Nadesh - 5/31/2010 12:18 PM
"(...)The traps should be affected by stats, not only to make defense have a meaning but also to help avengers to dont get stuck in the same dmg.
Traps could deal long range dmg, that way they would be affected by dex, long range defense and physical dmg. Probably they could lose hp when they need to add physical dmg or crit to the jewels but there is when the 2nd part of the suggestion enter.
Avengers should focus in traps and the captured monters, but atm the only capture monster that worth is the last one and only for pve: for pvp it last until the Avenger die."
How is it now:
Capturing Low Level Monster: lvl 10~37, capture beast type monsters lvl â?¤10 ~ â?¤37
Capturing Medium Level Monster: lvl 50~77, capture beast, plant and fairy type monsters lvl â?¤50 ~ â?¤77
Capturing High Level Monster: lvl 70~97, capture human/machine, elite and nightmare type monsters lvl â?¤70 ~ â?¤97
The idea is instead of have this 3 skills, with 10 skill points each, to have one and others to improve it.
How could be:
Capturing Monster: lvl 40~67 skill capture beast type monsters, same lvl (or lower) as the caster.
The captured monster should always be lower or equal to the player lvl, no matter the skill lvl.
-Lvl 40~67, add 5%~20% to all the monster stats and 63~224 short/long range defense (values taked of Templar Divine Protection).
Tame Mastery: lvl 50~71.
-Lvl 60, can capture plant monsters. Increase monster max hp 400
-Lvl 63, can capture plant and fairy monsters. Increase monster max hp 700
-Lvl 66, can capture plant and fairy monsters. Increase monster max hp 1000
-Lvl 69, can capture plant, fairy and human/machine monsters. Increase monster max hp 1300
-Lvl 71, can capture plant, fairy, machine, elite and nightmare monsters. Increase monster max hp 1600
The mastery also could increse some of the monster stats.
Rise Monster: lvl 50~71. This skill let the player summon the last captured monster. When a player capture a monster, it get registered in this skill. Once the monster is destroyed, the player can re-summon it.
-Lvl 60, hp recovery upon resurrection 50%
-Lvl 63, hp recovery upon resurrection 70%
-Lvl 66, hp recovery upon resurrection 80%
-Lvl 69, hp recovery upon resurrection 90%
-Lvl 71, hp recovery upon resurrection 100%
(edited): a little change in the % of hp, went from 20%~100% to 50%~100%. The reason is because there isnt a heal monster skill in the Hunter/ Avenger skill tree, and then the start hp shouldnt be so low.
Keep in mind that this is only an idea, and if i post it here is to let other people to improve it.
As a side note, the Dominator's pets should lvl in a similar way: the lvl of the monster based on the lvl of the skill it will always put the character in a hard position in specifics points of the game, because the pet is always one step behind of the caster.
The pets stats should be defined for the player lvl and not for the skill lvl. The skill lvl should only give additional bonuses to the pet: like extra % of stats, defense, hp, dmg, etc.
Related threads:
Dominators: pet control and pet skills
Illusion.
Dominator: Skills Ideas
Edited by Nadesh, 01 August 2010 - 05:06 AM.