JhyShy
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BIG 100 MESSAGE WAHOO So I guess for the Big 100'th message here, I'll put in a big subrace Rhywork that hopefully isn't broken Subraces Part 1; Rhywork Info: I'm mainly inspired by the work Lv 1000 (Aerin) did in his own Rework, but I wanted mine to be based off of gameplay styles instead of builds, not just to open up roleplaying aspects of the game but also to open up build diversification and gameplay differences. IMPORTANT CHANGE - Like my Rhyworks on the No-drops, I'd love to have leans be independent of the armor, so you can choose which lean you want via the subrace leaders, so you can have stuff like Spellcaster Werewolf, Fully Defensive Werepyre and Fully Offensive Vampire. Whatever the lean is on the regular mode will carry to the beast mode. None of the beast forms gain the 4/3 Boost for the magic weapons. Darkovian Subraces- Werewolf focuses on Tanking and dealing back consistent damage (Matching their Martial focus in the forest but not relegating them to just Warriors) Vampire focuses on Bleed and healing back from bleed alongside boosting skill and spell type damage (The boost coming from their lore accurate acumen for magic but not making exclusive to mages) Werepyre focuses on Elevuln and striking a balance between dealing straight up overall improved damage and managing resources (Making something new out of their dual curse, Wolf's heal becoming converted to energy. Vamp's bleed converted to elemental vulnerability) Dracopyre focuses on Pure damage and sacrificing resources to boost damage given and mitigate damage taken (To reflect the fact Nightbane was a beast and was the most straight up powerful Subrace leader) Werewolf MC [Lean] [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 39 Primary/42 Secondary Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Aggressive presence - Gains -10 Defloss potency and -10 Fear Potency Level 1: Wolf Claws - 1 hit Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Defloss for 4 turns. Costs 50% Melee in SP (Defloss is applied before the hit, therefore doesn't need the attack to hit) Level 2: Aggressive Charge - Toggle, Gains -8.5 Bth and -3 MRM to either gain +15% Weapon and bow damage (Spells and skills gain half) or gain +15% SP per turn. Level 3: Lycan Strength - Toggle, Gains +35 [Weapon mainstat] and +35 END Level 4: Snarl - Useable once per turn, costs 100% Melee in SP to inflict Fear with a +20 Save. Level 5: Call Pack - Calls a Werewolf guest, element depends on primary elemental resistance Damage mode - Regular Damage mode, 3 hits Defloss mode - Deals no damage, attempts to inflict an omni elemental defloss onto the opponent for 2 turns. Level 6: Healing Howl - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, 125% Melee in MP when Magic Level 7: Lycan Vigor - Toggle, Sacrifices 15% Melee in SP to gain 15% Melee in HP per hit landed Level 8: Lycan Endurance - Passive, Gains -12.5 Heal resist Level 9: Wolf Fangs - 2 hits, Weapons based skill (or Spell) that follows primary armor element. When using Melee or Ranged, Skill costs 100% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes a Spell that costs 125% Melee in MP. Elecomp goes to damage. Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 25% Melee in MP to maintain. Toggles and Passives available in the form: Level 0: Aggressive Presence Level 2: Aggressive Charge Level 3: Lycan Strength Level 7: Lycan Vigor Level 8: Lycan Endurance Level 10: Reclaim Humanity Description- Same Info- - I took the heaviest inspiration for this one from Aerin (Lv. 1000), giving them -12.5 Health resist was so smart. - While his rendition on the level 0 skill made much more sense, I wanted to keep this one consistent with the level 0 skills I had in mind for the other subraces. - For the guests, honestly I just wanted them to have 1 regular damage mode and 1 status mode, Werewolf's is the only one that sacrifices all damage in it's status mode but I wanted that to be intentional because defloss having to hit to be inflicted kinda sucks to be honest. And for the animation I envision them doing a howl instead of an attack - Aggressive charge may be the most broken ability in this set but I wanted to give the idea of Werewolves when ambushing or jumping a target lose some of their senses to just maul at the target, good for hit and run approaches. I made it a choice cause I wanted the players to choose their approach if they want to heal and reserve their energy in fights or go full hog on damage. I