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Re: [S] Unarmed skills
Posted: Fri Aug 16, 2013 8:30 pm
by Sarumar
IMO current skill system need one or two more skills:
-Fighting style martial arts
-Specialization martial arts
...but imo those pressure poits, etc wont work in this game (hmm this ooze where is should to try to hit...) and mastering thosekind strikes takes for years to learn (i know

) and about of those superiour moves which ones we see in the fantacy movies... im like those, but imo AT is low or even non magicall realm..
...just my thought
Re: [S] Unarmed skills
Posted: Fri Aug 16, 2013 8:37 pm
by nyktos
i agree, "unarmed" needs at least one more boost - to make it a valid choice.
the more powerful it is, naturally: the harder it will be to master.
good stuff guys (and gals)!

this big list is nice too, to give us choices & ideas on what we will actually use.
Re: [S] Unarmed skills
Posted: Tue Aug 20, 2013 2:33 am
by Pyrizzle
Disarm and Drop item:
1) Disarm: you have a XX% chance to disarm your opponent (Works only on armed opponents)
2) Drop: Once you have disarmed an NPC you are not able to attack until you drop the item in your hand.
Disarm could cost 7 and drop could cost 5 (like using an item)
Disarming an NPC could have quite a few effects, maybe lowering the NPCs AC and AD, Maybe lowering their BC, Possibly leading to them having more swings (At a reduced chance of hitting you).
The ideas are endless.
Keep this idea going! We have some good ideas going!
Re: [S] Unarmed skills
Posted: Tue Aug 20, 2013 5:19 pm
by Xero
I think unarmed should be terrible in the beginning but late game (70+) become stronger than any weapon. It reflects the nature of unarmed fighting and training. Also I don't really see any reason why someone couldn't train more than 1 style. Doesn't make any sense
Re: [S] Unarmed skills
Posted: Tue Aug 20, 2013 9:52 pm
by Sarumar
Xero wrote:I think unarmed should be terrible in the beginning but late game (70+) become stronger than any weapon. It reflects the nature of unarmed fighting and training. Also I don't really see any reason why someone couldn't train more than 1 style. Doesn't make any sense
I already found a reason for more than one profiency... Can you figured out why i have build with axe profiency and later some other too

Re: [S] Unarmed skills
Posted: Wed Aug 21, 2013 12:07 am
by Xero
If I had to guess I would say likely you are making a dual wield build.
You will equip with:
axe of whirlwind
Qs dagger/dosp
Marrows taint
Polished ring of backstabbing
Rols
Lightweight splint mail
Dark protector or enhanced combat helm
Worn plated gloves or high ac
Skills
I.F.
Dual wield
More/ better crits
Combat speed
Something like that?
Crits aren't necessary with the build but it does put out some massive damage
I really like the synergy with this build especially with the worn plated gloves.
This gives you 6 attacks with a qs dagger and a 20% chance stun. With the added bonus to AD and the potential to negate your opponent's attack most of the time, the few opportunities they have to do any damage won't be enough to kill you in 1 attack thanks to the 1 point in IF and the DR of 1 to take care of most smaller enemies.
The axe will take the speed of the qs dagger and whatever life is lost will regenerate with rols. GG
Re: [S] Unarmed skills
Posted: Wed Aug 21, 2013 12:52 am
by Sarumar
Xero wrote:If I had to guess I would say likely you are making a dual wield build.
You will equip with:
axe of whirlwind
Qs dagger/dosp
Marrows taint
Polished ring of backstabbing
Rols
Lightweight splint mail
Dark protector or enhanced combat helm
Worn plated gloves or high ac
Skills
I.F.
Dual wield
More/ better crits
Combat speed
Something like that?
Crits aren't necessary with the build but it does put out some massive damage
I really like the synergy with this build especially with the worn plated gloves.
This gives you 6 attacks with a qs dagger and a 20% chance stun. With the added bonus to AD and the potential to negate your opponent's attack most of the time, the few opportunities they have to do any damage won't be enough to kill you in 1 attack thanks to the 1 point in IF and the DR of 1 to take care of most smaller enemies.
The axe will take the speed of the qs dagger and whatever life is lost will regenerate with rols. GG
Intresting suggestion... i might try something like those in the future..
But in this build... it is for two-handed weapons and axe profience helps a lot when using gutsplitter and playing lowlevel char..
Re: [S] Unarmed skills
Posted: Wed Aug 21, 2013 12:54 am
by Xero
Ahh. I was way off then
Re: [S] Unarmed skills
Posted: Wed Aug 21, 2013 1:08 am
by Sarumar
Xero wrote:Ahh. I was way off then
Bonuses of those profience skills can be pretty nice when playing in lowlevel build. And the cost of opening another one is not much for highlevel build...
Re: [S] Unarmed skills
Posted: Wed Aug 21, 2013 7:15 am
by Xero
sorrow wrote:[bWe can also use these fighting styles:
the crain
The snake
The bear
And my favorite THE DRAGON
Correct me if I'm wrong because I may be mistaken be I always thought this was designed by Chinese monks as a method of categorizing the personality of a pupil or fighting style that was a natural fit for that individual. I'm also thinking once an individual was identified as a natural fit for 1 type, training for the opposite school would balance this person and they were taught from an opposing school.
Crane = a counter attack specialized training involving quick kicks and a high degree of technique
Snake = a training involving quick attacks to throw your opponent's off balance
Tiger = training involving powerful strikes designed to end a fight quickly
Panther = training involving both quick attacks and powerful strikes designed to stun your opponent's then finish them with a powerful blow
Dragon = rarely an individual was born which was naturally adept at all fighting styles. This style utilizes a mixture of many different styles to adapt to an opponent's weakness.
I'm not sure if this is accurate as it's been awhile since I did my cultural study in college.