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Tactics skill change ..

Posted: Fri Mar 21, 2008 6:36 am
by Minky
Wouldn't it be nice for true Warriors (sans Chivalry or other augmenting skills) had 2 more specials they could use? Perhaps add a line to deactivate this code when any magical abilities are possessed. (magical referring to Bushido, Chivalry, Necromancy, Ninjitsu as these are the warrior augmentors)

Add like a Berserk ability at 110 Tactics, which does something like: +50% dmg, +5% Life/Mana Leech for 30 seconds upon activation.

Add a Bloodlust ability at 120 Tactics, which does something like: +100% dmg, +10% Life/Mana Leech for 30 seconds, and +10 HP/MP regen for 30 seconds upon activation.

These are purely rough ideas, let's think up something really stellar for those Pure-Warriors out there (like I'd be if something like this were implented. Maybe they could even be stackable? I'd really prefer differing abilities, to actually make them really cool and a reason to use them by themselves.

Archived topic from AOV, old topic ID:2530, old post ID:16082

Tactics skill change ..

Posted: Fri Mar 21, 2008 6:42 am
by d.
if you want leeches, make your character around a weapon with leeces (there are plenty of good ones (hell blade, blackhole, runics).

If you additional damage, armor ignore, concussion, detah strike, ki attack, dbl strike, focus attack, lightning strike, talon strike, bleed attack....etc are all for that.

get a blackhole, vamp form, and spam things like armor ignore. You will be leeching all you mana/hits/stam back. Lots of people base characters around that wep on here, I'm sure you'd enjoy it.

I think additional abilities like the ones you mentioned would make certain tanking dexxer templates on here a bit over the top.

PS: you can also use necro's curse wep for 100% life leech, wraith for or vamp form for leeches, and divine fury for ssi/dmg bonus. There is already quite a bit to work with using what we already have if you want to make a good leeching character.

Archived topic from AOV, old topic ID:2530, old post ID:16084

Tactics skill change ..

Posted: Fri Mar 21, 2008 6:52 am
by Minky
Right you are, but I don't think you took into account the part where I said deactivate this if ..

This would be for pure-warriors, thus all those other abilities would be nil, and the Pure-Warrior would have only their 4 specials as options, and Runebooks + Recalls as their travel options. This would be a trade-off for those uber-tanking-dexers.

Archived topic from AOV, old topic ID:2530, old post ID:16087

Tactics skill change ..

Posted: Fri Mar 21, 2008 7:12 am
by d.
Imagine the basic dexxer template:

120 swords
120 tact
120 anat
120 heal
120 resist
120 parry

using +necro jewelry and gear to get vamp form, then taking the jewelry and gear off, putting the template back to normal but keeping vamp form. Now that is an addition 20% life leech and immune to poisons level 1-4, and a nice chunk of stam regen.

Now you activate blood lust, getting a huge bonus to damage, and giving 10% mana/life leech and hp/mana regen. Since that would be your only move, you wouldn't even need to do specials, just hit like normal for huge amounts of damage while you leech anywhere from 60% to a potential 130% life from each hit, along with your hit point regen bonus from blood lust + any hitpoint regen you have on the suit.

This is an interesting idea, and I would like to see something like this put in (making pure dexxers a viable class again finally). I would also like to see something to make pure mage (ones who use spellbooks/wrestling, like old school) viable too. I say we get some input from staff on this idea, but right now it seems a little too good. I like it though =]

Archived topic from AOV, old topic ID:2530, old post ID:16088

Tactics skill change ..

Posted: Fri Mar 21, 2008 10:19 am
by Minky
What about taking Focus and Meditation and tossing in the no-fizzle casting when being hit (the way protection works now) if you have Wrestling at GM or higher, and no other 'meleeish' skills.

Maybe adding a summon to the Summon Creature tab that's like the Wisp for Necros, an Energy Orb or somesuch. But before that's useful, there must be a way to maintain summons. Maybe the 8th circle summons (EV is not a summon) could be changed to Familiar Daemon, Familiar Water Elemental, etc. to accommodate this.

Or perhaps a LRC effect could be tossed into the skills to free up some armor choices. Heck, mages shouldn't need reagents anyway.

Maybe with Wrestling and along the same idea, you could activate an increased passive mana regen with a move (Concentration?) and maybe an increased spell damage move (Arcane Empowerment?).

Archived topic from AOV, old topic ID:2530, old post ID:16091

Tactics skill change ..

