Skill Set Roadmap

A place to discuss the various professions in EiF.
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Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Skill Set Roadmap

Post by Anishor » Sat Jul 29, 2017 5:30 pm

Things to note:

Toughness only applies to weapons of the same type - ie rifle_toughness only applies to ranged, and 1-h melee toughness only applies to melee.

Center of Being:
+ 25 Melee Defense
+ 25 Ranged Defense
+ 15 Toughness
- 25% damage

Berserk:
- 100 Melee Defense
- 100 Ranged Defense
- No secondary defense rolls ( dodge, counter, block, jedi parry )
+ 25% damage
Will be able to used with specials.

Pistoleers
Concept: Short Ranged, Running and Gunning. Gunslinger.
Offensive Concept: Sustained Damage, Fast Speed - Low Damage, Access to widest variety of damage types.
Offensive Changes to be made:
- Increase Body shot damage
- Change Disarming shot to a warcry like effect.

Defensive Concept: Kiter with high primary defence and access to dodge. Should do fairly well against melee but have a challenge against ranged.
Primary Defense:
- Ranged : 5
- Melee : 75

Secondary Defense :
- Dodge : 100

State Defense :
Dizzy +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Blind: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Stun: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )


Carbineers
Concept: Medium Range, professional soldier.
Offensive Concept: Sustained Damage, Medium Damage and Medium Refire, Access to widest variety of States.
Offensive Changes to be made:
- Increase Burst Shot Damage, remove cone.


Defensive Concept: Counter-attacker with some ranged defense and medium toughness. Fairs okay against ranged, uses medium range and states against melee.
Primary Defense:
- Ranged : 25
- Melee : 5

Secondary Defense :
- Counterattack : 100

State Defense :
Blind +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Dizzy: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Stun: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )

Rifleman
Concept: Long Range, sniper.
Offensive Concept: Burst Damage, High Damage and Slow Refire.
Offensive Changes to be made:
- Make Surprise Shot highest damage special in game.
- Add Stun to Startle Shot

Defensive Concept: Block, Cover, and High Ranged Defense
Primary Defense:
- Ranged : 75
- Melee : 5

Toughness with /TakeCover : 35

Secondary Defense :
- Block : 100

State Defense :
Posture Up: +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Stun +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Dizzy: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Blind: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Posture Down: +25 ( Novice: 10, Master 15 )
Intimidate: +25 ( Novice: 10, Master 15 )
Knockdown: +25 (Novice: 10, Master 15 )


Fencer
Concept: Quick and Agile, Death by a thousand Cuts
Offensive Concept: High Speed, Low Burst Damage, Lots of Bleeds.
Offensive Changes to be made:
- Remove Blind chance from 1-h Hits 1-3. Replace with chance to Bleed
- Remove Blind/Dizzy Chance from 1-h Spin. Replace with chance to Bleed
- Increase Damage of Bleeds on health hit 1-2.
- Decrease Damage on 1-h hit 1-3.
- Remove AOE from 1-H Dizzy/Blind Hit 2.
- Add chance for Action/Mind bleeds on Scatter hit.

Defensive Concept: High Evasion.
Primary Defense:
- Ranged : 70
- Melee : 70
- Toughness: 5

Secondary Defense :
- Dodge : 100

State Defense :
Posture Down +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Intimidate: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Knockdown: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

Swordsman
Concept: Wild and Dangerous High Damage, High Single Target Damage, Medium AOE
Offensive Concept: Medium Speed, High Damage, Intimidate
Offensive Changes to be made:
- Add Intimidate 2.
- Remove Dizzy Chance Specials, replace with chance to intimidate for short duration.
- Increase Damage on 1-h hit 1-3.
- Remove AOE from 1-H Dizzy/Blind Hit 2.
- Add chance for Action/Mind bleeds on Scatter hit.

