Race/Class Idea: Elementals [Coders aquired?]
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Re: Race/Class Idea: Elementals [Coders aquired!]
Went over the talents for another round of refining. Pretty sure I'm not done with that either.
- Ignite no longer works on chance to ignite nearby enemies as well. Instead it always deals splash damage based on current heat.
- Explosion range changed from potentially 1-6 to 2-4.
- Vacuum bubble now can't disable large files of enemies for up to 10 turns - loses 2 range for every enemy hit.
- Volt Blast was boring, renamed and added an escalating effect.
- Pyroclastic burst damage was scizophrenic at best. It was a bad idea to scale both damage and duration with talent level, which led to it dealing roughly 4 fire damage at 1.0 and 96 at 5.0. Evened it out.
- Cremation's max hp damage was a head-scratching decision. Oh it works fine, just that nullifying the healing received by the enemy works just as well.
- Significant changes to Pincushion and Wind-up. Former now completelly ignores standard critical chance and synergizes with quivers, latter cannot be abused for infinite arrows and infinite critical strikes.
- Ignite no longer works on chance to ignite nearby enemies as well. Instead it always deals splash damage based on current heat.
- Explosion range changed from potentially 1-6 to 2-4.
- Vacuum bubble now can't disable large files of enemies for up to 10 turns - loses 2 range for every enemy hit.
- Volt Blast was boring, renamed and added an escalating effect.
- Pyroclastic burst damage was scizophrenic at best. It was a bad idea to scale both damage and duration with talent level, which led to it dealing roughly 4 fire damage at 1.0 and 96 at 5.0. Evened it out.
- Cremation's max hp damage was a head-scratching decision. Oh it works fine, just that nullifying the healing received by the enemy works just as well.
- Significant changes to Pincushion and Wind-up. Former now completelly ignores standard critical chance and synergizes with quivers, latter cannot be abused for infinite arrows and infinite critical strikes.
Re: Race/Class Idea: Elementals [Coders aquired?]
Elemental/Instrumentality(Class Points) - Naiar
There we finally are, wrapping up the extra elemental trees with the penultimate one. The sneaky base of this tree is antimagic, keep that in mind while reading. With that said, it has a number of mostly offensive effects that work excellently against crowds of enemies.
Your very own mobile ring of bolt shields, doubles as an 8-direction bolt spell. Variable in 2 ways: Maximum effect versus prolonged defense and increased yield on lower life. The exact mechanics of how the orbs work (they are simultaneously ignored by enemies but still block projectiles and take damage from spells) are best summed by Pure here:Simulacra projection(Sustained)
Psi: 40
Cooldown:12 turns
Immediately creates an orb of frozen force on every tile around you. The orbs possess 50/70/90/110/130 (+50% of your missing life) hp.
The orbs move in synch with you and can pass through walls, but lose 10% of their maximum health every turn.
When deactivated, the orbs discharge in a straight line away from you(range 8), dealing their remaining life as mixed cold/mind damage to the first enemy they encounter.
Orbs also are also immediately consumed to damage enemies that walk into them (or vice versa) or upon being created on an enemy-occupied tile.
Orb health increases with willpower.
[2:38:01 PM] PureQuestion: You're kinda trying
[2:38:07 PM] PureQuestion: to hybridize a projectile with an actor
Instrumental Shock(Active)
Psi: 35
Cooldown:6 turns
Links all enemies in the cone with the range of 5 to you, immediately dealing 70/90/110/130/150 cold damage and applying the Instrumental Shock tether to them for 5 turns.
Tethered enemies take a backlash of 12/14/16/18/20% of any damage taken by other tethered enemies as cold damage (Except the damage from this effect).
Additionally, whenever a tethered enemy dies, all remaining tethered enemies take extra 40/50/60/70/80 mind damage and are silenced for 1 turn - an enemy struck by this effect gains stacking 20% resistance against it (Up to 100% resistance), for 1 turn.
The tether between any individual target breaks beyond the range of 6 tiles.
Initial and extra damage increase with willpower.
Central talent of the tree, it links up groups of enemies into one big clump that takes extra damage as a whole, for every individual's suffering. The resistance thing is there so the damage doesnt spike up into infinities during large chainkills (Daikara Giants vault for example).
