Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:34:28)
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CLASS ARMORS UPADTE Assassin class updated skills New version has more of an emphasis of drawing from the previous classes since completely mastering being a rouge and mastering being a ninja were prerequisites along with being an adept scholar (meaning that you are experienced in being patient and observant, studying your quarry, and emulating what you've learned). Especially how the assassin class is a very direct continuation of the prior 2 classes unlike how paladin is for fighter or mage. You are basically expected to be an expert and learn a few techniques from your experiences and hanging around Wallo and Shii; and if your knowledgeable of the skills of the other classes and their names, you can see how they were implemented in with a twist. • Skills 0-5 represent you putting aside mostly what you think you already know so you can effectively learn. • Skills 6-10 Represent you getting a bit more comfortable and slowly applying what you know to what you're being taught starting with your rouge training. It ironically works out since the outdated rouge class is kind of built like a ranger class and Wallo is a ranger with his gun as well as later in the class quest line he disappears (which could represent you starting to learn skills from Shii). • Skills 11-15 represent the same concept of 6-10 but at a higher level, now implementing the ninja skills along with Shii's training. This also ironically fits because the yajuu techniques are considered to be ninja skills that were forbidden, and both Shiii and Elizabeth are female lol. • Skills 16-20 represent you mastering your own art of assassination, essentially creating your own skills with a slight amalgamation of everything that you've learned prior. • As for the shadow part; it is referenced in the Conjure shadow (spell) that Lord Barrius taught you how to create your own shadows by weaving light and darkness magic as opposed to reaching into the shadow realm itself. In reference to Elizabeth utilizing the "Stance of the living shadow" and the current skill 3 referencing being able to "shadowstep". There is already a present link of manipulating shadows. Along with the theme of learning things from other places and adding it to your repertoire, it would make sense to seek out a master of shadows to learn something, maybe even steal. • The skills that have "#-#" mean that I don't care which order they go in between designated range. OPTION 1: What skills below are based on • Keep base elemental modifiers the same- Overall damaged will be reduced from "After image" skill which should equate to lower elemental resistances (intention of bases armor taking as much damage as a 45% elemental modifier) so it should balance itself out • Keep combat defenses the same- Armor's earned passives are stronger than normal with total MRM at max class rank pretty high. OPTION 2: or can be advanced armors like paladin • Make wind, fire, and earth variants • Make base MRM 55 • Make armor offensive lean- Armor has an offensive lean. Gain +8 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks). • Make all passives that boost MRM only provide a +3 MRM As far as the armor look- I would like for it to follow the idea in the CONCEPT IDEAS SECTION (weapon and shield at the bottom of the screen; weapon held by armor is the "heartrender" dagger like the Star Slayer armor and fiend of Vergil armors have weapons locked to the armors) Armor builds charges per turn called Opportunity. LEVEL 0: HEIGHTENED SENSES - Passive There's a reason you needed to be a bit of a scholar. To be an assassin, you need to study your environment and target, learn their habits and routines, your enemies will never see you coming and then strike like a Gogg! First, you get +105 Initiative. Second, if you get the jump on the monster, then you gain Celerity, for the first round of combat only and the monster makes a save roll Major: 200 vs MonsterINT Minor: YourLUK vs MonsterLUK LEVEL 1-3: EXPLORER'S WISDOM - Passive You have learned to take what is useful from others and add it to your own skill set. +3 MRM LEVEL 1-3: SEEK WEAK POINT - Active All armors have their cracks, and all monsters have their weak spots -- it's just a matter of finding them. By testing your opponent's defenses first, you can pinpoint where to aim to have the best chances of connecting with your next attack! *****Same as original***** LEVEL 1-3: ADAPTIVE TACTICS - Active It's not what you use, but how you use it. Switch styles of combat to help get past your opponent's defenses, just make sure you know how to use it! For 3 SP per round you make and attack, your attacks are converted to Melee, Ranged, or Magic of your choice! -----You have 4 options -----Melee (attack modifiers rely on STR) -----Ranged (unlocks at class level 10) (attack modifiers rely on STR and