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五行剑仙 Sword Immortal (new class)

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  • Arionthe
    started a topic 五行剑仙 Sword Immortal (new class)

    五行剑仙 Sword Immortal (new class)

    Can't figure out how to type chinese, had to copy paste some where.. anyway New class suggestion. A shout out to the dominating Far East playerbase.
    Last edited by Arionthe; 07-12-2019, 08:42 PM. Reason: just to get the title up

  • Cyraph
    replied
    For sure this is unbalanced, for sure you need to tweak here and there.
    But... I'd love to play this!!

    Arionthe, as I already told you, I really like this and can only hope for an implementation.
    All thumbs up for your imagination put into this well-thought-out suggestion.

    Leave a comment:


  • Arionthe
    replied
    Water:
    Starting from 0:
    2.5% dmg per level
    Starting from 5:
    +2.5% LoH per level (leeching blood)
    Starting from 10:
    +2.5% dmg as DoT poison over 6 secs
    Starting from 15:
    +2.5% refraction damage (see passive, water splashes hence splash damage buff)
    Starting from 20:
    +1% chance to summon Ethereal Terrapin
    Starting from 30:
    +3% chance to summon empowered Ethereal Terrapin
    Starting from 40:
    +5% chance to summon Maximized Ethereal Terrapin

    Water is formless and hard to pin down. It grants control over one's blood and other bodily fluids. Thus it grants vampiric and poison buff. Its greatest defensive benefit actually comes from mastering the element completely.

    Ethereal Terrapin summon: hits for 10000% WD
    Empowered Ethereal Terrapin summon: hits for 20000% WD, always crit, Special: Turning blood to poison: Accelerate the DoT on the target effect 20x for the next second (shockwave mechanic but not stackable with itself).
    Maximized Ethereal Terrapin summon: hits for 50000% WD, always crit, Special: Turning blood to poison, plus Formless Water: player immune to critical hits for 5 secs, ICD 10 secs.

    There you go. Each element being distinct and thematically coherent. Benefits are progressive enough to encourage specialization while jack of all trades can still be competitive. Not sure if this class is missing any feature/element at this point.

    Leave a comment:


  • Arionthe
    replied
    Earth:
    Starting from 0:
    2.5% dmg per level
    Starting from 5:
    2.5% Vit per level
    Starting from 10:
    2.5% Elemental Damage Reduction per level (Stone skin)
    Starting from 15:
    2.5% Power per level
    Starting from 20:
    +1% chance to summon Yellow Chimera
    Starting from 30:
    +3% chance to summon empowered Yellow Chimera
    Starting from 40:
    +5% chance to summon maximized Yellow Chimera

    Earth is the silent, strong type. So no frills and no tricks, just heaps of stats on top of stats. Earth feels not the blight of the elements. So the damage reduction is from the elemental sources instead of physical. This contrasts with Metal, which is a physical damage reduction.

    Yellow Chimera summon: hits for 10000% WD
    Empowered Yellow Chimera summon: hits for 20000% WD, always crit, Special: Stoic Mountain: negative conditions are removed from the player, such as slow, freeze, burning, stunned etc but not DoT effects.
    Maximized Yellow Chimera summon: hits for 50000% WD, always crit, Special: Stoic Mountain plus Silence: target unable to use any abilities for 3 secs. ICD 10 secs.

    Leave a comment:


  • Arionthe
    replied
    Metal:
    Starting from 0:
    2.5%dmg per level
    Starting from 5:
    +2.5% Armor Breach per level (Basically ignore 2.5% of target armor per level
    Starting from 10:
    2.5% CR per level
    Starting from 15:
    2.5% Physical Damage Reduction per level (Iron Skin)
    Starting from 20:
    +1% chance to summon White Tiger
    Starting from 30:
    +3% chance to summon empowered White Tiger
    Starting from 40:
    +5% chance to summon maximized White Tiger

    Metal is another offensive element. Mastery over the element means the plate armor used by one's enemies present little protective value (Armor breach). Eventually a master can form a thin sheath of metal over the skin to provide even more protection (think Colossus from Marvel).

    White Tiger summon: hits for 10000% WD
    Empowered White Tiger summon: hits for 20000% WD, always crit, Special: Melted Armor, for next 5 secs, Target's armor rating is 0.
    Maximized White Tiger summon: hits for 50000% WD, always crit, Special: Melted Armor plus Overwhelming Critical active for next 5 secs. OC has ICD of 10secs. While OC is active, consecutive criticals does 2x, 4x, 8x, 16x ... normal critical damage.