Application means being struck by the spell, not necessarily the damage. Damage over time won't try to check every turn, but being in the middle of a firestorm will. Being sent to fearscape will check once, taking ambient lava damage every turn wont.Inquisitive Mind(Passive)
Whenever you are struck by an enemy spell there is a 34/38/42/46/50% chance to retaliate with your current level of Instrumental Shock tether against the caster(Insofar they are in range and visible, also no initial cold damage is dealt).
Instrumental Shock tether is now also applied to enemies struck by Simulacra Projection.
You recover 1% of your maximum Psi every time an enemy dies under the influence of Instrumental Shock.
Chance to tether increases with willpower.
The massive damage counterpart to Cry of Eyal and Cremation, this talent inflicts massive lash of damage on all enemies you manage to link up. It has some interesting interaction with bosses and other enemies and may require a solid damage cap.Mindcrusher(Active)
Psi: 80
Cooldown:22 turns
Inflicts the target enemy with a deathly existential chill, instantly applying Instrumental Shock tether and dealing 75%(33% if elite) of it's current life as cold damage.
The backlash from Instrumental Shock for this talent strikes all linked enemies for 5 times as much damage (60/70/80/90/100%, depending on the level of Instrumental Shock) and the damage effect if an enemy dies is dealt in an AoE of 1.
The main target recovers 66/62/58/54/50% of the damage dealt over 5 turns.
Main target recovery percentage decreases with willpower.
Last edited by AlexMdle on Sat Nov 16, 2013 4:16 pm, edited 2 times in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
(Minor update first, Brutish Stride now amplifies Afterecho effect range depending on current speed of the talent.)
Well guys, this has been an honor. While there may be a few more trees I might want to add(The suggested ideas of pure antimagic/time-based trees are interesting) and there is maybe some more polishing on the existing talent ideas, I'm fairly done penning the bulk of it down. It's been really fun to come up with it all and I like the input provided from your side, some of it has been indispensible to make this work(at least in theory). Thank you for your time.
Elemental/Fluidity(Generic Points) - Naiar
Blow the horn, the ship is in the bay! Final of the individual extension trees is coming through! Now, the original plan from long ago was set in stone, to make this tree about some dynamic summoning. Since then however, I kind of rewoked my view on that and tried as much as I could to keep summoning out of other trees as well. Mostly though, I was preemptied by the thought-shapes and oozemancer, so it made no point to design functionally rather identical talents. Instead, I turned onto the crazy idea of adding a melee element to Naiar. Now, this class is rather strictly a caster. It's capable of morphing itself to adapt to most situations and I felt that it would be fun to follow up upon the idea of fluid, seamless combat. Idea was to allow the class to quickly switch targets in close-quarter sorties, hit as many times as it can before showering the enemy with spells from a minimal distance. The first part of the tree assembles the framework of mobility, while the second one provides the damage that builds on it.
Allows you to strategically switch out targets in the middle of combat, provided there's enough enemies for that. While it seems reckless for the class to dash towards enemies, it's aspect shifting could prove more versatile with this, not to mention the next talent.Flow of combat(Sustained)
Psi: 25
Increases the range of your attack by 1/1/2/2/3. Attacking an enemy dashes you towards them, dealing 12/13/14/15/16% of cunning as extra physical damage for each tile traveled. Each dash costs 1 psi.
Damage increases with cunning.
Matador(Sustained)
Psi: 20
Cooldown:25 turns
Adds 60/70/80/90/100% of mindpower to defense. Dodging now only works if you have a free tile adjacent to you and you will automaticly retreat to such upon a successful dodge.
Mindpower to defense conversion ratio increases with cunning.
Every time you dodge now, you gain distance. Distance to cast spells and plan out your next move. It is of course not always desirable to randomly hope tiles, but such is the risk for the undeniably large benefit.
Ties together spellcasting with quick melee attacks in preparation for the final talent. Of note is that every individual extra strike has it's own timer of 3 turns.Spellkata(Passive)
Critical spell strikes allow you to strike 1 time more with every melee attack for every critical spell strike in the last 3 turns.(Up to 3 extra strikes.)
Those strikes deal only 33/35/37/39/41% of your weapon damage.
Also increases critical spell chance by 2/4/6/8/10%.
Weapon damage increases with cunning.
Takes together all the important stats and synergizes them with the extra strikes on critical spells to allow you to truly dish out large amounts of physical damage before retreating, while still providing a simple boost regardless.Unrelenting torrent(Passive)
Every first attack against an enemy deals 50/54/58/62/66% of your spellpower as extra physical damage.
