Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/23/2021 3:38:41)
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It occurs to me that I never actually got around to posting the Revamp of my Tier 3 Ranger (100-proc) class, the Warden. Let's fix that! As before, the class trainer is Kirion, an experienced elvish Warden on the western edge of Greenguard Forest. The class storyline involves an encroaching army of undead, raised by an unnamed Necromancer using the souls of those slain by the great wars of the west as fodder. spoiler:
The Necromancer is actually Gravelyn, though she's considerably weaker compared to her AQW counterpart. She is raising undead in a bid to regain her power, but how she lost that power is left ambiguous. She and Kirion have a history, and it's implied that the remaining Wardens are the survivors of an elf kingdom that Gravelyn destroyed. The new class has been given the full suite of 20 abilities for a tier-3 class; in addition, it's also been given some minor Beastmaster support in the form of some of its abilities. It still retains it extremely wide variety of triggers to deal considerable damage with bows and other 100-procs, but most of the new abilities put greater focus on its emphasis on playing defensively and winning a slow war of attrition. quote:
Verdant Vesture Warden class armor. You must be a Level 10 Hunter, a Level 10 Ranger, and a Level 10 Scholar to train as a Warden. Fully-defensive armor. Resistant to Earth, Light, and Darkness. (42% Resistance at level 150). Highly weak against Fire (your enemies would burn Greenguard Forest to the ground if given the chance), secondarily weak to Wind and Ice. MRM focuses on Ranged and Magic, at the expense of Melee. Standard attack is two hits at +0 BTH Appearance: An especially fancy-looking ranger's outfit consisting of a forest green tunic and cape, and leather boots and gloves. The tunic is worn over a visible suit of mithril chain mail and decorated with dark gold trim, in a similar pattern to the Guardian Armor's yellow markings. The tunic has a hood that is draped over the character's head by default, this can be moved to below the menu and back by clicking. A leather strap belt carries a small mithril shortsword by your waist; if you aren't wielding a 100-proc weapon then your character will wield it while your weapon is shown below the menu. Shield is also shown below the menu at all times. Finally, a quiver of arrows remains slung across your character's back at all times. Description: Become a Warden, an ancient protector of the wilds! With your arsenal of abilities, your arrows will strike the weakness of any target! Level 0 (Title Ability): Trueshot - Passive While bearing the title of Warden, your attacks with bows and crossbows are inhumanly accurate. As long as you continue to wield a bow, your attacks will grow more accurate still. As long as your class title is Warden, all attacks with bow and crossbows get +2.125 BTH. In addition, at the end of each turn you have a bow or crossbow equipped, you will gain an additional +0.85/(sqrt(monster power)) BTH on weapon attacks, capping at an additional +8.5 BTH. This additional bonus will reset at the end of battle, or if you change to a weapon that isn’t a bow or crossbow. Level 1: Arrow of the Meek - Passive The Wardens shelter the meek and vulnerable, protecting them from those who abuse strength. When fighting a foe with more than 0 STR, your 100-proc attacks deal extra damage. If you’re facing an opponent with > 0 STR, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs. Level 2: Warden’s Longbow: Equip yourself with the favored weapon of the Wardens. This earth weapon can swap between Ranged and Magic, and will deal more damage the more consecutive shots you hit! Equips a Wildwood Bow, a temporary 100-Proc Earth bow that can swap between Ranged and Magic by clicking the body. (Defaults to Ranged if you don’t have Magic stats). Starting at class Level 12, the Bow becomes mastercrafted, and will deals bonus damage based on the number of your attacks that