DEX) -----Magic (unlocks at class level 15) (attack modifiers rely on INT) LEVEL 4: PROPERLY PREPARED - Active A wise assassin is patient for the perfect opportunity, once that opportunity presents itself you must make sure your spirit is ready to capitalize on it! Once you have enough charges, you can regenerate some SP. This quick-cast skill doesn't take a turn to cast. *Gain one charge per turn* Quick-cast skill. Consumes 5 Charges to regenerate the listed SP. ClassLvl --4----10----15----20 SPRegen 217--288--335--395 LEVEL 5: STALWART SOLITUDE - Active Sometimes the only person you can rely on is yourself. Play it defensively for a round and strike from a distance. *****Same as original***** LEVEL 6: DUAL WIELD - Toggle Equip a second weapon from the assassins' secret stash in your off-hand to do more damage! Select the skill to open a sub-menu to configure your weaponry. Each weapon has a different element. Those with the Assassin title can Dual Wield more efficiently. CHANGE: No multiple weapons, only "heartrender" dagger; dagger is purely aesthetic and is not treated as a separate weapon (damage element stays the same as equipped weapon) While active, your normal attack (as in, what you do when you click the "Attack" button) deals 150% Base, Random, and Stats damage. You also deal an extra hit with your off-hand weapon. The off-hand attack is: OFF-HAND ATTACK Hits: 1 Type: «As Weapon or "weapon finesse" skill» Element: «As Weapon or "weapon finesse" skill» Damage: [As Normal Attack] 150% Base, Random, and Stats each BTH: round(0.125*UnscaledPowerLevel - 0.5) + 5 plus Stats *****The rest is the same as the original***** At class level 20- unlocks Shadow Mistress Katana to be equipped as a temporary primary weapon. Not sure of idea- Having dual wield unequip shield but providing a +160 DEX boost for implied increase to mobility. Essentially- "Ninjas don't need shields. Ninjas have super reflexes that let them dodge any attack more effectively than any shield ever could" LEVEL 7 or 8: SUPERIOR AGILITY IN SHADOWS - Toggle You move with incredible agility and grace, improving your defenses and resistances. +50 DEX LEVEL 7 or 8: CALL IN FAVOR - Active -----You have two options. -----CALL HITOKIRI -----Call your Hitokiri, an aspiring assassin from a faraway land. -----You can pick your Hitokiri's attack pattern with the button below, and new attacks will become available as you train together. *All attacks deal harm damage (instead of darkness)* -----Summons Hitokiri as a guest. Cast again to dismiss. At certain levels, certain attacks for the Hitokiri will be unlocked; wearing the armor allows you to control their choice of attacks (see the guest entry for more details). ----------OPTION #1 (Attack) - Control (available when skill is unlocked) ----------The Hitokiri will perform normal attacks! ----------OPTION #2 (Smoke grenade) - Control (available at class level 9+) ----------The Hitokiri will shroud you with smoke, boosting your defenses! ---------------EFFECT ---------------• +10 MRM ----------OPTION #3 (Poison) - Control (available at class level 10+) ----------The Hitokiri will try to poison the enemy with envenomed needles! *****The rest is same as the original but buffed***** ----------OPTION #4 (Shuriken) - Control (available at class level 15+) ----------The Hitokiri will try to lacerate the enemy causing them to bleed with a flurry of razor-sharp shuriken! ---------------EFFECT ---------------• Inflicts bleed -----SUMMON SHADOW (available at class level 16) -----Your mastery over the shadows let you create and command your own! -----You can pick your shadow's attack pattern with the button below, and new attacks will become available as you train together. -----Summons Your Shadow as a guest. Cast again to dismiss. At certain levels, certain actions for Your Shadow will be unlocked; wearing the armor allows you to control their choice of attacks. Only functions when wearing armor (see the guest entry for more details). Pay the listed [HP Cost] at end of each turn as harm damage (acts like bleed status). ----------OPTION #1 (Attack) - Control (available when skill is unlocked) ----------The Shadow will perform normal attacks! Guest and attack animation is a like an extra whispering raiment armor Standard guest stats ----------OPTION #2 (Mirror movement) - Control (available at class level 17) ----------It may seem like they aren't moving, but they are actually moving so perfectly coordinated with you that they attack at the same time boosting power of each strike; almost as if its attached to you like your shadow... ---------------EFFECT ---------------• Instead of attacking normally, this pet boosts all attacks made by the player on the next turn by +40% ----------OPTION #3 (Become Shadow) - Control (available at class level 20) ----------Become literally one with the shadows letting it act as your cloak and dagger! You won't have access to most of