Post by Kimparo on Dec 14, 2012 2:23:55 GMT
So recently I've had nothing to do game wise other than Stick Ranger, and after making about seven or so teams in a week or two (so slow lol) and starting to write a 'class set up' manual for the hell of it, I thought about an old class idea.
Now, this would be very hard to balance well and I don't think I did a grand job of it but here's 3 different 'builds' to my class idea.
___________________________________
Idea build 1
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
The area that the shielder can protect is the weapons range + 15%
Stats:
LP: +12
STR: 1/5 min 1/4 max, +7LP
DEX: 3 = 1 defense, +8LP
MAG: Charges magic weapons, 5 = 1% magic defense, +5LP
Starting weapon:
Shield
AT: 0-5
AGI: 15-30
Range: 20
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 2-5
AGI: 15-25
Range: 20
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Fire AT: 1-3
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Ice AT: 4-5
Slow: 10%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 2-4
AGI: 15-25
Range: 30
MAG: 40
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
__________________________________
Here's version two.
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
The area that the shielder can protect is the weapons range + 5%
Stats:
LP: +10
STR: 1/5 min 1/4 max, 10 = 1% to the range that can be blocked, +6LP
DEX: 3 = 1 defense, 15 = 1% to the range that can be blocked, +6LP
MAG: Charges magic weapons, 5 = 1% magic defense, +4LP
Starting weapon:
Shield
AT: 0-5
AGI: 15-30
Range: 20
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 2-5
AGI: 15-25
Range: 20
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Fire AT: 1-3
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Ice AT: 4-5
Slow: 10%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 2-4
AGI: 15-25
Range: 30
MAG: 40
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
__________________________________
Now for the last one.
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
Every attack charges the MP of the shielders weapon by half the base attack damage + MAG. This means that even with 9 defense, if something would normally hit for a 10, the attack will deal 1 and charge for 5 with 0 MAG.
This class cannot attack on it’s own and must charge via MP and MAG from taking hits.
The area that the shielder can protect is the weapons range + 5%
Stats:
LP: +10
STR: 1/5 min 1/4 max, 10 = 1% to the range that can be blocked, +6LP
DEX: 3 = 1 defense, 15 = 1% to the range that can be blocked, +6LP
MAG: Charges magic weapons, 5 = 1% magic defense, +4LP
Starting weapon:
Shield
AT: 2-5
AGI: 15-30
Range: 20
MAG: 5
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 3-7
AGI: 15-25
Range: 20
MAG: 5
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 15
Fire AT: 2-4
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 15
Ice AT: 3-6
Slow: 15%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 4-7
AGI: 15-25
Range: 30
MAG: 30
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
____________________________________________
What do you guys think? It seems like it makes the priests defense Aura useless but that has a much wider range and that class can have poison and fire while the shielder only have fire, thunder, ice, and physical. Not to mention the MP costs for anything within idea build 3 sky rocket as the stages go on to compensate for the amount of mobs and damage they do...Though I didn't show that. XD;;...
He'd essentially be a tank that does low damage in idea build 1, and the same thing in idea build 2 while taking damage for any melee users, while in idea build 3 he might be stronger..? Idk. >.<;
Any ideas or stuff?
_________________________________________________
On to the town part of this. Okay it's more than just the town. lol.
First off, I think the town should have a item bank to store an extra 24 items for a fee of (Item sell price * 25%) + Item sell price
Secondly I think the COMP shop should start selling level 2 items after you beat the first Mega Boss or the second, and level three after you beat the 3rd or the second. This would give it a bit more meaning I guess. It would also make seeking it out before the first mega boss (If going with selling level 2 COMP items after the first Mega boss) a good idea so you can quickly upgrade your current set up.
Thirdly, at some point the junk shop should sell 1 more set of items for each class, hopefully after this next mega boss. This would also give the junk shop more meaning than just a place to heal without scrolling the map and a simple shop.
And lastly, either a place to reset your SP in the village or Junk shop for (Level * 150) per point, a way to buy 4 more stick figures as a team to switch two while keeping your old team in 'storage' or something, or a way to change class for max cash while resetting SP.
_______________________________________________
And as my last bit, I really wish you started the game either at level 0, or level 1 with 2SP. That way level 50 = 100SP and not 98.
Anyway, sorry for all the text!!! lol
Now, this would be very hard to balance well and I don't think I did a grand job of it but here's 3 different 'builds' to my class idea.
___________________________________
Idea build 1
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
The area that the shielder can protect is the weapons range + 15%
Stats:
LP: +12
STR: 1/5 min 1/4 max, +7LP
DEX: 3 = 1 defense, +8LP
MAG: Charges magic weapons, 5 = 1% magic defense, +5LP
Starting weapon:
Shield
AT: 0-5
AGI: 15-30
Range: 20
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 2-5
AGI: 15-25
Range: 20
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Fire AT: 1-3
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Ice AT: 4-5
Slow: 10%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 2-4
AGI: 15-25
Range: 30
MAG: 40
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
__________________________________
Here's version two.