Every second consecutive attack deals 60/65/70/75/80% of your mindpower as extra physical damage.
Every third consecutive attack strikes critically, with a 10/14/18/22/26% increased critical multiplier and recovers 3/3/3/4/4 psi.
Attacking a different enemy, using a talent or a rune/inscription, or simply after 3 turns of leaving the enemy unattacked, the counter resets.
Damage and critical multiplier increase with cunning.
Well guys, this has been an honor. While there may be a few more trees I might want to add(The suggested ideas of pure antimagic/time-based trees are interesting) and there is maybe some more polishing on the existing talent ideas, I'm fairly done penning the bulk of it down. It's been really fun to come up with it all and I like the input provided from your side, some of it has been indispensible to make this work(at least in theory). Thank you for your time.
Last edited by AlexMdle on Sun May 25, 2014 6:56 am, edited 2 times in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
Requiem Log #1
So much balancing.
Jadir
-Essence costs are always percentual, max essence (bonuses nonwithstanding) is always 66% of your max. life.
-Spending Essence recovers 33% of it as Jagged Body shield.
-Natural Jagged Body regeneration reduced from 3% per turn to 2% per turn.
-Rock Shell works only on physical/spell criticals.
-Teluric Fist damage reduced.
-Composure grants extra health, higher resistances, knockback immunity penetration to Teluric Fist, but less Jagged Body regeneration.
-Ivy Mesh grants spell save for every enemy affected.
-Put Roots grants physical save, pinning trigger now tied to critical spell chance.
-Yggdrasil's resistance bonuses now scale with talent level and spellpower.
-Choking Dust does not blind, instead grants ranged defense against the enemy and randomly messes with its targeting. Silence duration halved.
-Higher levels of Architect's Wrath now allow you to move larger sections of walls.
-Temper Weapon slightly buffed.
-Slightly nerfed Primordial Stone.
-Sharksin disarm check is now enemy power vs your save instead of the other way around.
-Mortar no longer stuns.
Asha
-Heat Mastery renamed to Spark of Defiance. Now passively reacts to save challenges.
-Heat Overflow can strike critically using critical spell chance.
-Firedancer also affects physical crit chance.
-Billowing Carpet makes enemies inside more susceptible to any kind of critical strike.
-Energy stun chance reworked, now works off of critical hits. Duration reduced harshly, but also added a spell crit boost based on fire penetration.
-Charged Arms works on all critical strike types.
-Mindless Fire allows to add 2 talents to the pool on raw talent level 5.
Silyhe
-Wind Shield knocks enemies back on critical hits.
-Pressure kite potential removed, now reduces physical power of maximally slowed enemies.
-Overload also reduces arcane resistance.
-EMP no longer deals double damage to constructs, instead confuses them for 3 turns.
-Air Within increases spell save based on missing air.
Naiar
-Aspect of Protection in Vapor Form changed. Now increases all saves depending on current shield life percentage.
-Aspect of Vindication in vapor form no longer can remove mental effects.
-Aspect of Fury in ice form can retalaite critically, dealing additional bleeding damage.
-Contract's cooldown reduction nerfed.
-Deepest Horror no longer grants a chance to escape the tentacle's grasp each turn. Instead tentacles have health pools and intercept melee attacks. Destroying them frees the grabbed target.
Elite enemies now also take major damage(but still dont die) if they are dragged into the portal.
-Conquer self increases mental save and reduces the cooldown of Aspect of Form.
-Sharp increase to Vrainfreeze values.
-Added all costs and cooldowns.
So much balancing.
Jadir
-Essence costs are always percentual, max essence (bonuses nonwithstanding) is always 66% of your max. life.
-Spending Essence recovers 33% of it as Jagged Body shield.
-Natural Jagged Body regeneration reduced from 3% per turn to 2% per turn.
-Rock Shell works only on physical/spell criticals.
-Teluric Fist damage reduced.
-Composure grants extra health, higher resistances, knockback immunity penetration to Teluric Fist, but less Jagged Body regeneration.
-Ivy Mesh grants spell save for every enemy affected.
-Put Roots grants physical save, pinning trigger now tied to critical spell chance.
-Yggdrasil's resistance bonuses now scale with talent level and spellpower.
-Choking Dust does not blind, instead grants ranged defense against the enemy and randomly messes with its targeting. Silence duration halved.
-Higher levels of Architect's Wrath now allow you to move larger sections of walls.
-Temper Weapon slightly buffed.