your skills but your shadow itself is still pretty capable! ---------------• Clothes turn completely black ---------------• Lose access to all skills and passives except PROPERLY PREPARED, DUAL WIELD (does not deactivate shadow mistress katana), ADAPTIVE TACTICS, MERCILESS STRIKE FROM THE SHADOWS, and SMARTER NOT HARDER ---------------• Base MRM becomes 55 ---------------• Base elemental modifiers all become 80 ---------------• Primary elemental modifiers stay the same, triggers against shadow monsters ---------------• Gains effect: ---------------EFFECT ---------------• Has a 25% chance of anything attacking you to take -15 BTH*. This doesn't apply to Healing effects. ---------------• The damage you take from light and/or darkness element is multiplied by 0.80 ---------------• TRIGGER- Multiplies damage from shadow creatures by an additional 0.64 (or simply *0.5125 total) LEVEL 9 - BLADE SHOT - Active Call upon your alliance with Wallo to set up a combo attack utilizing his gun! Pulling the trigger harder won't make to bullet any more powerful, its all in the accuracy and where you shoot! Hits: 1 Type: Ranged Element: «Ele-Seeking; if all elemental modifiers are below 95%, deals harm damage» -----You have 3 options -----Center Mass -----Aim for the largest part of the body so you don't miss! ----------Attacks deals *0.675 damage, but always hits -----In the foot -----Best way to make sure you have the advantage over your opponent, reduce their mobility ----------BtH: [«As Weapon» - 2] ----------EFFECT ----------Inflicts Cripple for 9999 turns (can only be applied twice) -----Head Shot -----Everyone knows head shots do the most damage, just make sure your aim is good enough! ----------Damage: 200-700 ----------Stat %: 1550 ----------BtH: [«As Weapon» - 4] ----------*Wallo takes stat bonuses from the player's Dexterity stat. Lucky Strikes are possible, but the bonus to damage is LUK/[15/8 * 0.75] instead of LUK/2. *****The animation is the same as the original***** LEVEL 10: DEATH FROM ABOVE - Active Use this autocrossbow from Wallo's own armory to unleash a variety of special attacks, but be sure to load it first! The gun holds up to eleven arrows and uses different amounts of ammunition for each ability. Turn prismatic burn into prismatic poison *****The rest is same as the original but buffed and extreme reduced cost due to turn being taken to load weapon which should be a cost free skill***** LEVEL 11-13: TRIBUTE TO YAJUU - Toggle The only way to appease Yajuu is to provide blood. You've learned how to make it's your opponent's and not your's! EFFECT • At the end of your turn, there's a (# of hits connected) / (# of hits made) chance of making the monster Bleed**. The monster makes a save at a +0 bonus: Major: YourDEX vs MonsterEND Minor: YourLUK vs MonsterLUK If it fails, then it starts bleeding, with the listed power. The Bleed can stack and increase its power***. If the monster fails a second save, then you just add the new bleed power to the old power. Monster categories Undead, Golem, Robot, Mecha, and Incorporeal are immune to this effect. MUST BE LVL 100: LEVEL 11-13 - MERCILESS STRIKE FROM THE SHADOWS! - Passive-Toggle When striking a helpless foe you have a chance to perform a merciless strike for greater damage! Those with the title Assassin have double the chance. • Untoggled- 5% base chance of a double damage MSFTS attack • Toggle- (base%+10%) chance of a quadruple damage MSFTS attack • (base%+5%) chance if opponent is Blind • (base%+10%) if using Stalwart Solitude • (total%*2) chance if using skill CALL IN FAVOR- SUMMON SHADOW- OPTION #3 (Become Shadow) Toggle + Stalwart Solitude + blind opponent + shadow armor = 60% chance of a quadruple damage MSFTS attack LEVEL 11-13: DRAGON DOUBLE EVASION - Passive You always wonder if Shii hails from ninjas knowing the forbidden arts of Yajuu.. Make sure you aren't forgetting your ninja training! †You gain +3 MRM LEVEL 14: KISS OF DEATH - Active Call upon your alliance with Shii to set up a combo attack that can mortally wound your foe! Hits: 1 Type: Magic Element: Harm If hit connects there is a chance of making the monster Bleed (Power: Class LVL/9). The monster makes a save at a -1 bonus: Major: YourDEX vs MonsterEND Minor: YourLUK vs MonsterLUK If it fails, then it starts bleeding, with the listed power. The Bleed can stack and increase its power***. If the monster fails a second save, then you just add the new bleed power to the old power. Monster categories Undead, Golem, Robot, Mecha, and Incorporeal are immune to this effect. LEVEL 15: YAJUU DAGEKI - Active The infamous Strike of the Beast, this demonic technique was forbidden among the ninja for its evil nature, but an assassin utilizes every skill to dispatch their target. When performed correctly, this skill calls upon the ravenous Yajuu to devour your opponent's vital essence. Beware, however, that Yajuu is a maddened creature who may not always