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Proposed Re-work for Master of Arms (may or may not get made)

Discussion in 'Modding' started by AllurlewtsRbelongtome, Aug 20, 2012.

  1. What the title says. The may or may not get made component is because
    1) I suck at this art thing
    2) I got a Job, and a part time job (life sucks like that, but well, you know, the economy)
    3) I already have some idea on how to code it (i mess around with my own home-fixed stuff) i just don't have the consecutive hours needed to write everything and test it.

    So yeah, if you like the notion, just drop a post here saying you want to make it, mostly to warn me against investing time into this in the off-chance i actually do find time (i might, you never know)

    The rationale.
    As i discussed in Essence's re-balance discussion thread, Master of Arms should preferably "help you wear armor better", or "help you wear better armor", rather than "simply making you tougher". It is also something that is intended to take randomness out the game (making you tougher outright, so you don't have to over-rely on armor drops is one way to do that) However, we'd still like to keep the tree mage/gish friendly to some extent.

    I propose to do this by making a tree that has
    8 Levels - the reason being that given master of arms is made to enhance durability, it shouldn't do a half-assed job at it. Also, given durability becomes MORE relevant as you go deeper and deeper into the dungeon, rather than less, having something that eases your early game for a few levels worth of investment but becomes irrelevant as you go deeper just doesn't feel right. To compensate for it being so long, I propose to include a modest "+xp on kill" for every level taken.From a balance point of view having a lot of levels helps "un-cheese" the tree. We kinda want this tree to make you a total frickin' rock star from mars, but if you give people tiger's blood too early, that essentially makes the early game too easy (bugging Nicholas to build in a level req. system would fix that, but meh, i think that would create more problems than it would solve).

    Recipes - Essentially, the tree should allow you to craft a tier equivalent of a mage/gish/warrior friendly armor. To allow that to happen within the limits of "1 recipe/level" I was thinking of adding all the recipes to the game outright, then giving incredients for one key "recipe"/level. I was thinking of making said armors to be among the best in the game, but limit their power by actually requiring +1 Smithing/Tinkering/Alchemy crafting req for every armor level, starting with 1 at level 0. The hardest part about the mod, tbh, because of just how much grinding through the armor item sheets this implies.

    One core active that gives a good risk/reward proposition, and is improved by subsequent levels up to give an even bigger risk/reward proposition.

    The active will be spaced out by on-player-hit passives that require you to actually tank the initial before giving you durability.

    Altogether

    Level 0 (doesn't give an armor, but gives the recipe for the ingredient that helps you make the level 0 armors - ideally it should be such that just picking up smithing/alchemy/tinkering lets you craft the relevant armor right away - power to be adjusted accordingly)

    +1:armor_asorb:+1:block: when hit, duration 5. Getting hit consumes the buff, replacing it with 4 duration buff that gives 2x:armor_asorb::block:. This keeps going until we get a 1 duration buff that gives 5:armor_asorb::block:. Getting hit on the fifth time refreshes the buff. The idea is that you get a skill that eventually makes early game damage irrelevant, but you actually have to be able to tank that damage to get there.

    Level 1

    A suit-up like ability. However, unlike suit up, it now actually has a "set up time" during which you can't move. Also, using it "removes" your armor (so you can put it back on, durr), which gives a big debuff on the first turn. Also, moving stops the suiting up process, leaving you with w/e levels of debuff you still have on (said debuff being permanent, and only removable by completing the suit up process). Has a low CD to compensate for all the negative reqs.

    On cast - 10:armor_asorb::block::resist_piercing: (permanent debuff)
    At the end of the next turn, debuff is consumed, replaced by a permanent debuff that gives -5:armor_asorb::block::resist_piercing:
    At the end of the following turn, that debuff is consumed, but you still don't get the buff. You get a dummy buff instead (does nothing at this level)
    At the end of this turn, you finally get your buff (A brittle buff, 5 (1 turn, actually, see below) duration, +5:resist_piercing::armor_asorb::block:. The buff "wears down" over time, i.e. each successive hit you take consumes the brittle buff, and replaces it by a brittle buff that has +4/+3/etc:armor_asorb::block::resist_piercing:. Activating suit-up consumes any previously existing stacks of brittle buff.

    Level 2

    Passive on player hit buff. Each time you are hit in melee, you get a "dummy" buff that gets consumed into another dummy buff for 5 turns, at the end of which you get a +5:burliness:. Buff is permanent, but is removed when you move.

    Level 3

    Buffs suit up. Essentially, it checks for the dummy buff at the end of 2nd turn, and gives you +5:life: and +:life_regen:. Regen scales off of :armor_asorb: pretty well. Brittle buff, lasts only 3 hit.

    Level 4

    Passive on player hit buff. Essentially is Walk it off.

    Level 5

    Buffs suit up. Activating suit up now deals :dmg_blast: to nearby enemies, scaling on :armor_asorb:x (1+ x% of level of suit up buff present).

    Level 6

    Passive on player hit buff. Checks for fully stacked tier 0 buff, and level 2 buff, and level 4 buff. If all are present, it gives you a permanent, lost on move effect that deals :dmg_existential: damage scaling on :armor_asorb: to all adjacent enemies every time you get hit.

    Level 7

    Second active. Requires the -10:armor_asorb::block::resist_piercing: to be present to work. Extremly long CD relative to suit up. Activating this stuns nearby enemies for 2 turns. Probability of stun scales off of :armor_asorb:. Gives -5:armor_asorb::block::resist_piercing:, but gives 5 resistance to all exotic damage types. Brittle, works the same way as level 1 suit up. Additionally, activating suit up will this is active will instead do :dmg_righteous: to nearby enemies, scaling on same equation as normal version.

    Stuff i still need to give numbers/words/conceptually

    Balance
    The armors (thinking of having two "chains" of armor, one that synergizes with suit up, and one which just gives all around stats)
    Flavor text (Thinking of poking fun out of animes and mangas with long-ass transformation sequences where the other guys seem to wait on the guys transforming rather than attacking. Capstone pokes fun at Saint Seiya and its highly impractical gold armors.
     
    OmniNegro likes this.