wanted to make it 8.5 Bth and -3 MRM instead of just a full -9 MRM to incentivize using Defloss more. - Skills mainly costing SP was intentional since while I did want to keep this open for all builds, I never wanted these to be THAT optimized for them too. I still want a playstyle fit for the subrace and their lore behind them, so because of that Arcane approaches won't be that big of a focus due to a Wolves' Instincts hampering it at times and I wanted to reflect them here. - Honestly, I wanted to include a berserk toggle here but I feel it would be too much Vampire MC [Lean] [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 39 Primary/42 Secondary Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Ancient presence - Gains -10 Bleed potency and -10 Control Potency Level 1: Vampire Fangs - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Bleed. Costs 50% Melee in SP, when holding a magic weapon, it splits costs to 25% equally to SP and MP Level 2: Ego Driven - Toggle, Take +10% Damage and -3 MRM to either gain +15% Spell, skill and special proc damage (Weapon and bow attacks gain half) or gain +15% MP per turn based on damage dealt by bleed. (If the player has max MP, heals +15% HP) Level 3: Ancient Wisdom - Toggle, Gains +35 [Weapon mainstat] and +35 CHA Level 4: Mesmerize - Useable once per turn, costs 100% Melee in SP to inflict Control with a +20 Save. Level 5: Children of the Night - Calls Vampire Swarm guest, element depends on primary elemental resistance. (Not summon) Damage mode - Regular Damage mode, 3 hits Bleed mode - Deals -50% damage to inflict Bleed onto the opponent. Level 6: Mist Form - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, Becomes a spell when holding a magic weapon and costs 125% Melee in MP Level 7: Eldritch Attunement - Toggle, Sacrifices 25% Melee in SP and -20% Damage to boost existing bleed by 16.5% onto the opponent based on hits landed (Can be any kind of damaging attack, just as long as it connects). If there is no bleed present, there is no SP or damage paid. Level 8: Irresistible Thirst - Passive, Heals HP based on 25% of damage dealt by bleed. Level 9: Nightfall - 4 hits, Weapons based skill (or Spell) that follows primary armor element. When using Melee or Ranged, Skill costs 100% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes a Spell that costs 125% Melee in MP. Elecomp goes to damage. Level 10: Evolve - Attacks becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 25% Melee in MP to maintain. Pays additional 15% SP when casting Spells, spell type attacks, skills, and special procs to boost them by +15% Toggles and Passives available in the form: Level 0: Ancient Presence Level 2: Ego Driven Level 3: Ancient Wisdom Level 7: Eldritch Attunement Level 8: Irresistible Thirst Level 10: Stabilize Description- Same Info- - In all honesty, I like the idea of Vampires boosting skills and spells due to their magical and enhanced arcane capabilities but can't quite put themselves on par with Wolves when it comes to physicality - I wanted to keep both Vampire fangs and Blood letting to give a much bigger focus on what vamps always love. Bleeding, so the idea was to initiate vampire fangs to inflict bleed and then initiate Blood letting to boost the bleed even further whether they be spells or weapon attacks. - I wanted to keep Control instead of going for Lv. 1000 (Aerin)'s Sleep approach since it made more sense to me and is much better for stunning bosses, I feel it's much more consistent - Made the cost of the skill 2 +Damage instead of -Bth to incentivize using control or making the opponent bleed to regain the health back. - I thought the +MRM of Mist form made sense but this time, I feel mechanically it'd be much better to have a better focus on a full heal, especially when it was so costly at -50% damage for +20 MRM - Irresistible thirst is just there for that lore accurate blood = healing - I like the idea that Vampires (and by extension Werepyres and Dracopyres) aren't as good as conserving their energy in their beast forms compared to Werewolves who are optimized for long fights and energy conservation. Since Lore accurately, Werewolves do not tire easily and are better at endurance compared to vampires. But due to their Arcane Mastery, they can boost their spells despite this energy disadvantage Werepyre MC [Lean] [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 40 Primary and Secondary Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Force of the Night - Gains -10 Elemental Vulnerability potency