Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/4/2020 22:16:16)
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This one was the most difficult of the Tier 2 classes to make. As it stands now, the current non-revamped Wizard class is probably the most powerful by a very wide margin, thanks to the sheer brokenness of its Imbue with Lore ability. I've tried to keep this Wizard class faithful to the current one for the most part, without pushing it too far. Part of this was that I've made it so that you can only use one element at a time, which I feel is a good compromise to ensure that you don't just have every mage character filling their inventory with each elemental variant. Plus it makes sense: a specialist wizard is a specialist for a reason, an element wouldn't be a specialty if you were just as good at using every other element. quote:
Generalist's Robes (+ elemental variants) Wizard class armor. You must be a level 10 Mage to train as a Wizard. When you become a Wizard, you choose what element you want to specialize in; you cannot use the abilities of Wizard armors not of that element. However, Wizards of any specialty can use the Generalist armor. While Jackel Sano will let you change your elemental specialty if you wish, doing so costs gold. Neutral-lean armor. Flat resists for generalist robes, resists follow elemental wheel for elemental variants. Average MRM, with priority Magic > Ranged >> Melee Standard attack is one hit with a neutral BTH lean. Appearance: Ornate, wizardly robes with a flowing cape and pointy hat, with the generalist being mainly blue and the elemental variants having elemental flourishes. Should look somewhat similar to the current armors. Your weapon and shield appear below the menu, and your standard attack instead has you shoot a blast of elemental energy with a wand. Description: The robes of a Wizard (/Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer), a powerful (element) mage that draws their magic from the Ethereal Realm. Level 0: Arcane Specialty - Passive Years spent studying alone have left you physically frail but magically powerful. Your defenses are reduced, but your [element] spells are more powerful and accurate. As long as your class title is Wizard, your class armor gets -3 MRM. In return, your spells deal +7.5% damage and get +6.375 BTH. For elemental variants, your spells instead deal +12.5% damage and get +10.625 BTH, but only for spells of that element. Calc: 100% bonus over ten turns, /2 for expected # of spell casts, /2 for affecting spells. For generalists, this is multiplied *0.6 for being omni-elemental. Level 1: Spell Focus - Passive A wizard’s weapon isn’t a stick to hit people with, but a tool to use magic more efficiently. Your weapon attacks are less powerful, but your spells will return a portion of damage as MP. Your weapon attacks deal -5% damage. In return, your spells will return (15 * 1.5 / 0.85)% of the damage dealt as MP. For elemental variants, the MP regain is (25 *1.5 / 0.85)% instead, but only for spells of that element. Calc: Same as the calc for the level 0 ability, but *1.5 for converting to MP and /0.85 for expected hit rate. Level 2: Mana Absorption - Passive Absorb mana from your foe every time you get hit by a magic attack. Whenever you get hit by a magic attack, you gain MP equal to (15/1.4/0.85)% of the damage dealt. Calc: 5% mastercraft bonus, *2 for magic damage restriction, *1.5 to convert HP to MP, then /1.4 and /0.85 for expected monster damage and hit rate. Level 3: Ethereal Blast - Active Channel a portion of the Ethereal Realm's power for a blast of your weapon's element! (/of the [element] element!) Spell-based skill. Costs 20% of the MP of a standard spell. Your character brandishes their weapon and summons a blast of raw magic, dealing 2 hits of magic damage. For generalist robes, the spell deals damage according to the element of your equipped weapon. For elemental variants, the element is locked to that armor's element. The spell deals damage equal to a standard melee (so +25% the damage of a standard magic weapon attack), multiplied by elecomp for the elemental variants. Level 