Post by pixie on Mar 31, 2004 22:33:05 GMT -5
1) keep pracs per level at 5 max
2) increase pracs needed for skills to superb to 5 at 17+int
3) skill caps for classes on broad based skill sets.
all statements as to prac sessions needed are based on 18 int:
weapon, armor, and shield skills, pracable by nearly all classes. all skills in these sets, when praced to average, (3 pac sessions) each prac below is -5%, to min of -15% (not praced at all) and +5% for each obove to max of +10% above eq moded by skill.
% bonus/penalty would be hitroll/dam on weapons, ac only on armor/shields
skills for weapons could be divided by attack type:
piercing, slashing, smiting, pounding, blasting, chopping, stabbing, whipping.... ok there are a lot, maybe consolidate some
warriors types able to prac all but piercing to superb
clerics only pounging, blasing, and smiting to average
mages piercing blasting etc to poor
thieves/ninjas all to average, piercing/stabbing to superb !chopping.
and so on as makes sense
armor skills would affect ac(not stats, +dam etc) and be divided into armor types, cloth, leather, chain, plate
shelds much the same as armor.
!weapons and armor types per class as makes sense, same on weapons.
caster classes could have schools of magic to prac as well, healing, protection, buffers, debuffers, and damage. (thinking armor, stone skin, blur, magical vestmens spells should be a school, and aid, bless, inp.... should be another..)
tie skills in to eq used, spells are kinda hard to cast in some eq, trying to do all that finger wiggling while holding a phillo, rock, and shield in left hand, and the staff of tha magi in the right.. yuo are gonna drop something, or fizzle...
tie skills into successful other skills, kinda hard to backstab someone who is staring at ya, sneaking or hiding makes it much easier!
I am sure the great imagination of the mudders here can think of dozens more examples of skill combos that should self buff, and eq/skill combos that should not be possible.
2) increase pracs needed for skills to superb to 5 at 17+int
3) skill caps for classes on broad based skill sets.
all statements as to prac sessions needed are based on 18 int:
weapon, armor, and shield skills, pracable by nearly all classes. all skills in these sets, when praced to average, (3 pac sessions) each prac below is -5%, to min of -15% (not praced at all) and +5% for each obove to max of +10% above eq moded by skill.
% bonus/penalty would be hitroll/dam on weapons, ac only on armor/shields
skills for weapons could be divided by attack type:
piercing, slashing, smiting, pounding, blasting, chopping, stabbing, whipping.... ok there are a lot, maybe consolidate some
warriors types able to prac all but piercing to superb
clerics only pounging, blasing, and smiting to average
mages piercing blasting etc to poor
thieves/ninjas all to average, piercing/stabbing to superb !chopping.
and so on as makes sense
armor skills would affect ac(not stats, +dam etc) and be divided into armor types, cloth, leather, chain, plate
shelds much the same as armor.
!weapons and armor types per class as makes sense, same on weapons.
caster classes could have schools of magic to prac as well, healing, protection, buffers, debuffers, and damage. (thinking armor, stone skin, blur, magical vestmens spells should be a school, and aid, bless, inp.... should be another..)
tie skills in to eq used, spells are kinda hard to cast in some eq, trying to do all that finger wiggling while holding a phillo, rock, and shield in left hand, and the staff of tha magi in the right.. yuo are gonna drop something, or fizzle...
tie skills into successful other skills, kinda hard to backstab someone who is staring at ya, sneaking or hiding makes it much easier!
I am sure the great imagination of the mudders here can think of dozens more examples of skill combos that should self buff, and eq/skill combos that should not be possible.