Posted: Fri Mar 21, 2008 10:21 am
by Minky
d. wrote:using +necro jewelry and gear to get vamp form, then taking the jewelry and gear off
This is the only problem with that, maybe like OSI did recentlyish, casting Vampiric Embrace should require a solid 99 Necro, unable to be gained from using such gimp tactics.

Archived topic from AOV, old topic ID:2530, old post ID:16092

Tactics skill change ..

Posted: Fri Mar 21, 2008 12:46 pm
by Red Squirrel
Actually yeah I'd agree with that. Vamp gives quite a nice bonus, so it should cost actual skill points to use.

Archived topic from AOV, old topic ID:2530, old post ID:16102

Tactics skill change ..

Posted: Fri Mar 21, 2008 1:06 pm
by Death
A pure warrior doesn't really exist much anymore. There's always a modifier you need to add to your template (Chivalry, bushido, poisoning, necromancy, ninjitsu, etc).

In order to create some benefit to a pure warrior, you would have to give the template of a pure warrior. Like say for instance, because they don't use a modifier like chiv or bushido, and are just out there with high tactics, anatomy, healing and a wep skill, if all of those conditions are checked, they would receive a "pure warrior" bonus. This bonus could be anything from special shots costing less to a damage bonus for fulfilling all of the criteria.

Archived topic from AOV, old topic ID:2530, old post ID:16108

Tactics skill change ..

Posted: Fri Mar 21, 2008 1:21 pm
by Minky
Well, using Tactics as the activation requirement, that one's a given. Is there a way to "uncheck" skills, so that if any are possessed, "this" doesn't happen?

Since AoS, the Warrior has had to don Chivalry, Bushido, Magery, or Necromancy to keep up. To me, a Pure would be:
Weapon
Anatomy
Tactics
Healing
Resist
and Parry.

Unless you want another idea (the Barbarian, who masters all melee skills, including wrestling) of what a Pure would be.

Archived topic from AOV, old topic ID:2530, old post ID:16114

Tactics skill change ..

Posted: Fri Mar 21, 2008 1:34 pm
by Death
Minky wrote:Well, using Tactics as the activation requirement, that one's a given. Is there a way to "uncheck" skills, so that if any are possessed, "this" doesn't happen?

Since AoS, the Warrior has had to don Chivalry, Bushido, Magery, or Necromancy to keep up. To me, a Pure would be:
Weapon
Anatomy
Tactics
Healing
Resist
and Parry.

Unless you want another idea (the Barbarian, who masters all melee skills, including wrestling) of what a Pure would be.
There are ways to create a condition where if a group of skills are at a certain amount, then there's a bonus applied. The problem is finding exactly what makes up a "pure warrior". There can be numerous varients of a pure warrior as well (Like substituting resist or parry with focus for example).

I'd personally say:
-GM+ weapon skill
-GM+ tactics
-GM+ anatomy
-GM+ healing

(NONE of the following skills: Chivalry, magery, bushido, necromancy, ninjitsu, spellweaving, poisoning or any other modifier(Possibly lumberjacking but probably let that one stay in)).

The last remaining skills of resist, parry, focus or even another weapon skill are pretty much acceptable. That's what I would consider to be the base for a pure warrior. Anyone else got any thoughts?

Archived topic from AOV, old topic ID:2530, old post ID:16117

Tactics skill change ..

Posted: Sat Mar 22, 2008 8:04 pm
by Plastic Man
Lumberjack should stay in for a pue warrior, since realistically its simply the skill of being able to chop better, kinda like advanced anatomy for axes plus theres nothing magical or non line fighter about chopping things.

Hell I'd love to see Blacksmith give the same bonus to hammers/1-hand blunt weps (If they can pound metal you better bet they could pound people).

But you could make bonuses like that another bonus to a "pure" warrior (Which I'm really seeing more of as a non magical warrior for the most part). Like put in the check that you can only get the LJ (And potentially other skills) bonus if you meet the pure warrior check. Could open up the pure warrior a little in terms of template.

Also, I don't think healing should be in the check. Hell most warriors outside of UO only know very little about healing especially in eras where melee combat was the main form of warfare like what we try to represent in UO. ("Me GARG THE GREAT. ME CHOP YOU. OW, ME HURT. *Dumps mead on wound* RAAAAAR ME HURT MORE ME CHOP YOU HARDER!")

Archived topic from AOV, old topic ID:2530, old post ID:16184

Tactics skill change ..

