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Poll > Sub Proficiency Idea: Incomplete > Brainstorming
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Sep 2 2009 03:18pm
Quote (przy @ Fri, Aug 28 2009, 05:51am)
4.) Playability. The problem with modern ladder slasher is now, there is only 2 ways to successfully play ladder slasher, particularly in Arena. Hybrid or Caster. The ability to use heavy plates still does not yield a balanced result to the mechanics of this game (Example, using a 197 ee axe, 52 str 5 ls plate, 17 str 9 ls, 10 crit flux 4 armor pierce charm and 100 dexterity, I can only kill 5 monsters in a chain on average)


Based on the quote above... I thought that a Sub-Proficiency Add could be a good way to balance it out a bit more.

Now... I have not gone into the finer details... this is because I have to look up all the percentage (%) skills that can be
obtained on items and also check which ones are more relevant... I was also thinking of Weapon Rank 10 gaining another
Sub-Category... etc Rank15 / Rank20 (again gaining some other Sub-Proficiency)

Sub-Proficiencies:
A sub proficiency are those little adds that you get on items that give a percentage (%) next to it.
Example... X% Critical Flux... X% Armor Pierce... X% Life Steal
These can be Sub-Proficiencies.

How to obtain a Sub-Proficiency:
You have to reach Rank5 in a given Skill (e.g. Sword)
This will unlock a Sub-Proficiency (RANDOM)

How does Sub-Proficiencies go up?
The same way the proficiency goes up... but it is harder to get up in Ranks.
e.g. A Rank goes up by 1000 per Rank level obtained.... 0-1000 (Rank1)... 0-2000 (Rank2)... 0-3000 (Rank3) etc
whereas... with Sub-Proficiencies, you're starting at 0-5000 (Rank1) 0-6000 (Rank2) ... 0-7000 (Rank3)
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Please post a comment to your vote... it helps the page stay up and others to read
Thank you for your time...


This post was edited by izParagonzi on Sep 2 2009 03:31pm
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Sep 2 2009 04:03pm
i like it
needs a little more tweaking, like maybe start at 2000 and go up 2000 every time :)
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Sep 2 2009 04:05pm
unlockable proficiency?

i like

Edit : maybe like this

every 5 ranks on the proficiency's used now you gain that effect

+5 sword = % Power Shot
+5 Axe = % Critical Flux
Etc Etc

can even add for fishing and healing charms

also the Bonus gained from this will work with all items - maybe?

This post was edited by Djsem on Sep 2 2009 04:11pm
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Sep 2 2009 04:10pm
This idea would be very hard to work or make sense imo.
I could see an alternate advancement method like this for weapons. Once you reach "expertise level x (level 5, or 10) you have the option of stopping exp in skill rank of that weapon and instead gain ranks in the sub proficiency of that weapon...
Alternate Advancment options would be towards individual mods like armor pierce with a particular weapon. They would have to make sense for that weapon in a combat sense.
For instance, swords could armor pierce, be used defensively, power strike, but how could you be so good at swordplay that you could life steal?

And yes, godly caster gear is tops. This idea could make melee comparable if rendered carefully.
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Sep 2 2009 04:24pm
I like it, when profs first came out I was hoping this would be a part of it, if this were implemented I would really hope that it counts in the prof you've already gained since my profs take forever now
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Sep 2 2009 04:28pm
Quote (Tamale012 @ Wed, Sep 2 2009, 04:03pm)
i like it
needs a little more tweaking, like maybe start at 2000 and go up 2000 every time :)


i agree with this ^^ seems like it would be the best way to go imo
[X] Voted Yes ofcours
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Sep 2 2009 04:47pm
Very cool idea.

Could use some tweaks but I like where you're going with this.
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Sep 2 2009 06:48pm
Based on the comments and a little bit of researching and deliberation... I have implemented a bit more of a mechanical approach to the idea below.
Again I am looking for feedback... as this will involve the Ladder Slasher community.

