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New Extended Class - Soldier


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#1 matrixEXO

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Posted 11 November 2012 - 08:46 AM

Light Background:

Soldiers are born from minimising Madogear into smaller armor designs, also known as Mado Suits. The use of Mado Suits exponentiate across Rune-Midgart as a new form of protection and a new way to stave off the threat that looms upon Rune-Midgart.


Skills:

Mado Suit Training (Passive) (10 levels)
Pre-requisite: None.

Increases Health by 100 and Def by 5 for each level.

NOTE: The def bonus is the same as Vit def, flat damage reduction.


Enhanced Battle Methodology (Passive) (10 levels)
Pre-requisite: None.

Increases damage dealt on basic attacks from all weapon used by 5% per level. Additionally grants 5 Hit Rate per level. Each even level unlocks the usage of weapons where otherwise unable to by class restriction. Level restrictions still apply.

Special Bonus:
Level 2 - Unlocks the use of ranged weapons.
Level 4 - Unlocks the use of one-handed melee weapons.
Level 6 - Unlocks the use of two-handed melee weapons. (Katar included)
Level 8 - Unlocks the use of basic dual wielding.
Level 10 - Unlocks the use of Transcendent weapons.

NOTE: Does not unlock 3rd class weapons.

NOTE 2: Damage boost affects Katar's off-hand damage as well. This value is added, not multiplied, onto the damage value.


Combat Hardened (Active) (5 levels)
Pre-requisite: Mado Suit Training (5).
SP Cost: 20
Variable Cast Time: 0s
Fixed Cast Time: 1s
After-cast Delay: 0s

Increases target's Def by (10 * Skill LVL) for 30/60/90/120/150s. Attacks done while in this state deals (Job Level) more damage. The damage bonus is not reduced by Def. This skill's effect is doubled when cast upon yourself.


Power Strike (Active) (5 levels)
Pre-requisite: Enhanced Battle Methodology (1).
SP Cost: 5 + 5 * Skill LVL
Variable Cast Time: 0s
Fixed Cast Time: 0s
After-cast Delay: 1s

If weapon is close range, causes a melee attack that deals (60 * Skill LVL)% increased damage. If the weapon is long range (more than 4 cell range), causes a long range attack that deals (40 * Skill LVL)% increased damage. This skill does not miss. The type of weapon adds a bonus to the attack.

Weapon Bonus:
Sword - (20 * Skill LVL)% increased damage.
Spear - (5 * Skill LVL)% chance to apply Bleed status for 10s on the target. This chance is not reduced by enemy resistance but the duration will be reduced up to a minimum of 1s.
Axe - (3 * Skill LVL)% of enemy Def is ignored.
Claw - After-cast Delay reduced by (15 * Skill LVL)%.
Dagger - (10 * Skill LVL)% chance to Double Attack on this skill.
Katar - (5 * Skill LVL)% chance to crit on this skill. Crit damage % boost will affect this skill as well.
Mace - (5 * Skill LVL)% chance to stun.
Book - 40% chance to auto-cast a random LVL(Skill LVL * 2) Bolt on the enemy.
Staff - 25% chance to auto-cast LvL(Skill LVL * 1) Napalm Vulcan on the enemy.
Pistol - (10 * Skill LVL)% chance to Chain Action on this skill.
Shotgun - (20 * Skill LVL)% increased damage.
Gatling - 50% chance to increase attack speed by (Skill LVL * 2)% for 15s.
Grenade Launcher - 40% to cast a LVL(Skill LVL * 2) Gunslinger Mine 1 block before the enemy.
Rifle - 40% chance to auto-cast LVL(Skill LVL * 2) Tracking.
Bow - 25% chance to auto-cast LVL(Skill LVL * 1) Focused Arrow Strike.
Huuma - 50% chance to auto-cast LVL(Skill LVL * 1) Throw Huuma Shuriken.
Instrument - 40% chance to auto-cast LVL(Skill LVL * 1) Melody Strike.
Whip - 40% chance to auto-cast LVL(Skill LVL * 1)Slinging Arrow.


