Post by Tim on Jan 12, 2010 9:22:53 GMT -6
Since I didn't give you any actual examples yesterday, today we have one Starting Class and one Specialized Class. But before we get into that, I need to explain how I'm laying out the skill and denoting which skills are dependant on which other skills.
Skills with a single dash '-' before them are your passive skills. The skills with a double dash '--' before them are your active skills that are dependant on one of the two passive skills; they are dependant only on the skill that they are immediately above or below (these should be the first and last skill I list, so there should only be one next to them). The skill in the middle with the triple dash '---' is dependant on the two passive skills, located directly above and below it. So with the Armsman below, "Poised to Strike" cannot be a higher level than "Offensive Prowess", "On Guard" cannot be a higher level than "Defensive Prowess", and "Combat Readiness" cannot be a higher level than either "Offensive Prowess" or "Defensive Prowess". If you need a refresher on skill dependancy, see yesterday's CDV5 thread about Classes and Skills.
First, we have one of the returning starting classes: Armsman. As before, the Armsman is your basic soldier type, focusing on damage and defense with little need for anything else. You may notice a couple of his skill's names sound familiar, but they aren't the same skills as before. This is true of most skills, as I had to rethink many of them for the new system.
Next, we have one of the new Specialized classes: the Gambler. Gamblers rely heavily on their luck to get them through things. They're also used to getting themselves out of jams when their luck takes a turn for the worse.
Skills with a single dash '-' before them are your passive skills. The skills with a double dash '--' before them are your active skills that are dependant on one of the two passive skills; they are dependant only on the skill that they are immediately above or below (these should be the first and last skill I list, so there should only be one next to them). The skill in the middle with the triple dash '---' is dependant on the two passive skills, located directly above and below it. So with the Armsman below, "Poised to Strike" cannot be a higher level than "Offensive Prowess", "On Guard" cannot be a higher level than "Defensive Prowess", and "Combat Readiness" cannot be a higher level than either "Offensive Prowess" or "Defensive Prowess". If you need a refresher on skill dependancy, see yesterday's CDV5 thread about Classes and Skills.
First, we have one of the returning starting classes: Armsman. As before, the Armsman is your basic soldier type, focusing on damage and defense with little need for anything else. You may notice a couple of his skill's names sound familiar, but they aren't the same skills as before. This is true of most skills, as I had to rethink many of them for the new system.
Next, we have one of the new Specialized classes: the Gambler. Gamblers rely heavily on their luck to get them through things. They're also used to getting themselves out of jams when their luck takes a turn for the worse.
Armsman:
-- Poised to Strike: +x% damage, +x accuracy
- Offensive Prowess: +x% damage
--- Combat Readiness: +x-2x damage, +x% defense, +x first strike
- Defensive Prowess: +x% defense
-- On Guard: +x% defense, +x dodge
-- Poised to Strike: +x% damage, +x accuracy
- Offensive Prowess: +x% damage
--- Combat Readiness: +x-2x damage, +x% defense, +x first strike
- Defensive Prowess: +x% defense
-- On Guard: +x% defense, +x dodge
Gamber:
-- Great Roll: +2x dodge, +x% defense
- Good Fortune: +2x luck
-- Lucky Shot: +2x accuracy, +x% damage
-- Great Roll: +2x dodge, +x% defense
- Good Fortune: +2x luck
-- Lucky Shot: +2x accuracy, +x% damage