Re: Passage of Mournwind - Survival tree
Posted: Fri May 17, 2013 1:23 pm
So its been awhile, not that this thread seems to being seeing much action. Anywho on to the next topic: the Survival tree
So this ones all about defensive and and other skills, ones that didn't fit into the others lets start with armour skills
ARMOUR PENALTY: So for this to work armour needs to have penalties to offset its higher defense values, as is I'm thinking light and heavy armour, as well as clothing, unlike Grimrock I'd go for overlap been the gear; so rather than clothing gives way to light and light to heavy, some clothing is stronger than basic light and some light better than basic heavy.
So HEAVY PENALTIES:
- Lowers mana and stamina regeneration; because of the weight for stamina and because of the armour blocking ambient mana flow for mana
-Higher attack/skill cooldown; again the weight, its a trade between speed and protection
-Higher Skill stamina cost; ditto weight you're not just swinging a weapon but all that plate as well
-Has high weight, obvious from above really, it weighs more so less can be carried
-Lowers evade chance, weight again
-lowers resistance to electric attacks, because its a metal suit (unless otherwise enchanted or something)
LIGHT PENALTIES:
-lowers mana regen but not stamina; still blocking the mana flow but less weight so no stamina penalty
-Attack/skill cooldown is longer, but not as bad as above
-pretty much as above in fact but less so, remove the electric penalty too, (unless the armor is mostly metal)
This leads nicely to skills for armour set up so you have multiple levels for each. taking the first level reduces penalties for both light and heavy, ditto second level, third drops the heavy further but nulls the light penalty; it would also start to give bonuses to characthers wearing clothing instead of armour so there is some sense in grabbing these for other characthers too (such as mages)
So skills like
MOBILITY (passive): allows the character to move move freely in armor
-reduces/removes/enhances cooldown penalty (as above depends on the armor class and skill level)
FULL PLATE (passive): gives a bonus to defence if the character is wearing all heavy/light armour
ARMOUR TRAINING (passive): your character is used to wearing armor
-reduces/removes/enhances stamina regen penalty (level 1,2,3)
-same for skill stamina cost (level 2,3)
-reduces the weight of WORN armor (level 3)
BATTLE MAGE (passive): Your characters ability to harness mana is great enough to overcome the blocking effect of armor
-reduce/remove/enhance the mana regen penalty
So that about covers it, I know it says enhance penalty but you get my meaning, the enhance for clothing only comes at level 3, and no skill to help cancel evade chance, thats the price high defence or higher evade
So this ones all about defensive and and other skills, ones that didn't fit into the others lets start with armour skills
ARMOUR PENALTY: So for this to work armour needs to have penalties to offset its higher defense values, as is I'm thinking light and heavy armour, as well as clothing, unlike Grimrock I'd go for overlap been the gear; so rather than clothing gives way to light and light to heavy, some clothing is stronger than basic light and some light better than basic heavy.
So HEAVY PENALTIES:
- Lowers mana and stamina regeneration; because of the weight for stamina and because of the armour blocking ambient mana flow for mana
-Higher attack/skill cooldown; again the weight, its a trade between speed and protection
-Higher Skill stamina cost; ditto weight you're not just swinging a weapon but all that plate as well
-Has high weight, obvious from above really, it weighs more so less can be carried
-Lowers evade chance, weight again
-lowers resistance to electric attacks, because its a metal suit (unless otherwise enchanted or something)
LIGHT PENALTIES:
-lowers mana regen but not stamina; still blocking the mana flow but less weight so no stamina penalty
-Attack/skill cooldown is longer, but not as bad as above
-pretty much as above in fact but less so, remove the electric penalty too, (unless the armor is mostly metal)
This leads nicely to skills for armour set up so you have multiple levels for each. taking the first level reduces penalties for both light and heavy, ditto second level, third drops the heavy further but nulls the light penalty; it would also start to give bonuses to characthers wearing clothing instead of armour so there is some sense in grabbing these for other characthers too (such as mages)
So skills like
MOBILITY (passive): allows the character to move move freely in armor
-reduces/removes/enhances cooldown penalty (as above depends on the armor class and skill level)
FULL PLATE (passive): gives a bonus to defence if the character is wearing all heavy/light armour
ARMOUR TRAINING (passive): your character is used to wearing armor
-reduces/removes/enhances stamina regen penalty (level 1,2,3)
-same for skill stamina cost (level 2,3)
-reduces the weight of WORN armor (level 3)
BATTLE MAGE (passive): Your characters ability to harness mana is great enough to overcome the blocking effect of armor
-reduce/remove/enhance the mana regen penalty
So that about covers it, I know it says enhance penalty but you get my meaning, the enhance for clothing only comes at level 3, and no skill to help cancel evade chance, thats the price high defence or higher evade