Repair Training (Active) (10 levels)
Pre-requisite: Mado Suit Training (5).
SP Cost: 20 + 5 per second

Heals target Soldier for (25 * Skill LVL) every second. Can be cancelled by moving. Targetting Madogear applies double the heal value. Requires Repair Toolkit.


Calculated Aim (Active) (5 levels)
Pre-requisite: Enhanced Battle Methodology (5), Combat Hardened (1).
SP Cost: 20 + 10 per level.
Variable Cast Time: 1.0s + (0.2 * Skill LVL)
Fixed Cast Time: 0.5s
After-cast Delay: 1.0s

Hits the target for increased damage. Additionally, the type of attack done will have a (4 * Skill LVL)% chance to cause a bonus effect.

Melee - Silences the target. Deals (100 * Skill LVL)% increased damage.
Ranged - Slows the target. Deals (80 * Skill LVL)% increased damage.


Assault Strike (Active) (5 levels)
Pre-requisite: Combat Hardened (3), Power Strike (5).
SP Cost: 20 + 5 per level.
Variable Cast Time: 0s
Fixed Cast Time: 0s
After-cast Delay: 3s

Jumps in or out of danger, dealing (100 * Skill LVL) bonus Atk upon landing. Requires Jump Jet accessory.

Melee: Jumps directly towards the enemy. 3/4/5/6/7 blocks minimum.
Ranged: Jumps directly away from the enemy. 3/4/5/6/7 blocks jump.
Mixed: Applies melee effect if far from enemy, apply ranged effect if near enemy (2 block or less).
  • Jump Jet
  • Type: Accessory.
  • Weight: 200.
  • +10 Flee.
  • +1 Perfect Dodge.
  • Increases movement speed by 5%.
Combat Engineer (Toggle) (5 levels)
Pre-requisite: Repair Trainee (10), Combat Hardened (1).
SP Cost: 1

Improves repair value while the target Soldier or Madogear is in battle by (Skill LVL * 50)%. Auto-follows the target being repaired until move command is issued. While repairing, Combat Hardened is obtained. Double's Repair Training's SP cost and SP upkeep.


Improved Combat Capability (Active) (5 levels)
Pre-requisite: Enhanced Battle Methodology (5).
SP Cost: 10 + 5 per level.
Variable Cast Time: 0s
Fixed Cast Time: 0s
After-cast Delay: 0.5s

Buffs yourself, granting bonus (10 * Skill LVL) Atk and (5 * Skill LVL) Hit Rate for (60 * Skill LVL)s.


Weapon Specialisation (Passive) (1 level)
Pre-requisite: Enhanced Battle Methodology (10), Power Strike (5), Combat Hardened (5).

Allows dual-equipping weapons under unique conditions. ASPD reduction now only applies when dual-wielding under these conditions. Offensive skills applies both melee and ranged bonuses if both types were equipped and if the enemy is in range for the skill to cause such effects, else will apply each instance of the bonus separately. Damage from skills apply whichever is stronger if both melee and ranged types were equipped.

NOTE: This condition is where the first weapon equipped is a two-handed weapon and applies to guns as well. The second condition is where the other weapon is a melee weapon of any type, even two-handed. This second weapon is dropped into the off-hand slot.

NOTE 2: ASPD reduction will no longer apply when dual-wielding two one-hand weapons. They are treated as if you are using only one one-handed weapon.


Super Soldier (Active) (5 level)
Pre-requisite: Weapon Specialisation (1), Improved Combat Capability (5).
SP Cost: 25 + 10 per level.
Variable Cast Time: 0s
Fixed Cast Time: 0.5s + 0.5s per level.
After-cast Delay: 1s

Boosts all stats by (5 * Skill LVL) for 30s. During this time, damage received is reduced by 5% at all level.

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I will add more as I can think up some more skills. This is just an idea I wanted to flesh out since there isn't any real class that allows for use of all types of weapon and weapon style (dual wielding being one of them).

Edited by matrixEXO, 25 November 2012 - 11:11 PM.

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#2 matrixEXO

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Posted 11 November 2012 - 03:07 PM

This double post is a changelog section for what I added and changed. Please don't ban me for doing this.

