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Author Topic: AFRO - 3rd Skill change discussion  (Read 933 times)

Offline Nx Male

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AFRO - 3rd Skill change discussion
« on: January 25, 2010, 09:44:33 PM »
Basically this will be the Topic to make all skill suggestions to regarding 3rds.
Within this first post, will be listed all the changes added/pending. I'll personally check this topic frequently.

Skill Changes:

Wanderer/Minstrel
Deep Sleep Lullaby - We have added a cooldown of 10 seconds to this skill, while the duration is now 9 seconds of sleep now deals with immunities.
Voice of Siren - has a default of 2.5 seconds of Aftercast delay, added cooldown to match duration. Success reduced to 50% pending gvg flaggin durations
Severe Rainstorm - Now requires a whip/music instrument to be equipped. Slightly longer duration. Now takes weapon element.
Poem of the Netherworld - Is now basically "Ankle Snare" will hold people in place in a 3x3 area around the note. Note should be breakable.
Atk/Matk Dances - Now have massive reductions on the penalties and buffs of those stats. (No more double Matk/Atk)
Valley of Death - Now revives with 100 x Caster's SP
Adaptation/Amp - Now allows skill use after use in 500ms, instead of the 3000ms it was hardcoded as


Warlock
White Imprison - has a duration of 15 seconds, to prevent overlap spam we added 18 second cooldown (Can only target enemies now)
Soul Expansion - -25% damage
Frosty Misty - -25% damage
Jack Frost - Further reduction of damage (500 + (200xSkill))
Drain Life - -25% damage
Crimson Rock - Further reduction of damage (650 + (175xSkill))
Hell Inferno - -25% damage
Comet - -40% damage, Is now actually Fire element, compared to the neutral it was originally
Chain Lightning - -25% damage
Earth Strain - Since strip bypasses FCP, Maximum of 10% chance to strip for a temporary duration. Further Reduction of damage (800 + (50xSkill))
Tetra Vortex - Further reduction of damage (330 + (150xSkill))
Recognize Spell and Magical Amplify no longer stack. If you cast Amplify while under Recognize Spell it will cancel out.

Rune Knight
Dragon Breath - Now has a cooldown of 5 seconds (Gonna reduce AoE area) {Now damage is cut in half of what it used to be}
Hundred Spear - -15% damage, Reduced additional % based on Base Level, Now uses weapon element, slight delay
Sonic Wave - -20% damage, Reduced additional % based on Base Level
Ignition Break - -20% damage
Death Bound - Im not sure how i got it to function this way... but it now seems to amp damage recieved a tiny bit, and reflect 60% of damage. =/

Shadow Chaser
Skills now consume the Brushes for the skills.
Triangle Shot - -30% damage
Body Paint skill immunity has been reduced. Base Level is no longer a factor.

Sura
Tiger Cannon - range was reduced to 1 cell, it now costs 20% Hp/10% Sp as the description says, Requires Fury status {Damage was recently reduced pending the new damage formula soon}
Ride in Lightning - -30% damage

Ranger
Traps - No longer effect "Friendlies", Ground Life durations increased. Max placement on most traps increased from the cap of 1.
Warg Bite - No longer causes the status "stop" as it is a Autocasted skill with bow.
Warg Bite/Strike - Are now neutral element damage.

Mechanic
Back/Front Slide - Added a cooldown of .5 seconds to prevent spam(same logic on thief class)
Mechanic Magic Gear moves have been nerfed on the damage factor of 1 str/dex for 1%
They now use Str/25 and Dex/25
Pending proper equipped checks before nerfing of damage calculations.


G Cross
Cross Impact - Now 1100% damage instead of 1400% allows other weapons instead of only Katars
Counter Slash - -25% damage
Phantom Menace - Reduced to 150%
Rolling Cutter - -30% damage, slight delay
Cross Ripper Slasher - -30% damage

Sorcerer
Psychic Wave - AoE Neutral magic damage.
Striking - Increases Atk by 75 and crit by 5 (castable buff)
Diamond Dust - AoE Water element damage (Pending nerf/status) [Coded by Nx]
Varetyr Spear - Single target spell that has AoE Wind Damage [Coded by Nx]
Arrullo - No longer casts Deepsleep and uses Sleep instead.
Warmer - Makes you immune to Freeze and Freezing status's for duration of buff
All skills now work. (Disabled Vacuum Extreme due to sheer Imbaness)

Royal Guard
Moonslasher - No longer forces sit, aswell removed the Stop status and added a Stun effect
Reflect Damage - It now divides the AoE damage reflect by an imaginary figure (6) to make this skill only worth using in mobs. (Now has toggle effect aswell as Reflect Shield)
Prestige - Now has a formula and follows it. (Luk + Int)/7  + 5%
Spear Exclusive skills now take weapon element
Faith now gives 2000 Hp per level.


