Broadening Weapon choices...

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Nicotine
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Joined: Sun Nov 07, 2004 5:44 pm

Broadening Weapon choices...

Post by Nicotine »

Okay, this one just popped into my head too...here's a prac list for weapon pracs at a warrior place.

It will cost you 2 practices to practice here.
You have 4 practice sessions remaining.
You know of the following skills:
Axes (0%), (not learned)
Bash (0%), (not learned)
Chains (0%), (not learned)
Charge (0%), (not learned)
Clubs (0%), (not learned)
Lance (0%), (not learned)
Long Blades (0%), (not learned)
Rescue (0%), (not learned)
Ride (0%), (not learned)
Shield Parry (0%), (not learned)
Spears (0%), (not learned)
Staves (0%), (not learned)


Now, let's say we practice 1 prac in Staves.

It will cost you 2 practices to practice here.
You have 2 practice sessions remaining.
You know of the following skills:
Axes (0%), (not learned)
Bash (0%), (not learned)
Chains (0%), (not learned)
Charge (0%), (not learned)
Clubs (0%), (not learned)
Lance (0%), (not learned)
Long Blades (0%), (not learned)
Rescue (0%), (not learned)
Ride (0%), (not learned)
Shield Parry (0%), (not learned)
Spears (0%), (not learned)
Staves (16%), (Bad)
Whirling Strike (8%), (Bad)
Cross Parry (8%), (Bad)



**Notice in this fantasy world I just created, practicing staves opens up the skills under staves, and then you can practice them. This might require more practice sessions, but it would create a whole new aspect to each weapon class... and maybe at 99% weapon, a more elite sub-skill would open up (look below)

It will cost you 2 practices to practice here.
You have no practice sessions remaining.
You know of the following skills:
Axes (0%), (not learned)
Bash (0%), (not learned)
Chains (0%), (not learned)
Charge (0%), (not learned)
Clubs (0%), (not learned)
Lance (0%), (not learned)
Long Blades (0%), (not learned)
Rescue (0%), (not learned)
Ride (0%), (not learned)
Shield Parry (0%), (not learned)
Spears (0%), (not learned)
Staves (99%), (Superb)
Whirling Strike (8%), (Bad)
Cross Parry (8%), (Bad)

Wind Breaker (30%), (Poor)



or whatever. lots of possibilities. and for every weapon, including short daggers for thief pracs and bows for ranger pracs, practicing the weapon will open up a sub-skill list that you can also practice.
Rhollor
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Post by Rhollor »

Me gusta. These would do what? Boost attack dmg pb db and stuff?
Viral
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Post by Viral »

Just wanna say Nicotine, you are awesome at coming up with these great ideas. Keep it up!
Chase
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Post by Chase »

I dont see why you classify hunters as bow users. What will happen to dodge or combo and bash. I see hunters as subpar bashers (compared to warriors) but they get defense and more options in trade. I know for one that if hunters become bow users as their main weapon my character is screwed...
Nicotine
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Post by Nicotine »

no, i was just saying Bows isn't on the list I posted, as it is a ranger skill presently. This particular post had nothing to do with me wanting bows as ranger's main weapon. :)
Nicotine
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Post by Nicotine »

Rhollor - either it would do that, or these could be entirely different skills, just with less drastic effects than bash/stab/charge. For instance, maybe the Cross Parry thing I mentioned, when practiced, would give you a chance on top of pb and db to parry the attack. it wouldnt be dependant on pb/db, but would depend on the % practiced... so if you had 99% Cross Parry, you obviously would have a much lower actual % of parrying the hit, because to parry 99% of the hits would just be ridiculous, but maybe every 10% in Cross Parry you get gives you a 2% chance to parry the hit, looking something like this.


You thrash *Gristlyn*'s body very hard.
You swing a long maplewood staff across your chest, knocking *Gristlyn*'s weapon out of the way. <--- this is from the 2% chance i had from Cross Parry

as opposed to just

*Gristlyn* tries to hack you, but you parry the attack. <-- this is from my PB
Nicotine
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Post by Nicotine »

or for the Whirling Strike one i mentioned, maybe you could type "whirling strike" while engaged, and it would have a timer just like everything else, maybe a short timer, and it would just do more damage, or maybe a very small chance of disarming the opponent


*Gristlyn* tries to hack you, but you parry the attack.
You thrash *Gristlyn*'s body very hard.

<HP: Healthy MV: Draining --- Gristlyn: Wounded>
whirling strike

- = + *
You spin around *Gristlyn*, bringing your staff over your head and striking sharply in a downward motion!
You strike *Gristlyn*'s head.

<HP: Healthy MV: Draining --- Gristlyn: Wounded>
*Gristlyn* tries to hack you, but you parry the attack.
You thrash *Gristlyn*'s legs hard.
Nicotine
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Post by Nicotine »

or....


<HP: Healthy MV: Draining --- Gristlyn: Wounded>
whirling strike

- = + *
You spin around *Gristlyn*, bringing your staff over your head and striking sharply in a downward motion!
*Gristlyn*'s weapon is knocked from his hands!

<HP: Healthy MV: Draining --- Gristlyn: Wounded>
Gristlyn
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Post by Gristlyn »

I love being the example!
Axxey
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Post by Axxey »

or could be something that interupts a timer, or something that gets a free extra melee damage if you execute it on someone when they're in a timer etc, lots of different options of things can do ;)

Would far prefer executable skills rather than passive skills.
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Galnor
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Post by Galnor »

Great idea, but it'd be hard to balance all of these. :)

Definitely something I may look into, though.
Vurek
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Post by Vurek »

Would be super cool with any additions to add to our flavor. We know adding charge to our already bash/stab will only last so long for a variety of enjoyment, this would really be exciting to play around with eventually :)
Guest

Post by Guest »

Well for that to be experimental for staves i would seroiusly love it *smile* Though.. i'd still need a reset. But acually that 2% ordeal wouldn't be good. For spending that amound of pracs to get a high enough % for channelers would be hard i'm not trying to single any one skill out or class. But for example how about the % prac'd of the weapon would be the OB and the sub skills from that would be extra. Like for staves it could be the parry Bonus of the staffs. Now that would be cool. That would keep FC's MC's from being able to hit in battle. While for hunters. Why the hell would a hunter wanna use a staff in the first place! *BLUSH* But yea you get the point. The weapon prac would be ob and the % of others would have a % of something like Nicotine said 2% chance do do extra dmg with staff hit. Also you would have to make all sub pracs be 1 prac session. The acual % given with each prac would depend totaly on the % of the weapon prac'd. That would make it pretty ballanced. Warriors of doom!

Aizen The Male Channeler
Nicotine
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Post by Nicotine »

Yeah, like I said, Aizen, we'd probably have to be given more practices to be able to handle all these sub skills. Then those of us who don't want the sub skills can just put more practices into those basic things like shield parry or whatever. Or we could have a whole set of different pracs, like this:

You have 0 practice sessions remaining, and 12 subskill practice sessions remaining.

or whatever. like i said, lots of possibilities :D
Axxey
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Post by Axxey »

please not passive skills.
Chase
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Post by Chase »

Yea. Perhaps we could have timers to any such sub skills? Passive skills shows less skill of the player, and more of his skill to kill exp mobs..
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Athen
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Post by Athen »

ohh good idea but would bash be a subskill???
Chase
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Post by Chase »

If it were then backstab and charge would be subskills too..
Nicotine
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Post by Nicotine »

when i thought this up, i didnt picture bash charge and stab being subskills.
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