Droolguy 15 Share Posted November 30, 2011 Hello, I just thought I would add a small rework to weapon skills that would even them out IMO. Archery Sniper (Level/50) = Bonus damage, 2.0 max. Lucky shot (Level-20) = Chance not to use an arrow when you shoot, 80% max. (or) Heavy Hitter (Level/5) = Chance to knock target away from you, max 20%. Axe Mastery Berserk Fighting (Level/25) = 50% chance of extra damage, 4.0 max. Critical Chance (Level/2) = Double damage chance, 50% max. Disarm (Level/10) = Chance to force players current weapon back into their main inventory, 10% max. Swordsmanship Precision Fighting (Level/50) = Bonus damage, 2.0 max. Parry Chance (Level/2) = Parry Chance, 50% max. Disarm (Level/10) = Chance to force players current weapon back into their main inventory, 10% max. Wrestling Knuckle Dusting (Level/25) = Bonus damage, 4.0 max. Disarm (Level/10) = Chance to force players current weapon back into their main inventory. Link to post Share on other sites More sharing options...
Danny 2232 Share Posted November 30, 2011 I think the skills are fine as they are, but it is some interesting ideas you have there. Link to post Share on other sites More sharing options...
no longer active 734 Share Posted December 1, 2011 I do think that sordsmanship whould have a chance to disarm. Link to post Share on other sites More sharing options...
Aerinyes 402 Share Posted December 1, 2011 I really like the ideas about weapons doing different things. Link to post Share on other sites More sharing options...
no longer active 734 Share Posted December 1, 2011 Yay Vaq! Link to post Share on other sites More sharing options...
Aerinyes 402 Share Posted December 1, 2011 I think putting skills into such a framework detracts from normal roleplay. Players would end up[ relying more and more on this combat, and while it would make it more interesting, emotes will always be superior when used correctly. Link to post Share on other sites More sharing options...
xca0 3 Share Posted December 1, 2011 The lucky shot buff is illogical. You don't use up an arrow = You don't fire an arrow But the bow is already drawn and an arrow is loaded, so... It would make sense that you ARROW FAIL! and the arrow drops to the ground and you pick it up again, meaning no arrow is used. Sounds like Unlucky Shot to me :P Link to post Share on other sites More sharing options...
Song Druid 1486 Share Posted December 1, 2011 I plan to overhaul all skills in the near future :). Link to post Share on other sites More sharing options...
Danny 2232 Share Posted December 1, 2011 -snip- Also, I like the disarm concept, but not the idea that it would be forced to main inventory-I'd prefer the idea of "dazing", switching the player's selection to another square of his inventory and forcing them to scroll back to their weapon. ^ I second this, if the skills are overhauled, like the OP suggests. Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted December 1, 2011 I support this as swords are the only smart to level up as axe mastery is under powered. by this is role play.... Link to post Share on other sites More sharing options...
Droolguy 15 Author Share Posted December 1, 2011 The lucky shot buff is illogical... On a server that has undead running around calling lightning from the sky I think it could work. But if you want to propose an idea that could be put in to place over it I would be all ears. The only reason I did it is because I couldn't think of anything else that would be useful to archers that wouldn't make them OP'd except for maybe a knockback arrow. Something like... Heavy Hitter (Level/5) = Chance to knock target away from you, max 20%. I added it back into the original post. Link to post Share on other sites More sharing options...
Danny 2232 Share Posted December 1, 2011 As far as I'm concerned, as long as nothings overpowered adding things like this to the skills would be good, if it's overpowered then it wouldn't work. I don't think that LotC would add overpowered skills anyway, but the main thing I have to say is, changing the Disarm one. As myself and another person have stated above, it shouldn't return the weapon to the main inventory, but instead just change to a slot that isn't the weapon, e.g. moving to a random item. Link to post Share on other sites More sharing options...
AutomatonX 5 Share Posted December 2, 2011 You probably want to tone down those damage values. Even Level 100 in a skill shouldn't allow that player to have TOO huge of an advantage, or else everyone would be grinding their little hearts out. I like the concept though, keep it up! Come on Vaq, where's the skill update? where's the skill update? WHERE'S THE SKILL UPDATE!! GOGOGOGOGOGO!!! :grin: *I'm just kidding Vaq. :wink: Take your time and perfect that skill system!* Link to post Share on other sites More sharing options...
no longer active 734 Share Posted December 2, 2011 Maybe the sword would be put on the ground like RL sometimes? We could use the drunk plugin for that effect. Link to post Share on other sites More sharing options...
Charles_Grimlie 1072 Share Posted December 2, 2011 I'm not quite a fan of the pvp skills as they provide a unfair advantage. For example during the last dwarvern tournament I used my in game skills of jumping and charging to get a advantage, but now anyone can come and beat me to a pulp if they have a higher level swords than I do. But if the skills are kept I guess disarming should be kept only to un armed as they don't have a weapon, and that it should be a 5% chance of success. I do like the idea of dropping it, but it would be a pain to loose your weapon whilst in combat (( it happened to me before and I had to run in circles till I got some one to pass me a new sword!)) Link to post Share on other sites More sharing options...
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