Posted: Sat Mar 22, 2008 8:31 pm
by Death
Plastic Man wrote:Lumberjack should stay in for a pue warrior, since realistically its simply the skill of being able to chop better, kinda like advanced anatomy for axes plus theres nothing magical or non line fighter about chopping things.

Hell I'd love to see Blacksmith give the same bonus to hammers/1-hand blunt weps (If they can pound metal you better bet they could pound people).

But you could make bonuses like that another bonus to a "pure" warrior (Which I'm really seeing more of as a non magical warrior for the most part). Like put in the check that you can only get the LJ (And potentially other skills) bonus if you meet the pure warrior check. Could open up the pure warrior a little in terms of template.

Also, I don't think healing should be in the check. Hell most warriors outside of UO only know very little about healing especially in eras where melee combat was the main form of warfare like what we try to represent in UO. ("Me GARG THE GREAT. ME CHOP YOU. OW, ME HURT. *Dumps mead on wound* RAAAAAR ME HURT MORE ME CHOP YOU HARDER!")
I added healing in there as that's the healing method for a pure warrior. Magery healing or chivalry would not design a pure warrior, those would be mage warriors or paladin warriors. Healing and anatomy is pretty much a requirement to heal yourself in that respect unless you plan on using a large amount of potions.

Archived topic from AOV, old topic ID:2530, old post ID:16185

Tactics skill change ..

Posted: Sat Mar 22, 2008 8:56 pm
by Plastic Man
Hey a real warrior doesn't need to heal. He's got his shield don't he? Pssssh. Real men don't need bandaids, we just man up. :P

Just saying that including it is assuming that warrior might not just use pots. Hell someone wants to play a pure warrior without healing, I say we should let them. If anything they are more hardcore that other pure warriors.

Archived topic from AOV, old topic ID:2530, old post ID:16192

Tactics skill change ..

Posted: Sat Mar 22, 2008 9:13 pm
by Death
Plastic Man wrote:Hey a real warrior doesn't need to heal. He's got his shield don't he? Pssssh. Real men don't need bandaids, we just man up. :P

Just saying that including it is assuming that warrior might not just use pots. Hell someone wants to play a pure warrior without healing, I say we should let them. If anything they are more hardcore that other pure warriors.
Okay, alright. Even though it's not the best method, it IS possible to use a warrior that chugs pots. In that respect, what would YOU say a pure warrior MUST have in their template?

Archived topic from AOV, old topic ID:2530, old post ID:16198

Tactics skill change ..

Posted: Sun Mar 23, 2008 3:32 am
by Plastic Man
IF:
100+ Weapon Skill
AND
100+ Tactics
AND
100+ Anatomy
And Not:
Magery, Necro, Chivaly, Bushido, Ninjitzu, Spellweave
And Not (If a check can be put in for it):
Any Necro Form
Then Apply Bonus:
([Wep Skill]+[Tactics]+[Anatomy])/30 SSI
([Wep Skill]+[Tactics]+[Anatomy])/8 Damage Increase
{([Wep Skill]+[Tactics]+[Anatomy])/150} + [{([Wep Skill]+[Tactics]+[Anatomy])- 300}/20] All Regens

That would work out to the bonuses being:
10-12% SSI
37.5%-45% Damage Increase
+2-5 All Regens

Thats the lower number being all 3 skills at 100 the upper being 3x 120 skills.

Might need to make the cap on the magic skills 20+ so Humans can be pure warriors too but I don't know the code well enough to say that for sure.

I dunno, just figured soemthing along those lines. Another idea would be to find some way for as pure warrior with those skills get an extra benefit from wearing heavier armors (instead of the normal idea of penalizing people for heavier armors). Like perhaps if you do put the dex penalty back in for heavier armors lessening it for pure warriors since they spend their life in armor and learn to compensate for it.

Also if possible I think that the stamina drain from damage shoudl be Halved for pure warriors. Not just because they are tough bastards but because without any other backup skill it will own them bad. Or double the Stamina regen from what I suggested (So its like +4-10 SR). Something, because without a decent way to regain regen on a dexxer you are FUBARed. Another Idea for what i see as the potential stamina problem would be to give them a hit chance for somethign like divine fury, where 10% of their hits they regain all stamina, call it bezerker's fury or something.

Anyhow thats just me brain storming. I'll add more late if I think of something.

Archived topic from AOV, old topic ID:2530, old post ID:16205

Tactics skill change ..

Posted: Sun Mar 23, 2008 8:29 am
by Minky
I'm not dissing your idea at all mate, but I think you're thinking more of a Barabarian.