    I will leave the water and earth tables for next week... stay tuned..
    Last edited by Arionthe; 07-22-2019, 10:18 PM. Reason: DR is physical only

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  • Arionthe
    replied
    Wood:
    Starting from 0:
    +2.5%dmg per level
    Starting from 5:
    +2.5%HP Recovery per level
    Starting from 10:
    +2.5% AR per level
    Starting from 15:
    +2.5% HP per level
    Starting from 20:
    +1 chance to summon Azure Dragon
    Starting from 30:
    +3% chance to summon empowered Azure Dragon
    Starting from 40:
    +5% chance to summon maximized Azure Dragon

    The characteristics of wood/bamboo/grass/vegetation are one of regrowth. Think how tough it is to get rid of the weeds in the yard. Life finds a way as they say. Azure Dragon is the symbol of that. So the wood buff table should tilt towards recovery (hp and skill) and raw hp.

    Azure Dragon summon: hits for 10000% WD basic summon like all basic elemental manifestations, it's a big hammer. Why get all fancy when a big hammering hit will do. Now if the big hit doesn't solve the issue (higher TL mobs will laugh at the puny hammer), that's when the empowered and maximized versions come into play.
    Empowered Azure Dragon summon: hits for 20000% WD, always crit, Special: No Heal for You and More Heal for Me: target can not be healed for 15 secs while player's life regen is doubled for next 5 secs (stackable twice).
    Maximized Azure Dragon summon: hits for 50000% WD, always crit, Special No Heal for You and More Heal for Me plus Here I Go Again: one active CD is instantly finished. Here I Go Again has an ICD of 10secs.

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  • Arionthe
    replied
    Since normal attacks and the buff tables are the focal point of this class. I'm going to expand on them here.

    Sword Immortal is NOT a melee class
    Although there is sword in the name, but in reality they are more wands or orbs that help channel the class abilities. A quick look at the weapon uniques should make that perfectly clear: peach tree branch for example. Hence the normal attacks should be a mid range attack. Perhaps like the old scattershot range, close but still at a distance. Graphics wise each normal attack should correspond to a different colored shard flying towards the target at high speed.

    Since the class is all about the buffs from different elements, the buff table takes on central importance. The buffs themselves should also be progressive enough to encourage specialization. Taking cue from the old DnD stuff, here is a reworked buff table.

    Btw all normal attacks comes with a base 1% chance to summon manifestations regardless of buff level. That way even a newbie can get lucky and see something extraordinary.

    Fire:
    Starting from 0:
    +2.5%dmg per level
    Starting from 5: all the above plus
    +10% CD per level
    Starting from 10: all the above plus
    +5% weapon damage as burn per sec for 6 secs per level
    Starting from 15: all the above plus
    +2% fire absorb per level
    Starting from 20: all the above plus
    +1% chance to summon Flaming Fowl Manifestation
    Starting from 30: all the above plus
    +3% chance to summon empowered Flaming Fowl Manifestation (basically 3x as powerful as normal) If the attack rolls a summon, it rolls again to check if it will summon empowered version instead
    Starting from 40: all the above plus
    +5% chance to summon Maximized Flaming Fowl Manifestation (basically 3x as powerful as empowered) if the attack rolls an empowered summon, see above, it rolls again to check for maximized summon.

    Fire is an offensive element, thus the benefits tend to tilt towards damage. A typical endgame buff level of 48 (with single element focus) will yield 120% dmg, 430%CD, 190% WD as burn, 68% fire absorb, +29% summon chance, 54% chance for empowered summon, 40% chance for maximized summon. Calculated together, a normal attack has 30% chance for a summon, 16.2% chance that summon is empowered or better, 6.5% chance that summon is the best version: maximized.

    Flaming Fowl summon: hits for 10000% WD.
    Empowered Flaming Fowl summon: hits for 20000% WD, always crit, Special: Ignition, target suffers burning damage equal the crit chance of the attack (like snipe bleed) over 6 secs
    Maximized Flaming Fowl summon: hits for 50000% WD, always crit, Special: Ignition plus Fire shield around player absorb 50% damage and reflect back as fire damage using player power coefficient for 5 secs.

