What is Berserker?(as if it wasn't obvious already)
Spoiler
-Berserker is a Warrior, and a Special-Adventurer class(like DB or cannoneer).
-He dual-wields Two-Handed Swords.
He does not have a special "ranged" or "shield" slot item like most new classes, just the extra two-handed sword. I know some people are going to call broken on this, but I do not believe it is as severe as some people may think.
-He has no mana. Instead, he has the Frenzy Gauge.
The Frenzy gauge sits under your Health Bar like Mana or Demon Fury. However, filling it works similarly to Luminous and Kaiser. You attack to generate it. However, unlike kaiser and luminous, it decays at a very, very quick rate. More info on this in the appropriate section.
-He is meant to be a "high risk, high reward" class.
Good players that can manage Frenzy will shine, where players that cannot will fall behind. This class was designed to be very interactive, very engaging, and you must pay attention and be on your toes at all times. Otherwise, the person playing is going to do terribly.
wtp is the Frenzy Gauge?
Spoiler
Berserker Frenzy Gauge:
The Frenzy Gauge is for indicating Berserker's level of Frenzy, which grants bonuses for each Tier reached. It is meant to be filled quickly and decay quickly, demanding that the player be attentive and actively try to keep it up at all times. Frenzy decays at a constant rate and the player must constantly attack to generate Frenzy.
Tier 1 and 2 Frenzy is meant to be something you can keep up all the time. It has alot of points to fill up so it takes longer to fill, but on the plus side you can stay in Tier 1 and 2 longer because of their large pools.
Tier 3 Frenzy has double the bonuses of the other 2 Tiers. It is where most of your power is tied up. This presents the interesting situation of being really, really strong while at Tier 3, but being sub-par when below. This is done on purpose. Yes, it means you are weaker than everyone else at Tier 2, but on the flipside at Tier 3 you deal alot of damage.
If you can keep the gauge filled, you will enjoy massive boosts to power. If not, you won't. That is the idea. Tier 3 Frenzy has very few points, so all your attention must be paid to it. However, it is not impossible to maintain. You can generate at least 2 points a second using Furious Attacks or chaining skills together. For boss fights that are awkward or complex, there are tools provided that, if you use them wisely, will help you stay at Tier 3.
Spamming Furious Attacks is going to yield the fastest Frenzy generation. It has the most attacks(3, in fact) in the shortest amount of time. As such, by Frenzy generated per second, it yields the highest. You will not use this to maintain your Frenzy, but to get it up to the Tier you want.
-Frenzy decays a constant rate of 2 points every second, at all times.
-Damaging a monster with an attack skill generates 1 point of Frenzy.
-Each time you reach a new tier, you gain an additional set of bonuses. Each set of bonuses stacks with the others.
These are the bonuses you get for being in or above each Tier of Frenzy. The parenthesis indicate the damage buff after being improved by the appropriate job advance's skill.
As you can see, if you are at Tier 3 Frenzy in 4th job, you get: Speed +40, Jump +23, Attack Speed +2, and a 150% damage modifier.
Here is an image I made up using my L337 paint skillz to give you an idea of how this would work in real time. Sort of. Use your imagination <.<
Berserker Skills and Delays(skills, numbers and shizz, yo)
Spoiler
1st Job
Spoiler
Battle Agility(Lv10) - Your max speed, speed and accuracy are permanently increased.
(Passive): Max Speed: +20, Speed: +20, Accuracy: +200
Hardiness(Lv10) - Increases Max HP, Weapon and Magic Defense.
(Passive): Max HP: +20%, Weapon Defense: +300, Magic Defense: +300
Slipstream(Lv10) - You jump as far as you can.
(Active Skill): Push yourself a set distance forward.
Power Strike(Lv20) - Deals damage to one monster
(Active Attack): Damage: 400%, Max Enemies Hit: 1
Slash Blast(Lv15) - Deals damage to many monsters.
(Active Attack): Damage: 300%, Max Enemies Hit: 6
2nd Job
Spoiler
Furious Attacks(Lv20) - Mash the attack key to attack 6 enemies in front of you twice.
1st: Damage: 100%, Number of Attacks: 2
2nd: Damage: 150%, Number of Attacks: 2
3rd: Damage: 250%, Number of Attacks: 2
Vaulting Slash(Lv20) - Launch yourself and enemies in front of you high into the air with an upward slash. Airborne enemies take more damage and attacks made mid-air keep you and damaged enemies suspended. Can be chained to Blitz, Whirlwind, Titanic Cleave and Primeval Assault.
