An update to my old Assassin class concept, based on the new standard of Tier 3 classes having 20 skills.
As before, the assassin Class will have a more involved storyline than most other class quests, much like the original. As expected, the class trainers are Wallo and Shii, though this time around the story is a mystery involving an attempt made on both of their lives at once.
Wallo and Shii both responsible for the attempt. Due to internal politics, they each hired an assassin from a rival guild to kill the other, but unknowingly hired the exact same person, who decided to make it simpler and kill them both at once. Whoops.
Assassin class armor. You must be a level 10 Ninja, a Level 10 Rogue, and a level 10 Scholar to train as an Assassin.
Neutral-lean armor. Resistant to Darkness, Wind, and Water (42% at Level 150). Highly weak against Light (you don't want to be seen), secondarily weak against Energy and Earth.
MRM focuses on melee and ranged, with a slight magic vulnerability. Slightly higher overall defenses than normal.
2-hit attack at a +3 BTH lean. Slightly lower base damage than normal.
Appearance: Similar to the existing Whispering Raiment, though slightly taller.
Description: Train as an Assassin, with skills that can inflict deadly status effects, sometimes even killing your foe instantly!
Level 0: Euthanize - Passive
Bearing the title of Assassin, poisons and deadly afflictions are your calling card. Your attacks get a boost the more status effects your foe has.
You weapon attacks, weapon skills, and specials get +((10/3)*[StatusCount])% damage, where StatusCount is the number of negative status effects your opponent has. (E.g. you deal normal damage with zero negative status effects. +3.33% damage with one, +6.67% damage with two, +10% with three, etc.) Spells get half of this boost/penalty.
Level 1: Hissatzu Waza - Toggle
Use one of several special techniques to change your armor lean. You’ll take more damage, but will inflict debilitating status effects. More techniques are unlocked every five levels.
Brings up a menu with different toggle options. Only one can be toggled at a time. You unlock new options as your class level progresses.
Me-Eguri - Attack your foe’s eyes and render them blind!
Available by default.
Your armor lean changes. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, skills, and spells attempt to inflict Blind (-14.12 * [Hits/Attempts] BtH, 2 turns). Opponent can resist at a +15 bonus (DEX/LUK vs. DEX/LUK).
Calc: Value is 14% melee, *3/5 to convert to MRM gives 8.4, /0.85 since it requires hitting the foe. This gives 9.88235294118, 0.35 for save, then /2 for being spread over two turns.
Ashikubi-kiri - Slice your foe’s tendons and reduce their ability to dodge!
Unlocked at Class Level 6.
Your armor lean changes. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon skills attempt to inflict Defloss (-12.5 * [Hits/Attempts] MRM, 2 turns). Opponent can resist at a +10 bonus (DEX/LUK vs. DEX/LUK).
Calc: 14% melee value, *0.85 to convert to BTH gives 11.9, /0.85 since it requires hitting the foe, then /1.4 for affecting the player’s whole side. This gives 10. /0.4 for save, then /2 for being spread over two turns.
Dokuken - Envenomate your foe with a deadly poisonous blade!
Unlocked at Class Level 11.
Changes your lean. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Poison (1.56 * [Hits/Attempts] Power, 2 Turns). Monster can save at a +5 bonus (DEX/LUK vs. END/LUK).
When attacking in this mode, your character draws a knife dripping with green poison and either slashes with it (melee/magic) or throws it (ranged.)
Calc: 14% melee / 0.45 / 2
Chimeishou - Slash your foe’s jugular to inflict a bleeding injury!
Unlocked at Class Level 16.
Changes your lean. Instead taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Bleed (0.14 * [Hits/Attempts] Power). Monster can save at a +0 bonus to end the effect (DEX/LUK vs. END/LUK).
Seijou Kougeki - Avoid risk by attacking normally, taking less damage.
Available by default.
Switches your armor lean to a standard neutral lean.
Level 2: Master of Mutilation - Passive
You know just how to strike your foe to inflict maximum injury. Your attacks are more likely to land status effects.
You gain +5 Status Potence, giving you +5 to all rolls to inflict status ailments.
Level 3: Unyielding Affliction - Active
Extend the duration of your foe’s Blind, Defence Loss, and Poison ailments, while also increasing the power of their Bleed statuses! This skill doesn’t take a turn to use, and is usable once per battle.
