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Aug 4, 2021 12:25 PM
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I was thinking about the game and I noticed each of our characters fit into classes. Example, Garbrant is a sort of paladin, Fangs a rogue, Artas a ranger and Dragnim a bruiser. For this reason I'm wondering if we should include these in our RP in some way because it could open up masteries or other skills. Another thing I have been wondering about I noticed most of our group, our HP is still low from fighting Nanook. This makes me wonder if we could have healed at all from staying at camp, resting, or eating; meaning does our HP increase from taking any of these actions or over time, should we implement this in some way? It's because I fear every Group member is at risk of dying, since we begin battle already weakened.
removed-userAug 7, 2021 8:08 AM
Aug 7, 2021 8:17 AM

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alexthetrex said:
Another thing I have been wondering about I noticed most of our group, our HP is still low from fighting Nanook. This makes me wonder if we could have healed at all from staying at camp, resting, or eating; meaning does our HP increase from taking any of these actions or over time, should we implement this in some way? It's because I fear every Group member is at risk of dying, since we begin battle already weakened.

I believe we all regenerate to full after an encounter has finished for awhile. If it's not a back-to-back battle where we have only one turn to rest between fights, the characters should've had time to catch their breath :^)

The point about classes is taken and I believe @philtecturophy is currently working on implementing them!
Aug 7, 2021 6:40 PM

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@Discount66 @Phileasson @alexthetrex @DigiCat @3miL

IMPORTANT: TIMERUS CLASS SYSTEM

KNIGHT
(weapon: 1H sword / 1H axe + 1 shield, or 2H sword / 2H axe, or 2Hspear)
A warrior class that uses their skill create impenetrable wall of defense
  • Diamond Wall (class Lv.1) When taking precaution, NewTotalDamageReceived_AD = TotalDamageReceived_AD /2
  • Phalanx (class Lv.3) When taking precaution, NewTotalDamageReceived_AD = TotalDamageReceived_AD /3


ARCHER
(weapon: 1H sword or dagger or whip or claws + 1 shield, and bow)
A warrior class that uses their skill to charge, aim, and launch a devastating far ranged attack
  • Charge 1 (class Lv.1) Skipped turn: 1 Analyzing and aim to enemy's vital spot, NewDamage = Damage x 2.2
  • Charge 2 (class Lv.3) Skipped turn: 1 Analyzing and aim to enemy's vital spot, NewDamage = Damage x 2.4
  • Charge 3 (class Lv.5) Skipped turn: 2 Analyzing and aim to enemy's vital spot, NewDamage = Damage x 3.9
  • Charge 4 (class Lv.7) Skipped turn: 2 Analyzing and aim to enemy's vital spot, NewDamage = Damage x 4.2
  • Charge 5 (class Lv.9) Skipped turn: 3 Analyzing and aim to enemy's vital spot, NewDamage = Damage x 6


MONK (KNIGHT LV. 4, ARCHER LV. 2)
(weapon: knuckle)
A warrior class uses knuckle to attack, and inner energy to perform Qi attack or recovery to enemy or friend.
  • Wave punch (class Lv.1) MaxDistance: 20 meter Channel Qi to perform ranged punch, NewDamage = (-0.025 x Distance + 1) x TAE
  • Chakra (class Lv.3) Cure self or an ally using Qi by sacrificing your turn by 1, RecoveredHP = 0.25 x YourCurrentHP
  • Three combos (class Lv.5) Attack 3 times when Dice > 70, NewDamage = TAE x 3, else the turn is skipped
  • Hamedo (class Lv.7) Cannot attack at the turn, only roll dice, and if roll dice > 50 then you can evade next enemy's attack 100%, and do counter double attack with 100% chance success, Damage = TAE x 2. If roll dice < 50, the turn is skipped and nothing happen
  • Four combos (class Lv.9) Attack 4 times when Dice > 80, NewDamage = TAE x 4, else the turn is skipped


