New skill idea. "Stone skin". Need help.
Posted: Mon Feb 25, 2013 8:29 am
Stone skin:
Requirements:
-at least 100% block chance (w/o equipment)
-Level 100 (125,150,200?)
-5 points in "bark skin"
-Cost ? Skill Points each level
Effect:
No matter what the situation is. Only attacks that come while the player is below X(Y,Z)% hp can kill the player.
If the player is over X(Y,Z)% hp and a killing attack is rolled, the player's hp is then lowered to 1.
First level: X% is implemented where X=X
Second level: Y% is implemented where Y= X+X
Third level: Z% is implemented where Z=X+Y (or Z=Y+Y)
Maybe it could be called "final breathe", "last call", "second chance" or something else.
Also an additional requirement could be points is failure mastery.
I think this would be an effective higher level skill. It could be set up like it is above or it could be a single skill given as a reward or gift from npc/quest.
It would also be a favorite among those going for an "ironman build"
I was thinking the first and second level could apply a negative actor condition when the "lifesaving" effect occurs. Either something like "sore throat": no potions or healing items can be used for X amount of rounds. Or, "stone feet": flee/move is ineffective for X amount of rounds. Also maybe an actor condition that makes the "lifesaving" effect inactive for X rounds.
Also, I was thinking maybe the "lifesaving" effect could be negated by critical hits.
I know what you are thinking, I thought of it too. This could be easily abused when fighting enemies with one attack per turn, or enemies you have "fatigued " to have only one attack per turn. Well, honestly I am struggling with solving that. I doubt it could be made so the game could sense when the enemy has only one attack per round to negate the "lifesaving", but then again I don't know. If anyone can think of a way get that "issue" solved I would very much like to know.
Thanks for reading. <=P.K.=>
Requirements:
-at least 100% block chance (w/o equipment)
-Level 100 (125,150,200?)
-5 points in "bark skin"
-Cost ? Skill Points each level
Effect:
No matter what the situation is. Only attacks that come while the player is below X(Y,Z)% hp can kill the player.
If the player is over X(Y,Z)% hp and a killing attack is rolled, the player's hp is then lowered to 1.
First level: X% is implemented where X=X
Second level: Y% is implemented where Y= X+X
Third level: Z% is implemented where Z=X+Y (or Z=Y+Y)
Maybe it could be called "final breathe", "last call", "second chance" or something else.
Also an additional requirement could be points is failure mastery.
I think this would be an effective higher level skill. It could be set up like it is above or it could be a single skill given as a reward or gift from npc/quest.
It would also be a favorite among those going for an "ironman build"
I was thinking the first and second level could apply a negative actor condition when the "lifesaving" effect occurs. Either something like "sore throat": no potions or healing items can be used for X amount of rounds. Or, "stone feet": flee/move is ineffective for X amount of rounds. Also maybe an actor condition that makes the "lifesaving" effect inactive for X rounds.
Also, I was thinking maybe the "lifesaving" effect could be negated by critical hits.
I know what you are thinking, I thought of it too. This could be easily abused when fighting enemies with one attack per turn, or enemies you have "fatigued " to have only one attack per turn. Well, honestly I am struggling with solving that. I doubt it could be made so the game could sense when the enemy has only one attack per round to negate the "lifesaving", but then again I don't know. If anyone can think of a way get that "issue" solved I would very much like to know.
Thanks for reading. <=P.K.=>