Quick-cast, once per battle. Each of your foe’s Blind, Defloss, and Poison ailments is extended by one turn. In addition, each of your foe's bleed statuses has their power multiplied by *1.125.
The SP cost is variable depending on how many of the three statuses your opponent has, and the power of those statuses.
This is calculated as:
SPCost = ([BlindVal + DefLossVal + PoisonVal + BleedVal] - 50)% Melee Value, with a minimum cost of 0.
BlindVal = MonsterBTHPenalty * 0.85 * (5/3)
DefLossVal = MonsterMRMPenalty * 1.4
PoisonVal = Poison Power * 10
BleedVal = Bleed Power * 25
This ability only affects Blind, Bleed, Defloss and Poison, other statuses aren't counted.
Level 4: Dual Wield - Active
Use a jitte in place of a shield. It won’t increase your elemental resistance, but it will help you parry attacks, and will grant you an extra hit when attacking.
Equips the Assassin's Jitte, a temporary “shield” in your no-drop shield slot. This “shield” grants an even bonus to MRM (+21 Melee, +14 Ranged, and +14 Magic at level 150).
The “shield” grants no elemental resistance. Instead, it grants you an additional hit when performing a normal attack, allowing you to deal extra damage. This hit follows your equipped weapon’s element and type. It’s base damage is 36.4% (calc: 26 * 1.4%) of the damage of a standard melee attack, *0.75 if you’re wielding a magic weapon. Weapon specials also get +36.4% damage while the “shield” is equipped, and class skills also deal +18.2% damage.
As a mastercraft bonus, the “shield” gains an additional +3 to all blocking defenses (already factored in above.)
Level 5: Jakusha Touta - Active
You decide who lives and who dies, and in that sense your job is like a shepherd culling the weak. Against foes that are blind, bleeding, poisoned, or have their defenses reduced, this skill will deal extra damage!
Weapon-based skill, deals damage according to your weapon’s type and element. Costs 75% melee in SP, or 100% melee if using a magic weapon.
Starts off as a standard skill, but deals -17.5% damage. However, if your opponent is bleeding, blind, poisoned, or has defence loss, then the damage penalty is reduced to -5%.
Level 6: Call Hitokiri - Active
Call a mercenary to help you take out your opponent. He costs less SP than a normal guest, but he will demand payment in gold.
Calls a Hitokiri, an SP-costing Darkness guest. The guest deals standard damage, but costs only 65% of a normal guest’s SP upkeep. In return, each turn it consumes gold equivalent to 3.75% of a normal mob’s gold drop for its level.
The guest also has three different modes, which you can toggle by clicking:
Normal Attack - The Hitokiri will perform normal attacks!
Two hits of Melee damage at a neutral BTH lean.
Backstab - The Hitokiri will step through the shadows for an accurate backstab!
One hit of Melee damage at a +10 BTH lean.
Shuriken - The Hitokiri will throw inaccurate but deadly shuriken!
One hit of Ranged damage at a -10 BTH lean.
Poison - The Hitokiri will strike with deadly poison!
One hit of Melee damage at a neutral BTH lean. This attack takes -20.83% damage and attempts to inflict Poison (Power 1.39, 2 Turns). Opponent can resist with a +5 bonus (CHA/LUK vs. END/LUK).
Level 7: Keiraku Senko - Passive
You know exactly where to stab your foe to make their body break down. Hit your foe with a series of strikes to reduce their END for a turn!
Weapon-based skill. Costs 75% melee in SP, 100% if you’re using a Magic weapon.
You perform a ten hit attack, at a +0 BTH lean, following your weapon’s element and type. The attack starts as a standard skill, but gets -37.5% damage.
After making the attack, your opponent makes a save (DEX/LUK vs. END/LUK). If they fail*, they gain the Fragile status (-5*Hits END, 1 Turn).
*“Omae wa mou shin de iru.”
**Nani!? Your opponent resists your pressure point attack!
Level 8: Pain Magnification - Passive
Your malicious intent magnifies the wounds inflicted on your foe. Damage dealt by poison and bleed statuses is increased.
Damage your opponent takes from Poison and Bleed statuses is increased by +25%.
Level 9: Stealth - Passive
Assassins are skilled at avoiding notice, particularly by those with big, heavy swords. Your chance of dodging is increased, especially against Melee attacks.
Your armor gets +4 Melee defence, +3 Ranged defence, and +2 Magic defence.
