Hi all... happy slashing...
Recap: Link to Counterclass questions:
http://forums.d2jsp.org/index.php?showtopic=30683366&f=42&st=3180Recap:
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, your starting at 0-5000 (Rank1) 0-6000 (Rank2) ... 0-7000 (Rank3)
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
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)
________________________
Edit... just thought of the Axe... Category: Slash/Impact
Axe = These Sub-Proficiencies:
... 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)
__________________
Need to figure out the Heavy Weapon Categories also...
Longsword: Slash/Impact
BattleAxe: Slash/Impact
Polearm: Pierce/Thrust
etc
Staff same as club: Crush/Impact