Old 09-15-2008, 05:47 PM   #21
Picho
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Class Specific skills

Regener

Revival - every level gives a 0.02% chance that upon death the Regener will revive at a % of his max hp

Rebirth - every level gives a % increase to the amount of hp healed during revival and gives a 0.01% chance more to revive.


Guardian

Shield Reflect - When blocking a % per level of the damage done is dealt back to the attacker.

Arrow Mind - decreases the damage dealt by ranged attacks by 0.1%


Vampire

Mana drain - while doing damage there is a % of a chance that mana will be stolen equal to the life stolen.


Necromancer

Frailty - whenever the necromancer hits with a black magic spell, there is a chance of reducing stats on the victem.

Trapper

Collector - allows for another skill to be raised over 10.

Craftsman

Mass Production - allows for another crafting skill to be raised over 10
Industry - allows for another artisan skill to be raised over 10.
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Old 09-15-2008, 06:00 PM   #22
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Quote:
Regener

Revival - every level gives a 0.02% chance that upon death the Regener will revive at a % of his max hp

Rebirth - every level gives a % increase to the amount of hp healed during revival and gives a 0.01% chance more to revive.
I like these, but they seem to be a bit too unreliable. Then again, if they weren't, they'd be too powerful. So instead maybe a skill that increases hitpoint regeneration by up to say 50% as soon as hitpoints drop below half?
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Old 09-18-2008, 05:12 PM   #23
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Level 20 Death Magic skills

Atrophy
Every point in this skill increases the attack delay of a target by 0.25% (= decreases the attack speed by .2%) as an additional effect of black and green damage over time gems. The effect ends as soon as all your damage over time effects end, does not stack and when two or more players use the skill, only the strongest effect counts. If you have a staff equipped it affects all colors and the delay is additionally increased by 5%.
(Alternatively the targeted enemy gets weakened (i.e. its physical damage is reduced) by .2% per skill level.)

Charge
Every point in this skill provides a .5% chance to deal 25% more damage with a red direct damage gem that is used directly after another red direct damage gem. The increased damage is cumulative, so after dealing 25% more damage due to this skill, you have a chance to deal 50% more damage with the next red direct damage gem that you let follow, then 75% more, etc. until the chain breaks because you run out of luck, use any other kind of gem (except continual and aura gems) or the spell is resisted. If you have a staff equipped it works with all colors, but the successive gems still have to be of the same color.
(To take full advantage of this one you should have many direct damage gems in your pouch and need to invest some mana or energy to get rolling. Plus you can't (or at least shouldn't) interrupt your winning streaks with spells that otherwise might be more appropriate than DDs in specific situations.)

EDIT:
Both skills may fit in better as level 40 skills. Atrophy doesn't even have to be buffed so much for that. Charge would've to become at least as strong as inferno/necromancy, read: provide a .5% chance per level to deal 35% more damage. There's still the problem that the skill bonusses of charge and necromancy/inferno would multiply, thereby possibly making the whole direct damage branch overpowered. I'm glad I don't have to deal with actual balancing.

Last edited by Nosebatter; 09-19-2008 at 04:29 PM..
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Old 09-18-2008, 10:19 PM   #24
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I think the white protection gem is too weak, especially its really poor progression.

Level 8 protects from 2 damage a blow, then you have to wait till like level 30 to protect from 3 damage.

At level thirty you have guys doing like 200 points of damage a blow..
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Old 09-22-2008, 11:26 AM   #25
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Just like the 20+ skills Collection, Workmanship and Craftmanship to take a 2nd skill over lvl 10...
: lvl 40+ skills to take a 3rd skill over 10... and same with lvl 60+ skills...

Ok it will take damn long time to raise that many... but I should prefer to have the choice to do it at the same charachter instead of lvl different skills on different charachters...

Cheers \o>
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Old 09-22-2008, 01:08 PM   #26
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i agree all crafting options should be available on a single char to full potential though i dont if it only one per 20 lvls and it requires that you lvl an additional skill up to make it available as in the end it also gives you something extra to do while waiting for cap to be raised other then just slow lvling other skills or turning pk and it would probably also lower prices a bit on crafting items made and make it more used
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Old 09-24-2008, 06:39 AM   #27
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Counterattack

Every point in this skill provides a .5% chance to start a counterattack after parrying successfully. The chance is halved while dual-wielding.

EDIT:
Ha, someone was quicker:

Quote:
Originally Posted by Ehlmaris!
Very interesting idea. I personally would love a counterattack aura. As for restrictions, make it chance-based. Let's use this example:

Vengeful Strike Rank 1
Prereq: Grey Magic (10)
Energy Cost: 0 Mana Cost: 0
Effective when in play
This gem grants a 5% chance to counterattack when attacked by the enemy.

Goes all the way up to Rank 10 (prereq rises in increments of 10, so rank 10 requires 100). At rank 10 it is a 50% chance to counter. This will help to keep it in check.