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
The area that the shielder can protect is the weapons range + 5%
Stats:
LP: +10
STR: 1/5 min 1/4 max, 10 = 1% to the range that can be blocked, +6LP
DEX: 3 = 1 defense, 15 = 1% to the range that can be blocked, +6LP
MAG: Charges magic weapons, 5 = 1% magic defense, +4LP
Starting weapon:
Shield
AT: 0-5
AGI: 15-30
Range: 20
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 2-5
AGI: 15-25
Range: 20
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Fire AT: 1-3
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 20
Ice AT: 4-5
Slow: 10%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 1-2
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 2-4
AGI: 15-25
Range: 30
MAG: 40
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
__________________________________
Now for the last one.
Shielder (Guardian):
Class type: Melee and Magic
Weapon type: Shield
Special class advantage: Can raise his own defense and block for any other character within his area.
Every attack charges the MP of the shielders weapon by half the base attack damage + MAG. This means that even with 9 defense, if something would normally hit for a 10, the attack will deal 1 and charge for 5 with 0 MAG.
This class cannot attack on it’s own and must charge via MP and MAG from taking hits.
The area that the shielder can protect is the weapons range + 5%
Stats:
LP: +10
STR: 1/5 min 1/4 max, 10 = 1% to the range that can be blocked, +6LP
DEX: 3 = 1 defense, 15 = 1% to the range that can be blocked, +6LP
MAG: Charges magic weapons, 5 = 1% magic defense, +4LP
Starting weapon:
Shield
AT: 2-5
AGI: 15-30
Range: 20
MAG: 5
Base defense: 1
The first weapon that can hit 0.
Second Weapon:
Iron Shield 1
AT: 3-7
AGI: 15-25
Range: 20
MAG: 5
Base defense: 2
The only level 1 shield weapon with 2 base defense.
Third Weapon:
Fire Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 15
Fire AT: 2-4
Fire Seconds: 0.8
Base defense: 1
A single cloud of fire appears on any enemy within a 30 Range of the Shielder despite the weapons range only being 20.
Fourth Weapon:
Ice Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 15
Ice AT: 3-6
Slow: 15%
Base defense: 1
A single arrow will appear for every target within the 20 Range of the shielder. These arrows do not pierce so it is possible for the damage to stack to a single target if the mobs are groups close enough together. This how ever can be bad if you want to slow a group of mobs instead of just one.
Fifth Weapon:
Thunder Shield 1
AT: 2-3
AGI: 20-25
Range: 20
MAG: 25
Thunder AT: 1-9
Bullets: 3
Base defense: 1
Three bolts of thunder are dropped down upon any mob within the 20 range of the sheilder. This shield does not accept a bullets card however, unlike a few of its future counterparts.
Sixth Weapon:
Magic Shield 1
AT: 4-7
AGI: 15-25
Range: 30
MAG: 30
Physical AT: 4-5
Bullets: 5
Base defense: 0
Magic defense: 15%
Upon full MP any mob within the 30 Range of the shielder will be hit with 5 piercing gray arrows. Just like the Magicians’ first weapon, the magical damage is physical. This is the first shield to add no base defense and add magic defense %.
____________________________________________
What do you guys think? It seems like it makes the priests defense Aura useless but that has a much wider range and that class can have poison and fire while the shielder only have fire, thunder, ice, and physical. Not to mention the MP costs for anything within idea build 3 sky rocket as the stages go on to compensate for the amount of mobs and damage they do...Though I didn't show that. XD;;...
He'd essentially be a tank that does low damage in idea build 1, and the same thing in idea build 2 while taking damage for any melee users, while in idea build 3 he might be stronger..? Idk. >.<;
Any ideas or stuff?
_________________________________________________
On to the town part of this. Okay it's more than just the town. lol.
First off, I think the town should have a item bank to store an extra 24 items for a fee of (Item sell price * 25%) + Item sell price
Secondly I think the COMP shop should start selling level 2 items after you beat the first Mega Boss or the second, and level three after you beat the 3rd or the second. This would give it a bit more meaning I guess. It would also make seeking it out before the first mega boss (If going with selling level 2 COMP items after the first Mega boss) a good idea so you can quickly upgrade your current set up.
Thirdly, at some point the junk shop should sell 1 more set of items for each class, hopefully after this next mega boss. This would also give the junk shop more meaning than just a place to heal without scrolling the map and a simple shop.
And lastly, either a place to reset your SP in the village or Junk shop for (Level * 150) per point, a way to buy 4 more stick figures as a team to switch two while keeping your old team in 'storage' or something, or a way to change class for max cash while resetting SP.
_______________________________________________
And as my last bit, I really wish you started the game either at level 0, or level 1 with 2SP. That way level 50 = 100SP and not 98.
Anyway, sorry for all the text!!! lol