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shouri
2009-09-04, 12:11 AM
The following new skills are available only to adventurers.

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Guard!

Obtain via quests ala maker skill style.

Set by default to V.

While pressed, characters enter a blocking state to reduce damage by a fixed amount, depending on how long the button has been held.

The listed amounts depict the % damage taken after all other damage calculation has been done. It's listed as the amount of damage taken for having the button held for:

0-.25s/.25-.5s/.5s+

a.k.a
advanced block/mid block/minor block

(@level 40) lvl 1: 60%/100%/140%
(@level 80) lvl 2: 40%/80%/120%
(@level 120) lvl 3: 20%/60%/100%

At level 3, if you time it right, you only take 1/5th of the damage you would normally take. If you had the guard button held down for too long before the attack hit you, you'd still only take 60% of the damage.

As you can see, minor blocking with level 1 or 2 actually hurts you worse.

You may not cancel attack animations into guard (basically, you can't guard while genesis is still in view, for instance). The guard button will not work if you are still holding down another button (even arrow keys).


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Counter Guard - Heal! (passive)

You may only activate counter guard by pressing V (the default guard key) after advanced blocking an attack (mid and minor blocks will have no effect). You have .5 seconds to press V after advanced blocking.

You have a 50% chance of actually healing. The other 50% of the time, no healing will occur (but you will still guard the attack). If successfully activated you will heal a percent of your max hp/mp.

(@level 150) lvl 1: 20%
(@level 150) lvl 2: 30%
(@level 150) lvl 3: 50%


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Counter Guard - Strike! (passive-class dependent)

You may activate Counter Guard - Strike! by pressing the Ctrl key (Or your current attack key) immediately after an advanced guard. You have about .5 seconds to press the key. The max level is 1 and may be obtained at level 150.

Note: Counter Guard - Strike only has a 10% chance of activating. If it activates, the character will enter a chaotic state. If it does not activate, you must do another advanced block before you may attempt another Counter Guard - Strike.



Warrior:

Allows for the continual use of Panic and Coma without losing combo orbs for 30 seconds.


For 30 seconds the all elemental charges gain +10% to the damage modifier. Also the following changes take place when using charge blow:

Ice charge blow gains +2 seconds to its freeze time.
Fire charge blow ignores defense.
Lightning charge blow deals chain damage to nearby monsters.
Holy charge blow heals you for 1% of the damage dealt to monsters.



For 30 seconds, mastery increases to 100% (technically 90% because of the x0.9 multiplier for minimum damage). Also, the Dark Knight will gain the Speed Infusion boost (+2 speed) for 30 seconds.




Magician:

All magician's spells are boosted to 90% mastery.


For 1 minute, Angel Ray fires 3 arrows at once. The skill delay is unchanged.


For 1 minute, both archmage's Magic Amplifier's MP cost is reduced to 150% when maxed and the damage is increased by 10%.

For 1 minute, Chain Lightning's damage no longer perforates. And has its range increased by 50.



For 1 minute, Paralyze is not affected by resistance/immunity to poison. Also, it deals 50% more damage to mobs, and 20% more to bosses.


Thief:

For both thieves, shadow shifter gains +20% successrate for 30 seconds.

For the next 3 casts of Shadow Claw, no stars are consumed to activate Shadow Claw.



For 30 seconds Boomerang Step hits 6 mobs and deals 4 hits instead of 2 hits. The skill delay and animation remain unchanged.


Archer:

For both archers, for 1 minute soul arrow stacks with attack arrows.

For 1 minute, hurricane's base damage is boosted to 150%.




For 1 minute, Snipe pierces through mobs hitting up to a maximum of 4 monsters.



Pirate:


Upon activation, both transform and super transform will become available for use, regardless of their current cooldown. The skills will also give the STR boost of +20 at max for transform, or +40 for super transform.

For 1 minute:
-the buccaneer will remain invincible during shockwave.
-Shockwave has it's delay decreased by 25%. It's animation is quickened respectively.
-While super transformed the delay is decreased by 50% instead
-the base damage for shockwave is increased to 800%.
-All monsters, including bosses, count as stunned, even if they are not.
-Demolition's animation time is reduced to 75% of it's current time (after booster/SI is applied).





Upon activation, the battleship will be restored to full durability and become available for use. For 1 minute, the Corsair's battleship does not lose durability. Also, the def/mdef boost given by the battleship is multiplied by 10.





Whatchu guys think?

I'm trying to address certain survivability issues while at the same time introducing something new and interesting.

Takebacker
2009-09-04, 12:20 AM
Not liking the healing guard. Too unrealistic.

For Strike: The shadower boost is ridiculously overpowered compared to the boosts that the other classes get, though i can understand why you'd give them more of a boost since they're the hardest class for a mob to hit. Also, f'uck you for making shockwave useful. ;-; I would rather have the bucc boost be something like reduced animation times for their attacks. Seriously, everyone else got at least 1.5x damage or more with their boosts but having buccs just have a useful shockwave (which wouldn't be used at bosses anyway) is way too unfair.

shouri
2009-09-04, 12:31 AM
Not liking the healing guard. Too unrealistic.

For Strike: The shadower boost is ridiculously overpowered compared to the boosts that the other classes get, though i can understand why you'd give them more of a boost since they're the hardest class for a mob to hit. Also, f'uck you for making shockwave useful. ;-; I would rather have the bucc boost be something like reduced animation times for their attacks. Seriously, everyone else got at least 1.5x damage or more with their boosts but having buccs just have a useful shockwave (which wouldn't be used at bosses anyway) is way too unfair.

Too unrealistic? 0.o

Also, I'll do something for demolition. It'll be one change to a multi hit, and one change to a single hit. brb, making changes.

Takebacker
2009-09-04, 12:34 AM
Too unrealistic? 0.o

I've never heard of healing after taking damage, guard or not, lol.

shouri
2009-09-04, 12:36 AM
I've never heard of healing after taking damage, guard or not, lol.


There's a few games out there where guarding with correct timing let's you heal a bit. How 'bout we just say that you take the energy from that attack and manipulate it to restore your own inner energy.

^ Yeah I'm pushing it with that last bit :f3:. Don't care. xD