connected the previous turn. The bonus is +(5.94*Hits/Attempts)%. Level 3: Infuriating Taunt - Toggle Irritate your foe with a taunt, blinding them with rage! They'll become less accurate if you succeed, but they will gain STR and hit you harder either way. When activated and at the beginning of each of your turns, your opponent makes a save (CHA/LUK vs. CHA/LUK). If they fail, they gain the Berserk (-15 BTH and *(85/70) damage, 1 turns) and Blind (-12 BTH, 1 turns) statuses. Has no SP or MP cost, but while toggled your opponent gains +28 STR, and you take +(10/1.4)% damage from all attacks. Calc: Berserk effect is a lean shift, which is free. Ability is worth 10% melee, *2 for save, then *0.6 to convert damage to player MRM, giving -12 BTH for the enemy. Cost is calculated as 10% melee = 28 STR given to the opponent, using Buffalot's Beach Bod as a basis (no /1.4 for enemy damage, since monster stats = player stats). Assuming about half of monsters use STR effectively doubles the cost for an additional 10% damage taken, /1.4 for monster damage. Level 4 (Title Ability): Staggering Shot - Passive A vigilant warden will strike their foe before they can retaliate. Attacking with a 100-proc weapon when your foe is about to unleash an SP skill will have a chance to stun them. When attacking with a 100-proc weapon, if your opponent has enough SP to perform an SP skill, the attack will have a 70% chance of attempting to inflict Daze (100% chance of inaction, 1 Turn). The opponent can resist at a +20 bonus (DEX/LUK vs. END/LUK). Calc: Opponent is assumed to use up to two SP attacks per battle. Two triggers per battle is worth 25% melee, inflicting inaction for 1 turn is worth 119% melee. +20 bonus for save gives 119 * 0.3% melee, giving 35.7% melee value. 35.7% melee is then multiplied by 0.7x chance of triggering, giving 25% Level 5 (Title Ability): Elfshot - Passive/Toggle Lower your damage to give your 100-proc weapons different effects, depending on what kind of monster you're fighting. Affected monsters include undead, dragons, flying monsters, shadows, and zards! While toggled Your weapon attacks and specials deal -20% damage, or -26.667% damage for magic weapons. In return, 100-proc weapons have one of several different effects depending on the monster’s tags. If the monster has two or more different compatible tags, one ability is chosen at random each turn. (So attacking a flying undead dragon will have one of three random effects, for example.) However, the last enemy tag listed overrides all of the others. This is because it is treated as a passive ability, rather than a true toggle like the others. quote:
Armor/Metallic* Your attacks with 100-proc weapons inflict Elevuln of your element’s weapon. (+(16.807 * [Hits/Attempts]% damage), 2 turns.) Opponent can resist at a +0 bonus. (DEX/LUK vs. DEX/LUK.) Calc: 20 / 0.85 for hit requirement, /1.4 for affecting your whole side. Two turns for 50/50 save. Demons** After you attack with a 100-proc weapon, your opponent makes a save (DEX/LUK vs. END/LUK). If they fail, your opponent is inflicted with Elevuln (+(8.403 * [Hits/Attempts])% damage, 2 turns) and Exorcized (renamed Choke, -(8.403 * [Hits/Attempts])% damage reduction, 2 turns). Calc: 20/0.85/1.4/2 for each status Dragons/Dragonkin/Drakel*** Your attacks with 100-proc weapons inflict Scale Rot (renamed defLoss, -14.286*[Hits/Attempts] MRM, 2 turns.) Opponent can resist at a +0 bonus (DEX/LUK vs. END/LUK). Calc: 20% melee *2 for save = 40%. *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 28.57142857143%. Divided over two turns gives -14.286 MRM. Flying Monsters**** Attacks with 100-proc weapons have an 80% chance of autohitting with each hit. Calc: assumes a base 75% hit rate for ranged 100-procs for expecting STR and DEX, which is worth 25, 20/25 = 0.8. For magic 100-proc weapons the assumption is also 75%, since you're expected to have both INT for the weapon and DEX to take advantage of the Warden's saving throws. Weres^ Your 100-proc attacks inflict Disease equal to 113.625% of the damage dealt. Your opponent does not get a save. Calc: Disease effect is equivalent 20% melee in damage. *0.9 for being non-elemental, *1.01 for delayed turn = 18.18%. 