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Current Version: v0.0.01A

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Tue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Mon Dec 15, 2014 10:59 am by Grass Hopper

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Fri Dec 12, 2014 2:36 pm by Grass Hopper

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Talent System

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Talent System

Post by Grass Hopper on Fri Dec 12, 2014 2:01 pm

(I'll leave gly to format this all pretty like)


Merit:
Merit is a resource gained from killing creeps and capturing sectors or buildings.
Killing a ranged or melee creep is worth 1 merit. Killing a siege creep is worth 2 merit. Killing a base defense building is worth 3 merit.
Killing a hero is worth 1 merit per level of the hero
For each "damage" done to an outpost, .2 merit will be divided among all heroes helping to capture it. (or 1 merit for each 5 damage. This totals 40 merit for a full capture of an enemy's outpost)
For each "damage" done to a point, .1 merit will be divided among all heroes helping to capture it. (or 1 merit for each 10 damage. This totals 20 merit for a full capture of an enemy's point)
For each "damage" done to a building, .05 merit will be divided among all heroes helping to capture it. (or 1 merit for each 20 damage. This totals 10 merit for a full capture of an enemy's building)

Influence:
Influence is the total amount of requisition gained by your team throughout the game. A team's level of influence affects the availability of certain in-game rewards, bonuses, abilities, and items.
A team has 1 level of influence for each 1000 requisition gained. (note: this does not include the initial 250 team starting requisition), with a level of influence of 0, when a team has not yet gained 1000 requisition.



Basics:
All heroes have access to a number of "talents" that can be purchased with Merit. Talents are grouped into "tiers". Each talent has a merit cost associated with it, and provides benefits to the hero that purchases it.
Once a talent has been purchased, that hero gains the benefit of that talent, and cannot change its decision until later.


Tiers
There are 7 tiers of talents available. At the start of the game, heroes have access to the first tier of Talents. A hero may only ever use one talent from any given tier. Higher tiers are unlocked at certain levels of influence.
Each tier is unlocked at a successive level of influence, starting at level 1. In other words, for each level of influence your team gains, another tier of Talents is unlocked! (tier 2 at level of influence of 1, tier 3 at level of influence of 2, etc.)


Changing Talents
When a hero gains access to the next tier, it can change its talent from a previous tier by buying a different one. A hero can change a talent once per higher available tier (for example, if the hero has access to tier 3, he can change his tier 1 talent twice. once at tier 2, and once at tier 3).
The money for the original talent will not be refunded, but a hero can always return to using a talent it has already purchased.


Faction and Hero Talents:
Generally, all talents are available to all heroes; however, some talents are only available to certain factions, and some talents are even restricted to individual heroes.
If a talent is disallowed for your current faction or hero, it simply will not show up as available to purchase.
If a talent available to you is faction specific, or hero specific, it will mention which factions it is available to.



talking points:
do we want to bother grouping talents like i did in my system? vitals, combat, defense, misc?
sorting by groups, then would be an option.
Im imagining a UI display with tiers down the left side, separated from the main screen, which would list all the available talents.
purchased talents would be colored differently (black-and-white vs. colored icons would be cool)
___________________
| t1 | [talent] [talent] |
| t2 |
| t3 | [talent] [talent] |
| t4 |
| t5 |
| t6 |
| t7 |
____________________

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Talent System

Post by Glycine on Mon Dec 15, 2014 10:12 am

Preliminary List of Talents: (Disclaimer: This list75 does not specify whether a talent is an active or a passive. Just concepts.
Mana + Mana Regen:

  • Mana back on attack/kill (Flat/%)
  • Using spells increases max mana (Flat/%)
  • Spells cost X% less to cast.
  • Every spell cast reduces the mana cost of the next spell. (Flat/%)
  • Every spell cast increases the mana cost of the next spell, but lowers the cooldown.
  • Spells cost % more mana, but do % more damage.
  • A portion of mana regen is added to health regen.
  • Mana/Mana Regen from int. is increased by X%.
  • Spell Vamp (Gain health from when a spell damages an enemy unit. Either a flat amount or an amount that scales with damage done. Most likely an active)
  • Mana Vamp (Same concept with mana)
  • Mana Shield (Mana either absorbs damage in place of health for a short time or is converted to X amount of armor/resistance.
  • Sacrifice Mana to get Health

Health + Health Regen:

