The Water stance already has two sets of abilities, and having weapon swap is to minor to merit replacement of one, and doesn't scale. On the other hand its a bit too strong (and steals some of the Temporal Warden's coolness) to just put in as an addition to the stance. I think the 1 turn buff to allow swaps is sufficient.NEHZ wrote: The weapon switch on/after hit makes waterform a very one turn only form. Which is a bit counter to the healing buff mod, or the whole idea of entering a stance.
Perhaps you should instead move the free weapon switch from water strike to the water stance? This will also allow people to more freely move to a new stance without having to use water strike a second time, making water stance more of a 'keep your options open' stance.
Looking at 10str/40 dex at 50% provides 20 spellpower. The 25% method makes it only 12.5, which is significant cut. It doesn't start catching up until you hit the 60 natural cap or start getting serious stat boosts from equipment. 30%/30% would push that initial case to 15, which is down only 25%, rather than 37.5%. Late game it would be about right, when compared to a 50%. 90 Str /120 Dex is 60 for 50%, and 63 for 30%/30%. I'll try coding it up initially as a 30%/30% split and see how it works out early and late.NEHZ wrote: With 25% on both, it will give just as much with 10str/40dex as with 25str/25dex. I'm not sure how this would discourage people from min/maxing if they want. However, 25% of both is always less than 50% of the highest, unless both stats are exactly equal. If 50% was considered balanced, you may want to adjust the values to 30%.
Ok, you've convinced me. Should it be the standard 2 turn ice block, or is it reasonable to have the freeze length scale up slightly with points? Something like 2 turns at 1, 3 turns at 3, 4 turns at 5 (hard capped at 4).Grey wrote:Yeah, confuse is just too strong. Why switch to another debuff after that when they are fully disabled? Freeze is more tactically interesting, and I think in terms of gamepaly fits well with the water tree - let's you take a breather to heal and reset cooldowns, and you can wait till the freeze wears off to switch to another debuff. The idea of water slowing down battle makes sense to me.
Also you'll need to use the cold damage type in the tree at some point, I presume. There is no pure water damage, and acid seems inappropriate.
Certainly it needs to be a defensive trait. We already have a heal, a shield, and some form of status resistance. There's a minor resistance boost in the Earth stance so we could optionally make it a resist all type of effect (i.e. X% of damage doesn't affect you because you're insubstantial). I don't want an invisibility or stealth effect since thats Rogue/Shadowblade territory. A defense boost would in some sense be just like Evasion. Although no one ever took the old Feather Wind.Grey wrote:Yeah, no way that strong. It's just that as an activate no one would ever use it. Maybe it needs a more interesting effect instead.I can do that, but I'm worried about a high % evasion and it being always on. Not sure what an approriate cap would be. 50%, 33%, 25%? Certainly something like 75% all the time would be too strong, and drive players crazy when fighting NPCs.
More exotic defense effects could include something like Wind Storm, a mana sustain where enemies within radius 1/2/3/4/5 lose 5/10/15/20/25% global speed (effectively a big AoE slow centered on the caster). It could be a 1 (or 2?) turn slow reapplied at the start of each of the player's turn, with a Physical save vs Spellpower to avoid that application. Alternatively it could be a flat malus to Accuracy and Damage of enemies based on Spell power. Perhaps bonuses or penalties to the effect based on the target's size?
I used probability travel. On multiple winners.Grey wrote: I'd avoid such heavy cost sustains as no one ever uses them, no matter how powerful the effect.

Some other brainstorm ideas for the tier 4 fire skill:
Mark of Fire: 30 Mana cost to activate, instant cast, melee range: For the next 1/2/3/4/5 turns target takes an additional 50% of all damage dealt to it as fire damage. 20 turn cooldown.
Fire Walking: Mana sustain: Movement speed boost. Whenever you leave a square, you set it on fire for 1/2/3/4/5 turns, burning any enemies that enter the square.
Combust: Mana Sustain: Increases physical crit rate by 1.5/3/4.5/6/7.5. Every time you crit, you do an additional 10/20/30/40/50% of the base weapon damage as fire damage over 3 turns.
That trivialization is true of Lightning bolt, Flame, Strike, and Freeze as well, but those take a bit more investment to get to at a significant level. I certainly can do a gradual +acc, +apr, +crit ramp with points and physical power rather than outright ignoring defense with the mini-flurry.Grey wrote:Guaranteeing hit and armor negation makes it a one point wonder talent that further trivialises many enemies. Perhaps make it a gradual +acc, +ap, +crit.Why do you feel Tornado strike is too powerful? Obviously it would partly depend on the damage % per strike, which would start around 50% probably and work its way up to 100%. Is it the ignoring defense (guaranteed hit?) or ignoring armor?
