- Joined
- Jun 30, 2011
This is my long ass post on Disciple that took me a while to make because I collected most of Disciple's numbers for scaling and stuff.
TL;DR-Too bad, read it!
Disciple's Base Stats
Strength: 3
Constitution: 4, 905 HP, 1.2% magic resist-1 constitution point gives the user 7 more HP and 0.3% more magic resist
Endurance: -5, 15 armor weight, 35 stamina regen-1 endurance point gives the user 0.75 more armor weight and 1 stam regen
Agility: 2, 100.75% movement speed-1 agility point gives the person 0.38% more movement speed
Intellect: 5, 845 mana-1 intellect point gives the user 5 more mana
Wisdom: 3, 23 mana regen-1 wisdom point gives the user 1 more mana regen
Charisma: 0
With 3 strength the weapon damages
Skills that scale off of strength
Skills that scale off of intellect
Skills that scale off of wisdom
Skills that scale off of agility
Alacrity
New Alacrity (Name?)
Flyingkick
Seikuken
Chakra
Renewal
Armor Weight
@Balance Team
TL;DR-Too bad, read it!
Disciple's Base Stats
Strength: 3
Constitution: 4, 905 HP, 1.2% magic resist-1 constitution point gives the user 7 more HP and 0.3% more magic resist
Endurance: -5, 15 armor weight, 35 stamina regen-1 endurance point gives the user 0.75 more armor weight and 1 stam regen
Agility: 2, 100.75% movement speed-1 agility point gives the person 0.38% more movement speed
Intellect: 5, 845 mana-1 intellect point gives the user 5 more mana
Wisdom: 3, 23 mana regen-1 wisdom point gives the user 1 more mana regen
Charisma: 0
With 3 strength the weapon damages
- Fist-36.05-1 point of strength adds 0.35 damage
- Stick-38.35-1 point of strength adds 0.35 damage
- Fish-49.5-1 point of strength adds 0.35 damage
- Blazerod-52.15-1 point of strength 0.35 damage
Skills that scale off of strength
- Forcepush-strength increases damage dealt-1 strength point adds 1 more damage
- Forcepull-strength increases damage dealt-1 strength point adds 0.5 more damage
- Flyingkick-strength increases damage dealt-1 strength point adds 1.12 more damage
- Ironfist-strength increases damage dealt-1 strength point adds 1.5 more damage
- Quiveringpalm-strength increases damage dealt-1 strength point adds 1.5 more damage
Skills that scale off of intellect
- Forcepush-intellect increases the power of the push (the distance they go)
- Forcepull-intellect increases the range you can target the entity from
- Smite-intellect increases the damage dealt-1 intellect point adds 1.25 more damage
- Meditate-intellect increases your mana pool, therefore meditate scales off of it
Skills that scale off of wisdom
- FistofJin-wisdom increases the healing-1 wisdom point increases the healing for 0.2
- Chakra-wisdom increases the healing-1 wisdom point increases the group healing for 1 and the user's healing for 0.7
- Renewal-wisdom increases the healing-1 wisdom point increases a heal on an ally by 1.88 and the when used on the user it scales by 1.31
Skills that scale off of agility
- Flyingkick-agility increases the targeting range
- Costs 100 mana
- 23s CD
- Knocks people slightly back and gives them slow 2 for 5s
- Instead of having ironfist as a bad, very situational AOE like it is now I would like to propose a new skill, that hopefully will be more useful
- Multiple thoughts go through my head when I think of ironfist. Firstly, someone smashing the ground and causing a rippling affect/earthquake. The second thing that goes through my head is someone, yet again smashing the ground but instead of the full circle AOE it is more of a line
- What I meant by a line AOE is demonstrated in this picture
- The red would be the base range, and then the green/yellow wool would be the scaling for the range.
- Scaling wise it would be the same as ironfist is right now (look at all the scaling farther up)
- Anyone in this area would be dealt damage, knocked up slightly (like forcetotem, no fall damage), and be given slow 3 for 3 seconds
- This skill would most likely have a larger warm up than the current ironfist
- Of course a lot of the finnicky stuff like, mana, range, warmup, cooldown, scaling can all be debated.
Alacrity
- Although I have not got a chance to really use this skill I do not like the idea behind it. A buff that lasts a long time, but has an expensive regent
- It gives 15 agility-which of course a good amount of agility but only one disciple skill scales off of agility-flyingkick
- In my opinion the problem is not that agility is not a helpful stat, it is that most classes don't really get that much of an advantage from it. Rangers get bonus damage, dragoons and ninjas can move farther with their mobility and everyone else gains a little bit of movement speed
New Alacrity (Name?)
- Although nothing is actually wrong with alacrity (other than how useful it is) it seems like a fairly 'meh' kinda skill
- The way a disciple plays against a melee class is usually by kiting, and I personally hate that fighting style
- To help promote a disciple to stay in a fight I think we should change alacrity
- It would be a passive skill
- Each time you hit an enemy (players or mobs-mobs for training purposes) you gain (and your party?) an X amount of strength and an X amount of intellect. I had 0.75 in mind.
- You can have a maximum of 10 stacks (which adds up to 7.5 intellect and 7.5 strength-15 stat points total-just like alacrity)
- These stacks go down two at a time for every 5 seconds you don't refresh the timer (you would refresh the timer by hitting someone)
- These skills do their job as you would expect them to but they don't do much damage
- Disciple only has 1 magic damage skill-smite and it does not have the strongest damage
- I am suggesting that we change the strength scaling on forcepull/push to intellect and have it do magic damage
- To help compensate for this change of course-change the scaling on forcepush to 0.75 per point instead of 1 per point
Flyingkick
- Right now, disciple is forced to spread their stats very thin
- You need to throw at least 10 points into agility to make flyingkick have a reasonable range
- So, instead of having to put any points into agility for the range we change the range scaling to strength
Seikuken
- Often enough when I use seikuken the slowness will make me not be able to turn, rubber band, and just bug out all around
- I do not know if this would be a simple code fix or we would have to change seikuken to slowness 3 (to compensate maybe increase the stamina it costs to use)
- Disciple is a healer-it is suppose to heal the group somewhat. So why exactly does FistofJin heal so little to the party.
- The disciple is always gaining more health than his surrounding allies when attacking (6 more, not a lot but it is a different). While the disciple is healing himself 12, he is only healing his allies 6.
- I suggest that we lower the self healing on FistofJin to 10 and bump up the 6 to an
Chakra
- Overall, the skill is fine but the main attraction to the skill is the debuff. Which requires 20 wisdom to debuff a single thing
- I suggest that instead of the required 20 wisdom needed, we reduce it to 15 wisdom needed
Renewal
- Compared to the other healers (maybe not bloodmage right now) disciple's single target heal is fairly bad. So I have two possible solutions
- First, we reduce the warmup. Right now disciple needs to create enough distance between him and the enemy (kiting) to make it through the massive warmup.
- Second, increase the scaling of renewal to better match that of one of a cleric's or druid's heals
Armor Weight
- Oh god. It is painful for disciple. Close to every one of disciple's fighting skills uses stamina and yet they start with -5 endurance-so they have really bad stamina regen. We need to throw a ton of points into endurance and get barely any armor for it
- I know this is one of the largest problems, but I do not know a good fix for it. Maybe buff the base armor weight? Or increase scaling? Or just buff the base endurance?
@Balance Team
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