4: Summon Elemental - Active Summon a spirit of raw mana to attack your foe for Harm (/[element]) damage! Summons a Mana Elemental guest, an MP-costing guest that deals two hits of Harm damage at a neutral lean, with a -10% damage penalty. For the elemental variants, the mana elemental is replaced with an [Armor Element] Elemental, which deals damage of the armor's element with no penalty. Level 5: Advanced Metamagic - Toggle Enhance your spells with a variety of powerful effects! Only one may be used at a time. Brings up a menu of toggles. To fit the skill compression, each costs 10% melee in SP per turn. Only one may be used at a time. Heightened Spell - Grant your foes disadvantage against saving throws inflicted by your [element] spells! While toggled, your opponent gets -7.5 to any saving throws inflicted by spells. For elemental armors, this is increased to -12.5, but only affects spells of that element. Sacred Spell - Call upon the power of The Elemental Lords (/The [Element] Lord) to bypass your opponent’s elemental resistances with your [element] magic! While toggled, your spells will always deal damage as though your opponent had 97.5% resistance to that element. For elemental robes, spells deal damage as though your foe’s resistance was 102.5%, but only for spells of that element. In addition, the elecomp multiplier for class skills on elemental robes is set to *1 while this ability is active. Calc: Pseudo-harm damage gives 100% resistance, -10% for always-useful penalty. Resistance is then increased by MC bonus for spells. Guided Spell - Give your [element] spells increased bonus to hit, at no penalty to their damage! While toggled, spells gain +6.375 BTH. For elemental armors, spells gain +10.625 BTH, but only for spells of that element. Intensified Spell - Make your spells even more powerful, without sacrificing accuracy! While toggled, your spells deal +7.5% damage. If you’re using an elemental armor, spells deal +12.5% damage instead, but only for your armor’s element. Level 6: Dharana - Active Draw from the power of the Ethereal Plane to replenish your mana! Usable once per turn, and doesn't take a turn to use. Quick-cast, once per turn. You spend SP equal to 137.5% of a melee attack, and gain mana equal to that of a standard spell. For elemental robes, cost is instead 125% melee in SP. The cost is increased by *1.25 each time it’s used in a single battle. Calc: 125% melee base cost, *1.1 cost for being omni-elemental. For elemental robes, you're expected to mainly use spells of your armor's element, so no cost reduction. The increased cost per use is a balancing mechanic, similar to the Mind and Time Zfinity Gauntlets. Level 7: Sage Defense - Toggle Spend mana to increase your defense (against [opposite element]!) Costs 15% melee in MP per turn. When active, you take -(13.5/1.4)% damage from all attacks. In the elemental variant armors, you instead take -(15/1.4)% damage from attacks, but only from attacks of the opposite element to your armor. Level 8: Sage’s Wisdom - Toggle Focus your will on the Ethereal Plane and become one with the cosmos, increasing your INT for a small MP upkeep. INT drive, costs MP. Level 9: Elemental Invocation - Active Differs depending on the armor. Generalist: Elemental Burst! - Call upon the power of every element in a massive explosion, inflicting prismatic burn on your foe! Standard spell, costs MP, +10 BTH lean. Deals eight hits of magic damage in the following order: Fire, Ice, Earth, Wind, Water, Energy, Dark, Light. Takes a -12.5% damage penalty and attempts to inflict Prismatic Burn (2 rounds, 2.5 * [132/109] power). Opponent can save at a +0 bonus. (INT/LUK vs. DEX/LUK.) Spell damage is then multiplied by *[132/109] for using all elements. Pyromancer: Volcanic Apocalypse - Open a magma-spewing gate to the Elemental Plane of Fire, choking your foe with volcanic ash! Standard spell, costs MP, +10 BTH lean. Deals ten hits of magic fire damage. Takes a -12.5% damage penalty and attempts to inflict Choke (2 rounds, -(21.01*[elecomp]*[fire resist]*[hits/attempts])% damage reduction). The monster can resist with a save