While this suggestion is most likely irrelevant since a Paladin revamp is already in the works, here is my idea of what I think it could look like. The class is a defensive class that inherits much of its combat style from the Knight, but has a greater focus on healing. Like its D&D counterpart, its abilities are significantly augmented by a high CHA stat, though in this case the Paladin class is versatile enough to be used by characters without CHA as well.
Paladin Class armor. You must be a Level 10 Knight and either a Level 5 Shadowslayer or a Level 5 Nighthunter to become a Paladin.
Fully-defensive armor. Primarily resistant to Light (39% at Level 150) and secondarily resistant to Darkness (41% at Level 150), flat resists to other elements.
Average MRM, focusing on Melee and Magic defense over Ranged.
2-hit attack at a +0 BTH lean.
Appearance: The classic paladin armor worn by Artix himself, with the addition of a flowing red cape.
Description: Become a paladin with this holy armor, wielding the power of light for healing and protection, and using Strength and Charisma to inspire your allies!
Level 0: Living Paragon - Toggle
Your strength of conviction guides and empowers you. By focusing on your paladin’s oath, you can use CHA instead of LUK in all stat calculations.
While toggled on, you use CHA in place of LUK for all stat bonus calculations, including BTH, dodging, and lucky strike damage.
If your CHA is greater than or equal to your LUK, this ability is toggled on by default. Otherwise, it is toggled off by default.
*You defy fate and forge your own destiny!
**You defer to the authority of Lady Luck.
Level 1: Holy Might - Active
Call upon holy power to increase your size and strength, hitting your foe for massive light damage. Against unholy beings, it is even more potent!
Spell-based skill. Deals two hits of Light damage according to your weapon’s type at a +0 BTH lean, Ranged converts to Melee. Costs 100% melee in SP, or 125% if using a magic weapon. Cost is reduced slightly by elecomp.
Deals the damage of a standard skill, but deals -5% damage. Against trigger categories, it deals +10% damage instead.
Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies.
Level 2: Regenerative Aura - Passive
Your holy magic grants you a potent regenerative ability. The higher your CHA, the more you will heal.
Each turn you heal HP equal to (YourMaxHP at [Powlvl] + YourCurrentCHA)/400.
Level 3: Ideal of Humanity - Toggle
Your feats of heroism are an inspiration to others. Exercise your heroic spirit for a bit of SP, increasing your CHA.
CHA drive. Costs SP.
Level 4: Rebuke the Unholy - Active
Send your foe panicking by uttering a prayer to the spirits. If your opponent is an unholy being, they’ll find it harder to resist its effects. Usable once per battle.
Usable once per battle, costs nothing to use, and does not take a turn to use.
When used, your foe is inflicted with Panic (-28.57% Effectiveness)* During each of their turns, they can make a save to end the status at a +0 bonus. (MainStat/CHA vs. CHA/LUK if you’re in the Paladin armor and Living Paragon is active, MainStat/LUK vs. CHA/LUK otherwise.) If your opponent is one of the trigger categories, their save is instead made at a -20 penalty.
MainStat is the highest of your STR, DEX, and INT.
Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies
*Your foe is sent panicking by your blessed magic!
Calc: Skill is worth 50%, 40% of that is used to inflict panic worth (40/1.4)% value. The remaining 10% goes into the trigger.
Level 5: Call Lighthound - Active
Well, it’s more like a pomeranian. Call your faithful animal companion to assist you in battle by blinding, dazing, and burning your foes!
Summons a lighthound guest, which deals two hits of Magic Light damage at a +0 BTH lean.
The guest deals -50% damage and attempts to inflict Blind (-14.12 * [LightResist] * [Hits/Attempts] BTH, 1 Turn), Dazed ([16.8 * LightResist * Hits/Attempts]% chance of not acting, 1 Turn), and Burn (Light Element, Power 2*[Hits/Attempts], 1 Turn). Opponent can save against each separately at a +0 bonus (CHA/MainStat vs. DEX/LUK if you’re in the Paladin armor and Living Paragon is active, CHA/LUK vs. DEX/LUK otherwise.)
MainStat is the highest of your STR, DEX, or INT.
†Your Lighthound’s aura blinds your foe!
††Your Lighthound’s aura leaves your foe dazed!
†††Your Lighthound’s aura leaves your foe burned!
††††Your Lighthound’s aura leaves your foe blinded and dazed!
†††††Your Lighthound’s aura leaves your foe blinded and burned!
††††††Your Lighthound’s aura leaves your foe dazed and burned!
†††††††Your Lighthound’s bite leaves your foe blinded, dazed, and burned!
††††††††Your foe is hurt, but shrugs off your guest's status effects.