(Active Attack): Damage: 125%, Max Monsters Hit: 8, Bonus Damage (to airborne enemies): 40%
Blitz(Lv10) - Moves forward a great distance, even in the air. Monsters in your path are rushed with you. Can be chained to Titanic Cleave.
(Active Attack): Damage: 100%, Max Enemies Hit: 8
Heavy Weapons Mastery(Lv10) - Increases Two-Handed Sword mastery and accuracy while dual-wielding.
(Passive): Two-Handed Sword Mastery: +50%, Accuracy: +200
Glutton For Punishment(Lv20) - When you receive monster attack damage, only a portion of it is applied immediately. The other portion of damage is applied over time as a bleed. All Bleeds stack.
(Passive): Immediate Damage: 50%, Damage Taken Over Time: 50% over 5 sec Note: This works exactly as you think it does. When a monster touches you or uses a ranged attack, you take half of the damage immediately, and the other half is dealt to you over time as a bleed.
The Immovable Object(Lv20) - Grants Knock-Back Resistance and damages any enemy that touches you. In addition, Frenzy is generated whenever you take non-bleed damage.
(Active Buff): Duration: 240 sec, Knock-Back Resistance: +100%, Damage: 500%, Frenzy Points Generated: 1
Pile Driver(Lv20) - Bring your weapons down on enemies in front of you. Can be chained to Blitz and Vaulting Slash.
(Active Attack): Damage: 400%, Number of Hits: 2, Max Enemies Hit: 8
Rune Breaker(Lv20) - Damages one enemy with an attack that cannot be ignored or reflected. This attack has a chance to remove all buffs on the enemy. Can be chained to Colossal Blow, Titanic Cleave and Primeval Assault.
(Active Attack): Damage: 800%, Success Rate: 100%, Cooldown Time: 1 minute *Note* It works like this: You use it whenever the boss has attack ignore or reflect buffs up. It then dispels them. It does not put up a buff-prevention debuff like Magic Crash, however. So you're going to have to use it wisely.
Cull the Weak(Lv20) - Your attacks gain additional Critical Rate, Minimum and Maximum Critical Damage against monsters at or below 30% HP.
(Passive): Critical Rate: +20%, Minimum Critical Damage: +15%, Maximum Critical Damage: +30%
Demi-God's Stamina(Lv10) - Permanently increases Max HP based on your total STR and increases Abnormal Status Resistance.
(Passive): Grants Max HP equal to 200% of your total STR, Abnormal Status Resistance: +40% *Note* Yup, works exactly as you think it does. Take your total strength, double it, and you gain that much HP.
Bloody Rend(Lv20) - Perform a quick swipe on one enemy in front of you, damaging them and healing you for a portion of the damage done. Can be chained to Colossal Blow, Titanic Cleave and Primeval Assault.
(Active Attack): Damage: 600%, Number of Hits: 2, Max Enemies Hit: 1, Damage to HP: 80%
Mastered Furious Attacks(Lv2) - Last upgrade for Furious Attacks.
(Passive): Damage: +200%, 3rd attack Damage: +250%
Whirlwind(Lv30) - Attack surrounding enemies with a whirlwind of death. If used while airborne, you will sweep yourself and surrounding enemies up onto the above platform. Can be chained to Vaulting Slash and Titanic Cleave.
(Active Attack): Damage: 400%, Number of Attacks: 4, Max Enemies Hit: 8
Violent Hysteria(Lv30) - Increases Damage, Attack Speed and Maximum Damage Cap. The duration of this buff decays three times faster while you are below Tier 3 Frenzy.
(Active Buff): Duration: 60 sec, Damage: +20%, Attack Speed: +2, Maximum Damage Cap: +25,000,000, Cooldown: 90 sec
Colossal Blow(Lv30) - Absolutely obliterate one enemy in front of you. Only usable at Tier 3 Frenzy and can be chained to Bloody Rend, Titanic Cleave, Primeval Assault and Almighty Smash.
(Active Attack): Damage: 1000%, Number of Attacks: 2
Titanic Cleave(Lv30) - Attack multiple monsters in front of you. This attack and the skill chained to it ignore a portion of enemy defense. Can be chained to Bloody Rend, Whirlwind, Colossal Blow and Primeval Assault.
(Active Attack): Damage: 1700%, Max Enemies Hit: 6, Defense Ignored: +30%
Juggernaut(Lv30) - Permanently reduces all damage taken. In addition, when you receive damage that would kill you, the Frenzy Gauge is emptied and you are healed instead. There is a 10 minute cooldown on this effect.