-Slightly nerfed Primordial Stone.
-Sharksin disarm check is now enemy power vs your save instead of the other way around.
-Mortar no longer stuns.
Asha
-Heat Mastery renamed to Spark of Defiance. Now passively reacts to save challenges.
-Heat Overflow can strike critically using critical spell chance.
-Firedancer also affects physical crit chance.
-Billowing Carpet makes enemies inside more susceptible to any kind of critical strike.
-Energy stun chance reworked, now works off of critical hits. Duration reduced harshly, but also added a spell crit boost based on fire penetration.
-Charged Arms works on all critical strike types.
-Mindless Fire allows to add 2 talents to the pool on raw talent level 5.
Silyhe
-Wind Shield knocks enemies back on critical hits.
-Pressure kite potential removed, now reduces physical power of maximally slowed enemies.
-Overload also reduces arcane resistance.
-EMP no longer deals double damage to constructs, instead confuses them for 3 turns.
-Air Within increases spell save based on missing air.
Naiar
-Aspect of Protection in Vapor Form changed. Now increases all saves depending on current shield life percentage.
-Aspect of Vindication in vapor form no longer can remove mental effects.
-Aspect of Fury in ice form can retalaite critically, dealing additional bleeding damage.
-Contract's cooldown reduction nerfed.
-Deepest Horror no longer grants a chance to escape the tentacle's grasp each turn. Instead tentacles have health pools and intercept melee attacks. Destroying them frees the grabbed target.
Elite enemies now also take major damage(but still dont die) if they are dragged into the portal.
-Conquer self increases mental save and reduces the cooldown of Aspect of Form.
-Sharp increase to Vrainfreeze values.
-Added all costs and cooldowns.
Re: Race/Class Idea: Elementals [Coders aquired?]
Requiem Log #2
Classes lack advanced trees. Needs fixing. I'll go them over, starting with earth.
Classes lack advanced trees. Needs fixing. I'll go them over, starting with earth.
Elemental/Tectonic (Class Points/Advanced) - Jadir
This tree greatly augments the field control of Jadir. It adds new ways to create, move and destroy terrain and amplifies already existing options.
The prison has roughly conical/triangular form, with no diagonal gaps. Kinda like the < symbol.Chasm (Active)
Essence: 10%
Cooldown:12 turns
Smites down an enemy in range of 4, creating a prison of rocks behind them and dealing 100% of weapon damage, plus 40/55/70/85/100 physical damage.
The rock prison lasts for 4/4/4/5/5 turns.
Damage increases with strength.
Separation (Active)
Essence: 14%
Cooldown:9 turns
Knocks back all enemies in range of up to 3 to range of 4. Enemies knocked into walls take 80/100/120/140/160 physical damage and are stunned for 2 turns.
Damage increases with strength.
'Walls that cannot be knocked back' means walls that already have something behind them. As such, the talent doesn't move stacks of walls, but individual tiles that aren't blocked. Unlike Teluric Fist, enemies can bore through walls and if an enemy hits a wall, the wall won't be moved. This is mostly to make this more useful.
Ties directly to all wall-affecting abilities including Teluric Fist and Architect's Wrath. The mental effects vary between stun, confusion, malign, madness, silence etc.Resonating Stone (Passive)
All walls manipulated or created by you resonate for 3/3/4/4/5 turns.
Destroying walls also resonates all walls in range of 1/1/2/2/3 of the destroyed wall.
Resonating terrain deals 30/35/40/45/50 physical damage to adjacent enemies each turn and has a chance to afflict them with a variety of negative mental effects(Like gloom).
Aura of silence dispells resonation in its area of effect.
Damage increases with strength.
Ranged dig one, AoE wall nuke and resonating residue two. With this, the wall shaping kit should be complete. Toss boulder near enemy, squash against wall, then explode. Or whatever combination you come up with.Detonation (Active)
Essence: 18%
Cooldown:13 turns
Detonates the target wall in range of 3/3/4/4/5, showering all enemies in range of 3 within with deadly shrapnel, destroying the wall in the process.
Enemies hit take 90/100/110/120/130 physical damage, once on hit and once as bleeding damage over the duration of 3 turns.
Enemies directly adjacent to the destroyed wall are hit critically and are also confused for 2 turns.
Damage increases with strength.
Last edited by AlexMdle on Sun May 25, 2014 6:59 am, edited 3 times in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
Requiem Log #3
Advanced Fire tree nr 2.
