[1.3.1] Magebow class
Posted: Sun Feb 19, 2012 4:26 am
This post is updated to v18 (1.3.1)
Also available on Steam here.
Resurrected from this thread. This still has some work to go before it is a balanced, complete class.
Download Link (current).
Overview:
Birth Stats:
100 HP, +0 Life Rating, +5 dex, +4 mag,
Talent trees:
technique/archery-utility - locked, 1.1 mastery
technique/archery-bow - 1.1 mastery
technique/combat-training - 1.2 mastery
cunning/survival - 1.0 mastery
spell/conveyance - 1.0 mastery
spell/phantasm - 1.0 mastery
spell/divination - locked, 1.0 mastery
spell/arrows - 1.3 mastery
spell/bowcasting - 1.3 mastery
technique/charged techniques - 1.3 mastery
Talents:
Shoot
Mighty Arrows
Power Shot
Phase Door
Magical Draw
Combat Accuracy
New talent tree overview:
Arrows
Mighty Arrows
- Adds damage and crit multiplier to every shot
- Adds about 20-100% crit chance to power shot
- Charged techniques cost double stamina, half mana.
- Changes disabling shot to a stun
- Makes area shot a cone, like scatter shot or warshout
- Makes Special Shot a melee attack with your arrow, which gets faster, range 3, instant, and then immunity to retaliation as you level it.
Ethereal Arrows
- Deals 50-100% mind damage to a target that you miss, and chance to not consume ammo
- Charged Techniques have reduced cooldown as you level it and half resource costs
- Power shot pierces enemies
- Changes disabling shot to a blind
- Makes area shot a rad 10 burst, like volley of arrows
- Special Shot is a controlled phase door that makes you invisible for a few turns and leaves behind a decoy. Still needs improvement.
Elemental Arrows
- adds "elemental" damage on hit. Some of it is split fire/lightning/cold/acid, the rest is whatever did the most damage
- Charged Techniques cost half stamina, double mana.
- adds a rad 1 burst to Power Shot
- Changes disabling shot to confusion
- Changes area shot to 4 individually targeted arrows, one of each element.
- Special Shot explodes in a ball for elemental damage. Leveling this makes it deal damage in the best element, gain range 7, and penetrate resists. Still needs a Level 5 bonus.
Magical Throw
- replaces your bow for the purposes of archery, allowing you to wield other weapons.
- gives increased crit rate and attack speed based on spell crit and spell speed.
- Can probably get more powerful than regular bows.
Bowcasting
Magical Draw:
- + (3-15)% physical and spell crit rate, Swap 10-50 STR dammod for MAG for bow damage,
Dexterous Casting
- increase spell casting speed by 20-100%
Magical Feed
- 0.07-0.33 mana regen, and also moves stamina or mana to the lower pool, removing (raw talent level) from the higher one and adding (effective talent level) to the lower one every turn.
Wind Flow
- decreased incoming projectile speed, increased outgoing projectile speed.
Charged Techniques
Power Shot:
Steady Shot clone. This also gets bonuses from whichever arrow sustain is active
Disabling Shot:
Disables enemy for a while. Duration based on talent level, type of effect based on sustain.
Area Shot:
AoE attack. Changes quite a bit based on sustain.
Special Shot:
Unique to each sustain. Ethereal still needs all the bonuses for leveling up, and Elemental needs one more.
To Do:
- playtest more.
- Code in bonuses for Ethereal/Special Shot and Elemental/Special Shot.
- New tree? Marking Shot (negates stealth, blindness etc.), Homing? Velocity? shot, Kiting (get Wild Speed after shooting), Persistent Arrows (Arrow bonuses remain for 1-5 turns after disabling)
- talent concept: blindfire: Sustain that has a (25-50%) chance every turn to shoot at one unseen (stealth, invisible, in darkness, player blinded) enemy in (LoS and archery range) as a free action at reduced damage (30-60%). Miss chance unaffected by stealth, produces message with monster name (eg. Bob blindly fires at dread!), and cosmetic particle effect on reach. Moderate/high cost, tier 4.