Level 10: Gisei Yuketsu - Active
Perform an involuntary blood transfusion on your Hitokiri, healing you and dealing massive damage. Costs two health potions.
Spell-based skill. Costs two health potions. Usable only if the Hitokiri guest is active. Deals two hits of Darkness damage of your weapon’s type, at a +0 BTH lean. After using the skill, your guest is dismissed/unsummoned before it can attack for the turn.
The skill’s base and random damage starts out as that of a standard skill, but takes -12.5% damage penalty if dealing Magic damage. It also gets an additional damage bonus scaling with your CHA.
The formula for this damage bonus is +(15 + Min(PlayerCHA/ExpectedCHA*15,15))%. Taking this all together, some examples of net damage bonuses are:
Magic, 0 CHA: +2.5% damage
Magic, Max CHA: +17.5% damage
Melee/Ranged, 0 CHA: +15% damage
Melee/Ranged, Max CHA: +30% damage
After calculating that additive bonus, the skill’s damage is then multiplied by elecomp.
Lastly, after using the skill, you heal HP as though you just drank a health potion, with the healing multiplied by *0.5.
Level 11: Death From Above - Active
Spend a turn loading your crossbow. If it's already loaded, you'll instead fire a deadly shot that will fall on your foe next turn.
A skill with two functions. Using this skill with no ammunition loaded costs 100% Melee in SP, and uses a turn. This loads your crossbow with four bolts, shown by a counter on the bottom-right of the screen. Bolts you have loaded are retained between battles.
If you have at least one bolt loaded, the skill becomes a spell-based skill. This skill is usable once per turn and does not take a turn to use. It consumes a bolt, which flies into the air and disappears. At the end of your opponent's next turn, the bolt will fall and damage your foe.
The falling bolt follows the element of your equipped weapon as it falls. The damage type follows your equipped weapon’s type, but Melee converts to Ranged. It deals damage equal to 51% of a standard melee attack, with a +10 BTH lean. If you're using a magic weapon, it instead deals damage equal to 44.75% of a melee attack. (Calc: [175/4] + 1%).
Level 12: Five-Point Exploding Liver Technique - Active
This legendary five-hit skill will cause your opponent’s liver to burst, harshly limiting their ability to move and causing them to take damage every turn.
Weapon-based skill. Costs 100% melee in SP, 125% if you’re using a Magic weapon.
You perform a five-hit attack that follows your weapon’s element and type, each hit has a +0 BTH lean. The skill has the base damage of a standard skill, but deals -25.8% damage. (Calc: 129% melee value * 0.4 base chance of infliction, /2 for skill damage)
After making the attack, your opponent makes a save at a +10 bonus (DEX/LUK vs. END/LUK). If they fail*, they gain the Crippling Injury status (4*[Hits]% chance of inaction, 5 turns).
The Crippling Injury status is a new status effect that acts as a combination of Daze and Control. They have a [Chance] percent of inaction per turn, and at the end of each of their turns, regardless of whether they acted, they take 10% melee worth of Harm damage.
*Your opponent’s liver explodes!
**You attempt to make your opponent’s liver explode, but they walk it off.
Level 13: Sublime Jitte - Passive
Your skill at parrying with your Jitte has increased. When blocking an attack with it, you’ll counterattack for extra damage.
If you have the Assassin’s Jitte equipped, then dodging at least one attack will cause you to counterattack at the end of the monster’s turn.
The counterattack is treated as a normal armor attack. This attack is one hit, +5 BTH lean. The attack starts with normal base and random damage, but gets a -80.39% damage penalty.
(Calc: Assumed 0.15 block chance, multiplied by an assumed two hits for a 0.3 block chance against at least one hit. 5% value /0.3 gives 16.667% value, then /0.85 for chance to hit with counterattack gives 19.60784313726% melee value for the attack, or a normal attack -80.39215686274%.)
Level 14: Toxic Tempest - Active
Fire all of your crossbow bolts at once to rain down on your opponent, poisoning them in the process!
Spell-based skill, usable only if you have at least one bolt loaded from Death from Above. Consumes all of the bolts you have, and deals multiple hits of damage at a +10 BTH lean. The damage type follows your equipped weapon’s element, and the damage follows your weapon’s damage type, except Melee converts to Ranged.
The skill starts at one hits, but deals an additional hit for each bolt consumed, so it will always deal between one and four hits. Each hit deals 50% the damage of a standard melee attack, or 37.5% if Magic damage.
