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Danical
03-18-2009, 10:36 PM
The last two ideas were born out of a collaborative effort between Evarin's player and myself.

Adrenaline Rush (Cowboy Bebop - Red Eye!):
Stamina Cost: 20 stamina to start/stop, draining n +(n + 1) stamina per round (5 seconds). Does not stack with Haste. If muscles POP while under the effects of Adrenaline Rush, the user will be subject to a -X AGI/DEX penalty based on the benefit they had received and for the duration they received it.
Available to: Warriors, Rogues, Monks
CMP costs: Rank 1 = 2; Rank 2 = 4; Rank 3 = 6; Rank 4 = 8; Rank 5 = 10.
Rank 1: -1 RT, AGI/DEX bonus + 1, n = 1
Rank 2: -1 RT, AGI/DEX bonus + 2, n = 1
Rank 3: -2 RT, AGI/DEX bonus + 3, n = 2
Rank 4: -2 RT, AGI/DEX bonus + 4, n = 2
Rank 5: -3 RT, AGI/DEX bonus + 5, n = 3

Example: 1 minute (twelve 5 second rounds) @ Rank 5 = 3 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 13 + 14 = stamina + 20 (start) + 20 (stop) = 142 Stamina!


Armor Bonding
Stamina Cost: None
Available to: Warriors, Rogues
CMP costs: Rank 1 = 2; Rank 2 = 4; Rank 3 = 6; Rank 4 = 8; Rank 5 = 10.
Rank 1: -3 Bonus to CvA, Very Slight Maneuverability Penalty Reduction, SpellDux via Armor Use Ranks on Seed 10.
Rank 2: -6 Bonus to CvA, Slight Maneuverability Penalty Reduction, SpellDux via Armor Use Ranks on Seed 8.
Rank 3: -9 Bonus to CvA, Moderate Maneuverability Penalty Reduction, SpellDux via Armor Use Ranks on Seed 6.
Rank 4: -12 Bonus to CvA, High Maneuverability Penalty Reduction, SpellDux via Armor Use Ranks on Seed 4.
Rank 5: -15 Bonus to CvA, Very High Maneuverability Penalty Reduction, SpellDux via Armor Use Ranks on Seed 2.

SpellDux: Reduces the amount of damage taken from spells not already subject to Damage Reduction; the rate is equal to the number of Armor Use Ranks on the Summation Seed Chart modified by Ranks in Aromor Bonding.

Example: With 303 Ranks of Armor Use and Rank 5 of Armor Bonding damage from spells (719, 702, 317, 1030, etc.) is reduced by 23%.


Eschew Essence
Stamina Cost: See Below
Available to: Warriors, Rogues, Monks
CMP costs: Rank 1 = 4; Rank 2 = 8; Rank 3 = 12
Rank 1: Reduce your current and maximum health by 20% and instantly regain 33% stamina.
Rank 2: Reduce your current and maximum health by 25% and instantly regain 50% stamina.
Rank 3: Reduce your current and maximum health by 30% and instantly regain 66% stamina.

Notes: HPs are restored at a rate of the Warrior's HP regeneration rate * 1% every minute. If the Warrior POPs his muscles while under still in recovery, spirit loss occurs of an amount equal to the initial stamina benefit gained. Hurray for HP max health and regen enhancives! This CMAN may be used in succession; be careful!

Example: Warrior regains 18 HP every minute via skills/spells/enhancives = 18% recovery to lost maximum HPs every minute.

GS4_HappyTimez
03-18-2009, 10:43 PM
More love for the monks. I love it. You should see the ideas that are being put to code for these guys.

Widgets
03-18-2009, 10:45 PM
What is Amror? And where do I get it?

Fallen
03-18-2009, 10:49 PM
Some credit to Droit's player too. Was bouncing ideas off of him as well. I have it on good faith the GMs will code this IMMEDIATELY.

Baelog
03-18-2009, 11:10 PM
Gentlemen, that is amazing. Now convince them to let Warriors 3x in CM to afford it...

Gnomad
03-18-2009, 11:26 PM
these are so terribly unbalanced compared to the current list that it's ridiculous.

compare armor bonding to combat focus and adrenaline rush to quickstrike.

thefarmer
03-19-2009, 12:17 AM
I assume this was intended to help squares?

Gnomad
03-19-2009, 12:28 AM
I assume this was intended to help squares?

virilneus has lots of ideas to help sorcerers, you guys should team up

Danical
03-19-2009, 02:22 AM
these are so terribly unbalanced compared to the current list that it's ridiculous.

compare armor bonding to combat focus and adrenaline rush to quickstrike.

