RawSugar wrote: ↑16 Apr 2023, 08:02
Shield:
Shield reduces damage taken by 1%, meaning damage is *0.99^shield. 10+10 gives same benefit as 20 (damage reduced by 18%) so more shield bearers give better protection for less investment. Knight gives double reduction 0.98^20 =33% reduction. This is for all party not just the wearer.
The reasoning for knight getting double rather than tying it to other skills is to give knight some specialization options and a way to contribute in ranged combat. you can choose to skip shield altogether, you can invest heavily or you can get a few points and still get a large benefit.
Tying it would mean knight losing the bonus they have to shield and instead of options you'd just get all knights being ok in ranged combat. boring
In my experience, Champions are extremely strong bow users, even with 8 skillpoints only. So a range-combat knight already has a skill to focus around. And for ranged defence for the whole party, there is always an option of equipping a staff (MainHand weapon skill is definitely well-leveled).
So shield feels like a very secondary skill to invest into. I think, partial* skill-sharing between Shield and Dagger+Sword would be very useful for encouraging trying different stuff. (*By partial skill-sharing, I mean like the magic skills. Of course it's likely a bit harder to implement for Sword/Shield, because there is already full skill-sharing bewteen Sword/Dagger)
RawSugar wrote: ↑16 Apr 2023, 08:02
Seraphs are defo more akin to paladins, using clerics as superclass is an easy way of getting around not giving them weapon bonus to damage though. That said seraphs already make good casters/healers. Just forget about the parent class tbh:)
Seraph being like paladins feels like a bit wasted opportunity, IMHO. In the end, Paladins have extremely versatile weapon choice when seraphs and exactly the same magic. Thus, Seraph class feels like a boring addition, which either overshadows the paladin, or is mostly irrelevant. Some more interesting build options would be very welcome!
RawSugar wrote: ↑16 Apr 2023, 08:02
Rogues get a ton of extra melee damage. Until we figure out how to display combo points i'd suggest using them simply as weapon/bow (with water magic at 4 for TP escapes). Their weapon damage is very high when specialized and ranking mastery allows you to frontload the damage dealing insane damage in first few blows. I cant say how they will work with spells cause i couldnt for the life of me figure out how many combopoints they had
Can I get a more detailed description of Rogue mechanics? I have a lot of questions:
- Rogues get similar critical strike and bow bonuses as the archers do, correct?
- Melee attacks can generate combo points. Those attacks spend energy and get bonus +5% damage from ranks in mastery skill, right?
- Combo points are stored indefinitely, and get spent upon casting a magic spell, correct?
- How does the spell damage gets adjusted between mastery skill and the combo-point modifier?
- How does combo-point system work with AOE spells like Fireball, Death Blossom and Inferno?
- How does combo system work with multi-shot attacks, like Sparks, Meteor Shower, Poison Spray or Ice Blast?
- How does combo system work with Mass Distortion?
- What happens, if the combo-finisher fails to damage any monsters by colliding into a wall?
- Do non-damage spells consume combo points?
- Do arrows get bonus damage from Speed points?
- Do spells get bonus damage from Speed points?
- Do scrolls/wands get modified damage from Speed and/or combo system?
- Which attacks/monster spells can and cannot be dodged?
Edit: Another 2 questions about shield skill:
- does damage reduction apply to enemy spells?
- If yes, how does it interact with aoe spells like fireball?