    Ignition can stack up to 3 times on a target while fire shield special has an ICD of 10 secs. Meaning the player can have fire shield up at most 50% of the time no matter how often maximized summons have been triggered.

    I dropped the old fire immunity benefit since at high buff levels, you can healed by fire with the fire absorption buff.

    One can similarly make changes to the buff table for other elements. There the imagination can run wild.

    Leave a comment:


  • Arionthe
    replied
    To steer back to the main topic, I think a class design that is focused on making normal attacks the key build selector has potential. One trade off I made was to make all 5 normal attacks function very similarly. So that one isn't compelled to take one over the other for game meta reasons. I'm specifically talking about AS. Attacks like AL and Frenzy are almost a must due to the high AS buff they provide. AS is central to so many elements in the game meta. Having a normal attack attached to AS buff is akin to removing choices from the player (Yes, technically one can severely gimp oneself by going against the cookie cutter, but it's no fun to do so). Hence I made AS buff an universal passive (too bad that basically eliminates a passive slot).

    Thinking at the class holistically, I feel the utility spells (non finishing moves) should probably provide some max stack size buff as well. So normal attacks determine what buff stacks you get. Utilities can further up the stack size in addition to unique weapon and armor set. Something like +2-4 to max buff size to active buffs for 10 secs seem like a good feature. The finishing moves should hit hard and gives oomph, otherwise ppl will just ride with the buffs. This is where PC advantage in precise control comes into play.

    I think there should be one more utility. Something like charge but doing far more damage. The way I imagine it is a dashing attack move going through everything to a target location one selects. However depending on how many stacks one has, the move doubles back and hit everything 2,3 or even 4 times. On odd numbers, player ends up where they click/drew the skill. On even numbers, they come back to the original starting point. This gives the non finishing move players another heavy damage utility that can be boss friendly.

    So Utilities have:
    Range AOE (blizzard), Retaliatory Buff (like shield block), Moving AOE (ww), and finally Multi hit boss move.

    So one can build a competitive build without using the finishing move at all (thus being mobile friendly).

    The variety in the build comes from the buff stack one wants to utilize. In fact the builds can get more exciting by tinkering with the buff stack table. I purposely made the table rather simple as the buff stacks up level by level. However there is far more interesting possibilities here.

    Take Flaming Fowl buff for example.

    Since this is the fire element, it is logical to expect someone who is a master at this element to suffer less from fire damage. So starting from level 15, every level thereafter, the player gains 2% fire absorption.

    For someone who is wholly devoted to the mastery of this element:
    Normal attack Fire +5 buff level
    Two unique fire swords + 10 buff level
    Total Devotion set +20 buff level
    Elemental Passives +7 buff level
    Utility temporary buffs: (let's say +2 for each utility) +6 potential buff level
    =48 Buff level!
    48-15 +1 = 34 * 2 = 68% fire absorption! This means at full stack, a fire player is totally immune to fire damage and in fact gets healed by it. See how those fire liches will like that haha. Or Margoth fire meteors.

    Similar additional benefits/features can be added to the buff table, further adding depth and flavor to the class without designing more skills and whatnot.

    This class suggestion is also about having a conversation on what is a good class design that's expandable and flexible.

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  • FQVBSina
    replied
    I am more amazed that the translations are pretty good. Normally, the English translation of Chinese names are all very weird

    Leave a comment:


  • CraggHack
    replied
    Originally posted by ShotDead View Post
    I haven't found anyone as enthusiastic about this game as Arionthe :salute:
    Interesting ideas as allways. Besides that "Azure Dragon" and "Implosion" exist in the world where Craghack comes from so..would like to see it some day in the eternium future

    Leave a comment:


  • ShotDead
    replied
    I haven't found anyone as enthusiastic about this game as Arionthe :salute:

    Leave a comment:


  • Arionthe
    replied
    Class Features and other thoughts

    I like diversity in all things. This class is designed with that firmly in mind. The way I thought about it is this: normal attacks stack buff, have skills that build on the buff thus a single skill can look and feel very differently when paired with different buff stacks. Finally have spectacular finishing skills that consumes buffs; thus, restarting the buff, use buff cycle anew. Note one can build just with normal attacks and skills that don't use up buffs. It is all about player choices. Swapping different normal attacks dramatically affect the look and feel of other skills is a wonderful feature that unfortunately Eternium hasn't capitalized on as much as it could have. The original inspiration comes from the skill RF.