PALADIN (KNIGHT LV. 6, MONK LV.3)
(weapon: 1H sword / 1H axe + 1 shield, or 2H sword / 1H axe, or 2Hspear)
A warrior of heaven, bestowed with defensive , attack, and recovery skills beyond worldly beings
  • Heaven's dust (class Lv.2) When use potion, NewHealedDamage= HealedDamage x 1.5
  • Divine absorption (class Lv.4) MaxDistance: 20 meter Channel Qi to perform ranged sword attack, NewDamage = (-0.025 x Distance + 1) x TAE, while selfrecovered= 0.5 x NewDamage
  • Heaven's shine (class Lv.6) When use potion, NewHealedDamage= HealedDamage x 2
  • Ray of the gods (class Lv.8) reflects light from the sword that potentially blind all enemies, [debuff: blind if dice > 50, multitarget]


THIEF
(weapon: dagger or whip or claws)
A warrior class that uses their skill to steal gils and equipments
  • Steal gils (class Lv.1) Probability: 1.05 x Level + 8.95 steal target's gils with the amount of 6.84 x Level + 13.16
  • Hiding (class Lv.3) Use clever strategy to disguise oneself as part of surrounding objects, can only be used once during the battle [buff: Invisible]
  • Steal shield (class Lv.3) Probability: 0.69 x Level + 2.32 Steal target's equipped shield
  • Steal accessory (class Lv.5) Probability: 0.69 x Level + 2.32 Steal target's equipped accessory
  • Steal weapon (class Lv.7) Probability: 0.69 x Level + 2.32 Steal target's equipped weapon
  • Steal heart (class Lv.10) Probability: 0.69 x Level + 2.32 Steal target's heart (debuff: charm)


BERSERKER
(weapon: 1H axe + shield, or 2H axe)
A warrior class that uses their skill to break the target's equipment in a closed ranged distance
  • Break shield (class Lv.1) Probability: 0.79 x Level + 4.21 Break target's equipped shield
  • Break accessory (class Lv.4) Probability: 0.79 x Level + 4.21 Break target's equipped accessory
  • Break weapon (class Lv.6) Probability: 0.79 x Level + 4.21 Break target's equipped weapon
  • Break spirit (class Lv.8) Probability: 0.79 x Level + 4.21 Reduced enemy's level by 2
  • Break everything(class Lv.12) Probability: 0.79 x Level + 4.21 Break all target's equipment


NINJA (THIEF LV. 7, BERSERKER LV.4, ARCHER LV. 4)
(weapon: dagger or whip or claws)
A warrior that uses speed and throwing skills to do double attack and multi-throw items
  • Multithrow 1 (class Lv.2) Throw 2 "throw items"at one enemy or two enemies simultaneously, each roll dice
  • Double attack (class Lv.5) Double attack enemy with daggers/ whips// claws, each roll dice
  • Multithrow 2 (class Lv.8) Throw 3 "throw items"at one, two, or three enemies simultaneously, each roll dice
  • Triple attack (class Lv.12) Triple attack enemy with daggers / whips / claws, each roll dice



SAMURAI (PALADIN LV. 6, MONK LV. 6)
(weapon: 2H Katana)
A warrior that draws out the demon from katana, weapon must be equipped when used the katana ability. When use katana ability, if roll dice < 10, weapon breaks
  • Ashura (class Lv.2) Damage 2 enemies of your choosing, MaxDistance: 40 meter NewDamage = TAE x 0.7, for each enemy
  • Muramasa (class Lv.4) Damage 3 enemies of your choosing, MaxDistance: 40 meter NewDamage = TAE x m, for each enemy. m is 0.6 for 3 enemies, and m is 0.65 for 2 enemies
  • Musamune (class Lv.6) Cure 2 characters of your choosing, MaxDistance: 40 meter NewRecovered= TAE x 0.7, for each character
  • Kikuichimonji (class Lv.8) Damage 2 enemies of your choosing, MaxDistance: 40 meter NewDamage = TAE x 0.85, for each enemy [debuff:blind if dice >60]
  • Chirijiraden(class Lv.10) Damage 3 enemies of your choosing, MaxDistance: 40 meter NewDamage = TAE x m, for each enemy [debuff:poison if dice > 60]. m is 0.75 for 3 enemies, and m is 0.8 if 2 enemies
  • Aizenhitofuri(class Lv.12) Damage 1 enemy of your choosing and cure 1 character of your choosing , MaxDistance: 40 meter NewAction = TAE x 0.7 [debuff:slow to enemy if dice > 60]
philtecturophyAug 9, 2021 2:31 AM


Aug 7, 2021 7:16 PM
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so I'm a paladin?
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Aug 7, 2021 7:17 PM

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3miL said:
so I'm a paladin?