Defensive Concept: Counter-attacker with some defense, best defense is offense and intimidate.
Primary Defense:
- Ranged : 25
- Melee : 25
- Toughness: 10

Secondary Defense :
- Counterattack : 100

State Defense :
Intimidate +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Knockdown: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

Pikeman
Concept: Tanky AOE damage dealer.
Offensive Concept: Medium Speed, Medium Damage, Stun/Dizzy with best melee AOE
Offensive Changes to be made:
- Check to see if Polearm Hit 1-3 need damage/speed increases.
- Remove chance to lower posture from non-sweeps.
- Add Polearm Area 2 to Master Box.
- Increase Damage for Polearm Spins, decrease AOE to 8m. Polearm Areas will hit more targets, Polearm Spin will do more damage.
- Increase Damage for Polearm Area Attack.
- Change Polearm Sweep 1 to Lower Posture, sweep 2 will remain a KD.


Defensive Concept: Block with some evasion, high toughness.
Primary Defense:
- Ranged : 25
- Melee : 25
- Toughness: 20

Secondary Defense :
- Block : 100

State Defense :
Knockdown +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Intimidate: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

TKA
Concept: Tanky Martial Artist
Offensive Concept: High Speed Speed, Low Damage, low ham cost, Controls the fight, highest chance to apply states of any class, uses states and attacks to leg, mind to control fight and win through tankiness.
Offensive Changes to be made:
- Unarmed Hits 1-3 : Reduce Speed Delay, Reduce Damage Modifier (slight reduction), Reduce HAM Costs ( overall shouldn't lose dps)
- Check Powerboost's viability
- Unarmed Combo 1-2: Reduce chance to apply states
- Unarmed Dizzy, Blind, Stun: Increase chance to apply state and durations.

Defensive Concept: Counter-attacker with some defense, best defense is offense and intimidate.
Primary Defense:
- Ranged : 50
- Melee : 50
- Toughness: 20

Secondary Defense :
- Defense Acuity : 115

State Defense :
Knockdown +75 ( Novice: 10, State Defense 1-4: 10, Master: 25)
Posture Down: +50 ( Novice: 0, State Defense 1,3: 20, Master: 10)
Intimidate: + 50 ( Novice: 0, State Defense 2,4: 20, Master: 10)
Stun: +25 ( Novice: 10, Master 15 )
Dizzy: +25 ( Novice: 10, Master 15 )
Blind: +25 (Novice: 10, Master 15 )

sddarktide
Posts: 3
Joined: Sun Jul 16, 2017 3:47 am

Re: Skill Set Roadmap

Post by sddarktide » Sun Jul 30, 2017 4:22 pm

So do I understand this right and toughness can't be stacked with a hybrid template?
This skillset looks to be forcing templates rather than being able to create hybrids which is what swg has always been about.

User avatar
dalolorn
Posts: 317
Joined: Sat Apr 22, 2017 10:24 am

Re: Skill Set Roadmap

Post by dalolorn » Mon Jul 31, 2017 5:22 am

sddarktide wrote:
Sun Jul 30, 2017 4:22 pm
So do I understand this right and toughness can't be stacked with a hybrid template?
This skillset looks to be forcing templates rather than being able to create hybrids which is what swg has always been about.
Toughness has always worked that way, if I understand everything correctly. It's just that he's drawing more attention to it.

Basically, any ranged toughness (rifle, carbine, pistol) only grants damage resistance against ranged attacks, while melee toughnesses only grant damage against melee attacks.
European RPer, occasionally dabbling in crafting and stuff.

Currently active characters:
  • Dal Adarom - Sarcos Group Agent
  • Fennla Lan - Tinkerer and Adventurer
  • Nalth Kaaru - Bounty Hunter

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Skill Set Roadmap

Post by Anishor » Mon Jul 31, 2017 6:43 am

This is true, it has always worked this way. Also not every skill mod has been useful in a hybrid set. For example, if you currently are going TKM, Fencer and Pistoleer for state defense, you don't care about pistol speed right? Same for toughness.

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Skill Set Roadmap

Post by Anishor » Sun Oct 22, 2017 9:11 am

Updated

ansgaming
Posts: 11
Joined: Tue Jan 30, 2018 11:40 am

Re: Skill Set Roadmap

Post by ansgaming » Wed Mar 14, 2018 12:15 pm

First of all I love playing a TKM. A lot of fun.

