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Kleks
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The topic with propositions of a new bullets for shooters have given me idea.


After completing all tattoos on profession that someone choose the unique ability could appear in a tattoo description (like set bonus)

Assassin: Hearth Stab - 5% chance of killing your opponent with single blow
Gunman: Critical Wound - 5% chance of dealing triple dmg
Gangster: Valley Of Death - 5% chance to dodge attacks
Demon Lord: - Soul eater- 5% chance of replenish half of the HP (working if hp<50%)
Monk: Divine Aura - 5% chance of freezing opponent (punishment effect but can occured randomly)
Berserker: Rampage - 5% chance of performing 2 criticals in a row
Black Knight: Judgment - 5% chance for a unstopable attack (cannot be dodged or missed - critical of course and even little stronger one)
Sniper: Silver Bullets - 5% chance for all weapon dmg +20 (like normal critical but little stronger)
Collector: Soul Reaver - 5% chance of all weapon dmg +10 (same like above)
Hunter: Quick Moves - 5% chance of gaining +5 agility (working like disposable item before a fight but occured randomly)

Well this is a very first idea of additional bonuses that could spice the fights a littlebit more, could be working only in ambushes.

Any comments?
I've choose 5% because it's not much, can be even 1% but still not only expedition mobs would have the luxury of performing unique attacks reserved only for them Smile


Even if this topic was already mentioned for some of the tattoos here are unique bonuses focused on tattoo specification, meanings, and with what weapons players usualy fights.

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This post has been edited 2 time(s), it was last edited by Kleks: 07-28-2008 13:40.

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liamb1992
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All the other special effects pale in comparison to the Assassin one. Who cares if you deal an extra 10 damage or a free crit, when you can kill them in one blow?
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Kleks
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well this is only proposition and final results of bonuses can be developed to be more user friendly.
What would you propose for assassin then?

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bobalob57
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im an assasin and i think that a chance for an extra attack would be quite good, that or a load of extra damage
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Snjits
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some are too strong compared to others
not just the assassin one
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Nhan Ho
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nah make it all 15% or more upset for the Assassin, Assassin can stay at 5% coz its deadly a little too much deadly Tongue

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Assassin: Surprising attack - same effect as punishment
Gunman: Hail of Bullets - 5% chance that the next attack will be critical (is activated on criticals)
Gangster: Armed Robbery - steals twice as much resources in ambushes and sieges
Demon Lord: - Soul eater- 5% chance of regenerating damage into HP (on attack)
Monk: Pure Soul - negates Punishment effect and all negative effects (stopped arcana etc)
Berserker: Frenzied Howl - +5% chance that 1st attack every rounfd will be critical
Black Knight: Judgement - 5% chance for a unstopable attack (cannot be dodged or missed)
Sniper: Eye for an eye - 5% chance to do triple demage on criticals
Collector: Scalping - Chance for critical hit +5%
Hunter: Prepared for hunting - 5% chance to have double HP in ambush

Some are still overpowered Frown

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icecold
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and also what a stupid thing for demon tattoo. we could do with extra damage or something more useful then a chance to regen. that would seriously make the tat a weak 1 and used even less

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i would like to pointout that poele want gunners to have chance of instant death whty not assains?
cause it isn't fair
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Raxis
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No one suggested that gunners get instant death here

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Kleks
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Alright alright no instant death. geez Roll Eyes

quote:
Assassin: Surprising attack - same effect as punishment
Gunman: Hail of Bullets - 5% chance that the next attack will be critical (is activated on criticals)
Gangster: Armed Robbery - steals twice as much resources in ambushes and sieges
Demon Lord: - Soul eater- 5% chance of regenerating damage into HP (on attack)
Monk: Pure Soul - negates Punishment effect and all negative effects (stopped arcana etc)
Berserker: Frenzied Howl - +5% chance that 1st attack every rounfd will be critical
Black Knight: Judgement - 5% chance for a unstopable attack (cannot be dodged or missed)
Sniper: Eye for an eye - 5% chance to do triple demage on criticals
Collector: Scalping - Chance for critical hit +5%
Hunter: Prepared for hunting - 5% chance to have double HP in ambush


What about diablo idea?

If we develope nice intresting extras maby then dev team take it under consideration.