Calc: Blind effect is worth 10% melee, /0.5 for save gives 20%. *0.6 to convert damage reduction to MRM, then /0.85 for requirement to hit the monster. Daze effect is worth 10% melee, /0.5 for save, /0.85 for requirement to hit, then /1.4 for monster attack value.
Level 6: Blessed Strike - Active
Call upon the spirits to strike your foe with radiant might, healing you based on the damage dealt. Against unholy beings, the healing is even stronger!
Spell-based skill. Costs 133% Melee in SP, or 158% melee if using magic stats.
Deals two hits of Light damage of your weapon’s type, +0 BTH lean. Deals damage equal to a standard skill, *1.33 and *Elecomp. The spell then takes a -25% damage penalty to pay for the healing effect.
After damaging your foe, you are healed by a value equal to 20% of the damage dealt. Against trigger categories, you are healed by 35% of the damage dealt instead.
Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies
Level 7: Radiant Ward - Passive
You’re shielded against most physical ailments. Your paladin insurance doesn’t cover psychological injury, sadly.
You gain the Paladin Ward intrinsic, which gives you +7.5 to save against Choke, Blind, Bleeding, Burn, Daze, Disease, Paralysis, Poison, and Prismatic Burn.
Level 8: Paladin’s Might - Toggle
The feats of the Paladin Order are legendary. By focusing your SP, you can channel some of their legendary strength!
STR drive, costs SP.
Level 9: Lay on Hands - Active
The ultimate healing ability! Once per day, you can heal yourself by half of your maximum HP. This ability doesn't take a turn.
Quick-cast, costs 44% melee in SP. You are healed HP equal to half of your maximum HP. Once used, this ability is disabled for the rest of the day.
Calc: Player Max HP is a 2000% melee value, half of that is 1000% melee. One day's mastercraft is 1250% melee, 1250 * .9 *.85 = 956%. 44% melee in SP covers the rest of the cost.
Level 10: Blazing Archon! - Toggle
Invoke the power of spirits into your body to become an archon of unstoppable power! Not only will you deal much more damage, but as long as you have the SP you won’t sacrifice any of your defense!
Costs 75% melee in SP per turn. You assume the form of an archon, a massive armored being made of pure white light, with four angelic feathered wings. Your weapon and shield appear below the menu, instead as an archon you wield a massive sword coated in holy fire.
In this form, your lean changes so that you deal x1.25 damage, as though your lean was Fully Offensive. However, you still only take x0.8 damage.
Your standard attack as an archon is a 4-hit attack with a neutral BTH lean. The base/random damage of this attack (excluding lucky strike damage) is double that of a standard armor attack, but takes a -37.5% damage penalty, or -50% damage for Magic weapons. Spells in archon form also deal +12.5% damage.
If you do not have the SP for the upkeep, then your lean becomes a normal fully-offensive lean (e.g. you take x1.25 damage instead of x0.8.) and your attack becomes a standard 2-hit attack with normal base and random damage. You also lose the additive damage bonus to spells.
While in this form, all active class skills are disabled. The Living Paragon ability is also forcibly toggled on in this form.
Calc: Starts as a fully-offensive form. Of the 75% melee cost, 50% is used to reduce incoming damage to x0.8 damage taken. 1 - (0.8/ 1.25) = 0.36, so reducing *1.25 damage taken to *8 damage taken is a 36% reduction. 36 * 1.4 for monster damage gives a 50.4% cost for the lean damage reduction, rounded to 50%. The remaining 25% is used to increase your outgoing damage.
And, to go along with this, a new weapon:
10-Proc Melee Light axe with a -3 BTH lean. Comes with a compressed skill.
Appearance: Artix Krieger’s iconic axe, though this variant is lighter in color and has a slight white glow to it.
Description: This radiant axe is a favored weapon of paladins, and can release a potent light that accelerates your healing!
The weapon special deals five hits of Ranged Light damage at a +3 BTH lean. The special takes a -15% damage penalty and grants you the Health Blessing status (+12% healed from healing effects, 5 Turns.)
Effect: Click the axe to perform a skill. Costs 35% melee in SP. The skill is treated as a normal attack and deals four hits of Melee Light damage at a +0 BTH lean. Base damage is *1.35 the damage of a normal attack, lucky strike damage is /1.35.
The skill takes a -32.92% damage penalty and grants you the Regeneration status (Weapon Level, [Hits] Turns). The outgoing damage is adjusted by the outgoing damage of your armor lean.
If your class title is Paladin, there is no penalty.
If your class title is Necromancer, weapon attacks (including the skill) get -8.5 BTH.
If your class title is anything else, weapon attacks (including the skill) get -4.25 BTH.
Calc: (32.92 * 1.35)% melee value = 4.4442 turns of Regen, *0.9 for always-useful gives 3.99978, rounded to 4.
< Message edited by Zennistrad -- 5/22/2020 4:38:06 >