I have a few questions concerning "Center of Being" and TKM.

Center of Being:
+ 25 Melee Defense
+ 25 Ranged Defense
+ 15 Toughness
- 25% damage

1. With the command/mechanic/state raising "Melee Defense and Ranged Defense", why would it not automatically raise Defense Acuity by default?
In other words how can one go up and not raise the other?

2. With the command/mechanic/state raising Toughness, why would it not automatically raise Defense vs. "States" that are directed toward the player by default?
I would think "Toughness" and state defense go hand in hand.

3. I understand the damage penalty of -25% completely.
However if your in a state of avoiding damage/blows/attacks wouldn't your "Combat Equilibrium" not be elevated somewhat at the same time?
Instead of a "Counterattack" your jumping/rolling to your feet to better "avoid" the next attack.

4. Just a comment. Looking for your thoughts on this.
Instead of awarding "Fixed" stats for the "Center of Being" why not %'s based on values the player has trained in or invested in.
Award the usage of your 250 points.
Or is that how "unarmed Center of Being Efficiency" works?
If that's the case why would a master be at 60?
Why not make the default 100 and work backwards from there?

5. As a TKM we are locked into not being able to raise Defensive Acuity.
No true benefit to taking any other melee or ranged class since Secondary defenses don't carry over.
That could be addressed with ideas above.

Were also locked into one weapon and one damage type.
Surely in a world of 10 different pistols (6? damage types), one that shoots acid and one that shoots mini rockets etc someone has come up with Multiple styles of VK's?
Taser=Electric
Cattle Prod=Stun
Power Gloves=Blast

Sorry to ramble.
I had a long discussion with an MMA instructor at the gym. :)
He had a lot of insight. Gamer as well.

Thanks for your time and consideration.
Morrow

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Skill Set Roadmap

Post by Anishor » Sun Mar 18, 2018 10:00 am

ansgaming wrote:
Wed Mar 14, 2018 12:15 pm

1. With the command/mechanic/state raising "Melee Defense and Ranged Defense", why would it not automatically raise Defense Acuity by default?
In other words how can one go up and not raise the other?

Defense Acuity is a secondary defense just like counter-attack, dodge, and block. None of those are increased by design

2. With the command/mechanic/state raising Toughness, why would it not automatically raise Defense vs. "States" that are directed toward the player by default?
I would think "Toughness" and state defense go hand in hand.

Those are territory defenses and it would be overpowering CoB, to compensate I would have to make the damage reduction closer to 75-90%

3. I understand the damage penalty of -25% completely.
However if your in a state of avoiding damage/blows/attacks wouldn't your "Combat Equilibrium" not be elevated somewhat at the same time?
Instead of a "Counterattack" your jumping/rolling to your feet to better "avoid" the next attack.

Combat Equilibrium is a mechanic about state recovery. CoB is concerned with primary defenses and toughness

4. Just a comment. Looking for your thoughts on this.
Instead of awarding "Fixed" stats for the "Center of Being" why not %'s based on values the player has trained in or invested in.
Award the usage of your 250 points.
Or is that how "unarmed Center of Being Efficiency" works?
If that's the case why would a master be at 60?
Why not make the default 100 and work backwards from there?

Efficacy affects length of CoB, This isn't something we're looking at doing. CoB is really good where it is.


5. As a TKM we are locked into not being able to raise Defensive Acuity.
No true benefit to taking any other melee or ranged class since Secondary defenses don't carry over.
That could be addressed with ideas above.

TKM gets higher base secondary defense, 115 instead of 100. We will probably be looking at putting it into SEAs in the future.

Were also locked into one weapon and one damage type.
Surely in a world of 10 different pistols (6? damage types), one that shoots acid and one that shoots mini rockets etc someone has come up with Multiple styles of VK's?

We have multiple unarmed weapons on the way and they'll be supporting more damage types. When they get implemented and how they're obtained is out of my scope.
See my replies in green

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