Making tattoos is time/stone eating work not only to get some advantage over another player but to improve your ingame char so after getting all your tattoos maxed to lvl 5 (BK tattoo is very hard to maxed for example) the "set" bonus could be a nice addon

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07-29-2008 19:30 Kleks is offline Homepage of Kleks Search for Posts by Kleks Add Kleks to your Buddy List AIM Screen Name of Kleks: . YIM Account Name of Kleks: . View the MSN Profile for Kleks
fool
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the did in the other thread
and everybody was jumping in saying yea lets do that
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Raxis
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quote:
Gunman: Hail of Bullets - 5% chance that the next attack will be critical (is activated on criticals)


I think that's a little hard to work though, because how does it stack with the already critical?

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Assassins should have something to do with the anatomy.. since they are known for targetting key points to kill a person.

Maybe something like

5% chance to ignore defence each attack.

since the punishement effect would go alot better on Monk, since they are all god like ;p

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Raxis
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Well no. A monk (These are more like Shaolin) would be honourable and so would face someone directly. An Assassin would be stealthy, aiming to get the kill before their target knows they are there, hence the punishment being very good.

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Nhan Ho
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Assasins are people who kill target quiet, and they focus on the killing

Monk are people who are calm and focused

I like assasins punishment ability, a bit like a silent ambush, monk yeah use meditation, calm so stop magic and wisdom and stuff so yes, the ability suits the name, I like it the way they are...

still I like the chances more like

Assassin: Surprising attack - same effect as punishment
Gunman: Hail of Bullets - 15% chance that the next attack will be critical (is activated on criticals)
Gangster: Armed Robbery - steals twice as much resources in ambushes and sieges
Demon Lord: - Soul eater- 5% chance of regenerating damage into HP (on attack)
Monk: Pure Soul - negates Punishment effect and all negative effects (stopped arcana etc)
Berserker: Frenzied Howl - +15% chance that 1st attack every rounfd will be critical
Black Knight: Judgement - 10% chance for a unstopable attack (cannot be dodged or missed)
Sniper: Eye for an eye - 10% chance to do triple demage on criticals
Collector: Scalping - Chance for critical hit +15%
Hunter: Prepared for hunting - 5% chance to have double HP in ambush

and each per level up tattoo adds a extra 1-5%, easy Big Grin

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This post has been edited 2 time(s), it was last edited by Nhan Ho: 07-30-2008 16:11.

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quote:
Originally posted by diablo
Hunter: Prepared for hunting - 5% chance to have double HP in ambush

That could add up to some serious HP. Would be better to maybe have chance of increased perception/agilty.

There is two ways a Hunter can be "prepared" - Well laid trap, or be well rested so when the chase is on he doesn't tire early.

So the increased Perception/Agility is showing he is well rested, ready for the chase.

Maybe a chance to decrease or negate the Perception/Agility of opponent could be the well laid trap.

?

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Raxis
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Maybe

5% chance 2H user loses all agility Tongue

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quote:
Originally posted by Raxis
Maybe

5% chance 2H user loses all agility Tongue


I'd change to Hunter just to see that muahahhahahahahaa

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Raxis
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It'd be fun Tongue

Maybe 5% chance successful trap, enemy Perceptoin and agility halved.

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quote:
Originally posted by icecold
and also what a stupid thing for demon tattoo. we could do with extra damage or something more useful then a chance to regen. that would seriously make the tat a weak 1 and used even less

I don't remember reading your ideas. Either contribute to the discussion or spare us your comments. Thanks

quote:
Originally posted by Serafine
That could add up to some serious HP. Would be better to maybe have chance of increased perception/agilty.

True, what about 1.5x? It is quite hard for them to get reputation as they need all affixes to raise agility/perception.

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Raxis
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Hmmm....

Icecold. Regenning HP would be awesome for the DL, if they got it back to full...

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These idea are good, but for hunter, i think instead of it being increasing hp (whats the point of having extra hp if you can't hit) is instead, your hit chance is increased. Ya'know, something like....

Hunter: 5% chance of 1.5x agility and perception (ok, might be a little to much, or not enough, depends on your opinion)

That would give us a better chance of hitting.

Why not demon lord has 5-10% chance of recovering 10% hp?

And LAST comment from me, i think these tat bonuses should only be like.... after you maxed all tats, so you've GOTTA work for the bonuses (meh, for all we know, by the time we get the tats maxed, the bonuses will be un-necessary)


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08-04-2008 14:12 Nemazis is offline Homepage of Nemazis Search for Posts by Nemazis Add Nemazis to your Buddy List
Raxis
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I really think the hunter should have a chance of halving his opponents, not doubling his own, it'd be sorta like using a trap.

This is very similar to my idea of final tattoos, which i posted a while back...

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08-04-2008 16:48 Raxis is offline Search for Posts by Raxis Add Raxis to your Buddy List
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