![]() When removing the equipment, of course, the stats are lost. The stat boosts would be far greater than what other classes would get from the same item, and, in particular, are enough to compensate for the lack of stat growth from leveling. When equipping items, a robot will gain stats based off what was equipped. Instead, they start with all their skills (though some may be too expensive to be practical or require certain equipment to use). Robots do not gain experience and levels. This particular class would follow different rules for growth: This mod would create a Robot class, inspired by robots in SaGa 2 and SaGa Frontier. Here's a mod idea, though this could very well be impossible or impractical. Waiting out the recovery to get more hits in slows down melee play a bit too much, but I don't want to make the healing passive too strong to the point of cheating death too easily.Īnyway, if I release it as is, there could very well be removed skills in a day or two, which AFAIK would permanently destroy skill points. The pacing can be a bit sluggish, though. ![]() At low levels, the Clovenhoof set is a godsend, and Blade Pact is priceless early on for surviving as a melee against champions. And they can proc Stormclaw with bow attacks. This class scales uniquely well with raw health, +potion effectiveness gear, and HP/time gear. This class begins with -20% attack and cast speed, but +20% total damage, and earns back 1% AS/CS per skill rank in the passive. Also has penalized gold drops, but gains gains bonuses depending on missing health% at higher ranks. This class also has large penalties to potions and fame, around -70% at the moment. This class has a weird double-edged passive, which restores or reduces health/mana in a linear way toward 60% or so (I keep tweaking it). I'm just trying to give polearms and bows some attention, where in vanilla Shotgun and dual-pistol got all of the love. But with the extra stats, a few scalings might have to be tuned down later on.Īscetic - Kind of slow, goofy, and hard-mode. What I don't want is a lose-lose situation where you can never equip enough gear to stay in the game. Between Skullmug and the bonus stats, the odd demands of mid-ranged melee/pistol fighting might be manageable. ![]() Instead, the two weapons scale off of each other, and the Pirate gets an attack damage bonus paired with a smaller attack speed penalty, along with some skills that scale off of weapon damage. ![]() Implosion makes an appearance from the Embermage class, too. Blast Cannon makes an appearance, with less range and more damage, and a bit of a cooldown. The rest is a sort of Outlander/Engineer hybrid. Skullmug briefly grants 1/1.5/2% health regen/sec after any kill, for 1-5 seconds renewable, depending on the passive level. Passives and skills mostly depend on RH Pistol and LH melee. Pirate - Pistol-and-melee dual-wield class. VIT is sort of a weak stat in vanilla as it is, so that one scales from 10 to 50% by skill level, while DEX-FOC is 10 to 30%. I have a potion nerf in particular that I'm continuing to use with this.īoth of my new classes have STR-VIT and DEX-FOC cross-scaling passives. The vanilla base classes are all spammy all the time, and I'm sort of modding that out, but the balance is probably off at the moment. So imagine you can shoot Berserker's Rupture with a bow, but it takes a second or two to fire the shot - things like that. For example, I didn't realize until today that animation speed is a good mechanism for balancing some skills. I keep wanting to release a version, but I keep adding and changing things. Basically anything that doesn't require 3D modeling. I'm tweaking damage, cooldown, and animation speed, and regrouping skills sort of thematically, and also messing with some passives. I'm working on a couple of Frankenstein classes.
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