Primate Murder -> RE: Primate Murder's Suggestion Thread (10/11/2018 16:32:07)
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My first attempt at a combo-based class. As with the original, I'm doing a White Gi armor with the generic 5 skills, and four specialized armors with the other 5. White Gi Martial Artist class armor FO neutral element armor High MRM with a focus on Melee. Attack: - Unarmed Combat. When wielding a Fist or a weapon associated with your School, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 2 more hits. - Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty. Appearance: Similar, if slightly taller. Description: Begin your study of martial arts with the Crouching Frogzard Style, a beginner's set of offensive and defensive moves for every situation. Level 0: School of Combat - Passive Each armor has a different stance, one you enter when using a Fist or a School Weapon. White Gi: Crouching Frogzard Stance. A versatile stance that uses your lack of heavy armor or large weapons to strike and evade blows with increased ease. Extra School Weapon: Claw. - Gain +3 MRM and +6.375 bth. (calc: passive + player-controlled trigger) In addition, all Schools of Combat can use Combos. After using a Basic Strike, for one round any Basic Strike instead becomes a Combo Strike, dealing different damage and effect. Combo Strikes are not counted as Basic Strikes, so using one resets the Combo. Level 1: Basic Strike: Punch - Active Launch a sharp punch at your foe's head. Costs 25% melee sp. A basic attack at +5 bth lean with +25% LS rate. Dragon's Breath Stance: Instead of boosted LS rate, your punches grant you +25 Status Potence for 1 round. - Punch-Punch (Thoat Punch Combo): Attack deals 25% melee and inflicts Choke (-50/1.4% damage for 4 rounds). Monster can resist at a 50/50 Dex vs Dex save. - Punch-Kick (Shin Kick Combo): Attack deals 50% melee and inflicts Offbalanced (-60 Dex) until the end of the battle. Monster can resist with a 50/50 Str vs End save. - Punch-Palm (Solar Plexus Combo): Attack deals 75% melee to both hp and sp, and inflicts Winded (renamed Disease; affects sp, power = 3x sp damage dealt). Monster can resist (Str vs End) with -6 penalty to save. Level 2: Basic Strike: Kick - Active Deliver a powerful kick to your foe's misection or thigh. Costs 50% melee sp. 1.5x damage basic attack at -5 bth lean. - Kick-Punch (Eye Jab Combo): Attack deals 25% melee and inflicts Blind (-21.7 bth for 4 rounds). Monster can resist (Dex vs Dex) with -20 penalty to save. - Kick-Kick (Groin Kick Combo): Attack deals 75% melee and inflicts Pained (renamed Paralysis) for 1 round. Monster can resist (Str vs Dex) with -13 penalty to save. - Kick-Palm (Firm Stance Combo): Attack deals 75% melee and grants you Stability. Next time you're affected by an immobilizing status, you automatically break free; doing so removes the Stability status. Level 3: Basic Strike: Palm Strike - Active Breathe in, breathe out and release an open-hand attack at your foe's torso. Costs 75% melee sp. A basic attack that gives you Centered status - around a toggle's worth of Str and Dex each (+50 at lvl 150) for 4 rounds. Dragon's Breath Stance: Gain Str + Int instead. - Palm-Punch (Ear Clap Combo): Attack deals 35.75% melee and inflicts Concussion (renamed Mindlock) for 3 turns. Monster can shrug off the effect (Dex vs End) with -20 penalty to save. - Palm-Kick (Knock Down Combo): Attack deals 50% melee and inflicts Knocked Down (-25 bth and MRM). Monster can stand up at the beginning of its turn (Str vs Str) with -10 penalty to save. - Palm-Palm (Dragon Claw Combo): Attack deals 75% melee and inflicts Bleed (Power 0.75) which increases in power every round (+0.25) to a max of 1.25. Monster can shrug off the bleeding with a 50/50 Str vs End save. Level 4: Counterattack - Passive Deliver a blindingly-fast counterattack whenever you dodge your opponent's blow. If you blocked at least one strike, then do a hit of damage worth (HitsBlocked/Attempted * 33)% damage of a standard player attack. This is considered a weapon-based attack, it follows the element of your weapon and applies all weapon-based effects. It can be dodged. Level 5: Focus - Active Concentrate all of your martial skill to deliver an extra attack against your foe! Quickcast, 1/battle. Pay 50% melee in sp and gain one round of celerity. Gogg Claw Stance: The cost is reduced to 30% melee. Swift Talon Gi FO energy armor with an ice secondary Slightly above average MRM. Attack: - Unarmed Combat. When wielding a Fist, Claw or Dagger, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 