Paladin is level 10 knight, you can only choose basic class for now: knight, archer, or thief :^|


Aug 7, 2021 7:20 PM
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philtecturophy said:
3miL said:
so I'm a paladin?

Paladin is level 10 knight, you can only choose basic class for now: knight, archer, or thief :^|

I don't think I have a choice given the character lol, Knight it is
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Aug 8, 2021 12:52 AM

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A lot of it looks good, so let's just skip to what looks weird/I think could be improved.

Instead of Monk being a Paladin advanced class, maybe Paladin should be a combination class of Knight and Monk. In my understanding, Paladins are normally Knights with the Holy attribute, which allows them to heal their allies and smite their enemies. Since the Monk can heal, it's better to have Paladin be the advanced class rather than Monk.

Knight seems to be mostly about breaking opponent's equipment. I'd think that applies more to berserkers, while the Paladin's damage reduction skills are applied to Knights.

If you do want to add Berserker, it could be an advanced class from Warrior, which would require the addition of Warrior too.

Thief's skills seem unimpressive and pretty weak. The ability to steal one's gils vs Archer's ability to deal more than double damage after skipping one turn. This isn't to say that Archer's skills are overpowered. I believe Archer is very balanced.

I also think Samurai should be able to wield more than just the 2H katana :^) Especially since they are an advancement from Knights and Monks. The weapon break is also not really necessary to nerf it, since you need quite a lot of levels before you can get Samurai.

With some of the abilities, Timerus now gain the ability to multi-target. Does this mean those abilities are subjected to the multi-target calculations?

Can you charge as an Archer and take precautions at the same time?
Aug 8, 2021 5:23 AM

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So the archer class modifieres are a bit all over the place. I calculated how much of a dmg bonus you get per turn (1 skipped turn --> calculated for 2 turns --> base is 2x damage since you attack twice)

1 2 turns 2,3 0,15 per turn
2 2 turns 2,8 0,4 per turn
3 3 turns 4 0,333333333 per turn
4 3 turns 4,2 0,4
5 4 turns 5,5 0,375

For the first lvl of charge the dmg up is negligible, there I would rather shoot 2x to better react to stuff and have a higher chance to hit atleast once since hitrate isnt the highest with the bow. If I wait for a few turns, then miss my powerup attack which isnt even that much stronger it would feel really bad.
Then after the second one you dont get any damage ups anymore and it gets even worse.

So either buff the damage or add an accuracy buff to the charge

So my suggestion, either smth like this

1 2 turns 2,6 0,3 per turn
2 2 turns 3,2 0,6 per turn
3 3 turns 6 1 per turn
4 3 turns 7 1,3 per turn
5 4 turns 10 1,5 per turn

or this

1 2 turns 2,4 0,2 per turn .+1 lvl in acc
2 2 turns 2,8 0,4 per turn .+1 lvl in acc
3 3 turns 4,8 0,6 per turn .+2 lvl in acc
4 3 turns 5,4 0,8 per turn .+2 lvl in acc
5 4 turns 8 1 per turn .+3 lvl in acc


(numbers probably still need a bit of balancing, but wanted to show the idea and the problem with the current numbers)



Regarding thief I agree, way to situational, since you cant use some skills against most nethecites and maybe even many normal enemies. I think it would be more fun to have stuff like hiding, better evasion and surprise attacks
Aug 9, 2021 1:45 AM