Advanced Fire tree nr 2.
Elemental/Magma (Class Points/Advanced) - Asha
Lava tiles. When testing Doombringer for Pure, I realized that lava tiles hold potential to have more function, particularly with zoning. This is basically what this tree does.
Quite a few things to explain.Volcanic (Passive)
Dealing over 150 points of fire damage has 20/26/32/38/44% chance to create a lava tile.
Lava tiles deal 20/22/24/26/28 fire damage and negate the heat degeneration while standing on them, lasting 3 turns.
Eruption also automaticly creates a carpet of lava in ball 2/2/3/3/3 around you.
Damage from Radiation and Heat Overflow cannot trigger this effect.
Damage increases with strength.
Firstly, the chance is calculated for each tile individually, but the talent has to have dealth enough damage for the rolls to happen at all. Once it deals enough damage the chance is rolled for every tile in the used talent's AoE. Of lava tiles get created on lava tiles they refresh their duration.
Heat degeneration prevention means that the natural increase of heat sinking doesn't happen on lava tiles, however, it only means that the rate won't fall. In other words, if you stand on a lava tile, losing 5 heat per turn, you still will lose 5 heat per turn, just that it won't rise to 10/15 etc heat per turn.
Lastly, persistent AoE effects like Radiation or Heat Overflow should not be allowed to generate lava tiles. Would be too easy otherwise.
Eruption creates lava tiles because fitting :3
Lava Bath (Passive)
While standing in a lava tile your fire resistance is converted into fire affinity.
Additionally, you recover 1/1.3/1.6/1.9/2.2% of your max hp each turn while submerged in lava and all knockback effects on you are reduced to a max of 1 tile.
Makes it beneficial to stand in lava and harder to be knocked out of lava.
Tool for reliable lava making, especially if you don't have eruption. Also terrain interaction.Lava Geysier (Active)
Heat: +25
Cooldown: 16
Spray lava in a cone with range of 4/4/5/5/6, dealing 50/65/80/95/110 fire damage to all enemies hit and creating lava tiles under all affected terrain.
Walls hit have a 50% chance per wall to melt, also creating a lava tile.
Damage increases with strength.
Morphs lava into SUPERLAVA and instantly removes the rest. Damage, element and effect are variable and should be used with thought.Cauldron (Active)
Heat: +20
Cooldown:26 turns
The lava cools and heats at your will, allowing you to create localized pockets of effect.
Cast on a ball 3 target in lava, it drains heat from all connected lava tiles, dealing 120/135/150/165/180 fire damage to all enemies caught, which ignores 50% of their total fire resistance.
Affected lava tiles become superheated, doubling their fire damage, healing, giving it same resistance-halving effect and extending its duration by 4/4/5/5/6 turns.
All connected lava tiles outside of that effect rapidly cool down and harden, dealing 60/68/76/84/92 cold damage to enemies standing on them and pinning them down for 2 turns.
Damage increases with strength.
Last edited by AlexMdle on Sat May 10, 2014 9:21 am, edited 1 time in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
Requiem Log #4
Advanced Air tree nr 2.
Advanced Air tree nr 2.
Elemental/Whispering (Class Points/Advanced) - Silyhe
Spooky mind-damage and talent debuff tree.
I'm not so sure about the application method, but other than that rather like the core idea of managing enemy effectiveness that way.Hushing (Passive)
Your winds softly creep into the heads of your enemies, whispering sweet, terrible things.
There are 3 stages of effect, each adding another penality:
1: Unnerved (Effective mastery of all talents is decreased by 0.2/0.2/0.3/0.3/0.4, except for talents that cannot be unlearned)
2: Unsettled (Cooldown of all talents is increased by 20/24/28/32/36%)
3: Disturbed (22/25/28/31/34% to fail the activation of any talent, talent still goes on cooldown, no cost is refunded)
Each stage lasts 2 turns, at which point its downgraded(And thus lasts 2 more turns) or removed if its stage 1.
You unnerve one random enemy in range of 4 for every 40 points of air spent, with the priority on enemies with lowest stage of unnerving.
Voices (Passive)
Angry voices make harsh demands and tear the enemy from within. Unnerved enemies always have a 'demanded' talent which has to be used as soon as possible.
Wasting a turn without using it punishes the enemy with 40/44/48/52/56 mind/lightning damage. Once used, the voices are satisfied for 3/3/2/2/1 turns, after which a new talent becomes demanded.