Another thing that will keep it in check is its role in groups. When grouping, the idea is to have one character built specifically to be able to take damage constantly taunting the enemy and drawing aggro. These people generally do not do much damage. Since they are the ones being hit, they are the ones who would get to counterattack. Since they are not geared towards massive damage output as DPS builds are, the counterattack would be just so they feel less useless in the damage department.

Hooray for counterattack!
Nothing left to say but: Hooray for counterattack!

Last edited by Nosebatter; 09-24-2008 at 06:48 AM..
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Old 09-24-2008, 07:40 AM   #28
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Assault

Every point in this skill reduces the chance to parry your attacks by .1% and the enemy's armor class against your attacks by 2 when you use a two-handed crushing, slashing or piercing weapon except a staff.
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Old 09-25-2008, 01:32 PM   #29
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Hey we got skills right now that increase the damage of slashing smashing and piercing..

Why do we not have skills that increase the damage of white, green, red, black, blue and grey magics?
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Old 09-27-2008, 07:18 AM   #30
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Passive skill group

Trophy conversion (or call it just passive trophy):

Each skill point gives a +0.25% chance of any trophies gained converting into passive skill trophies. This will raise you chance to 25% at skill level 100.


And the flip side to this:

Passive trophy shrine
Located in the Church - used to sacrifice passive trophies to gain xp for passive skills. It could be something like a galaxy or starry sky motif hanging above the current three church shrines already there. Of course, this will also require an active learning option in the passive skill group to be used for these passive trophies only.
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Old 09-27-2008, 07:24 AM   #31
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Passive skill group

Shrine portal: Each skill point gives a +0.1% chance of a shrine portal activating after combat. This will allow you to jump to the closest town church and use whatever trophies you have, but will not allow you to stay in town or go to the town shops. Once you are finished, you must return to your original jump point.
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Old 09-27-2008, 07:48 AM   #32
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Blue magic group

Alchemy:

1 skill level allows you to convert trophies into gold. The conversion of trophy XP to gold is 0.02% per skill level. So at level 100, you will be able to convert trophies into 2% of their XP worth in gold.
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Old 10-05-2008, 04:30 AM   #33
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Given the amount of complaints about traveling, I thought a level 20 adventuring skill that enhances the effectiveness of escape potions would be nice, even if it only came into effect against greys and/or creatures over 10 levels higher (or a certain percentage, so that if you accidentally stray into an area you can't handle like nodeities you have a better chance to get out alive).

Btw picho, skills that increase magic damage already exist as level 20 skills.
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Old 10-06-2008, 05:33 PM   #34
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Level 60 learning skill - Multi Tasking, Deep Thought or something along those lines.

Allows a second non-learning skill to be trained passively. Trains at half the speed of learning skills with a .5% to .75% increase per rank. (or somewhere in that range). The level of this skill cannot be higher than your Passive Advancement skill.
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Old 10-08-2008, 09:21 AM   #35
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Haste: lvl 40 skill

Every 5 levels in this skill will reduce your melee and ranged attack delay by 1.
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Old 10-08-2008, 10:50 AM   #36
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Quote:
Originally Posted by Shidoshi
Haste: lvl 40 skill

Every 5 levels in this skill will reduce your melee and ranged attack delay by 1.
What happens with a weapon like this when you reach 85 Haste? A haste skill might be nice, but reducing the delay by a fixed number rather than a percentage would completely imbalance the game.

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Old 10-10-2008, 05:19 AM   #37
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From level 20: Under Protection: Evasion Skill that multiplies the chance of avoiding an direct attack!
From level 20: Under Protection: Mental Shield that multiplies the chance of resisting an direct spell!
From level 20: Under Beast Mastery: Pain Transfer with the pet!
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Old 10-10-2008, 07:18 AM   #38
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Life Insurance:
for every dying cause in combat (after send back to town - not affected while being PKed or being ressurected), the player will recieve gold as compensation depending on his/her main level + extra *.***% gold of this skill point

Golden Chance:
give extra gold (depending of the skill point) for every 'gold shower' charity performed by other non-free account players

Gift of Weaklings:
give **.***% chance to gain single loot from each grey creatures encounters


just my silly fiction skills
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Old 10-10-2008, 09:24 AM   #39
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Quote:
Originally Posted by Raideen
Life Insurance:
for every dying cause in combat (after send back to town - not affected while being PKed or being ressurected), the player will recieve gold as compensation depending on his/her main level + extra *.***% gold of this skill point
Would be pretty easy to make a macro to die constantly one square beside Castille. After farming a massive supply of gold you could invest in a TC to let you trade it to your main.

Even if starting out it was only 1g per death, it would still add up after a month of macro'ing.

Last edited by Somneil; 10-10-2008 at 09:27 AM..
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Old 10-11-2008, 10:47 PM   #40
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we had Rogues, why no stealing?


Kleptomaniac's Thievery
- or -
Stealing Precaution:
(please tell if I spelled incorrect)
Get x.xx% (based on skill point) chance to steal single item at Stores. You may only mug the items that you can use or equip, so it's impossible to pick darken items.
How if failed? Pathetic died & lost rested time as the punishment.
You may only use this skill again after 1 hour (or perhaps 2 hours) delay.
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