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Dec 2011
3611
Shouldn't ShieldEffect be calculated the same way as WeaponEffect but using S-RM and DamageReceivedWithoutShield_AD?
S-RM = 5, DamageReceivedWithoutShield_AD = 14

ceiling{(S-RM/100) x DamageReceivedWithoutShield_AD}
ceiling{(5/100) x 14} = 0.7 = 1
DamageReceived_AD = 14 - 1 = 13

VS (CURRENT CALCULATION)
S-RM = 5, DamageReceivedWithoutShield_AD = 14

(100 - S-RM)/100 x DamageReceivedWithoutShield_AD = (100 - 5)/100 x 14 = 13.3 = 14

Currently, the early level shields seem to be doing too little to be considered, as they don't add anything to the damage reduction. Maybe this is because of the lower damage values, though :^)
Aug 9, 2021 2:25 AM

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Dec 2013
15373
Discount66 said:
Shouldn't ShieldEffect be calculated the same way as WeaponEffect but using S-RM and DamageReceivedWithoutShield_AD?
S-RM = 5, DamageReceivedWithoutShield_AD = 14

ceiling{(S-RM/100) x DamageReceivedWithoutShield_AD}
ceiling{(5/100) x 14} = 0.7 = 1
DamageReceived_AD = 14 - 1 = 13

VS (CURRENT CALCULATION)
S-RM = 5, DamageReceivedWithoutShield_AD = 14

(100 - S-RM)/100 x DamageReceivedWithoutShield_AD = (100 - 5)/100 x 14 = 13.3 = 14

Currently, the early level shields seem to be doing too little to be considered, as they don't add anything to the damage reduction. Maybe this is because of the lower damage values, though :^)


Yes lets use the formula that you proposed, it should be simpler that way, I will update it in the GuideBook :^)


Aug 9, 2021 3:21 AM

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Dec 2011
3611
philtecturophy said:
Updated class system

I'll let Phileasson look and give feedback on the Archer Class.

I had a question about the class skills. If you activate an advanced class, does that mean you still retain the previous class' skills? Say I reached Knight Lv. 4 and Archer Lv. 2, my class is now Monk. Do I still get bonus when defending (from Knight skills) or can I still charge up attacks? (from Archer skills).

Berserker sounds more like an advanced class of Warrior, but if you want it to be a normal class that's fine too. The skills seem more focused on PVP/PVNPC though, since it breaks equipment. But it fits the class.

Thief still feels unimpressive. The ability to steal gils are.. mediocre at best. Maybe focus more on the stealth aspect of the Thief class and have things like Hide, Backstab, etc. To make the class way less situational.

Also, the idea of using Qi to do some "magical" feats defeats the purpose of not letting Timerus use Aether. This means they have the possibility of using magic without a resource being drained.
Aug 9, 2021 1:23 PM

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109
I think with the thief the bassic idea of stealing is fine, its more an out of combat skill that can be useful, but i dont think the whole kit should revolve around it. Maybe reduce it to the first skill of steal gils and a second skill of steal equipment (combining the three), where its just getting harder depending on what you want to steal.

Other ideas for thief skills:

Acrobatics --> no full turn used to climb stuff and easier to jump over holes and stuff
Backstab --> Deal double damage on strike if unnoticed (combined with the hiding skill u can have a disengage and reengage gameplay)
Improvised Weapons --> Get half of TAE u would get with your main technique when using improvised weapons (like a beer bottle or smth)

Maybe the people that are interested in playing this class have some more ideas they would have fun with :)

For Archer I probably wouldnt use them like this personally. For the first stage I already said it wouldnt really be worth with 2.3 and now its even worse xD
Also think thats its pretty lame if all 5 skills are the same.

--> Wouldnt it be more fun to have 5 different options for each class and at specific class levels you get skill points to invest them into one of the 5 skills and upgrade them that way --> You can specialise the way you want

@Discount66 @philtecturophy
Aug 10, 2021 2:12 AM

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Phileasson said:

--> Wouldnt it be more fun to have 5 different options for each class and at specific class levels you get skill points to invest them into one of the 5 skills and upgrade them that way --> You can specialise the way you want
@Discount66 @philtecturophy

That sounds better, but it would also mean more work :^)
If we went that route, it's better if @philtecturophy took the entire creation of class towards the Admin thread and we all weigh in on the different skills/calculations that can be made. I think splitting up the work this way would be more efficient as well.