If there are no talents for the voices to demand, the enemy will suffer 25/27/29/31/33 mind/lightning damage per turn until one is available.
Damage increases with cunning.
Pure asked me how the hell that AI is supposed to work with it. Proper answer: Not at all. It balances out the player/PC application of this talent - Human players will be more inclined to use demanded talents to keep the damage at bay, potentially making mistakes, while the computer players will blindly ignore it and thus probably keep taking damage.
One problem of the tree would be the application of the effect when faced with multiple enemies. This should help fill out that niche. Severely unremarkable otherwise, may need further thought.Screams (Active)
Air: 40
Cooldown: 8
A deep, unnatural scream goes through the winds, piercing the mind of all enemies in range of 4, attempting to increase their stage of unnerving by 1.
Disturbed enemies snap, taking 120/135/150/165/180 mind damage and lose the ability use mental powers for 2/2/2/3/3 turns.
Damage increases with cunning.
Unique way of disruption that forces the enemy to waste talents, potentially harming themselves in the process.Chanting (Active)
Air: 45
Cooldown:16 turns
Target disturbed enemy is overcome with voices of such magnitude that they drown out its own thoughts. For the next 2/2/3/3/3 turns it attempts to randomly activate or deactivate any accessible talent, assigning the targeting at complete random.
If unable to do so, it instead takes 120 mind damage and 50% of that again as bleeding damage over 2 turns.
Damage increases with cunning.
Last edited by AlexMdle on Sat May 10, 2014 9:22 am, edited 2 times in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
Requiem Log #5
Advanced Water tree nr 2. Phew.
Advanced Water tree nr 2. Phew.
Elemental/Force of Nature (Class Points/Advanced) - Naiar
A tree that makes use of the morphing capabilities of water, combined with the form of the creatures of the air, sea and land. It stacks, but hopefully doesn't overlap with Aspect of Form. Of note is that the first 3 talents each can be learned at level 10.
Eagle Force (Active)
Psi: 40
Cooldown: 30 turns
Drains 40% of current hp, forming a metamorphic shell of the same strength for 10 turns. While the shell persists you take on the form of an eagle, gaining following bonuses:
- Your movement speed bonus is converted to additional weapon damage.
- You gain 2/4/6/8/10 DEX/CUN. (Stat distribution depends on current form, 3 CUN/1 DEX in Vapor Form, 1 CUN/3 DEX in Ice Form)
- You gain 16/18/20/22/25% global speed, which scales with current shield integrity.
This talent functions differently if you already have a different morphing form:
Urchin Force - Spindash: Roll 3 tiles forward, burying enemies beneath your needles. Deals 40/55/70/85/100 physical damage, and 5/6/7/8/9 extra damage for each point of constitution above that of the enemy. Ignores enemy armor entirely.
Tiger Force - Fel Roar: Decreases the saves of all enemies in range of 4 by 16/18/20/22/24 for 5 turns, potentially triggering cross-tier effects.
Alternative function values increase with associated talent levels, the alternative psi cost and cooldowns are halved.
The idea of the tree is that rather than providing base values to work off of, it provides a boost to damage based on values already present. In this case, based on movement speed.
Urchin Force (Active)
Psi: 40
Cooldown: 30 turns
Drains 40% of current hp, forming a metamorphic shell of the same strength for 10 turns. While the shell persists you take on the form of a sea urchin, gaining following bonuses:
- All elemental damage you resist is dealt to adjacent enemies, split among them.
- You gain 2/4/6/8/10 MAG/CON. (Stat distribution depends on current form, 1 CON/3 MAG in Vapor Form, 3 CON/1 MAG in Ice Form)
- All your resistances are raised by 10%.
- You gain 40/45/50/55/60% immunity to stun and knockback, which scales with shield integrity.
This talent functions differently if you already have a different morphing form:
Eagle Force - Feather Spray: Sprays the immediate conic area 2 tiles in front of you with feathers, dazing all enemies hit for 3 turns. The feather fall continues for 3 more turns, giving all enemies within 23/27/31/35/39% chance to miss on attacks.
Tiger Force - Apex Predator: Mauls an adjacent enemy for 50% weapon damage. Enemy must run a physical save check, if it's failed, the attack is repeated. Each instance of an attack takes a fifth of a turn. The mauling stops when either the enemy succeeds the roll or the turn is over.
Alternative function values increase with associated talent levels, the alternative psi cost and cooldowns are halved.
