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Kargath
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#21

Post by Kargath » Tue Mar 14, 2006 12:02 am

I say there should at least be a unique spell or two for each class. Maybe a unique weapon instead for the Soldiers.
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#22

Post by The Willful Wanderer » Tue Mar 14, 2006 5:07 am

Can subtract points? Wow. Doors flung WIDE open.

There is currently no Soldier class, so how would you propose creating things for it?

What, exactly, do you mean by 'unique'? If you mean 'limited to the one class', you're partly talking about class items, and partly about items at a level we haven't quite gotten to yet. If you're talking 'there's only one of them', that can only be accomplished with items- there's no way to make spells completely unique.

As far as new classes go, I like the idea of the HP/MP body some, and will definitely look into that. The other ideas I'm seeing, I like not as much. Currently, I'm not seeing a good way to differentiate an undead class tree, though that may change with more fiddling about. I'm not even going to think about fifth+ stage Jobs for the existing trees until people start nearing the fourth Job- the rate people are going now, we've got a LONG time before fifth-stage jobs are going to even be worth considering. And given we're trying more or less to stick to that rate of advancement... Well, yeah.
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#23

Post by Nomyt » Tue Mar 14, 2006 4:49 pm

Gun Mage/Soldier:
HP:5 (They fitness train so maybe higher than 5)
MP:7 (Although, could be less if your going for a Soldier.)
Strengh:10 (Although, could be less if Gun Mage.)
Def:10 (Body Armour.)
Vit:5
Eva:5

Gun Newbie: Along as their pointing a gun, the right way. They don't care if the hit the opponent or not.
Payment:350. (Per Day.)

Gun Novice: Their collect of guns has become their life. Do you feel lucky? Punk!!!
Payment:750. (Per Day.)

Gun Expert: A warroir that goes for distance, rather than getting up close and personnal. Their guns never leave their sides.
Payment:900. (Per Day.)


Gun Magician:: Fires Magical Bullets (Spells) from a gun. Although, if use attack with gun, the Gun Mage hits the opponent with barrel or butt of the gun.
Payment:2000. (Per Day.)

Haven't got ideas for the stats for the evolved classes, neither any icons.
Weapons could be Pistols, Colt Python, Desert Eagle, Machine Gun, AK-47u, Etc
Class Items:Medals???
Armour:Bulletproof vests???
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#24

Post by The Willful Wanderer » Tue Mar 14, 2006 5:08 pm

An interesting thought. Problem is, the stats there are pretty close to being DIVN tree. It looks very similar, going by stats and the likely boosts from guns would be something along the lines of what you see on the bows. I may tweak it out into something totally different, or something only vaguely similar, but I don't see much point to adding it as-presented.
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#25

Post by Nomyt » Tue Mar 14, 2006 5:17 pm

Okay what about these amenments....(I drew two different style of stats.)

HP:Nil
MP:10
Attack:7
Defence:10
Vit:10
Eva:4
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#26

Post by Kargath » Tue Mar 14, 2006 6:57 pm

[QUOTE=Selene Starblade]
What, exactly, do you mean by 'unique'? If you mean 'limited to the one class', you're partly talking about class items, and partly about items at a level we haven't quite gotten to yet. If you're talking 'there's only one of them', that can only be accomplished with items- there's no way to make spells completely unique.
[/QUOTE]

You know you can set which classes get which spells, right? It's in one of the columns in the shop.

Personally, I'm hoping for more to differentiate the Diviners and Wizards. Taking away the Invoker money and boosting stats would be a good start.
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#27

Post by The Willful Wanderer » Wed Mar 15, 2006 12:42 am

That's something that's already being done, as far as different spells for different job trees, though it's far from complete (then again, reaching the upper ends of the job trees is far from complete, so...)

As far as taking away Invoker money and increasing stats, I am giving that an unequivocal No right now. We only even have the one Invoker at the moment, so there's no way it can be said that we definitely need to change the class in some way, or even that we probably do, given that he's not been in that job tree for very long.

Nomyt-
It's an interesting idea, I guess. Problem falls in the execution. There's only so many ways we actually can differentiate the different classes. The different set of stats you came up with does look intriguing, but it'll take a bit to get to the point of adding a whole new class tree, given we've already got six. I'm thinking the HP/MP focus one and the one you're proposing look like the most viable, though.
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#28

Post by Shane » Wed Mar 15, 2006 12:48 am

Job money ultimately becomes irrelevant anyway. In 2 or 3 battles I make more than what my job pays in a day, and interest gets insane after a while. Though the first level of each job it would make a difference.
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#29

Post by Kargath » Wed Mar 15, 2006 7:16 pm

Subtraction of points might make sense in some cases. It's kinda funny seeing the Invoker having "ravaged" their body ... to get a hp bonus. XD
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#30

Post by The Willful Wanderer » Thu Mar 16, 2006 2:07 pm

Personally, I'm not seeing what being an invoker has to do with hurting yourself. Though I may now tweak that tree a bit in the near future. We'll see.
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#31

Post by Joker » Thu Mar 16, 2006 7:54 pm

Funny I haven't come across antying about the Diviner Job class that would require immediate adjustment ??


Are any of these suggestions even coming from people who have charcters in the said job/class ??
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#32

Post by The Willful Wanderer » Fri Mar 17, 2006 12:02 am

The tweaking I'm talking about is more in terms of equipment than anything else, J. And no, you're about it for Diviner tree people right now.
\"What if nothing means anything? What if nothing really matters?.....
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#33

Post by PK FIRE! » Fri Mar 17, 2006 12:57 am

If I may ask a stupid qestion, why is the gap between stages on the job tree so large?
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#34

Post by The Willful Wanderer » Mon Mar 20, 2006 2:33 pm

So that choosing a job is a more major choice, and also because increasing to the next stage of a job is a significant boost. ((Also because each additional job means one more checkbox on EVERY piece of equipment in the Itemshop that needs to be filled in or selectively left out. Time consuming.))
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#35

Post by Kargath » Mon Mar 20, 2006 6:08 pm

[QUOTE=Selene Starblade]Personally, I'm not seeing what being an invoker has to do with hurting yourself. Though I may now tweak that tree a bit in the near future. We'll see.[/QUOTE]

Read the description of the class on the jobs page :P
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#36

Post by The Willful Wanderer » Tue Mar 21, 2006 4:20 am

I see that that point was about five feet too high for you.

I mean that I don't understand why that was put into the class description in the first place. Using magic to discover information has nothing to do with hurting yourself unless it's something like blood magic, in which case you're not a diviner, you're a blood magus or maho-tsukai or whatever.

Hell, it's not even a sensible progression in terms of going from being an infomagus to being a deathmagus in the first place. I'm trying to think of a good way to redo the job names ATM. I'll probably leave BRWL and PKPT trees mostly alone in that regards, and similarly the WIZ and PAGE trees' job names work more or less. I'll definitely be overhauling the class descriptions sometime soon so they make more sense (and to get rid of some spelling/grammar errors as well.)
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...Or suppose <b><i>EVERYTHING</b></i> matters. Which would be worse?\"
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\"Joke \'em if they can\'t take a f$%k.\"

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#37

Post by Joker » Tue Mar 21, 2006 5:19 pm

Warlock would be a good name for one of the levels
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