18.18 / 0.8 for expected damage, then *5 for Disease effect. Shadows^^ Whenever you attack with a 100-proc weapon, you get Elemental Shield against Light and Darkness (-12.86% damage, 1 turn.) Opponent does not get a save, and you do not need to hit the opponent. Calc: 20/1.4, then *0.9 for always useful, since Shadows almost always deal exclusively light and darkness damage. Undead/Zombies^^^ Your attacks with 100-proc weapons inflict Afraid (2 turns, 16.807 * [hits/attempts])% chance of inaction). Opponent can save at a +0 bonus (DEX/LUK vs. CHA/LUK). Calc: 20 / 0.85 for hit requirement, /1.4 for monster damage. Two turns for 50/50 save. Zards^^^^ Your attacks with 100-proc weapons inflict Bleed (0.235 * [Hits/Attempts] Power). Opponent can save at a +0 bonus (DEX/LUK vs. END/LUK). Calc: 20% melee = 0.1 base power, *2 for save, then /0.85 for requirement to hit, then *2 for save. spoiler:
Shadowscythe † Your attacks with 100-proc weapons deal +30% damage and seek between the eight standard + Void damage. (This negates the damage penalty from the Elfshot toggle, so you actually deal +10% damage.) In addition, the Elfshot ability is toggled on automatically when you enter battle with monsters with this tag, and cannot be toggled off. If your enemy is not tagged with one of the above, the toggle is disabled, and you get a short message from trying to click on it.†† *Your acid-coated projectiles melt through your opponent’s resistance! **Your Lohkaista-infused attack weakens your demonic foe! ***Your dragonbane ammo rots your foe’s scales! ****Your anti-air attack strikes your foe for an automatic hit! ^Your wolfbane ammunition hinders your foe’s natural healing! ^^Your luminous shots create a veil of protection around yourself! ^^^Your consecrated shots leave your undead foe cowering in terror! ^^^^Your piercing shots tear through the zard’s thick hide! †You strike true against your destined nemesis! ††You don't have any special elfshot techniques for this kind of foe. Level 6 (Title Ability): Anti-Mage Arrows - Passive The third eye is just another eye to shoot. If your opponent has more than 0 INT, your 100-proc attacks deal extra damage. If you’re facing an opponent with > 0 INT, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs. Level 7: Call Forest Spirit - Active Call a forest spirit to lend its aid. It can deal Earth damage to your foe, and at Class Level 11 it can increase the damage and BTH of your 100-proc attacks. Summon a Forest Spirit, an SP-costing guest. By default it starts out in Damage Mode, but starting at Class Level 11 you can click the guest to switch it to Booster Mode: Damage mode: Deals two hits of Magic Earth damage at a +5 BTH lean. Standard SP upkeep. Booster mode: Costs 1.5x the SP cost of a standard guest upkeep. While active attacks with 100-proc weapons deal +27% damage, multiplied by *(0.5 + 0.5*CHA/VStat) to a max of *1.1, modified by Dunamis’s outlevelling formula with no buffer. The boost for Magic 100-procs is multiplied by *4/3. In addition, attacks with 100-proc weapons also gain +23 BTH. This is likewise multiplied by *(0.5 + 0.5*CHA/VStat) to a max of *1.1, modified by Dunamis’s outlevelling formula with no buffer Level 8: Prepared for Anything - Toggle Wardens have the nimbleness and grace to adapt to any situation. For a minor SP cost, you can increase your dexterity to deal with any foe. DEX drive, costs SP. Level 9: Eyes of the Forest - Passive You see with the eyes of all the forests’ creatures, making it harder to lower your dexterity and bonus to hit. You gain Unobstructed Sight status, a status that gives you +10 to save against any status ailment that would lower your DEX or BTH. (Such as Blind, Crippled, Entangled, The Cold, etc.) Level 10: Quicksilver Arrow - Active Let loose a barrage of arrows so fast that it doesn't even use a turn! Usable once per turn, and only when you have a 100-proc weapon