Post by Spookypatrol [Delia] on Jun 1, 2021 10:50:06 GMT -5
Some more major updates here! Let's take a look...
The Alchemist class has received a rework, including some new skills, some updated skills, and a new class mechanic! The class mechanic reads as follows:
All skills have gained elemental reagents to reflect this new mechanic. In addition, the following skills have been removed:
Tier 1:
-Poison Vial
Tier 2:
-Mild Berserk Potion
-Aimed Toss
-Vial Pass
The following skills have been reworked:
-Acid Vial: This skill has been moved to Tier 1.
-Potion: This skill has been renamed Rejuvenating Potion, and now has an additional effect if used on a max HP target.
-Bolster Powder: This skill has been renamed Expanding Agent and has been updated to include text referring to the new Alchemist mechanic.
-Envenom: Envenom has had some wording modified for clarity.
The following skills have been added:
Starting Skill
Vacillating Tincture: A new damaging, debuffing, and support skill that reacts differently depending on whether an ally or enemy is targeted.
Tier 2
Wrath Elixir: A replacement for Mild Berserk Potion that grants bonus damage on Revenge hits.
Skilled Hands: A replacement for Aimed Toss that grants passive acc and crit and allows a bonus reagent to be added to existing skills.
Volatile Resin: A new AoE damaging skill that reacts differently depending on whether an ally or enemy is targeted.
Classes:
Sorcerer:
Incinerate: The burn duration on Incinerate now lasts 5 turns instead of 3 to be in line with other existing burns. In addition, this burn now counts as a separate Skill-sourced burn, and can apply separately from passive burns from equipment.
Equipment:
Thunderstorm Rod: The Thunderstorm Rod now hits up to 3 true random targets, but may hit the same target more than once. If the same target is hit more than once, each subsequent hit deals 25% less damage. The Static chance is fixed at 50%, regardless of how many times a single target is struck.
Unique Feats:
The Feats “The Bargain” and “Anatomizer” have been removed from Delia and SICARII.
Crowd Control:
Fear has been reworked:
Old:
Fear: A Feared target has their turn delayed by 3 turns.
New:
Fear: A Feared target is placed at a disadvantage, causing all critical hits to hit them for 20% bonus damage, and reducing their chance of succeeding at any Save-type Skill Checks by a flat -15%.
In addition, a Feared target must pass a Save check whenever they target an enemy, equal to the highest Base stat (Atk, Def, or Comp) of their target versus their own Competency (ie Feared Enemy Atk : Target Comp). If they fail their check, the Feared target is too frightened to attack and their turn is skipped. If they target the enemy that Feared them, their Save penalty is increased to a -30%.
That’s all for now!
Alchemist Rework:
The Alchemist class has received a rework, including some new skills, some updated skills, and a new class mechanic! The class mechanic reads as follows:
{CLASS MECHANIC - Click to Show}
The Alchemist class as well as its sub-classes comes with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Alchemical Reactions: Each Alchemist skill contains a single elemental reagent in addition to its normal effect. These elements are Sulfur, representing dissolution, Mercury, representing volatility, and Salt, representing solidity. Together these elements form the Three Prime Metals of Alchemy, from which all alchemical reactions derive. When an Alchemist skill is used on a target (whether an enemy or an ally) the element reagent contained within that skill lingers on the target indefinitely even after the skill effect expires. When a second skill with a different elemental reagent is used on the same target, the two elements combine for an instant additional effect with explosive consequences! Combining reagents clears both instantly, and two of the same element do not stack nor react with each other.
Sulfur + Mercury: A combination of dissolution and volatility. When applied to an enemy, this combination causes a portion of the target’s Attack to be converted into an equal percentage of Incoming Damage Weakness for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead causes the ally’s attacks to gain 20% of the Alchemist’s Competency stat as damage penetration and have a 100% chance of splashing, dealing 50% of the damage dealt to two adjacent targets for 1 Round.
Mercury + Salt: A combination of volatility and solidity. When applied to an enemy, this combination causes any beneficial effects (Bonus Accuracy, Critical Chance, ect) on the target to be inverted for 1 Round. When applied to the alchemist or their allies, it instead causes any harmful effects to be inverted for 1 Round.