  • Health back on attack/kill/assist. (Flat/%)
  • Attacks cost health, but do more damage.
  • Bonus health increased by X%.
  • Sacrifice Health to gain Mana. 
  • A portion of health regen is added to mana regen.
  • Increased health gain per level.
  • Increased health regen per level.
  • Gain stacking health regen on attack/every second while in combat.
  • Reduce all damage over X% of current/max health by Y%
  • A % of max health is converted to a regenerating shield.
  • Grants an aura that grants bonus health regen.
  • Upon taking physical/ability damage that would lower your health below X%, gain a Y damage shield against that damage type.
  • Permanently reduce health by x%, gain y% of another stat.
  • Permanently increase health by x%, lose y% of another stat.
  • Gain x% stat for every y% health lost.
  • Recover x% of max health every y seconds/while out of combat
  • Upon reaching x% of max life, regain y% health over z seconds
  • Health regen scales with health at x health regen per y health
  • Health is used to cast spells instead of mana.
  • Split your health bar into thirds; one health bar is only affected by physical damage, the other health bar is only affected by magic damage, and one is affected by both. You do not die until all health bars are depleted.


Attack Damage/Physical Power:

  • Grant bonus AD/PP per level.
  • Causes your attack damage to increase by 10% on a single target, stacking additively (First attack, 100%, then 110, then 120, etc)
  • Lowers AD by x%, increases PP by x% and vice versa.
  • Attack damage is increased by an additional % of your PP.
  • Upon using an ability, your next autoattack does additional damage equal to X% of your AD/PP.
  • Your attacks do x% of current health based on your PP.
  • Upon reaching x% of health, gain a large boost to AD/PP.
  • X% of your physical damage ignores armor.
  • Grants additional AD/PP for x% of health lost.
  • Converts all AD/PP to AP.
  • Converts AP to AD/PP.
  • Adds your AP to your PP.



Last edited by Glycine on Sat Dec 20, 2014 12:46 pm; edited 3 times in total
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Re: Talent System

Post by Grass Hopper on Mon Dec 15, 2014 10:59 am


Working list of talents
NOTE: talents that share similar triggers or conditions should be in the same tier {
edit} to an extent. Obviously we want heroes to be forced to chose, so were not going to offer "on spell cast" options at each and every tier, but we also want to avoid non-choices by having only (example) "+10 damage" and "+10 mana" in the same tier. {/edit} (example: whenever a hero uses an ability... should all be the same tier)

Warp Leech
10% of attack damage is regained as mana

Life Leech
10% of attack damage is regained as health

Warp Drain
This hero gaines 5% of all ability damage dealt as health

Soul Syphon
This hero gaines 5% of all ability damage dealt as mana

name
restore 5% of max hp when killing a unit, double for heroes.

name
restore 5% of max mana when killing a unit, double for heroes.

name
whenever this hero uses an ability, its maximum mana increases by 10% for 10 seconds

name
whenever this hero uses an ability, it reduces the manacost of the next spell cast by 10% for 10 seconds

name
whenever this hero uses an ability, it reduces the cooldown of the next spell cast by 10% for 10 seconds

[active] name
lose 5% max hp, restore 10% max mana

[active] name
lose 5% max mana, restore 10% max hp

Mental Fortitude
max is hp is reduced by 10% permanently. Gain a shield equal to life lost this way, which regenerates at four times your normal regeneration while not in combat.

mind over flesh
Max hp is reduced by 10% permanently. Gain +15% max mana

muscle over flesh
Max hp is reduced by 10% permanently. Gain +15% physical power

steel over flesh
Max hp is reduced by 10% permanently. Gain +15% armor

power over flesh
Max hp is reduced by 10% permanently. Gain +15% ability power

speed over flesh
Max hp is reduced by 10% permanently. Gain +5% movespeed

flesh over mind
max hp is increased by 10% permantently. Lose 5% max mana

flesh over muscle
max hp is increased by 10% permantently. Lose 5% physical power

flesh over power
max hp is increased by 10% permantently. Lose 5% ability power

flesh over steel
max hp is increased by 10% permantently. Lose 5% armor

flesh over speed
max hp is increased by 10% permantently. Lose 2% movespeed

restful regeneration
your regeneration is four times as fast when not in combat

Second Wind
When reduced to under 50% of your max life, regain 25% of your max life over 10 seconds

Blood Pact
75% of mana lost is instead lost from health

warp shield
25% of health lost is instead lost from mana


Keen Intellect
Increases mana and mana regeneration by x%

Keen Reflexes
Reduces ability cooldowns by x% and base attack time by x%

Keen Endurance
Increases max hp by x% and hp regeneration by x%

Keen strength
your PP increaes by x%

Keen Power
your AP increases by x%

Crippling Assault
successive attacks against the same target deal an additional 5% damage per attack

Hidden Strength
PP adds an additional .25 damage per point

Burst of strength
your first attack after using an ability deals double damage

Beastslayer
your attacks remove 1% of your target's current hp for each 5 points of ability power

Unleashed Fury
At 25% or lower hp, gain +75% Physical Power

weapon Finesse
25% of you attack damage ignores armor.