If you toss me some code that at least works for that randomly moving chain lightning style strike, I'll throw it in instead of Tornado strike. Just be aware of the number of hits. Each time a main hand connects, there's a chance of Arcane Combat to trigger.Grey wrote: I suggested the random movement thing though because I think it would be eriously fun. You might not like it, but I'm sure others would. If the air tree is built around lots of movement and high defense then it could work well as a chaotic fighter type that flits between enemies with ease.
Fair enough on the speed point. Interestingly both the Warrior classes and the Archmage class have speed boost options (activated and permanent respectively) while the current Arcane Blade I'm proposing has neither. The Rogue hybrid on the other hand has both. However, I think I can balance the class with no speed boosts, so we'll try it without.Grey wrote: I'd stick away from playing with speed - DarkGod doesn't like it for a start. I'd also stick away from talents that step on other classes' toes. Why should the AB be better at missile defense than an archer or fighter? Or better at magic defence than an archmage?
I see what you're trying to say with the Master Blade talent, but I don't think the numbers support those statements, nor the statements about the classes taken as a whole.
For example, I don't believe Archer's have that great of a missile defense, other than Slow Motion, which most of the Warrior classes have an option to grab, including the Berserker. Now seeing as its a ranged striker, I'd argue it doesn't need as much ranged defense as a melee based character, given it can shoot back at other ranged attackers.
As for the Bulwark, it does actually have defense bonuses, which apply to both melee and ranged, in addition to the option of taking Slow Motion. The currently proposed Arcane Blade does not have the Slow Motion option, nor does it include any defense bonuses except for this tier 4 talent (in that it replaces Ranged Defense with Accuracy - an Arcane blade's innate defense is sufficiently low that any equally leveled enemy is going to hit it without fail).
I was trying to provide a thematic replacement for Feather Wind, which was never used by almost any build. In order for a talent to be worth taking, that means it has a noticeable effect. The easiest way I saw of getting an interesting roll mechanic was put Accuracy in opposition to Accuracy and hit had the thematic idea of taking that big glowing of lightning or fire and cutting things down in mid-air.
Would people be content if it was simply changed to a +20/30/40/50/60 Ranged defense bonus? The old Feather Wind talent could provide around +30 ranged defense late game and I'd argue was not considered worth it by the majority of the player base on an Arcane Blade. By its nature, the defense bonus has to be large enough to push ranged defense to around the enemy's accuracy +/- 10 to make it worth while.
Late game an Arcane blade is going to have something like 0.35*100 Dex = 35 defense base, plus armor of perhaps 10-20, for 55 old school defense, or a little less than 40 new scaling. A Shield Wall Bulwark is going to have something like 0.783*100 Dex=78 + 16.5 (talents) + 9 (armor) + 24 (Shield)=127 ranged defense old school, 62 new scaling. So assuming fighter defense is doing anything, the Arcane blade needs to add 60 raw points to reach even 60 ranged defense.
So I would propose that make it Accuracy vs Accuracy is very similar to just adding ranged Defense, and that its bringing ranged defense up to par with the Bulwark, after a 5/5 generic point investment. However the Bulwark still has the option of taking Slow Motion, which depending on circumstances can do nothing, or be guaranteed 100% misses. So I disagree with the assessment that it is strictly better than Bulwark defenses.
As for better defense than an Archmage, that true for a certain subset of situations. However, the Archmage is an ranged striker. From a balance perspective, a melee based class needs better defenses than a ranged class, due to the fact it is taking ranged fire as it closes, as well as dealing with all the enemy melee in melee.
Taken as a whole class, I'd argue that an Archmage will still be better at dealing with a bunch of casters than an Arcane Blade will, even if he can avoid 50% (assuming equally scaled Accuracy and Spellpower) of the 30 talents I listed above. The Archmage has multiple ranged control effects, the Aegis tree which can up damage absorption capability by well more than 50%, multiple stacking shields, and heavy sustain options for resistance or speed.
If you're willing to see the Arcane Blade class with the Aegis tree, I don't see why you wouldn't be willing to see an Accuracy vs Spell power roll (probably around 50% evasion rate on average, less for bosses, more for run of the mill stuff) to effectively cause a small list of talents to miss. The net survival boost of this proposed tree is far less than that of the Aegis tree.
Try running the numbers on a late game build. It basically comes down to what % of the damage would you imagine is coming from those 30 talents? How much damage do you mitigate with a 50% miss rate? How much does the Aegis Heal restore every 16 turns, and what raw amount of extra shield hit points do you get which are useful in every single encounter? Which number is bigger?
By the way, I appreciate the discussion and its helping me clarify the ideas for the class a lot. I hope to have some time to do serious coding on it this weekend.