Salt + Sulfur: A combination of dissolution and solidity. When applied to an enemy, this combination causes a portion of the target’s Defense to be converted into an equal percentage of Incoming Status and Crowd Control application chance for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead creates a damage ward for the target ally equal to 2x the Alchemist’s Competency stat for 2 Rounds.
The Alchemist class as well as its sub-classes comes with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Alchemical Reactions: Each Alchemist skill contains a single elemental reagent in addition to its normal effect. These elements are Sulfur, representing dissolution, Mercury, representing volatility, and Salt, representing solidity. Together these elements form the Three Prime Metals of Alchemy, from which all alchemical reactions derive. When an Alchemist skill is used on a target (whether an enemy or an ally) the element reagent contained within that skill lingers on the target indefinitely even after the skill effect expires. When a second skill with a different elemental reagent is used on the same target, the two elements combine for an instant additional effect with explosive consequences! Combining reagents clears both instantly, and two of the same element do not stack nor react with each other.
Sulfur + Mercury: A combination of dissolution and volatility. When applied to an enemy, this combination causes a portion of the target’s Attack to be converted into an equal percentage of Incoming Damage Weakness for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead causes the ally’s attacks to gain 20% of the Alchemist’s Competency stat as damage penetration and have a 100% chance of splashing, dealing 50% of the damage dealt to two adjacent targets for 1 Round.
Mercury + Salt: A combination of volatility and solidity. When applied to an enemy, this combination causes any beneficial effects (Bonus Accuracy, Critical Chance, ect) on the target to be inverted for 1 Round. When applied to the alchemist or their allies, it instead causes any harmful effects to be inverted for 1 Round.
Salt + Sulfur: A combination of dissolution and solidity. When applied to an enemy, this combination causes a portion of the target’s Defense to be converted into an equal percentage of Incoming Status and Crowd Control application chance for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead creates a damage ward for the target ally equal to 2x the Alchemist’s Competency stat for 2 Rounds.
All skills have gained elemental reagents to reflect this new mechanic. In addition, the following skills have been removed:
Tier 1:
-Poison Vial
Tier 2:
-Mild Berserk Potion
-Aimed Toss
-Vial Pass
The following skills have been reworked:
-Acid Vial: This skill has been moved to Tier 1.
-Potion: This skill has been renamed Rejuvenating Potion, and now has an additional effect if used on a max HP target.
-Bolster Powder: This skill has been renamed Expanding Agent and has been updated to include text referring to the new Alchemist mechanic.
-Envenom: Envenom has had some wording modified for clarity.
The following skills have been added:
Starting Skill
Vacillating Tincture: A new damaging, debuffing, and support skill that reacts differently depending on whether an ally or enemy is targeted.
Tier 2
Wrath Elixir: A replacement for Mild Berserk Potion that grants bonus damage on Revenge hits.
Skilled Hands: A replacement for Aimed Toss that grants passive acc and crit and allows a bonus reagent to be added to existing skills.
Volatile Resin: A new AoE damaging skill that reacts differently depending on whether an ally or enemy is targeted.
Other Updates
Classes:
Sorcerer:
Incinerate: The burn duration on Incinerate now lasts 5 turns instead of 3 to be in line with other existing burns. In addition, this burn now counts as a separate Skill-sourced burn, and can apply separately from passive burns from equipment.
Equipment:
Thunderstorm Rod: The Thunderstorm Rod now hits up to 3 true random targets, but may hit the same target more than once. If the same target is hit more than once, each subsequent hit deals 25% less damage. The Static chance is fixed at 50%, regardless of how many times a single target is struck.
Unique Feats:
The Feats “The Bargain” and “Anatomizer” have been removed from Delia and SICARII.
Crowd Control:
Fear has been reworked:
Old:
Fear: A Feared target has their turn delayed by 3 turns.
New:
Fear: A Feared target is placed at a disadvantage, causing all critical hits to hit them for 20% bonus damage, and reducing their chance of succeeding at any Save-type Skill Checks by a flat -15%.
In addition, a Feared target must pass a Save check whenever they target an enemy, equal to the highest Base stat (Atk, Def, or Comp) of their target versus their own Competency (ie Feared Enemy Atk : Target Comp). If they fail their check, the Feared target is too frightened to attack and their turn is skipped. If they target the enemy that Feared them, their Save penalty is increased to a -30%.
That’s all for now!