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Suggestion Armsmaster class suggestion

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
class ive been thinking of for awile, thought it'd be cool.

Code:
Armsmaster:
starting attributes:
str: 4 const: 3 end: 3 agi: 3 intel: -5 wis: -6 char: 0
weapons:
sword, axe, shovel: 53
bow: 5-15
skills:
level 1:
  tumble
  potion
  bash (same scaling as other warriors and stuff)
  lesserbow: you suck at using bows, you may only draw back the bow every (5-.025 per agility) seconds
level: 5
  battlestance:
    passive: changes the way you fight depending on the type of weapon held. if no weapon is held, stance is retained until new stance is taken. skill damages are effected by this as well.
      sword=defensive stance: you deal 20% less damage, but take 10% less
      lance (shovel)=steady stance: your damage intake and output remain unchanged
      axe=attacking stance: you deal 10% more damage, while taking 15% extra
level: 10
  Strike:
    using your lance or axe, you strike your target for (40+1 per str) initial damage, and an extra (20+.5 per str) over 5 seconds.
    cd: 9
    stam: 350
level: 15
  Ground:
    using your sword, you plant yourself on the ground, disallowing sprint (slowness one?) taking no knockback, and reducing damage taken by 5%. Ground is removed if a stance is changed. lasts (4+.075 per const) seconds
    cd: 14
    stam: 300
level: 20
  Charge:
    while holding an axe, you charge your opponent, interupting any casting and moving within 2 blocks of them. 12 block range
    cd: 16
    stam: 450
level: 25
  Cowardice:
    You threaten the target with your mighty sword, reducing the damage they deal to any target by 25%, but giving them speed 1 for 4 seconds.
    cd: 12
    stam: 200
level: 30
  Cleave:
    etc cleave same as other classes that have it, requires lance (shovel)
level: 35
  MortalWound:
    Using your sword or lance, you inflict a mortal wound upon your target dealing (50+.55 per str) damage and reducing all healing upon them by 45% for 3 seconds
    cd: 15
    stamina: 400
level: 40
  OverStrike:
    You unleash a powerful strike from over your head with your axe, if a target is present, will deal (75+2.125 per str) on that target. if no target is selected, will cause an AoE in 3 block radius dealing (50+1.5 per str) damage with .5 second warmup.
    cd: 45
    stamina: 550
level: 45
  Parry:
    Passive: while blocking with your sword, you will parry melee attacks every 3 seconds, reducing damage taken from that attack by 60%, while counterattacking at (30+1% per const) damage.
    stam: 100
level: 50
  Slam:
    using your lance, you catch your target's armor, throwing them in an arc over you (similiar to toss, WAAY less distance, 2 blocks) dealing damage equal to their used equipment weight plus (5+1% per agility).
level: 55
  Bleed:
    Using your axe, you inflict a deep wound upon your target, causing (45+.75 per agi) damage over 12 seconds.
    cd: 15
    stam: 250
level: 60
  PainfulCut:
    Using your axe or sword, you inflict a non-lethal, but painful wound on your target, dealing (20+.1 per str), giving them nausea and slowness 1 for 4 seconds.
    cd: 20
    stamina: 10
level: 65
  AdaptiveStrike:
    Using your weapon of choice, you attack your target. each weapon has a certain effect
    sword: defensively attack, dealing (40+3% per const) damage, and reducing damage intake by 10% additional damage. 5 sec
    lance:  strike with balance, dealing (40+4% per str) and giving you speed 1 for 4.5 seconds
    axe: strike recklessly, dealing (40+6% per agi) and taking 30% of the damage dealt
    cd: 30
    stamina: 550

any input? needs some rebalancing and stuff, don't just say "it sucks" or "too OP, wont get accepted"
put in code format, even though i dont think it'd parse well... just easier to read than the forums removing excess spaces.
 
Last edited:

CoolBeans279

Legacy Supporter 3
Joined
Jan 6, 2014
Location
uremom
EDIT: Basically what malikdanab said...

With shaman being added I just don't see any new classes being added.
 
Last edited:

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
The concept of a class sounds interesting, but the idea of switching between 3 weapons would be a problem... The idea is cool and plenty of skills are do-able, but I don't think it will happen :/
There is little to no synergy between the skills and after Shaman's release on Friday there is already 3 classes planned. Maybe in the future, but there is no lack of class ideas atm.

If you want, you can try to make a suggested skill set for Samurai.
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
The concept of a class sounds interesting, but the idea of switching between 3 weapons would be a problem... The idea is cool and plenty of skills are do-able, but I don't think it will happen :/
There is little to no synergy between the skills and after Shaman's release on Friday there is already 3 classes planned. Maybe in the future, but there is no lack of class ideas atm.

If you want, you can try to make a suggested skill set for Samurai.
its supposed to be a customizable class, one where you dont focus on all 3 stances, but on one or two with maybe a dabble in the third. maybe make all axe skills scale by agi, lance=str, sword=const.
 

j2gay

Legacy Supporter 6
Joined
May 24, 2012
Location
MI
Do you have any idea how time consuming it is to code heroes skills? The classes take long enough Then there are permission skills, skill adjustments, balancing. Basically you need a better reason to make a class than it might be cool.
 

Moralsk

Gold
Joined
Mar 30, 2013
Do you have any idea how time consuming it is to code heroes skills? The classes take long enough Then there are permission skills, skill adjustments, balancing. Basically you need a better reason to make a class than it might be cool.