3 more hits. - Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty. Appearance: Blue Gi, low forward-leaning stance that allows you to launch into an attack with maximum force. Description: Be fast, be sudden, be lethal. Level 0: School of Combat - Passive Gogg Claw Stance. Offense-oriented stance designed for swift, agressive assault and pre-emptive action. Masters of Gogg Claw style can deliver massive amounts of damage in short amounts of time, but at the cost of the ability to defend oneself well. Extra School Weapons: Claw and Dagger. - Loose 6 MRM and take +10/1.4% damage. - When you succeed on Unarmed Combat save, you deal 3 extra hits instead of 2, and have 40% chance of gaining celerity. - When you finish a Combo or use Echoes of Thunder attack, you inflict the monster with Sundered (renamed EleVuln, +25% damage from all elements) for 2 rounds. Monster can resist (Str vs End) with +4 bonus to save. (calc: 20% compensation, 5% passive, 7.5% trigger) Level 6: Basic Strike: Preemptive Strike - Active Launch into a violent offensive before your foe has a chance to get its bearings, overwhelming your enemy and leaving them unable to act! Only usable as your first attack, and only if you won the initiative. Costs sp of a standard skill. (calc: both basic strike and the combo gain 50% extra melee for 1/battle and the initiative save) A basic attack that inflicts the monster with Overwhelmed (renamed Sleep). Monster can wake up (Str vs Cha) with -13 penalty to save. - Preemptive-Punch (Flurry of Strikes Combo): The combo does 150% melee damage and you gain Ruthless status, dealing 3x Lucky Strike damage. The status persists until the monster wakes up from the Overwhelmed effect. - Preemptive-Kick (Maim Combo): The combo does 81% melee damage. If the monster already shook off the Overwhelmed status, it becomes Paralyzed for 1 round (no save). Otherwise, the effect activates when the monster shakes off the Overwhelmed status. - Preemptive-Palm (Will-Breaker Combo): The Combo does 125% melee damage and the monster becomes Fragile (-100 End) for 1 round. Monster can resist (Str vs Cha) with +0 bonus to save. - Preemptive-Preemptive (Gogg's Combo): The Combo does 1.25x damage of a standard skill. Level 7: Lightning Strikes Twice - Passive And so do you. When you spend Focus to make a weapon attack, that attack deals +25% damage. The damage is tripled if the attack is a Preemptive Strike Combo. Level 8: Thunderclap - Toggle Focus your chi to unleash unleash concussive blasts of sound, dazing your foe and leaving them vulnerable to your attacks! Whenever you make the extra strikes from Unarmed Combat, the monster becomes Dazed (25% chance of inaction) for 1 round. Your attacks deal +100% damage if the monster skipped last turn due to being Dazed. Costs 30% melee sp. Level 9: Finish Him! - Passive Fatality. The celerity chance from Gogg's Claw stance increases to 90% when monster's hp drops below 20% MaxHP. Level 10: Echoes of Thunder - Toggle/Active You can hear the rumble just before the storm rolls in... Toggle costs 25% melee sp per turn. You gain a Storm Charge each time the monster looses 10% of its MaxHP. If you have at least 5 Charges, you can Unleash the Storm. Active pays sp of a standard skill and consumes all charges for an attack that deals (0.875 + 0.125*Charges)x damage of a standard skill. In addition, you gain +17 bonus to celerity saves from Gogg's Claw stance until the end of the battle. Serpent Fang Gi FO darkness armor; resists lowered to max out MRM Very high MRM with a slight focus on Ranged. Attack: - Unarmed Combat. When wielding a Fist or a Spear, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs Cha) save; on success, make 2 more hits. - Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty. Appearance: Black Gi. A high, narrow stance resembling a coiled Sneak. Description: All combat is the art of deception. Level 0: School of Combat - Passive Slithering Sneak Stance. A defensive stance that focuses on understanding your opponent's fighting style and countering it. Slythering Sneak Style is designed for the patient and those that prefer using bluffs, tricks and deception over brute force. Extra School Weapon: Spear. - Loose 8.5 bth and take +10/1.4% damage. - Triple your Counterstrike damage. - Gain 10.5 MRM. - Use Cha in place of Luck for stat bonuses. - Your Unarmed Combat saves against monster's Cha. (calc: 20% compensation, 5% passive, 7.5% trigger) Level 6: Coiled Sneak - Toggle Observer your foe's movements to figure out where it will strike next, then be somewhere else. The fact