equipped. Quick-cast, once per turn, usable only with a 100-proc weapon equipped. Costs 100% melee in SP, 75% melee if you’re wielding a magic 100-proc weapon. You perform a normal attack, except that attack does not take a turn to perform. Level 11 (Title Ability): The Bigger They Are... - Passive ...Well, you know the saying. Your 100-proc attacks will deal extra damage to foes with more than 0 END. If you’re facing an opponent with > 0 END, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs. Level 12: Sylvan Ritual (Title Ability) - Toggle Once per battle you can commune with the forest to change your armor lean, sacrificing defense to increase status potence or blocking. The forest will respond to your empathy, increasing the effects with greater CHA. Brings up a menu with three toggles to change your armor lean. quote:
Wildwood Ritual - Switch your armor lean to a fully-defensive lean. Available by default. Your armor’s default lean, a fully-defensive lean. Veilwood Ritual - Sacrifice your defense to increase your blocking. This effect is greater with higher CHA. Available at Level 12. Instead of taking *0.8 damage from your armor lean, you take *1.0 damage. In return, you get additional MRM. The amount of blocking gained is equal to +10+9*[Your CHA]/[Expected CHA], up to a maximum of +21 in total. Blightwood Ritual - Sacrifice your defense to increase the chance of inflicting status effects. The effect is greater with higher CHA. Available at Level 17. Instead of taking *0.8 damage from your armor lean, you take *1.0 damage. In return, you gain the Status Potence intrinsic. The status potence bonus is equal to +10+8*[Your CHA]/[Expected CHA], up to a maximum of +20 in total. Level 13: Summon Eagle - Active Call your trusty scout eagle to attack your foe, with more powerful effects with higher CHA. More options are unlocked as you level. Spell-based skill. Has three options, unlocking as you level: quote:
Dive - It might not be able to carry you home after a long journey, but an eagle can still deal Wind damage to an unsuspecting foe. Available starting Lv. 13. Standard skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation. Costs 125% melee in SP if you have magic stats, 100% melee otherwise. Gust - Your eagle companion will rock your foe like a hurricane. It deals greatly reduced damage, but can knock your foe off balance. Available starting Lv. 16. Standard skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation. Efficient skill, so costs 25% melee in SP for Ranged, and 50% melee in SP for Magic. The skill deals -37.5% damage. It then gets an additional -12.5% damage, for a total of -50% damage compared to a normal spell/skill. If the skill connects, it attempts to inflict Offbalanced (-75 DEX, [HitsConnected] Turns). Opponent can save at a +0 bonus (CHA/LUK vs. DEX/LUK). *Your foe is knocked off-balance by the gust of wind! **Your foe manages to retain their footing. Screech - Disorient your foe with your eagle’s piercing battle cry, potentially reducing their blocking permanently. Available starting Lv. 19. Spell-based skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation. Costs 125% melee in SP if you have magic stats, 100% melee otherwise. The skill deals -12.5% damage. In return, it permanently reduces the foe’s MRM by 3.57*(HitsAttempted/HitsConnected), rounded randomly. Opponent can save at a +0 bonus (CHA/LUK vs. DEX/LUK). Calc: 25% melee value, /2 for save gives 50%. *0.85 to convert to BTH bonus, then /0.85 for requirement to hit. /1.4 for affecting your whole side gives 35.7, /10 for assumed ten turns MRM loss. Level 14: Spirit Trap - Active Set a special trap to detonate when your foe uses SP! Usable once per battle, and doesn't take a turn to use. Quick-cast, costs 75% melee in SP, usable once per battle. Cost is increased to 100% if your character has magic stats. You set a trap that detonates the next time your foe uses SP, dealing one hit of magic Harm damage. This autohits and deals damage equal to 84.375% of a melee attack, multiplied by [SPSpent/ExpectedCost]. The