Awesome. I was going to make a post about adding skills to the game, but I see you've beaten me to it! I am going to go through them based on a level-by-level bonus. That way it'll test their benefit. Also, is there a cap to these bonuses, like Maximum of 3 points per skill? This is important, IMHO.
oskarwiksten wrote:Weapon accuracy. Increases AC by 12 for each skill level.
12 AC every 3 levels, means putting a point here is worth less than 5 AC per level (12 < 15). However, these skills are basically a "free" level-up. So where does 12 line up? It's hard to say, until we compare it to the others.
oskarwiksten wrote:Hard hit. Increases min and max damage by 2 for each skill level.
Awesome benefit, but it's basically +2 damage, therefore equal to 2 levels every 3 levels, so it's not better than adding damage per level, but again, it's "free". Compared to above ability, this is less of a boost as it's exactly 2 levels and weapon accuracy is like 2.5 levels worth. Still need to compare it to other skills.
oskarwiksten wrote:Merchant. For every skill level, decreases the buying and selling gold penalty by 5 unit percent. (3 levels will make buying price=selling price)
I assume that the "3 levels ..." on skills means 3 would be a max per skill? This is a unique ability, and is basically awesome. Not really much to compare. It's hard to say people would get 3 points here unless there were basically no other skill points less. At least, it's less important until the items get overhauled.
oskarwiksten wrote:Dodge. Increases BC by 9 for each skill level.
This ability is still less than getting 3 actual levels, but for sake of asking, why is it not 12 like the AC boost one? Still hard to say if this is too much or not enough based on the "free" skill. Personally, the AC and BC boost skills should go away since you
oskarwiksten wrote:Bark skin. Increases damage resistance by 1 for each skill level.
This one is pretty good, but I don't know how to compare it because DR only appears on some equipment.
oskarwiksten wrote:More criticals. Increases critical chance by 20% for each skill level. (20% increase on existing crit.chance, not 20 unit percent)
So it's not 20% per point, just 20% more on top of the previous one. So, this will not actually give your character the ability to critical, right? (as 0% multiplied by any number would zero). So, if you have a 20% chance, then adding "20%" more via skill point would make it 24%?
oskarwiksten wrote:Better criticals. Increases critical multiplier by 50% for each skill level. (50% increase on the existing crit.mult.)
So, it's basically a 0.5 increase? That's good, and not overpowered. Will be worth it. question: Will this give the ability to critical to a character if you use this?
oskarwiksten wrote:Combat speed. Increases max AP by 1 for each skill level. Might be overpowered?
I think this could be overpowered, but that's my opinion. I think adding AP should be a very unique option for the game, and these free skills would be too good for getting a free AP point.
oskarwiksten wrote:Golddigger. Increases chance of finding gold in monster drops by 30%, and increases quantity of gold drops by 50% for each skill level. (up to the maximum amount that the monster drops)
This is good, since you can't get more gold than what it could normally drop. So, can't over inflate the game with gold.
oskarwiksten wrote:Quick learner. Increases amount of exp given by defeating monsters by 10% for each skill level.
Good ability, but I think 10% is a lot. This ability should probably be 3% or 5% at best per skill point. Otherwise, after just 10 levels you could have 30% extra EXP per kill, and just start powering through the game simply 30% faster... and if you take just current characters that play, and just used your skills here, then every level 30 character (normal for starting/doing/finishing BWM currently) could possibly have 100% extra EXP boost, doubling the EXP gain and therefore would double faster... just powering through levels. So, definite look at...
oskarwiksten wrote:Cleave. Gives +10AP on every kill.
No comment, as this is an awesome skills. Basically what I mentioned in another thread. However, to make it scale, what about like +3 AP per point? Otherwise, awesome skill.
oskarwiksten wrote:Corpse eater. Gives +1HP on every kill per skill level.
Awesome skill, and not really much to say it's weak or overpowered. Just a good boost, and +1 HP is perfect (2+ HP each would be too much).
oskarwiksten wrote:Increased fortitude. Raises max HP by 1 per skill level on every subsequent level up. (not retroactively)
I'm confused about this one. Does this basically count as adding 1 HP when you put a point in it, or does it add 1 HP every time you level up?
oskarwiksten wrote:Evasion. For every skill level, reduces both the chance of failed flee attempts by 5% and the chance that a adjacent monster will attack by 5%.
Awesome ability, and can come in handy.
oskarwiksten wrote:Failure mastery. For every skill level, reduces the amount of lost exp when dying by 20%. (20% on the existing exp loss amount, not 20 unit percent). 5 levels will remove all exp loss when dying.
Sweet! All good here.
oskarwiksten wrote:Magic finder. Increases the drop chance on non-ordinary items by 100% for every skill level.
Is 100% not huge? Maybe 50%?