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Old 03-29-2012, 11:27 AM
Fatt_Shade Fatt_Shade is offline
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Join Date: Nov 2010
Location: Serbia
Posts: 837
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Hello Mat
I see what could be problem with 5th lvl of skills (first i thought magic would be prob, didnt consider other skill tree). When Csimby put his idea for more skill lvls i still played you`re mod for the Legend, and forgot Ap/CW have different skills. There special class skills would be great for 4-5 lvlup (rage, iron fist and so on . . .)
Some skills could be high in bonus they give, but try adding more requirements for other skills, so you need previous upgraded to some point before taking it to 4/5 lvl. Expl : for rage 4 lvl , you have to take 3 lvls of rage_control , for 5th lvl rage you need 4 lvl rage_control . . . So you can take great bonuses from higher skill lvls but you must invest lots of runes to have it. So choice is to have normal skills like any other class in game, or you want to have more bonuses to have a bit different playstile then other classes.
I think good skills to connect could be :
rage_control with rage (you`ll have lots of rage inflow in battle, if you have enough rage capacity),
heroism with frenzy (to lvlup frenzy 4-5lvls, you must have heroism to certain lvl. You`re units can have high attack if enough runes spent), endurance with alertness , night operation with dark commander
quick draw with onslaught . . .
Some things i thought to change which i already said in his tread, from simple +stats form.
Heroism
Code:
 heroism {
    pos=0,0
    deps=
    pic=skillicon1_13_
    name=skill_heroism_caption
    hint_header=skill_heroism
    script=skill_heroism
    hint_text=skill_heroism_hint
    levels {

      1 {
          deps=
          runes=4,1,0
          trade=
          pars=+1
        }
      2 {
          deps=
          runes=9,2,0
          trade=
          pars=+3
        }
      3 {
          deps=
          runes=13,3,0
          trade=
          pars=+6
        }
      4 {
          deps=
          runes=16,4,0
          trade=
          pars=+7
        }
fight {
    {
      filter {
        belligerent=ally
              }
      pbonus=krit,3,0,0,-100,0,0
      dbonus=
      rbonus=
      attack_on=
      attack_off=
    }
      5 {
          deps=
          runes=18,5,0
          trade=
          pars=+8
        }

fight {
    {
      filter {
        belligerent=ally
              }
      pbonus=krit,6,0,0,-100,0,0
      dbonus=
      rbonus=
      attack_on=
      attack_off=
    }
    }
  }
This way you can spend might runes for crit%, and mind runes instead on prayer, invest in some other skill. Or dont worry about grinding rage medal for crit%, or use some weapon for bonus other then crit% (judgement blade).

For rage_control/rage on 4/5lvls to set slower rage drain after battle like in blackthorn crown item.
Night ops and dark commander on 4/5 lvl, bonus +1initiative and +1 initiative/speed. (instead investing in adrenaline skill).
Bloodlust 4/5 lvl to have some option like higher magic skill. To use dragon 2 times per turn if less then X rage spent (2x chest dig, 2x lower lvl mystic egg/wall . . .)
Endurance 4/5 lvl +5 defense but +2/+4 resist all.
Alertness 4/5lvl 30% protection but last 2 turn.
Retribution 4/5 lvl if adding Moldok special bonus bleeding would be possible
Onslaught 4/5 lvl +3 initiative stay, but +1/+2speed (no need for tactics anymore).
Quick draw 4/5 lvl +10/+20% dmg for archers (5th lvl +20% for 1-2 lvl units, +10% dmg for 3-4 lvl units like you did in you`re mod for legend)
Brutality 4/5 lvl no need for more attack since there is cap on +60 difference attack enemy defense so same as quick draw +10/+20% dmg (+20% 1-2 lvl units, +12% dmg 3-4 lvl units , +8% 5th lvl units).
Tactics i like tis idea for lower initiative for enemy (it`s same as Bladeking did in his adventure mod for mage`s archmage skill) , so maybe lowering enemy speed on 4th lvl -1.
Scouting,Trophy, Learning there is not much to change.
Accuracy here you can see that Csimby just added blindly stats for 4/5 skill lvls,
Code:
       4 {
          deps=3
          runes=0,13,4
          trade=
          pars=6,+8
        }
      5 {
          deps=4
          runes=0,15,5
          trade=
          pars=7,+10
        }
pars=6 , and pars=7 ??? With this we can successfully destroy items of 6 and 7 lvl to get runes back . . . yea that would work.
Glory 4/5 lvl +1100/1500 lds.
Adrenaline to change gain +1/0 , +1/+1 , +2/+1 , 4th lvl +2/+2 and 5th lvl +3/+2.
Voice of dragon 4/5 lvl same as adrenaline 4th lvl +2/+2 morale initiative , 5th lvl +2/+2/+1 moral initiative speed (his +3/+4 bonus are to high).
Holy rage 4/5 lvl are to high lower it to -15/3/-3 , -15/4/-6 , should be enough.
Prayer +2/+4/+6/+8/+10 should be enough but add +5/+10% dmg on 4/5 lvl.
Beleif no idea what to do whit this skill, never used it before.
Resurrection 4/5 lvl adding some bonus to holy `units` priest, inquisitor, paladin rune mage, like you did in HoMM3babies for inquisition skill.
Wisdom, Order,Distortion,Chaos,Healer (adding bonuses form HoMM babies mod would be great here),Linguistic,Transmutate no changing they are ok i think.
Meditation 4/5 lvl add +2/+4 mana/turn regen
Concentration 4/5 lvl +10/+12 mana/turn should be ok with lower rune cost for upgrading.
Summoner +15/+30/+45/+60/+75
Alchemist +15/+30/+45/+60/+75% less crystal cost.
Destroyer 4/5 lvl +70/+100% spell dmg should be enough.
Higher magic again blindly adding bonuses(he set it so you can cast 2 spells per turn, for 14 turns if les then 100 mana cost . . . yea seems legit). For 4/5 lvl 7/25 and 8/30 should be enough.

If you managed somehow to upgrade spells to 4/5 lvl , then Order,Dis,Chaos could also go up 4/5 lvl, if not no prob upgrading other skills should be fun enough.
About class skill Counter strike, Holy armor, Archmage same ideas, but keep it real

And also adding more lvls for pet dragon, and strenghten his skill because with more exp form training and moar lvls in medals getting him to 60lvl cap could be dont by mid game (hero lvl around 45).

Last edited by Fatt_Shade; 03-29-2012 at 11:37 AM.
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