grant you his favor... Dual Wielding has a special effect on this skill. The skill has a 40% chance of success if monster is not bleeding; 95% if monster has bleeding status. You perform a normal attack (also including an offhand attack, if it's on), but all hits deal 225% Base/Random/Stats damage and have their Elements become Harm. Also consumes all active Bleeding on the monster for additional damage: +0.7*[1-reduction multiplier]*(1 / (100-[Save DC]). MUST BE LVL 120 LEVEL 16-18: AFTER IMAGE - Passive Your speed and reflexes have become so advanced that your enemies can't seem to make full contact. All opponent attacks receive a damage penalty per hit. (1 / (1 + [your DEX] / 200) - 0.3) / 0.7 Monster damage will be multiplied by formula above. LEVEL 16-18: SMARTER NOT HARDER - Toggle Have you ever messed up something you felt completely sure of that made you question your intelligence? Turning out successful will revitalize your confidence in your intelligence At the beginning of your turn, if you dodged the last attack that the monster did, then you heal some MP. You heal round(17/3 * round(0.75 * round(0.04* round(38.1 + 2.3375*PowLvl + 0.01125*PowLvl^2)))) MP Costs 20 MP per turn LEVEL 16-18: STEALTH - Passive As a Master, use your knowledge an experience to use your talents even more effectively. Dodging will also help build your Opportunity faster with each hit that misses! Armour gains an additional (DEX/16) to Melee, Ranged and Magic defences EFFECT At the beginning of your turn, if you dodged the last attack that the monster did, then you gain (1*[HitsMissed]/[HitsAttempted]) charges LEVEL 19: ASSASSIN'S CREED - Active Combo attach that joins harmony and mercilessness into one. Your masters will lend you a hand, but if they aren't finished after that, it'll be up to you to hurry up and finish them off! *Can only be used once per battle* EFFECT • Inflicts powerful Fragile (-200 END) for 5 turns • Inflicts Elemental Vulnerability for 5 turns • Grants you Elemental Empowerment status for 5 turns *****The animation is the same as the original***** LEVEL 20: FINISHING BLOW - Active The ultimate skill of a master assassin, to assassinate in plain sight. You subdue your killer intent and make your foe not recognize you as a threat to lower their guard and capitalizing their vulnerability. It will take the totality of all your abilities and concentration! EFFECT Inflicts dark conduit like status on opponent that builds in power the same. Deals void damage and only inflicts damage once skill is activated again and if hit connects. Is deactivated if they hit you with any element at least once. Requires 5 charges to initiate and inflict status (1 charge built per turn; these are not Opportunity charges) to activate status, 0 charges to activate damage. Charges reset after each fight. Ninja class updated skills Revamped following the original theme of synergy. Level 0: Substitute shadow With your enhanced speed sometimes you'll be able to avoid the brunt of your foes attacks, leaving them hitting mostly your shadow! -There's a 1/3 chance of taking 25% less damage during your next round* (affects all effects that target you and deal nonzero stats damage. It doesn't affect healing attacks). Level 1: Swift Slash - Active Slash at ninja speeds, making it hard for the enemy to dodge! -Grants "Quickened" (Opposite of "slowed"); status buffed if Skill 10- Ninjato equipped -10% chance to attempt to gain Celerity after attack, 15% if you miss. *****Everything else is the same as original but buffed***** Level 2: Ninja Evasion - Passive You learn to adapt your movements as your foe strikes you, to increase defenses. -When the monster attacks and a hit connects, you gain +1 to the hit's Type (Melee/Ranged/Magic). This applies to a maximum of 9 times --Boosts maximum to 12 if Skill 10- Ninja Reflexes is equipped ---SNEAK ATTACK - Active You've managed to get the jump on your opponent -- now capitalize on your advantage with a powerful sneak attack! *****Same as original but buffed***** Level 3: Viper's Bite - Active Strike certain points on your opponent to disrupt their power and greatly reduce their effectiveness! It is even more effective if you catch your opponent being reckless! -Hits: 2 --Type: «As Weapon» --Element: «As Weapon» ---Inflicts choke for 5 rounds ----Choke Power is doubled if foe is inflicted with Berserk/Enraged Level 4: 1000 years - Active Throw a cheap shot at your opponent to use psychological warfare to make them fight more reckless. Just be careful! -Hits: 1 --Type: «As Weapon» --Element: «As Weapon» ---Inflicts Berserk for 5 rounds Level 5: Shinobi Dance - Active Display your precision and grace only achievable through intense training to bind or out maneuver your foe! -Hits: 5 --Type: «As Weapon» --Element: «As Weapon» ---Option 1: Inflicts Entangle ---Option 2: Inflicts Offbalanced ----Status infliction is extra strong when using Skill 10 