Mado Suit Training
Added a note to clarify what kind of Def it gives. (3:55pm, 26/11/12 - dd/mm/yy, +8 GMT)

Power Strike
Doubled base damage bonus to 60% per skill level (melee) and 40% per skill level (ranged) from 30% per skill level (melee) and 20% per skill level (ranged). (4:13pm, 26/11/12 - dd/mm/yy, +8 GMT)

Advanced Combat Capability
Removed party buff. It is now a self buff. (8:10am, 12/11/12 - dd/mm/yy, +8 GMT)
Added duration. I forgot to add this. (8:10am, 12/11/12 - dd/mm/yy, +8 GMT)
Remove party focusing to damage effect. This stops it from being an overpowered design. (8:10am, 12/11/12 - dd/mm/yy, +8 GMT)
SP Cost per level reduced to 5 from 10. (8:15am, 12/11/12 - dd/mm/yy, +8 GMT)

Super Soldier
Added. (8:20am, 12/11/12 - dd/mm/yy, +8 GMT)

Edited by matrixEXO, 25 November 2012 - 11:13 PM.

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#3 Joatmon

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Posted 14 November 2012 - 11:26 AM

I've seen a lot of these new expanded things... Before we start thinking of new classes we need to incorporate the ones we havnt yet received, like kagerou/oboro, and finishe out some classes like giving gunslingers a second.

Not that this is not a good idea (I havnt read it)
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#4 mintypudding

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Posted 14 November 2012 - 05:23 PM

That's a neat idea - having a class that can use any weapon type. The skills actually seem a touch underpowered, assuming this class is a stand-alone and will not have any expansions added on to it (and assuming that this were a real thing, haha). It's dejecting that there are several interesting proposals here in this forum yet nothing ever comes of them.
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#5 cloudblue

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Posted 16 November 2012 - 12:34 PM

Gunsliger 2nd class?
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#6 matrixEXO

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Posted 24 November 2012 - 02:41 PM

Gunsliger 2nd class?


Personally would have the second class called Trooper. But it might not fit into the design well. Gunslinger -> Trooper sounds a bit off, maybe just to me.

That's a neat idea - having a class that can use any weapon type. The skills actually seem a touch underpowered, assuming this class is a stand-alone and will not have any expansions added on to it (and assuming that this were a real thing, haha). It's dejecting that there are several interesting proposals here in this forum yet nothing ever comes of them.


Thanks. As for the skills, I'm not sure about how to balance them right now but I'm trying to see the many ways as I add skills into this suggestion. Maybe even get a fully complete design eventually.

Unfortunately, I think iRO is limited to what it can bring out based on kRO itself. If the kRO team thinks it's good, then they will add it in. Besides that, a LOT of coding going on so we won't know.

Edited by matrixEXO, 24 November 2012 - 02:42 PM.

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#7 Renko

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Posted 25 November 2012 - 09:58 AM

Gunslinger ---> Marksman for me~

anyway, i like the multiweapon job idea, sounds fitting for extended class
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#8 Kawaiiyui

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Posted 25 November 2012 - 06:02 PM

Gunslinger ----> Gunblade
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#9 matrixEXO

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Posted 25 November 2012 - 10:52 PM

Gunslinger ---> Marksman for me~

anyway, i like the multiweapon job idea, sounds fitting for extended class


That would work too.
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#10 DarkenCloud

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Posted 26 November 2012 - 12:28 AM

I think for gunslinger 2nd class should be musketeer.

The new ability of musketeer they can use long range attack and melee attack if the enemy close. ATK formula for melee attack is same like whip and musical instrument (base on dex). The ASPD increase significantly when in melee combat style.
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#11 matrixEXO

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Posted 26 November 2012 - 11:19 AM

I think for gunslinger 2nd class should be musketeer.

The new ability of musketeer they can use long range attack and melee attack if the enemy close. ATK formula for melee attack is same like whip and musical instrument (base on dex). The ASPD increase significantly when in melee combat style.


Musketeer is not really viable since they can use gatling guns and shotguns, both which are way above the level of muskets in their own sense. Also, wouldn't mesh with what their previous class is, gunslinger (not gunblader).
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