Star Gladiator
Hatred - Is now recastable. Everytime you cast it will clear out the stored target, Only lvl 2 works on players.


Post all suggestions below this.
« Last Edit: February 13, 2010, 04:45:47 AM by Nx »
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Offline marco0826 Male

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Re: AFRO - 3rd Skill change discussion
« Reply #1 on: January 26, 2010, 06:35:13 AM »
Ahm, Ranger traps are affecting allies and even the trapper himself during WoEs

Offline Derby Male

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Re: AFRO - 3rd Skill change discussion
« Reply #2 on: January 26, 2010, 06:40:23 AM »
not even rangers even normal sniper traps xD
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Offline Sepo Sunbae Male

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Re: AFRO - 3rd Skill change discussion
« Reply #3 on: January 27, 2010, 04:32:23 PM »
Isnt that great its like a trap trap xD

Its like
You set out a trap for your enemy
But then your ally didnt know that they could also get trapped
but you evilly planned it muahahah
so ur ally got trapped xD
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Offline Nx Male

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Re: AFRO - 3rd Skill change discussion
« Reply #4 on: January 29, 2010, 01:20:37 AM »
Updated 1/29/2010
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Offline Nx Male

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Re: AFRO - 3rd Skill change discussion
« Reply #5 on: February 01, 2010, 03:35:56 PM »
Updated 2/1/2010
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Offline Teare Female

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Re: AFRO - 3rd Skill change discussion
« Reply #6 on: February 02, 2010, 01:37:01 AM »
Wouldn't Valley of Death revive a warlock with full HP then? Because 100x let's say, 10K? Is 100 K, which is like almost full HP, but if you think it's fine I'm fine too, just FYI. Or maybe you already knew.

Also, I believe Reverberation could use a longer lifespan because it fades extremely fast, and is almost invisible compared to SG and other animations so we can't really tell when it's gone.
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Offline Val

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Re: AFRO - 3rd Skill change discussion
« Reply #7 on: February 07, 2010, 08:05:46 PM »
Royal Guard

Ultimate defensive class of the RO world. Offense-wise, I suggest that the RG to be balanced in most departments. Using the rating system I suggested-

(Scale is again from 1 to 10, with 10 being the highest. Ratings are now classified into separate sections, and are rated based on pure numbers, not actual combat effectiveness. Harassment means general debuff skills, while support means any skill that can help the team like healing, buffs, land spells, etc.)

Offense-
    Melee  5
    Mid Range 5
    Long Range 4
    Magic 5

Defense-
    Melee 8
    Ranged 10 (Defender lulz)
    Magic 4 (Actually most classes don't have much anti-magic skills huh.)

Support-
    Healing 6
    Buffs 8 (Devote counts... I guess. And that's one of the best buffs ever.)

Harassment- 4 (They get a few debuffs as an RG, but the usefulness is yet to be proven.)

Skills
Earth Drive
WHAT IT DOES: Does 600% ATK in a 5x5 AoE, I think. It is also supposed to decrease target's aspd by 25%. Drawback is that it has an extremely high rate of  breaking your shield, often in 3-5 uses.

This is skill is pretty useful if not for the breaking chance, although FCP works to negate it. I suggest that the break chance be removed or severely reduced, since shields are the life of an RG, if it continues to have a chance to break it would likely to be only used when FCP'ed. Delay should be slightly increased, it is a wee bit too fast for a 600% ATK AoE skill, which is quite a bit more powerful than RG's other skills that are available now.

Pinpoint Attack
WHAT IT DOES: A charge attack-esque skill that does 500% ATK at max level, while doing 100% crit damage. Every level of the skill has a different effect, but as usual the rate of success is not specified. Appears to be quite effective.

This skill... depends on what you want to do with it. I'd say the skill kind of detaches from the feel of the original paladin, and would be quite deadly if used to close distances between an enemy in order to use skills like sacrifice. Using it as an attack skill, it does quite a lot of damage (7k-11k) and has a range of about 6. Perhaps a small increase in delay is needed here, but overall it's not too powerful as of now.

Reflect Damage
WHAT IT DOES: Reflects ~7% damage taken to a 5x5 radius around the RG. Does not transfer the buff through devote onto devotees, and PROBABLY does not reflect damage taken from devote (untested).