that this infuriates your opponent is merely a useful bonus. Whenever you make extra strikes from Unarmed Combat, the monster is inflicted with Berserk for one round (-15 bth lean) and you gain +5 blocking, stacking with each failed save. Costs 25% melee sp, but only if you make a Basic Strike or a normal armor attack. Level 7: Flickering Shadow - Active Your enemy thought it hit you, but it was just another feint. Quickcast. If you have not yet used Focus during this battle, return your hp to what it was at the beginning of last turn. Costs 40% melee sp and this counts as Focus use for this battle. Level 8: Aikido Throw - Toggle Use the momentum of your foe's attack to throw them to the ground. Whenever you deal Counterattack damage, you have (Blocks/Attempts)% chance to throw the monster. Thrown monsters are Knocked Down (-25 bth and MRM). Monster can stand up at the beginning of its turn (Dex vs Str) with -10 penalty to save. In addition, thrown monsters take -25 penalty to saving throws against all status inflictions, except for the save to stand up. Costs 22.5% melee sp. Level 9: Poison Fang - Active Spend your turn mixing up one of three potent venoms to inject the monster with on your next attack! Costs 50% melee sp. The next time you land a hit against the monster, you inject them with one of three venoms. - Neurotoxin. Monster deals -25% damage, and you gain +25% Lucky Strike rate. - Nightshade. Monster takes +25% damage, and your Lucky Strikes give you a Barrier worth 250% LS damage. - Hemotoxin. Monster gains Poison (power: 3) and Disease (hp; power=Poison damage) statuses; your Lucky Strikes have (67 * LS/Hits)% chance to Paralyze the monster for 1 round. Each venom lasts for 5 turns. Monster can resist (Dex vs End) with +0 bonus to save. This is considered a posion effect for infliction purposes. Level 10: Final Kata - Passive You have finished adapting to your foe's fighting style. Now it's time for some payback. Activates after you have dealt Counterattack damage 3 times; has one-time cost of 25% melee sp. Your Counterattacks deal *(1 + 1*Cha/VStat) damage. In addition, every hit you block boosts your damage by 25%. The boost stacks and persists until the end of the battle. Mountain Cudgel Gi FO earth armor Average MRM with a focus on Melee. Attack: - Unarmed Combat. When wielding a Fist, Club or Hammer, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make an additional hit of 75% damage. - Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty. Appearance: A dark-white, almost grey Gi. Has an upright boxing position that allows for kicks, knee and elbow strikes, as well as a slightly wider stance when wielding a club. Description: The Art of Nine Limbs. Level 0: School of Combat - Passive Fist of the Troll Club Stance. A solid stance, mimicking the strength and steadfast resilience of the mountain. Fist of Troll Club Style uses knees and elbows to deliver hard, brutal strikes against the bones of your opponent. Extra School Weapons: Club and Hammer. - Loose 4.25 bth. - Use End in place of Luck for stat bonuses. - When you succeed on Unarmed Combat save, you only deal 1 extra hit - but at 3x the power. (calc: 5% compensation, 5% passive + 7.5% trigger) Level 6: Hard Block - Passive A combination of harsh conditioning, relentless exercise and unflinching resolve have made your body as hard as stone, allowing you to face head on the blows that others would flinch away from. You can no longer block attacks, but gain Damage Resistance (0.775% of your MaxHP). (calc: 140% monster damage *0.15 for blocking, +5% for passive and +5 for counterattack; /2 for expected hits /2000 for ExpHP) In addition, you deal +25% damage against monsters that are Blind or Knocked Down. Level 7: Fist of the Troll Club - Passive Harden your fist, train your muscles and perfect your technique until you can bowl foes over with a single strike. Whenever you make the extra strike from Unarmed Combat, you have 10% chance to Knock Down the monster. Level 8: Implacable Technique - Passive Slip in a sharp knee strike just as your foe thinks you're done with it! You have 23% chance of making a basic attack after finishing a Combo Strike or the Finisher. Level 9: Combo Strike: Fall of an Avalanche - Active Maneuver behind your foe and deliver a punishing elbow strike to the back! Only usable within a round after a Basic Strike, costs sp of a standard skill. Single hit attack that has different effects based on the Basic Strike used: - Punch (Kidney Shot Combo): Deals 25% damage of a standard skill and inflicts Agony (monster looses 10% of its