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lizardman123

Skill Shit

Sep 12th, 2015
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  1. BASIC INFO AND SHIT
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  3. Skills in LoB are very customizable and you can make very unique skills that suit your strategy and play style. However, skills are very consistent. You cannot easily make a skill that is absurd for how much it costs, as skills will always cost as much as I deem that they're worth. To that end, skills and spells that have special utility, such as Area of Effect and Stuns, will cost more based on a percentage or multiplier. If your AoE is expected to hit 2 people, then you can either have it deal 50% damage or cost twice as much. You can get more value for this kind of skill by managing to hit 3 enemies instead of 2, so there are some ways to acquire more value than you normally would in terms of damage.
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  5. [U]Spending Skill Points[/U]: When you level up, you gain Skill Points equal to your new level. Starting at Level 1, you have 0 Skill Points (Because you start with 1 Skill and 1 Spell by default).
  6. [U]-Leveling up Skills[/U]: You can spend skill points on existing skills by leveling them up. All skills start at level 1. You can spend SP(Skill Points) equal to the next level of the skill to level it up. (Lv.1 Levelup cost = 2). Doing so allows you to either buff the skill to perform better, or adding another skill effect to the skill.
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  8. [U]Buffing a Skill:[/U] If you find your normal skill to be too boring, you can spend SP to buff it's functionality. You can add various effects, be it more raw damage, a poison or burning effect (Damage over Time), or some other form of utility. Utility can be almost whatever you think of, though some examples include some kind of regeneration, be it healing or mana regeneration upon a successful strike.
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  10. [U]Having 2 Skills in 1[/U]: It is possible to have your skill perform as if it were 2 (or more) skills as well. All skills start at Lv.1, and increase in level as you add bonuses to them. One of the bonuses you can add is adding another skill to the functionality of your current skill as long as the two skills and their abilities don't conflict. If you start with a powerful single-target ability, you can level it up to also cause splash damage to enemies in a 90 degree angle in front of you. The price of doing this is heavy however, as each ability you add incurs a 50% extra cost to the additional ability, which stacks depending on how many extra abilities you already have. So adding an explosion to a normal firebolt skill that would cost 50 MP to cast the explosion, now costs 75 MP to cast, with the additional previous cost of the regular firebolt skill. If that originally cost 10 MP, your new and improved explosion ability costs 85 MP.
  11. Cost of New Skill Effect: (# of Skill Current Effects * 50% + 100%) = Cost of adding the new skill effect.
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  15. SKILLS CAN COST WHATEVER YOU WANT THEM TO. THE MORE THEY COST, THE MORE POWERFUL THEY ARE.
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  17. HOWEVER, MULTIPLIERS TO A SKILL'S COST BASED ON PARAMETERS DO NOT INCREASE IT'S BASE POWER.
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  19. YOU CAN ADD MODIFIERS TO A SKILL TO TWEAK IT'S FUNCTIONALITY TO POSSIBLY GET MORE POWER OUT OF IT.
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  21. Legend
  22. DMG = Your Base Weapon Damage (what you'd get from a default attack)
  23. AP = Cost of the Skill in AP (You personally set this value.)
  24. MP = Cost of the Skill in MP (You personally set this value.)
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  26. Melee Skill Creation:
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  28. (Name your Skill Here): (Skill Type), (Range)
  29. (Damage)
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  31. ~~~~~~~~~~~~~~~~
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  33. Skill Types:
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  35. Direct Damage: No Modifiers
  36. >Attacks a Single Target for the highest and most consistent damage possible.
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  38. Cleave: All enemies in Range are affected and attacked with the skill.
  39. >Final Damage Calculation is Divided by Range/2
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  41. Leap: Move while attacking at the same time, or not at all.
  42. >Select how many spaces you wish to Leap, up to your maximum movement allowance. (Sprinting, and then leaping is possible, and vice versa.)
  43. >AP Cost increases by: Distance*(2+Enemylvl) + Weight*(2+Enemylvl)
  44. >Light Armor(Weight=0), Medium Armor(Weight=1), Heavy Armor(Weight=2)
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  46. Damage Aura: Deal constant damage in the Range.
  47. >DMG is removed from base damage calculation, using AP only.
  48. >This is an Aura, it can be freely toggled on and off without using up your Action.
  49. >Final Damage Calculation is Divided by Range/2
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  51. Counter: Reactionary Skill. Upon a successful Counter, return an attack with a 100% chance to hit.
  52. >You must choose whether this skill procs on Finesse dodges or Sense dodges. The enemy must also be within Range.
  53. >This skill can cost 0 AP if you desire.
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