Well... as I have said to NX, the current effects of the skill is a bit retarded. ~7% of a VIT-build paladin is- 35k! Wow, awesome, I can kill novices with that! NX has said that the skill is meant to reflect 40% damage, but the reflected damage is shared by the targets in ranged, much like Earthquake. But for now, this skill is really sucking balls, especially combined with the fact that you cannot cast Reflect Shield when you have Reflect Damage on, neither can you cancel both skills before their duration ends. Hope it gets a fix soon.

Prestige
WHAT IT DOES: As far as I know, makes the RG immune to single-targeted damage spells (AoE spells and all other damage types still work) and +10 DEF for the entire duration, but makes you unable to use any skills.

Applications of this skills is very limited. Prestige would likely only be handy when you want to do just that- move, whether it be away from an enemy or towards. EDIT: Sorry, but you can use your normal attack in Prestige, my bad. But even as a 'Last Defense' skill, in the words of Nx, it seems to be quite lacking in power. A mere immunity against single-target magic spells wouldn't help much at all when faced with a hail of attacks.

IMO, the skill can either go two ways- first one would be how gravity seemed to intend it to be from the skill description. A buff that evades magic spells by a chance (it says so), increases DEF+10, and no drawbacks. This version of Prestige would basically make RGs stronger in general.

The second way would be to just work on Nx's version of it, making it more of a true immortality spell. Some suggestions would include- long self-cooldown but with super defenses, long self-cooldown but ability to use skills, etc. We can discuss on this point.



Well, that's all for now. I still haven't tested force of vanguard, it seems like shit as far as I've used it. Keep in mind that these results were obtained using a paladin not exactly optimized for melee combat (meaning I suck at it), though not being able to use an ice pick for all these spear exclusive skills hampers my attack power. All the other skills are quite okay (fact that I barely killed anyone in woe with them proves that they aren't imba, and quite along the lines of how paladins were with shield skills, unless you're planning to change that too)
« Last Edit: February 09, 2010, 05:36:29 AM by Val »
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Offline Teare Female

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Re: AFRO - 3rd Skill change discussion
« Reply #8 on: February 09, 2010, 05:36:10 AM »
From what I feel, Gravity is trying to give Royal Guards some form of attack as well, just so that they aren't helpless, and Earth Drive is that's probably meant to be used as form of escape when surrounded. It's damage for it's drawback is fine as it is, although as Val said, if the shield breaks it literally cancels out almost half of the skill tree of Royal Guards. So I believe it should be reduced to a lower chance.

As for Pinpoint Attack, personally I dislike the very idea of giving more than the Knight class [Charge Attack], because it really make things easy for several classes. Such as G.Cross class with their Dark Illusion, which closes up the distance between the caster and the target, and even has a chance to procure the [Cross Impact] skill, which is really deadly. And Pinpoint attack itself, which can be used to chain [Sacrifice] afterwards. It just makes it a very systematic way of killing which requires no skill at all. So the damage of it shouldn't be too high.

As for Prestige, if you've made it a last resort spell, and gave it huge drawbacks like inability to do anything within it's duration, it should really give total invulnerability towards anything except for damages from [Tarot Card of Fate], [Pressure], [Devotion] and [White Imprison]. Or anymore skills I'm unaware of. The restriction of casting any other spell or attacking during it is also a good measure to guard against [Emergency Call] in emp room while being safe, and also good against using [Trample] while in Prestige mode.
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Offline Sepo Sunbae Male

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Re: AFRO - 3rd Skill change discussion
« Reply #9 on: February 09, 2010, 09:28:36 PM »
Why are you all such a geek in skills lmao :D
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Offline Nx Male

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Re: AFRO - 3rd Skill change discussion
« Reply #10 on: February 13, 2010, 05:40:05 AM »
Updated 2/13/2010
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Offline Derby Male

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Re: AFRO - 3rd Skill change discussion
« Reply #11 on: February 13, 2010, 10:27:38 PM »
Star Gladiator isnt 3rd D: Cross Impact >>> 5000% PLOX :D
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Offline Teare Female

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Re: AFRO - 3rd Skill change discussion
« Reply #12 on: February 15, 2010, 04:49:56 AM »
I suggest reverting 'Poem of the Netherworld' to Stone Curse again, same AOE, and breakable note. That way even if one is not stoned, he can free the rest. And it was fine to begin with.
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Offline Chloe

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Re: AFRO - 3rd Skill change discussion
« Reply #13 on: March 05, 2010, 10:37:26 AM »
Why no Genetic skill updates ):
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Offline Sepo Sunbae Male

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Re: AFRO - 3rd Skill change discussion
« Reply #14 on: March 05, 2010, 06:02:28 PM »
Why no Genetic skill updates ):

cuz genetic be nap ;D
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