MaxHP every turn). Monster can shake off the status at the beginning of its turn (Dex vs Dex) with -4 penalty to save. - Kick (Roughhouse Combo): Deals 50% damage of a standard skill, and you gain +25 Status Resistance for 4 rounds. - Palm (Spine Breaker Combo): Deals 25% damage and Paralyzes the monster for 3 rounds. Monster can resist (Str vs End) with +8 bonus to save. Level 10: Finisher: Shatter the Mountain - Active Leap into the air and descend upon your foe with a powerful kick that can shatter bones and rupture internal organs of your enemy! Only usable within a round after completing a Combo, costs sp of a standard skill + 100% melee hp. Single hit attack at -5.75 bth lean (stacks with the Stance to -10). Make a 50/50 Str vs End save. If you fail, the attack deals 100% melee. if you succeed, the attack deals 700% melee. Regardless, you're paralyzed during the next round. If you have not yet used Focus, you gain +(25*End/VStat) bonus to save, and you can't use Focus again during this battle. Ancient Spirit Gi FO water armor with a fire secondary. Average MRM. Attack: - Unarmed Combat. When wielding a Fist or Staff, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 2 more hits. - Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty. Appearance: A dark blue Gi with red highlights. Uses a classic sideways stance. When wielding a staff, holds it in thirds with the front end down. Description: By controlling yourself, you control your environment. Level 0: School of Combat - Passive Dragon's Breath Stance. A flowing, well-balanced stance designed to channel your Chi for use as offense and defense. Practitioner's of Dragon's Breath Style believe in harmony between body, mind and soul, creating an art that is as spiritual as it is physical. Extra School Weapon: Staff. The stance has an additional downtrigger of -4.25 bth, if the player's Int isn't equal to Str (within 10%). - You heal (40*MPRemaining/MaxMP)% melee sp at the end of each turn. (calc: two player-controlled triggers = 15%, and 5% passive) Level 6: Enigmatic Meditation - Toggle Your body is a temple, overflowing with cosmic energy that can be harnessed for attack or defence. Shift from one to another as harmoniously as the flowing river. Toggle between three states. The default state, Form of the Flowing Water gives -10 Heal Resistance. Form of the Crushing Waterfall disables sp healing from Dragon's Breath Stance. Instead, you gain +(50*MPRemaining/MaxMP)% damage; you also pay 20% melee sp to gain +17 bth. Enlightenment: Gain additional +(40*MPRemaining/MaxMP)% damage per each Enlightenment. Form of the Placid Pond disables sp healing from Dragon's Breath Stance. Instead, you pay 20% melee sp to take -(50*MPRemaining/MaxMP)% damage from monster attacks. Enlightenment: Gain +(24*MPRemaining/MaxMP)% MRM per each Enlightenment. Level 7: Discipline - Passive Your discipline and skill allow you to maintain your focus longer than any other. You can use Focus skill twice per battle, instead of once. Level 8: Balanced Mind - Passive Hone your mental awareness to the point where you can immediately detect and expel foreign impulses from your mind. Breaks you free from any mental status, such as Berserk, Control, Fear, Panic, Sleep and The Cold. This costs mp, except for the first time per battle, which is free. Level 9: Combo Strike: Ten-Hand Strike - Active Center your mind, steady your breathing and unleash a swift 10-hit attack, purging your body from its imperfections or regaining energy, mental or physical. Only usable within a round after a Basic Strike, costs sp of a standard skill. Deals 10 hits of damage at +10 bth lean. The skill gains different effects based on the Basic Strike that precluded it: - Punch (Chi Healing Combo): Deals -75% damage and restores hp equal to 3x damage dealt. - Kick (Ascended Mind Combo): Deals -25% damage and you heal mp equal to 50% damage dealt. - Palm (Balanced Soul Combo): Deals -50% damage and you gain +100 Dex for 5 rounds. If you're affected by any Bleed, Burn or Poison status, it's removed, but the attack does no damage. Level 10: Finisher: Enlightenment - Active Transcend your physical limitations and open your mind to the universe, taking another step on the road of spiritual awakening. Only usable within a round after Ten-Hand Strike; has a combined mp+sp cost of a standard skill. Double your sp healing from the Dragon's Breath Stance. The effect lasts until the end of the battle, can stack with itself and affects the bonuses Dragon's Wisdom gains from your stance.
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