Urchin Form increases damage based on resistances, other than that it's theme is a duality of impregnable defense and irresistible piercing attack.
Tiger force boosts damage through critical chance, as the separate crit chances stack unto themselves every time they fail. The result can be spectacularly effective if provided with enough base material, but then again, all 3 forms work like that.Tiger Force (Active)
Psi: 40
Cooldown: 30
Drains 40% of current hp, forming a metamorphic shell of the same strength for 10 turns. While the shell persists you take on the form of a tiger, gaining following bonuses:
- Your critical chances now stack upon themselves every time you dont crit(Overflow is added to crit multiplier until you crit).
- You gain 2/4/6/8/10 STR/WIL. (Stat distribution depends on current form, 1 STR/3 WIL in Vapor Form, 3 STR/1 WIL in Ice Form)
- You gain 30/34/38/42/46% of your WIL as weapon damage modifier
This talent functions differently if you already have a different morphing form:
Eagle Force - Swoop: Dash up to 3 tiles in a set direction, rending all enemies across the way for 64/72/80/88/96% weapon damage. Enemies encountered are dragged along, until another enemy is grasped. The final enemy takes extra 85 physical damage and is pinned for 1 turn.
Tiger Force - Bloodsucker: Extend your spikes, burying them into all those around. Deals 120/135/150/165/180 nature damage to all adjacent enemies and heals you for 40% of the damage done. Nature damage of this talent is reduced by armor.
Alternative function values increase with associated talent levels, the alternative psi cost and cooldowns are halved.
An incentive to use the forms properly, as utilizing their function maximizes the output after the form is used up.Final Assault (Passive)
Triggers an effect whenever the morph shield is broken.
Eagle Force - Gain 10/12/14/16/18% movement speed for every tile passed while in Eagle Form. Bonus lasts 3 turns.
Urchin Force - Spray a cone (Range 3) 60/68/76/84/92% of the elemental damage absorbed by the Urchin Force shield towards the enemy who broke your Urchin Force shield.
If the shield expires naturally, instead heal for 16/18/20/22/24% of the damage.
Tiger Force - Deal 40/60/80/100/120 physical damage to all enemies around you. This damage is multiplied by 50% of the total critical chance and multiplier gained while in Tiger Form.
Last edited by AlexMdle on Sat May 10, 2014 11:20 am, edited 2 times in total.
Re: Race/Class Idea: Elementals [Coders aquired?]
Grayswandir hinted at some potential happening with the class. As such Im taking this week to clean up the classes and finish fixing all the things Im not happy with.
Current list of changes:
-Screams: Enemies that snap become unable to use mental powers for 3 turns.
-Final Assaut: Reworked the way Eagle Force added movement speed and changed the Urchin Force effect entirely.
-Catapult: Can't randomstun anymore, instead maims all enemies smaller than thrown one. Resource cost not dependent on enemy size.
-Put Roots: Affixed the pinning trigger. Now lasts until its gone.
-Renamed Electrokinesis to Stormwinds.
-Static Burst was, frankly, awful. Replaced it with a far, far more interesting talent.
-Overload replaced with something much more awesome.
-Squall renamed to Boreas, improved its effect.
-Deep Pillar wards have no own sight. Lost superfluous extra effects.
-Renew also doesnt grant various effects, instead grants up to 2 extra properties depending on talent level. Also knocks back and damages enemies.
-Cremation: Mindless duplicates gain maximal heat instantly.
-Backburner: Does not increase stats anymore.
Current list of changes:
-Screams: Enemies that snap become unable to use mental powers for 3 turns.
-Final Assaut: Reworked the way Eagle Force added movement speed and changed the Urchin Force effect entirely.
-Catapult: Can't randomstun anymore, instead maims all enemies smaller than thrown one. Resource cost not dependent on enemy size.
-Put Roots: Affixed the pinning trigger. Now lasts until its gone.
-Renamed Electrokinesis to Stormwinds.
-Static Burst was, frankly, awful. Replaced it with a far, far more interesting talent.
-Overload replaced with something much more awesome.
-Squall renamed to Boreas, improved its effect.
-Deep Pillar wards have no own sight. Lost superfluous extra effects.
-Renew also doesnt grant various effects, instead grants up to 2 extra properties depending on talent level. Also knocks back and damages enemies.
-Cremation: Mindless duplicates gain maximal heat instantly.
-Backburner: Does not increase stats anymore.