Fueled by Rage
gains +5% damage for each 10% health lost

Strength in Power
lose 50% AP, gain that much PP

Power in Strength
lose 50% PP, gain that much AP

Stunning Blows
one attack every 7 seconds stuns the target for 1 second

Precise Hunter
one attack every 7 seconds will deal 2x damage

Superior Marksman
one attack every 7 seconds will slow the target by 25% for 3 seconds.

Berzerker
Damage taken is reduced by 1% per x damage this hero has dealt in the past 5 seconds

name
Increases the cost of abilities by 10%, but increases ability damage ability power 10%

Warp Conduit
Whenever an enemy is damaged, they take an additional 5 damage per second for 5 seconds.

Daemonic Vessel
Using an ability adds +15 ability power, +20% attack speed, and +10% move speed for 5 seconds.

Unrelenting Hunter
Causes this hero's attacks to slow its target by 10%

TIER 5
Warp-fueled Regeneration
25% of all mana gained is also gained as health

Mind and Body
25% of all health gained is also gained as mana

TIER 6
Force
Adds ability power to attacks

[wargear] Warp Jump Generator
Gain the warping movement type (travel instantly up to 5 distance towards the destination point every 9 seconds)

TIER 7
Of Two Worlds
30% of your total health can only be removed by attack damage, and 30% of your total health can only be reduced by ability damage.

Warpspawn [daemon only]
Creates an essence on death that has 2 movespeed. The essence has two abilities: Possession and Reform
Reform instantly transports the essence to base
Possession takes control of target creep.
Upon revival, the hero respawns at the position of the essence, or possessed creep which kills it and deals x damage to enemies in 6 range.

[active] [wargear] portalglyph [daemon only]
On use, creats a portal to the chaos realms. Each creep wave, 5 furies and 1 pink horror are spawned at the portal and function like a normal creep wave.
These specially spawned units, however, lose 1.5% max life per second and have no regeneration.
The portal has 500 hp, 10 armor, and lasts indefinately. Only one portal may be active at one time.

[wargear] The Doomstone [daemon only]
all enemies within 3 range lose 1.5% hp per second.

[wargear] Grimoire of True Names [daemon and inquisition only]
All enemies within 6 range are silenced for 1 second whenever they use an ability

[wargear] The Phoenix Gem [eldar only]
When killed, deals 15% of max life in damage to all nearby enemies. A marker is created on the position of your death.
The marker has your max life, and starting life equal to 1% of the damage dealt on death. It will regain life equal to its max life over the duration of your respawn. Any allied creeps traveling within 3 range of the marker will lose 10% of their max life, and the marker will gain that much life.
Whenever the marker has full life, it will be removed and you will respawn at that position.

[wargear] Shard of Anaris:
Grants 30% bonus attack damage and has a 25% to proc Fleshbane, dealing 200% damage.

[wargear]Firesabre:
Grants 15% attack damage and allows the user to inflict Wildfire when they attack a unit. Wildfire causes an afflicted unit to catch on fire, dealing additional damage, and spreads to nearby units in an Aoe upon death.

[wargear] Spirit Stone of Annath'lan [eldar only]
Reduces the manacost of all abilities by 20%, Gives +2 intellect.

[wargear] Mantle of the Laughing God [eldar only]
grants 20% evasion, 50% transparency +15% move speed.

[wargear] Faolchù's Wing [eldar only]
(grants the flying movement type -or- removes the requisition cost and location requirements for Drop Pod Insertion).

[wargear] Wraithforge Stone [eldar only]
Grants a +10 armour and +5 regeneration aura.

[wargear] Onagar Power Systems [tau only]
one attack every 7 seconds will deal 250 damage to all nearby enemies and slow them by 15% for 3 seconds.

[wargear] Command and Control Node [tau only]
While not attacking, Nearby allies gain +20% damage (may drop the not attacking part)

[wargear] Multi-Spectrum Sensor Suite [tau only]
Gives flying vision, true sight, and all allies within 6 range ignore evasion

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Talent System

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