damage uses the average expected damage of a melee attack for your level for calculation, so it does not get stat boosts or random damage. ExpectedCost = 0.6 * [38.1 + 2.3375*MonLvl + 0.01125*(MonLvl^2)] Calc: [75 + 50]% for once per battle, *0.9 for Harm and *0.75 for autohit. Expected Monster SP Cost is their expected MP cost *0.75, then *0.8 for expected melee and ranged damage from the monster. (Since monsters with INT are typically expected to use MP instead of SP.) Level 15: Mending Essence - Active Surround yourself with the vital essence of the wilds, curing Burn, Poison, and Bleed and healing your wounds! If you’re not afflicted by any of these statuses, you’ll gain resistance to those statuses for four turns. Brings up a menu that compresses three skills. quote:
Healing Essence - Cast the standard version of the healing skill, with greater healing based on END. Unlocked at Level 15. Healing skill, one hit, costs SP (125% melee for Magic stats, 100% melee otherwise.) Uses END in place of INT for “damage” calculation. If you're inflicted with Bleed, Burn, or Poison with a power = ArmorPowLvl+20, then the spell attempts to remove the statuses: Curing a Bleed costs it (Status Power) / ((100- Save DC)/100) /2. Curing a Burn or Poison costs it (Status power)/10 * (Status Duration) /2. The spell then heals you by `*0.9*0.85-(what you spent on curing statuses) of a standard skill. If you’re not inflicted with any statuses, you instead gain +10 DoT resistance for four turns. The spell then heals you by *0.9*0.85 of a standard skill and pays 20% of the spell’s healing (40% melee) for the resistance effect. Wild Essence - A riskier but more potent healing skill that guards you against enemies of the Earth realm. Uses CHA for healing based on your foe's Earth resistance, but has a chance of missing. Unlocked at Level 17. Healing skill, one hit, costs SP (125% melee for Magic stats, 100% melee otherwise.) Uses CHA in place of INT for “damage” calculation. Healing is at a neutral BTH lean (see below). The skill functions exactly as Healing Essence does (either curing DoTs or providing DoT resistance, and then healing by the remaining SP value), except the amount healed does not get the *0.9 “always useful” penalty or the *0.85 auto-hit penalty when calculating the amount healed. Instead, the amount healed is multiplied by the opponent’s Earth resistance, and you have a chance of “blocking” the healing based on your own MRM and dodge chance, as you would with an enemy attack. Revitalizing Essence - An advanced healing skill that is more expensive, but will heal you much more greatly the lower your health is, with even greater healing based on END. Unlocked at Level 19. Healing skill, one hit, costs SP. Uses Either END in place of INT for “damage” calculation. Overcharged, so the skill costs 175% melee for Magic stats and 150% melee otherwise. The skill functions exactly as Healing Essence does (either curing DoTs or providing DoT resistance, and then healing by the remaining SP value), except the amount does not get the *0.9 “always useful” penalty, and gets a *1.25 bonus for being overcharged. The amount healed does get the *0.85 auto-hit penalty, however. Finally, the amount healed also gets an additive bonus which starts at -100% at full health and scales to 150% at 0% health. Level 16 (Title Ability): Foe-Slayer - Toggle Your skill at slaying enemies of the wilds is legendary. For a bit of SP, you can increase the damage bonuses you get against foes with STR, INT, or END. Costs 7.5% melee in SP per turn. The damage bonuses from the Level 1, Level 6, and Level 11 abilities are increased from +10% to +15% each. For magic weapons, the bonus is instead increased from +13.3% to +16.7%. Level 17 (Title Ability): Hidden in Plain Sight - Passive Wardens have perfected the art of camouflage and ambush tactics. You'll automatically perform an extra normal attack at the start of battle. At the beginning of battle, if you're wearing the Warden armor, you will get an extra turn. During this extra turn you will