either. I think the others would all be possible.

With RR, I'm not sure what you mean by "become untraceable to an adjacent enemy". If you have three levels of Evasion an adjacent monster will never attack unless it attempts to move onto your tile.

I like the idea of Full Force. That would be worth having.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Re: Skills

Post by Voom »

Awesome, thanks for the feedback.

For RR when I say untraceable I mean that an enemy cannot attack you even when it wants to move onto your space. Which would mean you reduce an enemy's walkable space as soon as the condition triggers.

I like Full Force as well. I'm also fond of skills that trigger a condition (like Burly Defense), but it doesn't have to be that effect exactly.
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Re: Skills

Post by rijackson741 »

Reducing the enemy's space when it was triggered would be tricky. Suppose you are standing in the middle of it's spawn area. It's not possible to create a spawn area with a "hole" in it where you are standing. And then if you move, should the "hole" also move?
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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Re: Skills

Post by Voom »

You have to be standing still to trigger the condition and keep it on. But, yeah, I see that it would be impossible now.

Perhaps we can adjust the skill to say you can recover 1.5x current regen after standing still for 6 seconds but can be targeted if enemy moves onto your space. Requirements could change as well.
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Re: Skills

Post by rijackson741 »

Anything is possible. It's a question of how much work it would be ;)

How about a skill that just gives a percentage chance that regeneration will work when adjacent to a monster. Say 15% per skill level, max two levels.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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