    All five uniques are swords (weapons) with very basic special: increase respective elemental buff stack size. So choosing to use a particular normal attack is further enhanced by using the corresponding unique sword. The buff stack increase affects many elements in the class. It's this cascading effect chain that I'm going after. Same goes for the set armors. One for the specialists. Going all out for the maximum effect from a single element. This is interesting in that I forsee this being very mobile friendly. Having a high buff stack makes the normal attack and divine sword storm ability very powerful. It's a simple gameplay of blast blast blast. One set for those that wants to specialize in the finishing move Four Constellation Sword Stratagem. That set6 bonus is sneakily powerful, giving one two chances to summon at each attack. This whole class is about summoning those mythical manifestations. Or one can ignore the summoning entirely by going for balance with the 3rd set. The potential choices are almost infinite. A single normal attack swap can change the everything in a build. That's build diversity... that's a class I would play and replay for eternium..

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  • Arionthe
    replied
    Sets:

    Total Devotion Chasuble: 太一道服 For those that focuses all of their being at mastering a single element.
    Set 2 Bonus: Primary attack buff max stack size + 5
    Set 4 Bonus: Primary attack buff max stack size + 5
    Set 6 bonus: Primary attack buff max stack size + 10

    Four Constellation Dalmatic: 四象道衣 For those that worship the Four Constellations and their manifestations
    Set 2 Bonus: Wood and Metal buff max size + 5
    Set 4 Bonus: Fire and Water buff max size +5
    Set 6 Bonus: When using Four Constellation Stratagem skill, a failed summon roll gets rolled again.

    Five Element Surplices: 五行道衣 For those that seek balance in all things or those that wants to pervert it all
    Set 2 Bonus: Normal attack will also trigger an elemental buff from the next element on the Cycle of Creation (for example Wood attack will also grant Fire buff)
    Set 4 Bonus: Normal attack will also trigger an elemental buff from the next element on the Cycle of Destruction (for example Wood attack will also grant Water buff)
    Set 6 Bonus: All Elemental Buff max stack size +5
    Last edited by Arionthe; 07-13-2019, 12:17 AM.

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  • Arionthe
    replied
    Uniques:

    Peace Tree Branch: 玉虚桃木剑 It looks like a branch from a dying peace tree, probably struck by lightning. However this sword enables the lucky wielder to channel the power of the Azure Dragon more easily. Special: Max Wood buff stack size +5

    Flaming Tail Feather: 南明离火剑 Yes, it's really a feather. But it comes from the mythical creature known as the Flaming Fowl of the South. With it surely you can claim kinship with the legendary bird. Special: Max Fire buff stack size +5

    Fossilized Tail? of a Tiger: 太乙金光剑 eh what more is there to say... it's a stiff tail or something long and cylindrical. Yet the fur? on the it creates an eerie sound when held against the wind. There is something magical about it. Special: Max Metal buff stack size +5

    Supple Snake sword: 玄水蛇头剑 This sword literally bends to a light touch. The sword tip is actually fashioned from a snake head. Wait a sec this is just a snake corpse with the tail cutoff! What the heck I have been had! Oh wait, why does the snake mouth keep opening and closing on its own... Maybe it isn't ordinary after all. Special: Max Water buff stack size +5

    Earthen Spine: 破山断岳剑 This is heavy just looking at it. It has no edge, more of a massive club than a sword. Holding it somehow makes you feel safe, like inside a mother's embrace. *cough* Did I say that out loud? Special: Max Earth buff stack size +5
    Last edited by Arionthe; 07-13-2019, 12:15 AM.

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  • Arionthe
    replied
    Passives:

    Refraction: Normal attack does 25% splash damage to the immediate area around the target (turning single target normal attack into a small AOE)

    Eight Extraordinary Meridians: 5% AS increase per buff level, max stack 10: 50% AS. This buff stack is not an elemental buff stack thus doesn't affect finishing moves.

    Bouncing Sword: 25% chance to jump to next target (turning single target into a chain lightning like jump attack)

    Elemental Focus: Max Elemental Stack increases by 2

    Elemental Devotion: Max Elemental Stack size increases by 5 for the stack associated with primary attack

    Celerity, Power Infusion, Endurance, TaN, FF make up the rest.

    5 Normal attacks, 3 Utilities, 2 Finishing moves, plus 10 passives (5 unique, 5 common) that should be enough skills for the 180 synergy.

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