Re: Race/Class Idea: Elementals [Coders aquired?]
Elemental/Eschatos (Generic Points)
The temporal tree, possibly unlocked after visiting a doomed timeline in which Eyal is dying/about to die.
Path of Ruin (Active)
Cooldown: 20
The ruin of your potential future is always looming behind your back. As you walk, you leave behind a temporal trail of ruin with a length of 3/3/4/4/5.
Enemies caught inside lose 4/6/8/10/12% of their saves and total resistances.
When activated, this talent switches your position to the furthermost trail tile.
Initially this trail played a far bigger role in the tree, until I decided that there's enough gimmicks across the classes as is. Now it's mostly just a tool or an indicator for its own use and that of the next talent.
End of the Line (Active)
Cooldown: 20 turns
Attempt to defy fate and redirect the trail of ruin towards the chosen point(Max range thus equals the max range of the trail), dealing 70/80/90/100/110 temporal damage to all enemies caught. Enemies on the side are drawn inside if possible.
All enemies that end up in the trail suffer a terrible fate. The next 1/1/1/2/2 attacks or talents that strike them do so critically. The effect lasts for 5 turns.
Basically fires a beam of the same length as the trail, placing it in the fired line. Enemies in side are pushed to the side, or if they can't, suffer a debuff.
Last 2 talents are similar in what they do. Heh. I kinda like the cascade of effects that the tree keeps going, without them being entirely dependant on each other. Trail>Crits through trail>Crit mod based on cd>Cd nukeDemise (Passive)
You are haunted by the terrible possibilities of what could be. Your enemies appear to suffer those effects.
Any of your attacks or talents gain 70/85/100/115/130% of your critical modifier, should that be enough to kill an enemy.
Additionally, you gain 1% critical modifier for every 3/3/2/2/1 turns of cooldown across all your talents.
Big bad cooldown button. I think in retrospect, the tree doesn't really do much temporal stuff. It's flavored with time, even uses some timey elements, but feels like it would fit itself or other trees more than a straight up temoral utility kit. This might be seen as a disappointment, but I think it's fun in it's own right.Eve of Destruction (Active)
Cooldown: 50
The end is nigh. Upon activation, all your talents are brought off cooldown, but 3/4/5/6/7 turns later go on max. cooldown again.
Additionally, you gain 1% resist all for every 5/5/4/4/3 turns of cooldown across all your talents.
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Race/Class Idea: Elementals [Coders aquired?]
Alright, so I started working on this over here. Not sure how fast I'll be going, so if anybody wants to help me, feel free to ask me for permissions or however it is github works. 
Not much done so far, I've just got a few Jadir talents working: Jagged Body, Avalanche, Pinpoint Toss, and Ivy Mesh. I've got Jagged Body and Essence resource bars showing up. Right now they're just copies of the Life/Equilibrium with a different color bar.
A question about essence: How exactly do the talent costs work? I implemented it as taking a percent of your maximum bar, but that sort of penalizes having high life slightly.
Edit: 3 trees done, working on the 4th.

Not much done so far, I've just got a few Jadir talents working: Jagged Body, Avalanche, Pinpoint Toss, and Ivy Mesh. I've got Jagged Body and Essence resource bars showing up. Right now they're just copies of the Life/Equilibrium with a different color bar.
A question about essence: How exactly do the talent costs work? I implemented it as taking a percent of your maximum bar, but that sort of penalizes having high life slightly.
Edit: 3 trees done, working on the 4th.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: Race/Class Idea: Elementals [Coders aquired?]
I can hop in with resource bar and playerdoll visuals when the moment arrives (and if you want me, of course
).

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: Race/Class Idea: Elementals [Coders aquired?]
Would be both welcome and incredibly rad.
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: Race/Class Idea: Elementals [Coders aquired?]
Cool, I'm activating the background thinking mode for ideas then
.

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
-
- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: Race/Class Idea: Elementals [Coders aquired?]
So, a couple of initial questions:
.
- Resource bars needed
- Essence - a Stone/Earth thing?
- Heat - a fiery thing?
- Jagged Body - does it need separate bar or should it be integrated into Essence (like the shields are displayed on top of the life bar)?
- Anything else that I'm missing?
- Playerdolls
- I guess we can't deviate (much) from the archetypal elemental looks, right?
- What about body armour - is it wearable, is it displayable, if displayable - how - burnt, soaked, ballooning, etc.?

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~