(Passive): Damage Received: -20%, Heal Amount: 100% Max HP
Javelin Throw(Lv10) - Hurl a massive javelin a great distance forward, damaging each enemy it pierces and generating additional Frenzy over time.
(Active Attack): Damage: 200%, Number of Attacks: 6, Max Enemies Hit: 6, Frenzy Generated: 2 every sec for 5 sec, Cooldown Time: 12 sec *Note* I do not want this ability to be rotational. I made it entirely for the sake of giving good players a way to keep their Frenzy maintained on bosses that demand alot of movement, or don't have much face time(Vellum and Magnus). After I get some feedback from you guys Ill decide whether to increase the cooldown or not.
Maple Warrior(Lv30) - Increases the stats of all party members.
(Active Buff): Buff Duration: 900 sec, All Stats: +15%
Primeval Assault(Lv30) - Quickly slice many enemies in front of you many times. This attack has increased critical rate. Only usable at Tier 3 Frenzy and can be chained to Whirlwind, Colossal Blow and Titanic Cleave.
(Active Attack): Damage: 300%, Number of Attacks: 8, Max Enemies Hit: 12, Critical Rate: +50%, Cooldown Time: 12 sec
Berserker's Will(Lv5) - Cures you from being Seduced. The cooldown decreases as the skill level increases.
(Active Skill): Cooldown: 360 sec
Hyper Skills
Spoiler
Titanic Cleave – Extra Target: Titanic Cleave’s number of monsters hit is increased by 2. [required level: 143]
Titanic Cleave – Reinforce: Titanic Cleave's damage is increased by 20%. [required level: 162]
Titanic Cleave – Ignore Guard: Titanic Cleave's and the chained skill's enemy defense ignore are increased by 20%. [required level: 183]
Colossal Blow – Frenzy: Colossal Blow generates 1 additional point of Frenzy. [required level: 149]
Colossal Blow – Reinforce: Colossal Blow's damage is increased by 20%. [required level: 168]
Colossal Blow – Boss Killer: Colossal Blow's damage against boss monsters is increased by 20%. [required level: 189]
Primeval Assault - Reinforce: Primeval Assault's damage is increased by 20%. [required level: 155]
Primeval Assault - Critical Rate: Primeval Assault's critical chance is increased by 20%. [required level: 177]
Primeval Assault - Cooltime Reduce: Primeval Assault's cooldown is decreased by 50%. [required level: 195]
Cry Havoc[Required Level: 150] - Let slip a monstrous howl, damaging and debuffing many enemies across your screen. Your party's attacks against debuffed monsters have a 50% chance of performing another attack of 250% damage twice.
(Active Attack): Damage: 1500%, Number of Hits: 4, Max Enemies Hit: 15, Debuff Duration: 10 sec, Cooldown Time: 90 sec
Almighty Smash[Required Level: 170] - Damage one monster using all the strength from every fiber of your being. The damaged monster is shellshocked afterwards. This attack and the skill chained to it ignore all enemy defense, have increased Critical Rate and have no Maximum Damage Cap. Can be chained to Colossal Blow and is only usable at Tier 3 Frenzy.
(Active Attack): Damage: 6000%, Number of Attacks: 2, Enemy Defense Ignored: All, Critical Rate: 100%, Shellshock Duration: 20 sec, Cooldown Time: 120 sec *Note* Yes, "Shellshock" refers to binding a boss, like Smite, Armageddon or Binding Darkness.
The Unstoppable Force[Required Level: 200] - For 90 seconds: Frenzy does not decay, you are immune to all Abnormal Status Effects, and your attacks cannot be ignored or reflected. In addition, all enemies in your vicinity are damaged for 500% every second. 5 minute cooldown.