- blink-shot: Teleport, shoot, then teleport back.
Download Link (current).
Also available on Steam here.
Resurrected from this thread. This still has some work to go before it is a balanced, complete class.
Download Link (current).
Overview:
Birth Stats:
100 HP, +0 Life Rating, +5 dex, +4 mag,
Talent trees:
technique/archery-utility - locked, 1.1 mastery
technique/archery-bow - 1.1 mastery
technique/combat-training - 1.2 mastery
cunning/survival - 1.0 mastery
spell/conveyance - 1.0 mastery
spell/phantasm - 1.0 mastery
spell/divination - locked, 1.0 mastery
spell/arrows - 1.3 mastery
spell/bowcasting - 1.3 mastery
technique/charged techniques - 1.3 mastery
Talents:
Shoot
Mighty Arrows
Power Shot
Phase Door
Magical Draw
Combat Accuracy
New talent tree overview:
Arrows
Mighty Arrows
- Adds damage and crit multiplier to every shot
- Adds about 20-100% crit chance to power shot
- Charged techniques cost double stamina, half mana.
- Changes disabling shot to a stun
- Makes area shot a cone, like scatter shot or warshout
- Makes Special Shot a melee attack with your arrow, which gets faster, range 3, instant, and then immunity to retaliation as you level it.
Ethereal Arrows
- Deals 50-100% mind damage to a target that you miss, and chance to not consume ammo
- Charged Techniques have reduced cooldown as you level it and half resource costs
- Power shot pierces enemies
- Changes disabling shot to a blind
- Makes area shot a rad 10 burst, like volley of arrows
- Special Shot is a controlled phase door that makes you invisible for a few turns and leaves behind a decoy. Still needs improvement.
Elemental Arrows
- adds "elemental" damage on hit. Some of it is split fire/lightning/cold/acid, the rest is whatever did the most damage
- Charged Techniques cost half stamina, double mana.
- adds a rad 1 burst to Power Shot
- Changes disabling shot to confusion
- Changes area shot to 4 individually targeted arrows, one of each element.
- Special Shot explodes in a ball for elemental damage. Leveling this makes it deal damage in the best element, gain range 7, and penetrate resists. Still needs a Level 5 bonus.
Magical Throw
- replaces your bow for the purposes of archery, allowing you to wield other weapons.
- gives increased crit rate and attack speed based on spell crit and spell speed.
- Can probably get more powerful than regular bows.
Bowcasting
Magical Draw:
- + (3-15)% physical and spell crit rate, Swap 10-50 STR dammod for MAG for bow damage,
Dexterous Casting
- increase spell casting speed by 20-100%
Magical Feed
- 0.07-0.33 mana regen, and also moves stamina or mana to the lower pool, removing (raw talent level) from the higher one and adding (effective talent level) to the lower one every turn.
Wind Flow
- decreased incoming projectile speed, increased outgoing projectile speed.
Charged Techniques
Power Shot:
Steady Shot clone. This also gets bonuses from whichever arrow sustain is active
Disabling Shot:
Disables enemy for a while. Duration based on talent level, type of effect based on sustain.
Area Shot:
AoE attack. Changes quite a bit based on sustain.
Special Shot:
Unique to each sustain. Ethereal still needs all the bonuses for leveling up, and Elemental needs one more.
To Do:
- playtest more.
- Code in bonuses for Ethereal/Special Shot and Elemental/Special Shot.
- New tree? Marking Shot (negates stealth, blindness etc.), Homing? Velocity? shot, Kiting (get Wild Speed after shooting), Persistent Arrows (Arrow bonuses remain for 1-5 turns after disabling)
- talent concept: blindfire: Sustain that has a (25-50%) chance every turn to shoot at one unseen (stealth, invisible, in darkness, player blinded) enemy in (LoS and archery range) as a free action at reduced damage (30-60%). Miss chance unaffected by stealth, produces message with monster name (eg. Bob blindly fires at dread!), and cosmetic particle effect on reach. Moderate/high cost, tier 4.
- blink-shot: Teleport, shoot, then teleport back.
Download Link (current).