1. There has to be a Cap to how high the Sub-Proficiencies will get... I was thinking of 15% maximum

2. Placing the Sub-Proficiencies into Categories based on weapon type.. example: Sword = Slash/Pierce... Club = Crush/Impact... Dagger = Pierce/Thrust
.. With that in mind... the following Sub-Proficiencies can be labelled for placement... please be aware that some items may not fit that category
.. Categorise the following Sub-Proficiencies as you see fit
... X% Max Damage Return... (Crush/Impact)
... X% Armor Pierce... (Slash/Pierce/Thrust)
... X% Block... (Slash/Pierce/Crush/Impact)
... X% Critical Flux... (Slash/Crush/Impact)
... X% Physical Damage Reduction... (Slash/Crush)
... X% Quick Draw... (Slash/Pierce/Thrust)
... X% Power Shot... (Crush/Impact)
... X% Glancing Blow... (Pierce/Thrust)
... ... Now I have missed a few Sub-Proficiencies... but looking at the following as an ADD?
... ... X% Magical Damage Reduction... ... ... <-- Can these be deflected by certain weapon types? or Dodged etc?

Based on my selection of Categories... the Sword is the dominant selection. Please NOTE: that I have placed them in Order
Based on the two (2) categories to one (1) category... this can implement the Unlock at each Ranks of 5...
Example... Sword Rank5 = Armor Pierce (unlocked)... Rank10 = Block (unlocked)... Rank15 = Quick Draw (unlocked)... etc

Axe = These Sub-Proficiencies: (Slash/Impact Category)
... X% Block... (Slash/Impact)
... X% Critical Flux... (Slash/Impact)
... X% Armor Pierce... (Slash)
... X% Physical Damage Reduction... (Slash)
... X% Quick Draw... (Slash)
... X% Max Damage Return... (Impact)
... X% Power Shot... (Impact)

Sword = These Sub-Proficiencies:
... X% Armor Pierce... (Slash/Pierce)
... X% Block... (Slash/Pierce)
... X% Quick Draw... (Slash/Pierce)
... X% Critical Flux... (Slash)
... X% Physical Damage Reduction... (Slash)
... X% Glancing Blow... (Pierce)

Club = These Sub-Proficiencies:
... X% Max Damage Return... (Crush/Impact)
... X% Block... (Crush/Impact)
... X% Critical Flux... (Crush/Impact)
... X% Power Shot... (Crush/Impact)
... X% Physical Damage Reduction... (Crush)

Dagger = These Sub-Proficiencies:
... X% Armor Pierce... (Pierce/Thrust)
... X% Quick Draw... (Pierce/Thrust)
... X% Glancing Blow... (Pierce/Thrust)
... X% Block... (Pierce)
_______________

As for coding this into the game... there are certain things that will have to be factored into.
1. tagging "Proficiencies" with category selection
2. separate "Sub-Proficiencies" from item add-ons (example... X% Magical Damage Reduction on a weapon is not cancelled out... because of the "Sub-Proficiency")
3. tagging "Sub-Proficiencies" with the correct "Proficiencies" using "IF" to identify the Category
4. "Sub-Proficiency" Cap, does not interfere with "Item" properties... example: (Sub-Prof) 15% Armor Pierce + (plus) 3% Armor Pierce (Item) equals 18% Armor Pierce (Total)

#4 Might need some more input by the community?
_______________

Please input your ideas for this too... is it going to unbalance certain items?
Axe having 7x Sub-Profs compared to Club having 5x Sub-Profs?

This post was edited by izParagonzi on Sep 2 2009 06:49pm
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Sep 2 2009 07:02pm
Quote (DankeKong @ Wed, Sep 2 2009, 06:47pm)
Very cool idea.

Could use some tweaks but I like where you're going with this.


totally agree with this.

ofc all the details would have to be worked out and such for it to be balanced...but this would be a very nice addition to the game.
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Sep 2 2009 07:04pm
casters get crappy mods :(
I like the idea ofc

This post was edited by J_B on Sep 2 2009 07:05pm
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