While a Barb is more of the "Lugtar hit, Lugtar destroy!" (think the Captain from 300 when his son was decapitated - Bloodlust), the Warrior is more cunning and uses his intelligence to adapt to the situation (think Aragorn from LOTR).

Going to 3rd edition D&D (when WOTC bought it and changed it to the D20 system), they say that Warriors (or Fighters) get more Feats because they employ more skills over brute strength. (and oddly, a Feated-out Fighter could tear a Berserking Barbarian to shreads)

I do like the LJ skill being in there, but a Barb would dual-weild those, while a Warrior would use a 1H Axe/Shield combo.

The idea of having the metal armors do more for that 'class' is splendid, and I'm glad you thought of it, that really makes me 'shimmy!' And the idea of having a base regen as well.

Maybe if we do get some sort of Barb class, it could require 60-70 Necro with NO spirit speak, just for the Horrific Beast form.

Archived topic from AOV, old topic ID:2530, old post ID:16208

Tactics skill change ..

Posted: Sun Mar 23, 2008 1:35 pm
by Death
Plastic Man wrote:IF:
100+ Weapon Skill
AND
100+ Tactics
AND
100+ Anatomy
And Not:
Magery, Necro, Chivaly, Bushido, Ninjitzu, Spellweave
And Not (If a check can be put in for it):
Any Necro Form
Then Apply Bonus:
([Wep Skill]+[Tactics]+[Anatomy])/30 SSI
([Wep Skill]+[Tactics]+[Anatomy])/8 Damage Increase
{([Wep Skill]+[Tactics]+[Anatomy])/150} + [{([Wep Skill]+[Tactics]+[Anatomy])- 300}/20] All Regens

That would work out to the bonuses being:
10-12% SSI
37.5%-45% Damage Increase
+2-5 All Regens

Thats the lower number being all 3 skills at 100 the upper being 3x 120 skills.

Might need to make the cap on the magic skills 20+ so Humans can be pure warriors too but I don't know the code well enough to say that for sure.

I dunno, just figured soemthing along those lines. Another idea would be to find some way for as pure warrior with those skills get an extra benefit from wearing heavier armors (instead of the normal idea of penalizing people for heavier armors). Like perhaps if you do put the dex penalty back in for heavier armors lessening it for pure warriors since they spend their life in armor and learn to compensate for it.

Also if possible I think that the stamina drain from damage shoudl be Halved for pure warriors. Not just because they are tough bastards but because without any other backup skill it will own them bad. Or double the Stamina regen from what I suggested (So its like +4-10 SR). Something, because without a decent way to regain regen on a dexxer you are FUBARed. Another Idea for what i see as the potential stamina problem would be to give them a hit chance for somethign like divine fury, where 10% of their hits they regain all stamina, call it bezerker's fury or something.

Anyhow thats just me brain storming. I'll add more late if I think of something.
That's a good start. I would add some more LMC to the warriors so that their special shots cost less because that's what they'll be relying on. Giving them added benefits through metal armors is also not a bad idea.

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Tactics skill change ..

Posted: Sun Mar 23, 2008 3:27 pm
by Plastic Man
1st, Aragorn was a ranger, not a warrior, Boromir would have been a better example of a warrior.

2nd, I was lumping barbarians and warriors together in terms of this. Plus there are many warriors that would use 2 handed weapons and not a 1 hander and a shield. There were plenty of warriors that used hand and a half swords which are used 1 or 2 handed, Boromir and Aragorn both did this. Not too mention a pure warrior might choose to use a spear or pike as well, or maybe a warhammer or if it were in this game a footman's flail (2handed flail). I am simply saying that not all warriors used parry. Infact most of the "knights" that did use shields would qualify more as paladins, as many basic fighters could only afford a shield when their employers supply it.

If I were to add LMC to the list of benefits Death, I would add it in as an equation similar to the SSI bonus I suggested, or maybe even a little less. As I think the bonuses should be more smaller bonuses than one or two large ones, as personally i think that would be easier to balance instead of putting in one big one that gets "nerf" yelled at it instantly we add a bunch of smaller bonuses that can be tweaked more easily without diminishing the overall Idea.

Plus I think that that +5 MR also kinda makes up for not having LMC in the list of bonuses by quite a bit, I mean that would make it pretty easy to hit 10 MR already and 10 MR on any warrior especially if they tack on some focus, is very formidable mana generation, for a warrior. Hell, artied out on Plastic Man, I have 11 MR which works incredably well on a warrior.

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