at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp. Calc: 12.5% spell damage is 25% melee, *2 for 50/50 save gives 50%. /1.4 for monster damage, then /0.85 for requiring hitting the monster gives 42.016806722689. Divided over two turns gives 21.008403361344. Hydromancer: Deluge - Flood your foe with a deluge from the Elemental Plane of Water, overwhelming and reducing their defense! Standard spell, costs MP, +10 BTH lean. Deals eight hits of magic water damage. Takes a -12.5% damage penalty and attempts to inflict DefLoss (4 rounds, water element, -8.93 * [water resist] * [elecomp] * [hits/attempts] MRM). The monster can resist with a save at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp. Calc: 12.5% spell damage = 25% melee. *2 for save = 50%. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 35.714285714285%. Divided over four turns gives -8.9285714285714 MRM. Aeromancer: Tornado - Open a gate to the Elemental Plane of Wind, creating a swirling tornado to knock your foe off-balance! Standard spell, costs MP, +10 BTH lean. Deals three hits of magic wind damage. Takes a -12.5% damage penalty and attempts to inflict Offbalanced (2 rounds, -150 * [hits/attempts] DEX). Opponent can resist at a +0 bonus (INT/LUK vs. DEX/LUK). Spell damage is then multiplied by elecomp. Cryomancer: Ice Age - Open a gate to the Elemental Plane of Ice to summon a frigid gale that reduces your opponent’s max HP! Standard spell, costs MP, +10 BTH lean. Deals ten hits of magic ice damage. Takes a -25% damage penalty and attempts to inflict Numb (2 rounds, -25 END). Opponent can save at a +0 bonus (INT/LUK vs. END/LUK.) Spell damage is then multiplied by elecomp. Geomancer: Obsidian Edge - Open a gate to the Elemental Plane of Earth, summoning a hail of razor-sharp rocks that can leave your foe bleeding! Standard spell, costs MP, +10 BTH lean. Deals five hits of magic earth damage. Takes a -12.5% damage penalty and attempts to inflict Bleed (Power: 0.25 * [elecomp] * [hits/attempts]). Opponent can save against the bleeding at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp. Dynamancer: Supercell - Summon a supercharged electrical storm directly from the Elemental Plane of Energy, potentially dazing your foe! Standard spell, costs MP, +10 BTH lean. Deals six hits of magic energy damage. Takes a -18.75% damage penalty and attempts to inflict Daze (3 turns, 17.51 * [elecomp] * [energy resist] * [hits/attempts])% chance of inaction). Opponent can save at a -10 penalty (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp. Calc: 18.75% spell damage is 37.5% melee in damage reduction. Increases to 62.5% melee for a 60/40 save. /0.85 for requirement to hit gives 73.52941176471. /1.4 for monster damage gives 52.52100840336. Divided over three rounds gives 17.50700280112. Lumenomancer: Solar Flare - Open a portal to the Elemental Plane of Light, blinding your foe with sheer radiance! Standard spell, costs MP, +10 BTH lean. Deals seven hits of magic light damage. Takes -15% damage penalty and attempts to inflict Blind (4 turns, -10.59 * [elecomp] * [light resist] * [hits/attempts] BTH). Opponent can save at a +0 bonus (INT/LUK vs. DEX/LUK). Spell damage is then multiplied by elecomp. Calc: -15% spell damage is 30% melee. *2 for save is 60% melee. *0.6 to convert damage reduction to MRM gives 36. /0.85 gives 42.352941176470. Divided over four turns gives 10.588235294117. Tenebromancer: Tendrils of Shadow - Open a portal to the Elemental Plane of Darkness, summoning dark tendrils to corrupt your foe! Standard spell, costs MP, +10 BTH lean. Deals thirteen hits of magic darkness damage. Takes a -25% damage penalty and attempts to inflict Corruption, a renamed Poison (4 turns, Darkness element, 2.5 * [elecomp] * [hits/attempts] power). Spell damage is then multiplied by elecomp. Level 10: Imbue With Lore - Toggle Imbue your (element) spells with the magic of the Ethereal Realm, increasing their mana cost but greatly boosting their damage! When toggled, all spells cost *1.8 the usual amount of MP, but deal +50% damage. For the elemental variants, this only affects spells of that element.
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