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Remort Races

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  • SpunkyS Offline
    SpunkyS Offline
    Spunky
    registered
    wrote on last edited by
    #13

    charm isnt really working atm, and if it did, a racial charm would be way too abuseable in cpk

    Advocate of Future Hope, Opposition of Future Fear

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    • MittensM Offline
      MittensM Offline
      Mittens
      registered
      wrote on last edited by
      #14

      If it was fixed, and working appropriately (by which I mean balanced) it wouldn't be that bad.

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      • XavisX Offline
        XavisX Offline
        Xavis
        registered
        wrote on last edited by
        #15

        I think the only way to fix the swerve extra defense thing is limiting how many times a player can use a defense in a round.

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        • SpunkyS Offline
          SpunkyS Offline
          Spunky
          registered
          wrote on last edited by
          #16

          good thinking, parry once, dodge once..swerve once..works for me:P

          Advocate of Future Hope, Opposition of Future Fear

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          • R Offline
            R Offline
            RedRaven
            registered
            wrote on last edited by
            #17

            I like the shadow follow idea Spunky.

            As far as I know Fiends didnt get anything they didnt have as Vamps.

            Some suggestions, again some already mentioned.

            Half the sun damage for a fiend.

            A racial giant strength(they are supposed to be super strong I think this racial ability should let thier str max be greater than 25 maybe like 30 or so.

            I dunno, those are only I can think of atm.

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            • ArdghalA Offline
              ArdghalA Offline
              Ardghal
              registered
              wrote on last edited by
              #18

              Okay here's an idea for Fiends. They lose the sun damage. Since they aren't true vampires anymore and all…

              <color color="#4000FF">Inconceivable!</color>

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              • I Offline
                I Offline
                Ithilidin
                registered
                wrote on last edited by
                #19

                <quote author="Xavis">@Xavis:

                I think the only way to fix the swerve extra defense thing is limiting how many times a player can use a defense in a round.</quote>

                Against the person you are fighting, there shouldn't be a limit. If there are other people attacking as well, then there should start being a reduction as your attention is starting to spread out.

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                • SynS Offline
                  SynS Offline
                  Syn
                  retired
                  wrote on last edited by
                  #20

                  <quote author="Elmah">@Elmah:

                  My impression of removing Angel, Demon, and Mystic in exchange for the individual remort races was so that each remort race could have unique properties. Maybe I just am not aware of them, but do the remort races get any bonuses other than what they got anyway? For example, does Changeling get something special that say, Seraph does not(aside from the thing associated with their normal mort versions)? Does Hell Baron gain anything that Fiend doesn't, aside from a cool name? You get the idea.</quote>
                  totally right on all accounts. Will get lookd at when i have time!

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                  • U Offline
                    U Offline
                    Upir
                    registered
                    wrote on last edited by
                    #21

                    One way to think about it in coming up with specific new skills/spells for the remort races would be to see the remort races as evolved and more perfect versions of their previous race. Like see an Avatar as a Super Human. Hope that helps!

                    "The sun sucks." – Butt-head (Beavis and Butt-head Do America)

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                    • SynS Offline
                      SynS Offline
                      Syn
                      retired
                      wrote on last edited by
                      #22

                      <quote author="Upir">@Upir:

                      One way to think about it in coming up with specific new skills/spells for the remort races would be to see the remort races as evolved and more perfect versions of their previous race. Like see an Avatar as a Super Human. Hope that helps!</quote> yup

                      thats basically what we're going for.. a remorted human is almost a demi-god figure, half demon, half whatever your old race was.

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                      • I Offline
                        I Offline
                        Ithilidin
                        registered
                        wrote on last edited by
                        #23

                        And give them wonder twin powers! Just don't tell them who their wonder twin is.

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                        • T Offline
                          T Offline
                          tommi
                          registered
                          wrote on last edited by
                          #24

                          some ideas for dwarves/berserker should get a mining skill and the ability to forge thier own equipments, for arnt dwarves miners after all,

                          God save the Queen as nobody could save the Governor General.

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                          • E Offline
                            E Offline
                            Ertai
                            retired
                            wrote on last edited by
                            #25

                            I'm not sure when all this was posted, but I'm pretty sure swerve works a little differently than you think.

                            I was under the impression that each defensive skill has a certain percent chance of working. Yes, swerve may be triggered first, but from what I know, it just adds another percent that people need to get through to hit you:

                            1 attack… 80%chance to get through swerve

                            90%chance to get through parry

                            90%chance to get through acrobatics

                            90%chance to get through dodge

                            If I missed any, you get the idea. Also, the numbers are probably not correct, but I am almost positive swerve has a 20% chance of triggering.

                            eRT

                            "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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                            • XavisX Offline
                              XavisX Offline
                              Xavis
                              registered
                              wrote on last edited by
                              #26

                              crikey, if you think about it, having a defense at 10% probably wouldn't make much of an impact if you had it mastered :/

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                              • E Offline
                                E Offline
                                Ertai
                                retired
                                wrote on last edited by
                                #27

                                not alone…no. But gimme a second to do the math on this..

                                assuming ac and hr/dr don't play affect, you would have a

                                .9*.9*.9*.9*.8=52% chance of hitting... now lets assume I am foolish and make those 80% chances of hitting...

                                .8^5= around 33% chance of hitting. Now calculate in ac for damage reduction and deal with hr/dr (I have no ideas about the actual calculation orders) but it seems that the difference between 33% and 40% (without swerve) is pretty damned good.

                                feel free to correct me

                                eRT

                                "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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