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% maximum2. 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)
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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