Afterward, your opponent makes a save at a -20 penalty (DEX/LUK vs. END/LUK). If they fail, they are inflicted with Poison (Power 1.43*(85/95)*[Hits/Attempts], 10 Turns).
Calc: Up to 200% melee worth of bolts is consumed by the skill. The poison value is treated as equivalent to 100% melee from the turn used by the attack: 100/0.7 infliction chance = power 1.428571 poison, rounded to 1.43.
Level 15: Cunning Evasion - Active
Sometimes, when getting the job done, it’s best to play it safe. With this skill active, you’ll attempt to fade into the shadows to dodge your foe’s attacks. But beware, for it will only work once per battle.
Quick-cast skill, costs nothing to use. Usable once per turn.
When used, your opponent makes a save at a +0 bonus (DEX/LUK vs. DEX/LUK). If they fail, you will automatically dodge all hits attempted against you during the opponent’s next turn that are not marked as auto-hit, and the skill is disabled for the rest of the battle.
*You sidestep into the shadows, and will dodge your opponent's attacks next turn!
**Your opponent anticipates and counters your evasive technique.
Level 16: Yajuu Dageki - Active
Banned by the Ninja clans for its evil nature, this skill invokes the ravenous Yajuu to devour your opponent's vital essence. Yajuu’s uncontrollable madness makes it highly inaccurate, but it will occasionally deal Void damage.
Weapon-based skilll. Costs 100% melee in SP, 125% if using a magic weapon. Deals two hits of damage according to your weapon’s type and element at a -5 BTH lean. The skill then gets an additional -3.23 BTH, but has a 10% chance of dealing Void damage instead of its normal element.
Calc: Expecting enemy resistance is 130% to your currently equipped weapon, and void resistance of 200%. 200/130 = 1.53846153846, or +53.846153846%. 53.846153846% * 0.10 = 5.3846153846, rounded to -5.38% damage. *3/5 to convert damage penalty to -3.228 BTH, rounded to -3.23.
Level 17: Assassin Trespassin’ - Passive
Sneak up on your foe to catch them unaware, causing them to lose their first turn.
At the beginning of the battle, you attempt to inflict Unaware (renamed Paralyze, 1 Turn) on your opponent. Opponent can resist at a +0 bonus (DEX/LUK vs. DEX/LUK).
Level 18: Satsujin Shoudou - Toggle
This forbidden technique lets you increase your dexterity, at the cost of damage to your body.
DEX drive. Costs HP.
Level 19: Fuji no Fushou - Toggle
You’ve perfected the art of inflicting all manner of ailments. For a bit of SP per turn, you can grant yourself increased status potence.
Costs 10% Melee in SP per turn. While active, you gain +10 Status Potence. This stacks with the Status Potence from the Level 2 skill, so you actually have +15 Status Potence while the skill is active.
Level 20: Sokushi - Active
At the end of the day, you’re only here for one thing. This weapon-based skill can only be used once per battle, but can instantly kill your opponent. If you fail, you’ll still deal extra damage.
Costs 100% melee in SP, or 125% if using a magic weapon. You perform a weapon-based skill, dealing five hits of your weapon's type and element at a +5 BTH lean. This attack's base damage is 150% melee.
However, there is a 40% chance of this attack attempting to instantly kill the foe. When this happens, your opponent makes a save at a +0 bonus (DEX/LUK vs. END/LUK). This save is affected by Status Potence. If you fail the save, you use the default weapon-based skill. If you succeed, you instead use a spell-based skill that deals 5 hits of Death-element damage and autohits, killing your foe instantly.
If your opponent resists or reflects Powerword Die, has the Boss Boost intrinsic, or is more than 10 levels higher than your armor’s power level*, then the instant-kill chance is reduced to 0%. In this case, the weapon-based skill's damage is multiplied by *(5/3).
Note that this respects your weapon special, so if your weapon special occurs when using the skill, you do not get either the damage boost or the instakill chance. However, if this happens you can use the ability again next turn.
*This foe is too strong to be killed so easily.
Calc: Based on the proc rate of PowerWord die, assuming 50% melee per battle is worth a 10% chance. The once/battle restriction empowers the "fallback" weapon attack, where the 100% melee pays for a 20% chance of instant death, /0.5 for save.
< Message edited by Zennistrad -- 7/18/2020 22:07:57 >