Skill Delays(you only care about this if you want to be able to map out of his %/sec or hits/sec)
Spoiler
4th Job: Colossal Blow(Chained)
Faster(2): 600 ms
Faster(3): 630 ms
Fast(4): 690 ms
Fast(5): 720 ms
Normal(6): 780 ms
Normal Delay(normal6): 1080 ms
Titanic Cleave(Chained)
Faster(2): 630 ms
Faster(3): 690 ms
Fast(4): 750 ms
Fast(5): 780 ms
Normal(6): 840 ms
Unchained Delay(normal6): 1140 ms
Whirlwind(Chained)
Faster(2): 600 ms
Faster(3): 660 ms
Fast(4): 720 ms
Fast(5): 750 ms
Normal(6): 810 ms
Unchained Delay(normal6): 1110 ms
Primeval Onslaught(Chained)
Faster(2): 690 ms
Faster(3): 750 ms
Fast(4): 810 ms
Fast(5): 870 ms
Normal(6): 900 ms
Unchained Delay(normal6): 1200 ms
Furious Attacks(Chained, the first strike chains to the third)
Faster(2): 240 ms, 240 ms, 270 ms
Faster(3): 240 ms, 270 ms, 300 ms
Fast(4): 270 ms, 300 ms, 330 ms
Fast(5): 270 ms, 300 ms, 330 ms
Normal(6): 300 ms, 330 ms, 360 ms
Unchained Delay(normal6): 600 ms, 630 ms, 660 ms
Almighty Smash(Chained)
Faster(2): 870 ms
Faster(3): 930 ms
Fast(4): 990 ms
Fast(5): 1110 ms
Normal(6): 1140 ms
Unchained Delay(normal6): 1440 ms
Cry Havoc Delay(it doesn't chain to anything)
Faster(2): 930 ms
Faster(3): 990 ms
Fast(4): 1050 ms
Fast(5): 1110 ms
Normal(6): 1200 ms
There you go. Took me a month to make sure everything was kosher, even down to the skill delays. Though Im still not sure about some skills, or the damage of Furious Attacks. Ill decide where to go with it after some feedback.
Im going to write up my thought process behind the whole project and give some insight into some of the things I did, but at a later date. My head is throbbing so hard right now im going to fall over.
Last edited by LiquidSwing; 2013-03-09 at 01:08 AM.
I was just thinking the same thing. Well, Fate Zero's Berserker is a bit too OP so I'd go with Fate Stay Night's one in this case.
To be honest, I liked hercules more as an archer than a berserker. Seems like such a waste to have a guy with intelligence and mythical treasures be mindless and dumb as a berserker.
I like the idea =O Especially with having to keep attacking to keep your Frenzy up, but it smells a lot like Aran. Still an interesting idea, nevertheless.
And we should have it Dual Wielding Two Handed Axes =o Make them more important! Too many swords nowadays D=
I like the idea =O Especially with having to keep attacking to keep your Frenzy up, but it smells a lot like Aran. Still an interesting idea, nevertheless.
And we should have it Dual Wielding Two Handed Axes =o Make them more important! Too many swords nowadays D=
That aran thing had not occurred to me at all until right now.
I guess I can see a small similarity, the fact they both have an important mechanic that involves quickly filling and maintaining it. Granted one of them has you spend(lol) it.
Although, I would also argue there are many, many other differences between the classes as a whole package. In fact one of the most major differences between the two maintain mechanics is Frenzy obviously has a massive, huge, substantial effect on your damage, combo only grants small bits of W atk and crit(in regards to damage increases).
In my earlier drafts I actually had this class dual-wielding a Mace(I hate the term blunt weapon) and an Axe, no swords. You can't stab things with an axe or sword though, not like you can with a sword. The more I thought about it swords seemed to fit a more wild, flailing, brainless, anger-driven armed combat style that a berserker might utilize because the swords can injure someone with a stab or a slash.
yeah, i kinda forgot to mention the aran thing too :C sorry bout that, any who i read up on the skills, i like the changes you did to some of skills. To be frank, when ever i picture a battle axe the prime example in my head is Vifennis axe in maplestory. Its curved outward so it does allow for a stabbing move. In my head that is the schema that axes follow, and i picture most axes like that. So the whole axe can't stab never really crossed my mind when i was reading this skills when i suggested they use an axe in my pms.
Also, you know the hyper that adds +20% critical on primal assualt you may want to consider changing it. he has a base of 30% critical when chaining attacks, if you add phantoms link v2 +15% that is 45% lvl 198 hyper thats 55% + marskman card at lvl 100= 58% crit, then if your attacking an enemy less than 30% health that gets changed to 78% crit + on top of the passive 50% crit from primal assualt=128% critical rate + on top of 20% more puts him at 148% critical rate for that attack. Even assuming he didnt get the 20% critical from the culling the weak, that still puts him at 128% critical, and assuming you dont get the critical +20% hyper, at 108% o.....o What i would suggest just make primal assualt attacks all critical and change the 20% critical hyper to something more useful. I also dont like the fact the skill has cooldown, unless you pull a ems hard mode server kind of thing where there is no time lag penalties in using skills with cooldowns because a 6 second cooldown with the current ms lag would prob turn into 8-10 seconds in my personal opinion. My marksman snipe cooldown with its 5 second cooldown and actually living in california and fairly close to nexon HQ is still at around 8-9 seconds :S I dont know if this was taken into account with the skill delay of the attack, because i frankly suck at math and doing the calculations would prob make my head explode.