One general post about the skills and if you edit something/want to change something, you can post with "Edited: x, y, z" and edit the main post or post the suggestion to see what the others think.
Aug 10, 2021 2:34 AM

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Discount66 said:
Phileasson said:

--> Wouldnt it be more fun to have 5 different options for each class and at specific class levels you get skill points to invest them into one of the 5 skills and upgrade them that way --> You can specialise the way you want
@Discount66 @philtecturophy

That sounds better, but it would also mean more work :^)
If we went that route, it's better if @philtecturophy took the entire creation of class towards the Admin thread and we all weigh in on the different skills/calculations that can be made. I think splitting up the work this way would be more efficient as well.

One general post about the skills and if you edit something/want to change something, you can post with "Edited: x, y, z" and edit the main post or post the suggestion to see what the others think.


I am open to other ideas, however for me to have better understanding about it, you guys have to start making it first parts by parts, then I can help evaluate it, and perhaps help it improve it at a later phase, if needed, else I will keep making things that will not concur to those ideas and we all will keep wasting time and effort :^)

As you guys are admins, you guys have the same level of authority to make new rules etc., as long as it makes everything better, I'm on it :^D

Please make sure to make everything balanced, that is the most important thing


Aug 10, 2021 2:36 AM

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@Discount66 @Phileasson If we were to keep my ideas, then all I will to do next is to add skills for thief, and that is all :^)
As for archer, I will probably add another 1 or 2 skills, and thats it :^D


Aug 10, 2021 3:08 AM

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Discount66 said:
Also, the idea of using Qi to do some "magical" feats defeats the purpose of not letting Timerus use Aether. This means they have the possibility of using magic without a resource being drained.

What about this point? @philtecturophy
Aug 10, 2021 3:41 AM

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Discount66 said:
Discount66 said:
Also, the idea of using Qi to do some "magical" feats defeats the purpose of not letting Timerus use Aether. This means they have the possibility of using magic without a resource being drained.

What about this point? @philtecturophy


It will cost stamina, which means reduce a bit of HP, since HP related to stamina :^)


Aug 10, 2021 7:05 AM

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Discount66 said:
Phileasson said:

--> Wouldnt it be more fun to have 5 different options for each class and at specific class levels you get skill points to invest them into one of the 5 skills and upgrade them that way --> You can specialise the way you want
@Discount66 @philtecturophy

That sounds better, but it would also mean more work :^)
If we went that route, it's better if @philtecturophy took the entire creation of class towards the Admin thread and we all weigh in on the different skills/calculations that can be made. I think splitting up the work this way would be more efficient as well.

One general post about the skills and if you edit something/want to change something, you can post with "Edited: x, y, z" and edit the main post or post the suggestion to see what the others think.


Ok, dont know when exactly but today i will make a post in the admin thread :)
Sep 10, 2021 10:02 AM
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564127
One other suggestion I thought about recently and want to share is removing calculations when our characters are out-of-battle and when we are just talking. I have started doing this for myself and Garbrant, in all my posts where I'm not in battle, attacking or doing something, under ACTION TAKEN & CALCULATION AS NEEDED I use '-' symbol. I thought everyone could do this also and it would make our roleplay look cleaner.
Sep 28, 2021 4:28 PM

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15373
alexthetrex said:
One other suggestion I thought about recently and want to share is removing calculations when our characters are out-of-battle and when we are just talking. I have started doing this for myself and Garbrant, in all my posts where I'm not in battle, attacking or doing something, under ACTION TAKEN & CALCULATION AS NEEDED I use '-' symbol. I thought everyone could do this also and it would make our roleplay look cleaner.


This would be ideal to make everything clean.
But I doubt everyone will do this in a discipline manner.
I dont want to pressurize the players with too many RP rules, and so I think I will let them do what they like for this case :^)

Thanks for the input btw..


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