automatically perform a normal attack with your equipped weapon. The damage dealt by this attack is multiplied by *0.5, or by *0.67 instead if you’re wielding a magic weapon. The extra starting turn and its attack will happen after the pre-battle menu if the "Change Equipment Before Battle" menu in game options are selected, and will thus happen after any extra starting turns the monster gets. This means monsters that get a free attack on you like the Am-Bush will still always get the drop on you, but you still get the extra turn. Level 18: Outnumbered by One - Passive It’s not fair when your opponents gang up on you. Not fair for them, that is. When facing more than one opponent at once, you have a chance of obtaining Celerity each turn. Whenever you’re fighting a mob with more than one opponent (i.e. with selectable targets,) after your first attempted weapon hit that turn (including with bows and other 100-procs), you have a 10% chance of gaining Celerity for yourself and your misc item for one turn if you do not have celerity. Opponent can prevent the Celerity with a save at a +0 bonus (DEX/LUK vs. CHA/LUK) The chance of gaining Celerity increases by an additional 10% for each monster in the mob beyond the second (so a 10% chance against two-monster mobs, a 20% chance against three-monster mobs, a 30% chance against four-monster mobs, etc.) *You ready another attack against the horde! **Your foes are not intimidated by your one-man-army reputation. Level 19 (Title Ability): Custosilva’s Might! - Active A long time ago, the Wardens were allied with the great Oathkeeper of the Forest, Custosilva. During your quest, you’ve reawakened the ancient dragon, and gained the ability to call upon his power! Spell-based skill, costs 225% melee in SP for mages, 200% melee in SP otherwise. Usable once per battle. Deals three hits of Earth damage, +0 BTH lean, Magic if using mage stats and Ranged otherwise. Damage dealt is equivalent to a standard skill, the skill then gains elecomp to damage. Afterwards, if at least one hit lands, the monster is inflicted with Spiritual Seed (3 Rounds, Power 1.5 * [HitsConnected / 3] * Elecomp, Earth element). The opponent can save at a +0 bonus (DEX/LUK vs. END/LUK). *Custosilva’s breath implants a seed of ruin in your foe’s soul! **Your foe resists Custosilva’s spiritual seed. Level 20 (Title Ability): Gaea’s Vengeance - Toggle/Active You’ve become one with the wilds. To harm you is to harm the earth itself. With this skill prepared, you can strike with the fury of the Earth itself! You currently have [X] Vengeance charges. Each turn, you gain 1 Vengeance charge. You cannot gain Vengeance charges against foes that are more than 20 levels lower than your armor level.* The maximum amount of Vengeance charges you can hold is 40. Clicking the button for this skill brings up a menu with two further options - a toggle and an active skill. quote:
Build Vengeance - Increase the amount of damage you take to build an additional four Vengeance charges each turn! Select the toggle on to charge the skill. You cannot toggle the skill against foes that are 20 or more levels beneath your armor’s power level. While toggled, you take +(20/1.4)% damage from all sources, but will gain an additional +4 Vengeance charges per turn, for a total of +5 per turn. Unleash Vengeance! - Unleash all of your Vengeance charges at once for an immensely powerful attack! Spell-based skill, standard SP cost (so 125% melee for Magic stats and 100% melee otherwise.) The skill deals two hits Earth damage at a +0 BTH lean, Magic if using Magic stats and Ranged otherwise, and gets elecomp applied to damage. When cast, the spell will consume all of your vengeance charges, and then get an additive damage bonus. The bonus is equal to +(2.5 * [ChargesConsumed])%. So this would be +2.5% damage with one charge consumed, +50% damage with 20 charges consumed, and +100% damage with 40 charges consumed, etc. *You cannot charge Gaea’s Vengeance against a foe that much weaker than you.
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