Warriors (and Rogues) desperately need some kind of boost vs spells at or approaching cap.

It's gets totally unreasonable.

thefarmer
03-19-2009, 02:34 AM
So why did you include monks?

Danical
03-19-2009, 02:38 AM
I did it for the lulz.

thefarmer
03-19-2009, 02:40 AM
Ha

DaCapn
03-19-2009, 08:40 AM
Some interesting ideas. My thoughts from a rogue standpoint:

Adrenaline Rush:
Archers would probably get the most mileage out of this one. I wouldn't take it with a OHE build, maybe with a THW build but probably not. It's just really expensive and the stamina is needed for other setup cmans. It's hard to say. Your example calculation is for 1 minute and would consume almost 150% of my main character's stamina at level 60 (and 100% at 45 seconds). The 20 point start/stop cost makes it inefficient to use it in shorter pulses so I'm not sure when I would find the time to use it.

EDIT: The stamina cost phrasing is unclear, "Stamina Cost: 20 to activate, 20 to halt. In addition, stamina points are consumed each round. The first round consumes n stamina while successive rounds increase in stamina cost by 1 per consecutive round that the maneuver has been active beyond the first." might be more clear. I wouldn't have understood it without your example calculation.

Armor Bonding:
It's a cool idea in general. The notion of using CMs (or training in CM) to reduce armor penalties is something that you can take a lot of ways. There's the ideas posted, there's also hindrance with respect to spell casting or hiding (if/when it happens). Personally, I have more of an issue making sure I don't get nailed with spells like call wind. The thing I like about a maneuver like this is that you can just splash in a rank of it. It doesn't require that you master it for it to be useful which makes it great for characters of ALL levels. I would definitely take at least 1-2 ranks in this cman if it was available.

Eschew Essence:
For some reason I can't find a health recovery formula anywhere... Strange... This cman doesn't seem like it would really be that worthwhile. At rank 3, you could just wait 2-3 minutes and be just as well off if not better. Also, the percentages make it seem better than it is. For my character, at rank 3, I'd be spending 40 health for 68 stamina. So the stamina:health percentage swing is 2.2:1 but the actual value is 1.7:1. That's when the ratio conditions are at their best.

Izzy
03-19-2009, 09:06 AM
You guys are awesomely creative. You should like...think up some worthwhile ranger CMANs while you're at it. And then get them implemented.

Fallen
03-19-2009, 10:06 AM
The idea that the existing CMANs are crappy and underpowered, therefore all CMANs to follow must be crappy and underpowered is one I’m not a huge fun of, I will admit. In the past there have been some TERRIBLE spells that have been implemented into this game, heck, there still are a few. If these spells weren't replaced or reworked to be made useful because others were already available this game would be terrible.

The impetus behind these CMANs are to give warriors the ability to hunt near/at cap without haste toys, and without (As many, if not completely free of) outside spells. I spoke from a balance standpoint that most of these would be Warrior only. I don't know rogues well at all, so working them for that profession would be tricky. Monks are dumb. Fuck monks.

----
Another idea I had for warriors is to uncap Weapon Bonding. Instead of stopping at rank 5, the warrior could continue to have the spiritual bond strengthen between him and his blade for an additional +2 per bonding level. Obviously, the amount of like level kills you would need for the successive bonding level would increase, so there would be a theoretical cap, but even if a warrior were to spend 5 years hunting non-stop with his blade he would only have a +20 with the weapon. Heck, cap it at a full +50, but you're talking an insane amount of hunting with the same weapon. Then, if a GM was feeling particularly enterprising, he could go and add secondary benefits to ranks 6 and above.

More AS won’t fix a warrior, but it would do a lot to make them feel like they may not be the worst of the square/semi-square professions.

Jace Solo
03-19-2009, 10:53 AM
Where weren't paladin's involved in the Armor Bonding? I mean, they are more armor proficient than rogues...

Fallen
03-19-2009, 10:57 AM
Where weren't paladin's involved in the Armor Bonding? I mean, they are more armor proficient than rogues...

Do Paladins need Spelldux? Not really. If they want it they can get it the same way they got Weapon Bonding; Give up a spell slot.

thefarmer
03-19-2009, 11:03 AM
I'd take it over raise dead any day

Fallen
03-19-2009, 11:05 AM
I'd take it over raise dead any day

Can't say as I blame you. Seems like a wasted slot. I wonder if anyone would even bitch if there was an effort to have it dropped from the Paladin list. I bet Clerics would be delighted, too.