The current form of the Arcane Warrior is both unbalanced and boring; most people seem to just throw on as many maintains as possible and auto-attack their way into bad-a**ery. Not only is it too easy to abuse maintains as it is, but the lack of attack talents is both very boring and encourages such a playstyle.
So, the goal of this mod is not only to tone the spec down, but to make it a lot more interesting.
With that in mind, I would like advice on the development of this mod. How it could be more balanced, how it could be more fun, or how it could be better molded into a solid theme.
I have the outline of the mod nearly finished now (all except the final attack and the attack names), so here it is for criticism and advice. The numbers in brackets are the formulas for determining the final value, and the numbers after the brackets are the expected final values at a mid-high level (50 Magic)
Branch One
Combat Magic:
Instead of +Attack, now adds ((Magic-10)*0.25)10 Physical Resistance and ((Magic-10)*2.5)100 Health.
Upkeep increased to 100, Fatigue reduced to 25%.
Alacrity: (added to Combat Magic)
+25% Attack Speed, +1 Mana Regeneration, -20% Damage dealt (Weapon Damage+Attribute
Modifier)30-50>24-40.
Mana Sheathe: (Added to Combat Magic)
Adds Spirit Damage to attacks (Spellpower*0.4)16. Additionally, if your attack fails to hit your Spellpower is
added to Attack to see if the Spirit Damage still connects.
Ethereal Shroud: (Added to Combat Magic)
Unflankable, 20% Dodge.
The second branch is the new attack skills, which use a new weapon style: a single blade with no shield.
Branch Two
(Require Combat Magic to be active, and have a very high chance to hit)
(Left Punch or Shield Bash animation): (11 Dexterity, Combat Spec 1, 20 Mana, 15 sec reset)
Deals (5+(Magic*0.25))15 Physical damage, and (100+Spellpower*0.25)35 Spirit damage. Additionally, the
target will be knocked back unless they pass a physical resistance check. Lieutenant+ Enemies will instead be
knocked down.
(Kick animation): (18 Dexterity, Combat Spec 2, 15 Mana, 8 sec reset)
Deals (5+(Magic*0.5))25 Physical damage, and (100+Spellpower*0.2)28 Spirit damage. If flanking the target,
they will be knocked down unless they pass a physical resistance check.
AoE Attack: (25 Dexterity, Combat Spec 3, 30 Mana, 12 sec reset)
Deals normal weapon damage to surrounding enemies (inluding Mana Sheathe).
(Shield Pummel animation?): (32 Dexterity, Combat Spec 4, 25 Mana, 10 sec reset)
So overall, the Arcane Warrior is supposed to be a mix of offense and defense with good utility, as well as the ability to effectively stand in the center of a large crowd to get the most out of spells.
Combat Magic replaces Strength, and now also partially replaces Constitution so you can spend those points elswhere while maintaining good defense. This was necessary, because I've removed the attack bonuses entirely, making Dexterity much more important.
Because I've made Dexterity necessary for all Attack/Defense bonuses to make it more valuable, and I still want them to be exceptional at hitting and evading, I've given them similar benefits independent of those stats; Mana Sheathe benefits chance to hit by making it nearly impossible to completely miss, granting partial misses instead, and Ethereal Shroud grants a percent-based chance to dodge when Defense fails (just like Evasion).
As you can see with Alacrity, the attack speed boost seems mostly pointless if it also reduces damage by a nearly equal amount, but this fixes an aesthetic issue in which single-blade attacks are normal painfully slow. Mana Sheathe is also unaffected by the damage loss, making it a greater percentage of total damage dealt.
Finally, changing Combat Magic's penalty to focus more on occupied mana than fatigue allows it to still hinder spell-casting, but now will also hinder stacking maintains which it previously did very little of. On top of that, since mana recovery makes up a greater percent compared to what you have and lose now on top of having less total mana, it benefits the use of many cheaper spells rather than fewer costlier ones, like the AW attack abilities.
With the attacks, I tried to focus more on low-cost, lower effect since Combat Magic puts a big damper on mana usage. I also tried to give them a theme of disrupting the target to make it easier to cast spells in close range.
Also, the fact that the first two attacks deal damage irrelevant of the equipped weapon not only seems fairly spell-like, but it also helps the fact that Alacrity's damage reduction would otherwise gimp the attacks until you could get Mana Sheathe.
Modifié par Kesaru, 31 janvier 2010 - 09:11 .





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