Also, he seems to have no active damage reduction, otherwise we going to have another Drk situation where lots of hp, but cant survive a 1/1 + sed if hero will was used up. Unless i just thought of this, would glutten for punishment work as a shield against 1/1? LIke if your at full health and you get 1/1, would you drop to half health and the rest of it dissapearing in 5 seconds, giving you enough time to maybe survive a sed+ 1/1. I didn't take that into account because i didn't know if glutten for punishment would protect against 1/1 so can you clarify
And grrrrr, some of the skills i was thinking of to put in my beserker class are now present in your beserker. :s gonna have to retouch those skills in some way so it dont seem like im copying x....x
yeah, i kinda forgot to mention the aran thing too :C sorry bout that, any who i read up on the skills, i like the changes you did to some of skills. To be frank, when ever i picture a battle axe the prime example in my head is Vifennis axe in maplestory. Its curved outward so it does allow for a stabbing move. In my head that is the schema that axes follow, and i picture most axes like that. So the whole axe can't stab never really crossed my mind when i was reading this skills when i suggested they use an axe in my pms.
Also, you know the hyper that adds +20% critical on primal assualt you may want to consider changing it. he has a base of 30% critical when chaining attacks, if you add phantoms link v2 +15% that is 45% lvl 198 hyper thats 55% + marskman card at lvl 100= 58% crit, then if your attacking an enemy less than 30% health that gets changed to 78% crit + on top of the passive 50% crit from primal assualt=128% critical rate + on top of 20% more puts him at 148% critical rate for that attack. Even assuming he didnt get the 20% critical from the culling the weak, that still puts him at 128% critical, and assuming you dont get the critical +20% hyper, at 108% o.....o What i would suggest just make primal assualt attacks all critical and change the 20% critical hyper to something more useful. I also dont like the fact the skill has cooldown, unless you pull a ems hard mode server kind of thing where there is no time lag penalties in using skills with cooldowns because a 6 second cooldown with the current ms lag would prob turn into 8-10 seconds in my personal opinion. My marksman snipe cooldown with its 5 second cooldown and actually living in california and fairly close to nexon HQ is still at around 8-9 seconds :S I dont know if this was taken into account with the skill delay of the attack, because i frankly suck at math and doing the calculations would prob make my head explode.
Also, he seems to have no active damage reduction, otherwise we going to have another Drk situation where lots of hp, but cant survive a 1/1 + sed if hero will was used up. Unless i just thought of this, would glutten for punishment work as a shield against 1/1? LIke if your at full health and you get 1/1, would you drop to half health and the rest of it dissapearing in 5 seconds, giving you enough time to maybe survive a sed+ 1/1. I didn't take that into account because i didn't know if glutten for punishment would protect against 1/1 so can you clarify
And grrrrr, some of the skills i was thinking of to put in my beserker class are now present in your beserker. :s gonna have to retouch those skills in some way so it dont seem like im copying x....x
i guess ill just go in order
-primeval assault is kind of boring. i included it originally just because i thought weaving a big damage hitting skill into the titanic cleave + colossal blow bossing rotation would be cool. just kind of boring though, thinking about removing it and putting in something else.
-he has no active damage reduction on purpose. he isn't meant to be a master of all trades character lol. he has a decent sized health pool, 20% damage reduction, and the bleed. i believe that is enough. also no it doesn't affect 1/1's, but it would affect ranged attacks that monsters do. I should edit the description to reflect that.
-i do not care that berserker is another DrK, berserker is manaless and can use Deep Rend if he gets 1/1'd and heal to full with it. i have no sympathy for any berserker player that dies to a 1/1.
-primeval assault is kind of boring. i included it originally just because i thought weaving a big damage hitting skill into the titanic cleave + colossal blow bossing rotation would be cool. just kind of boring though, thinking about removing it and putting in something else.
-he has no active damage reduction on purpose. he isn't meant to be a master of all trades character lol. he has a decent sized health pool, 20% damage reduction, and the bleed. i believe that is enough. also no it doesn't affect 1/1's, but it would affect ranged attacks that monsters do. I should edit the description to reflect that.
-i do not care that berserker is another DrK, berserker is manaless and can use Deep Rend if he gets 1/1'd and heal to full with it. i have no sympathy for any berserker player that dies to a 1/1.
swear my vision must be going >.< i didn't notice the -20% damage reduction on juggernaut. Okay this changes things completely :/ so he does have passive damage reduction so thats fine, i thought he has NO damage reduction at all but everythings cool now, totally forgot he doesnt use mana x0x so yes he could just use deep rend.
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