and -10 Panic potency Level 1: Superior Claws - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn [Weapon Element] Elemental Vulnerability has +0 Save. Costs 100% Melee in SP (If holding a magic weapon, cost is split between 50% SP and 50% MP) Level 2: Id and Ego - Toggle, Take +10% Damage and -8.5 Bth to gain +20% damage or gain +10% MP and SP per turn (If MP is maxed out, +10% HP instead) Level 3: Deadly Predator - Toggle, Gains +35 [Weapon mainstat] and +35 LUK Level 4: Terror - Useable once per turn, costs 100% Melee to inflict Panic with a +20 Save. (If holding a magic weapon, cost is split 50/50 between MP and SP, otherwise it's fully SP) Level 5: Call Wolfbat Swarm - Calls Vampire Swarm guest, element depends on primary elemental resistance. (Not summon) Damage mode - Regular Damage mode, 3 hits Elevuln mode - Deals -50% damage to inflict Primary armor resist elemental vulnerability onto the opponent. Level 6: Lunar Vigor - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, when holding a Magic weapon (Splits costs to 50% SP and MP) Level 7: Unstoppable - Remains the same. Level 8: Bloodlust - Remains the same. Level 9: Dual Fangs - 2 hits, Overcharged Weapons based skill (or Spell) that seeks between primary armor elements. When using Melee or Ranged, Skill costs 150% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes an Overcharged Spell that costs 175% Melee split into 125% Melee in MP and 50% Melee in SP. Elecomp goes to damage. Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in SP (If using a magic weapon it equally split to SP and MP) to boost all damage by +7.5% and boosts bth by +8.5Bth Toggles and Passives available in the form: Level 0: Force of the Night Level 2: Id and Ego Level 3: Deadly Predator Level 7: Unstoppable Level 8: Bloodlust Level 10: Reclaim Humanity Description- Same Info- - Honestly, I was so close to making the level 0 skill a -5 generic potency one, but I wanted to reserve that for Dracopyre - In here I wanted to show due to the hybridization, the optimization of the curses start to dilute and due to that, mechanically I wanted that to be reflected to them costing so much more than the single curses but due to them being greater than the whole, I wanted them to be stronger damage wise. - Id and Ego is a direct translation of what I meant above in that it has the ability to regenerate both resources or have a much greater damage boost. But just like the curses, it takes the wholes and meshes them together so they gain the more costly parts instead of gaining -3 MRM. Basically greater boosts, but greater overall costs due to lack of efficiency - Changed Superior claw's weapons based attack to a normal enhanced attack to stay consistent with the other skill 1. - LUK was mostly just so we can have the trifecta of all the Secondary stats being used in the Darkovian subraces. (Also, I wanted to make a name change to Clever predator) - A lot of the skills in Werepyre don't exactly need tweaking but I just wanted to get rid of the bleed part of Werepyre, as much as possible, Vampire should be the best at inflicting bleed. - So with this one, the beast mode follows the idea that they aren't as good as Werewolves in conserving energy but can surpass their physicality due to being boosted by their Arcane amplification Dracopyre MC [Lean] [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 41 Primary/Secondary/Tertiary Maybe for Gracefang (Earth, Energy, Fire) For Donovan (Darkness, Ice, Water) For a third variant (Light, Wind, Energy) Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Summit of Darkovia - Gains -5 Generic potency (Maybe can be bumped to 7.5%?) Level 1: Wing Bash Bite - 3 hits, Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn Fragile has +0 Save. Costs 100% Melee in SP (If holding a magic weapon, cost is split between 50% SP and 50% MP) Level 2: Draconian Darkovian - Toggle, Take -9 MRM and 15% HP cost to gain +10 Generic Status resistance and +20% Damage dealt Level 3: Apex Predator - Toggle, Gains +50 [Weapon Mainstat] Level 4: Roar - Useable once per turn, costs 100% Melee to inflict Generic Status Weakness with a +20 Save. (If holding a magic weapon, cost is split 50/50 between MP and SP, otherwise it's fully SP) Level 5: Call NightRaider - Calls NightRaider guest, element depends on primary elemental resistance. (Not summon) Damage mode - Regular Damage mode, 3 hits Fragile mode - Deals -50% damage to inflict Fragile onto the opponent. Level 6: Dragon's Howl - Healing Skill (Spell if holding a magic