weapons that have the same effect with corresponding options. Level 6: Summon Ninjat - Active Bring havoc to the battle by summoning the truly evil Ninjat. -Summons a Ninjat as a guest. Cast again to dismiss it. --If it goes through its attack animation, then it gets the following effect until the beginning of your turn: when your opponent attacks, it makes a save for each hit: --Major: YourDEX vs MonsterDEX --Minor: YourLUK vs MonsterLUK --If it fails the save, then the hit takes -12 BTH. Level 7: Ninja Stars - Active Throw Ninja stars for accurate Ranged damage! -Hits: 8 --Type: «Ranged» --Element: «As Weapon» --Damage: **Base/Rand/Stat:*****Buffed***** ---Inflicts Bleed ---Does extra damage with Skill 10- Kunai equipped Level 8: Smoke Bomb - Active (Quick-Cast) Throw down a smoke bomb to decrease your enemy's accuracy! -While in effect, the monster takes -5 BTH. This lasts four rounds or until you switch armors (whichever comes first), but lasts in between battles. Level 9: Caltrops - Active (Quick-Cast) Caltrops serve purposes, first they hurt like heck if one steps on them, especially if you can't see them. Then they also make it difficult to fight around them. Luckily for you, being a ninja means you can fight around them flawlessly, your foe, not so much! -Grants Caltrops (deals damage on attack attempt, regardless of being hit or not) for 3 rounds -Inflicts Slowed --Does extra damage if enemy is blinded (smoke bomb, blinded, dazzled) Level 10: Ninja armory - Toggle Sometimes, having the right tools for the job, makes all the difference, summon these sacred tools to outclassed your foes! -These count as weapons in of themselves with their own properties, not costume weapons and are only equippable in class armor. Each weapon changes armors attack animation, all attack animations do 3 hits. All weapons are 0% proc magic (except kunai and ninjato) of harm damage. Status infliction is based on number of hits not a weapons special. Armory: --Ninja Reflexes (shield) Ninjas don't need shields. Ninjas have super reflexes that let them dodge any attack more effectively than any shield ever could. ---Replaces current shield ---- +20 MRM ---- -5 to all elemental modifier % ---- Extra synergy with Ninja Evasion ----- 1/3 chance of lowering enemy BtH on an attack by 9*. --Ninjato: This Short blade will keep you light on your feet and more maneuverable. --- +4 MRM (passive) ----Extra synergy with Swift Slash --Kusarigama: This sickle and chain weapon can bind your target. ---Inflicts Entangled ----Extra synergy with Shinobi Dance --Nunchaku: Smack your foe hard enough to make them forget where the ground went. ---Inflicts Offbalanced ----Extra synergy with Shinobi dance --Eclipse Stiletto: The Eclipsing Sun and Moon in the blade this dagger allows it to focus on the power of light itself. ---Inflicts Blind --Kunai: Small and efficient, good for throwing that your foe won't see them coming ---100% proc ranged weapon ----Extra synergy with Ninja Stars --Wakizashi: The graceful blade made for nothing but killing. ---Increases merciless and Death strike chances Level 11: Dragon Double - Active Use ninjitsu to create an illusionary double, if the enemy misses you can counter attack against the helpless foe! -This takes one turn. You gain +5 to your Combat Defenses until the beginning of your next turn. -If your opponent's first hit against you misses, then you perform the following attack at the beginning of your next turn. (Any attacks by the monster after the first are irrelevant.): *****Same as original but buffed***** Level 12: Merciless - Passive When striking a helpless foe you have a chance to perform a merciless strike for greater damage! Those with the title Ninja have double the chance. -This only applies to counterattacks performed by Dragon Double (regardless of the status of the monster) --5% chance of a double damage attack, with a 15% melee toggle that quadruples the damage. *You strike without mercy! **You strike with deadly precision! Level 13: Sacred Duality - Passive There is duality in everything. They say life is full of second chances. Use forbidden magics to bend reality to make that apply double the chances of success! -All and only skill status rolls are rolled twice. The second roll has a greater save for monster or smaller percentage of success for you. --Failed rolls reroll --Initial successful rolls' effects have a chance to be stacked LEVEL 14: ZETSUBOU DAGEKI - Active This forbidden technique inundates your foe in crushing spiritual despair. In time, their spiritual feedback will become so immense that it will explode out of them with crippling force. *****Same as original but buffed***** Level 15: Ninja Death Strike - Active A weak attack possessing great synergy with Merciless! If merciless succeeds the damage of this attack is greatly increased! *****Same as original but buffed*****
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