Skills range from like 50 - 250 lines of code. It's not like it's extremely difficult. All classes were made with idea of "Man this class could be really cool", hence this is a game we play.
 

j2gay

Legacy Supporter 6
Joined
May 24, 2012
Location
MI
Skills range from like 50 - 250 lines of code. It's not like it's extremely difficult. All classes were made with idea of "Man this class could be really cool", hence this is a game we play.
Class has maybe 8 skills. Average them at 150 lines each thats 1200 lines of code for the jars another hundred for the configuration in skills.yml. 150 lines for the class itself. Another 50 for the permission skills. Now we are at 1500 lines and we still need to test and balance everything. Also I didn't say difficult I said time consuming. Takes about 2-3 hours to write a class using existing skills, that's if you don't need to grant any permission skills or recipes. Then you need to balance against existing classes and make sure it matches up with the lore.
 

Moralsk

Gold
Joined
Mar 30, 2013
Class has maybe 8 skills. Average them at 150 lines each thats 1200 lines of code for the jars another hundred for the configuration in skills.yml. 150 lines for the class itself. Another 50 for the permission skills. Now we are at 1500 lines and we still need to test and balance everything. Also I didn't say difficult I said time consuming. Takes about 2-3 hours to write a class using existing skills, that's if you don't need to grant any permission skills or recipes. Then you need to balance against existing classes and make sure it matches up with the lore.

Oh don't get me wrong, I'm not saying it's a piece of cake. I read that as if you were saying just making a single skill was some huge challenge. Indeed it can be very time consuming.
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
Do you have any idea how time consuming it is to code heroes skills? The classes take long enough Then there are permission skills, skill adjustments, balancing. Basically you need a better reason to make a class than it might be cool.
y'know, this IS a suggestion. dont see why all the hate.
 

Volk

Stone
Joined
Jan 7, 2014
I think it'd be a fun class. It gives an in between for the 4 melee classes, the same way the shaman is the moderation of the 4 healing classes. It allows for melee players to pick a well rounded class if they don't want to have a definitive weakness. It might not have an extreme strong point, but in a way eliminates a problem that a lot of new players come across.
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
going to bump this, seems the coming of shaman bias has passed and people are suggesting classes again.
 

Dsawemd

Legacy Supporter 8
Joined
Jun 16, 2011
I haven't commented on the OPness, because numbers are examples. These are a few notes about viability.

Class would use diamond weapon for only one weapon, the others would be Iron to keep the cost of PvP stable for this class. Imagine losing two diamond tools each time you die, compared to everyone else getting a small durability loss.

OverStrike (and any other skill that works as an AoE in absence of a mouse-over target when cast) will miss the on-target and be used as an AoE unintentionally in any fights with minor latency.

Parry - Kainzo has a skill/mechanic direction in mind for blocking, ask him about the implementation if yours is not the same.

Slam - If this throws the player OVER you, not into the air, and not away from you, it needs a new name.

AdaptiveStrike - Attribute Scaling would not scale as a percentage, it would scale the same as all other skills. Base + ( # multiplied by Attribute Level).
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
I haven't commented on the OPness, because numbers are examples. These are a few notes about viability.

Class would use diamond weapon for only one weapon, the others would be Iron to keep the cost of PvP stable for this class. Imagine losing two diamond tools each time you die, compared to everyone else getting a small durability loss.

OverStrike (and any other skill that works as an AoE in absence of a mouse-over target when cast) will miss the on-target and be used as an AoE unintentionally in any fights with minor latency.

Parry - Kainzo has a skill/mechanic direction in mind for blocking, ask him about the implementation if yours is not the same.

Slam - If this throws the player OVER you, not into the air, and not away from you, it needs a new name.

AdaptiveStrike - Attribute Scaling would not scale as a percentage, it would scale the same as all other skills. Base + ( # multiplied by Attribute Level).
ya, the percentages in adaptive strike are meant to be like 40+6% per agi weapon damage. so 53 weapon damage with no str to change weapon damage and no agi to increase it, would be 40% weapon damage, so in total, 21 damage. so a high agi build would lean towards a berserker kind of class with adaptive strike. say you had 30 agility, thats 30*6= 180+40 is 220% weapon damage, which with no str, would be 116 damage. keep in mind though, with the axe it recoils 30% of the damage to you. also dont forget stance damages, so you take another 15% and deal another 10% on top of this.

the same with slam and parry damage wise.

slam could be renamed "ArmorCheck" or "OverwhelmingOdds".

its supposed to be a class, where you can practically change classes by just making a new build. like in my first comment, you don't focus on all three stances unless you want to be a highly versatile class. but a focus on const would be a defensive class. a focus on str would be a balanced class. a focus on agi would be a DPS rager class, similiar to berserker. honestly, the base idea for stances that do different things and different weapons comes from WoW's warrior specs: protection, arms, and fury, which each spec requiring different stats builds of course.
 

Dsawemd

Legacy Supporter 8
Joined
Jun 16, 2011
its supposed to be a class, where you can practically change classes by just making a new build. like in my first comment, you don't focus on all three stances unless you want to be a highly versatile class. but a focus on const would be a defensive class. a focus on str would be a balanced class. a focus on agi would be a DPS rager class, similiar to berserker. honestly, the base idea for stances that do different things and different weapons comes from WoW's warrior specs: protection, arms, and fury, which each spec requiring different stats builds of course.
The concept of not changing classes defeats the purpose of classes, leveling, and the server.
It would have to be much less versatile than what u are imagining (3 classes).
 
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