weapon), uses Weapon [Mainstat] for stat bonuses. Costs 100% Melee in SP when holding a Melee and Ranged weapon, when holding a Magic weapon (Splits costs to 50% SP and MP) Level 7: Crusader's Rampage - Gains +20 Immobility resistance. Level 8: Pinnacle Defense - Sacrifices 15% Melee in SP to gain -15% damage intake. Level 9: Triple Threat (Fire breath animation) - 3 Hit, Overcharged Weapons based skill (or Spell) that seeks between primary armor resists. When using Melee or Ranged, Skill costs 150% Melee in SP and Elecomp goes to cost. If using Magic weapon, it becomes an Overcharged Spell that costs 175% Melee split into 125% Melee in MP and 50% Melee in SP. Elecomp goes to damage. Pays additional -4.25 Bth to due to seeking with another third element. Level 10: Apex Unleashed - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee in SP to maintain (When weapon held is Melee or Ranged). If the weapon held is Magic skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in HP to boost damage by 15% Toggles and Passives available in the form: Level 0: Apex of Darkovia Level 2: Draconian Darkovian Level 3: Apex Predator Level 7: Crusader's Rampage Level 8: Pinnacle Defense Level 10: Reclaim Humanity Description- Drawing on the unstable power of the Dracopyre curse. You can become part of the Apex Predators of Darkovia! Info- - I REFUSE TO MAKE 2 DRACOPYRES, I'll just chalk the separate Dracopyres to be like separate armor resistances. F DONOVAN - 3 showing up a lot in the subrace is intentional to reference the fact the original was 3 curses with 3 skills with 3 relevant individuals (Nightbane, Gracefang, Donovan) - Okay for this I wanted it to just be straightforward like the Curse itself, almost nothing about it was nuanced, the optimizations and nuances like fear, healing, energy conservation, control and near arcane sorcery is gone in place of pure upfront power. And I wanted to reflect them here with the skills showcasing that. It's why the level 0 skill is just a -5 Generic potency instead of -10 Fragile and status weakness potency. Curse so diluted it only cares about straightforwardness. - The level 2 skill is mostly me wanting to showcase due to the dilution of the curse, the player no longer has any of the nuances of them and has no more choice in the matter, they either get all that boost or none of them. Both of them being non resource based also because of the trade of nuance for power. -9 MRM was chosen because Dragons are proud and spiteful creatures and the HP cost due to the instability of the curse - The level 1 skill I made 3 to put more emphasis on the power aspect of the subrace, nothing nuanced or build up to it, just raw damage and a big FU to the opponent via fragile. - The level 3 skill being a pure +50 Stat is mostly just because I wanted it to be the culmination of the dilution of the curses, trading certain optimizations (+END, CHA, LUK) for more upfront power (Mainstat) - The generic status weakness was more there to help the fragile more - Crusader's Rampage was due to me liking the effect of unstoppable but didn't want to just copy and paste it, so I put in here just a normal but useful stun resistance - Pinnacle defense was once again to show that this thing doesn't heal or conserve energy, it just brute forces it's way to victory. - Nightraiders, I wanted to make the guest because it's just thematically perfect, it's a mix between a vampire bat, lycanthropy and draconic blood - Tripe Threat I wanted to make 3 hits to make true to the name but also due to the focus on damage and outlasting here - Apex Unleashed I see costing HP to boost damage due to the instability of the transformation but man will it hit you hard. - I REALLY wanted to include a berserk lean here like I wanted to put one in Werewolf but I felt it wouldn't fit anywhere Edits: - Added that vampires also boosts special procs (To fit in them not boosting physical stuff but can boosts skills and spells) - Added vamp's eldritch attunement gaining -20% Damage to boost it even further - Downsized Dracopyre's second skill damage boost from 25% to 20% - Removed Werepyre's skill 1's having +20 Saves - Added Wolves and Vamps having a 175% Output due to costing less than Werepyre and Dracopyre - Gave Werepyre a second ability a second mode to compliment bloodlust - Gave Werewolf's Defloss auto hit - Gave Dracopyre +10 Generic status resistance, replaced -10% damage from the level 2 skill
< Message edited by JhyShy -- 3/28/2025 8:07:06 >
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