The Frakah
nebojats
IMPORTANT: This class is currently undergoing some serious renovation. The anti-weapons aspect of this class is pretty solid in my opinion. With the dodges and counters and the gauntlet/claws combinations, the Frakah can truly destroy any other fighter while still being vulnerable to magic. I’d like this class to be able to quickly change between extremely offensive and extremely defensive modes. The Trances and Frenzies are lame and not developed, I know. Any ideas?
Hello folks... here's another specimen from my CC Laboratory. I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:
I. The Frakah - For the skimmer: a quick explanation of the basic concept, attributes, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.
I. THE FRAKAH
Click here for more examples of work by jademonkeyx88
Background:
A Frakah in melee combat is simply unmatched. His light armor allows him incredible mobility, which he uses to deftly avoid the attacks of his foes. As incoming weapons are dodged, their owners meet flawlessly lethal counters… either a crushing blow from a heavy gauntlet or a slicing jab from wrist-mounted claws. No fighter of any sort should engage a Frakah if retreat is an option. Frakahs’ singular pursuit of perfecting physical form is only matched by their contempt for magic, which the school regards as ignoble. The martial artists haughtily refuse to understand or respect the arcane, and this ignorance is their greatest weakness. Their blind pride leaves Frakahs woefully defenseless to wizardry of any sort.
Function:
The Frakah is a melee unit that specializes in dispatching weapon-based classes. She inherently dodges weapons and has an attribute devoted to counterattacks. However, she has low armor and is very vulnerable to magic. When threatened, the Frakah enters defensive trances which, when finished, feed into a variety of offensive frenzies. Trances and frenzies couple with the Frakah's ability to mix and match gauntlets and claws allow her to quickly switch between offensive and defensive modes.
Attributes:
Evasion (Primary Attribute) – Improves the inherent chance to dodge attacks as well as dodge-related skills.
Reflex – Improves counterattack skills.
Poise – Affects a variety of defensive trances and defensive skills.
Ferocity – Augments offensive frenzies and offensive skills.
Strengths:
1) The Frakah inherently dodges weapon attacks.
2) The Frakah's claws counter all dodged attacks.
3) Gauntlets increase the Frakah’s chances to dodge.
4) The Frakah can quickly switch between offensive and defensive modes in the middle of battle.
Weaknesses:
1) The Frakah has little armor.
2) When activating a skill, gauntlets cannot dodge weapon attacks.
3) With movement impaired, gauntlets cannot dodge weapon attacks'
Originality:
Weapons
The Frakah has two weapons at her disposal: claws and gauntlets. Both options are one-handed and have the same attack speed. In terms of damage dealt, two claws are roughly equivalent to a sword (each does 7-12 damage every 1.33 seconds). Gauntlets deal about half of that damage (3-7 damage per 1.33 seconds), but with an added benefit: they increase the Frakah’s ability to dodge attacks. Investing more points into the Evasion attribute increases each gauntlet’s ability to exchange an attack for a dodge. Furthermore, the Frakah is truly dual-wielding. She is freely able to use two claws, two gauntlets, or one of each. For a more detailed explanation of this versatility, look below at the 'Anti-Melee' tactic.
Dodging
The cornerstone innovation with this class is dodging. The Frakah’s primary attribute increases the inherent chance to avoid weapon attacks (0%...25%). It also increases each gauntlets’ chances to exchange an attack for dodging a weapon (0%...25%). Although she takes significant damage when hit, she dodges enough blows to make up for her weakness. The result: a melee fighter that tanks weapon attacks far more effectively than a Warrior, but is seriously threatened by other forms of damage.
Countering
A third novelty further defines the Frakah’s role as an anti-weapon class: Countering. For every dodged attack, the Frakah deals a counterattack (only melee range, of course). This mechanic essentially restricts the enemy’s options for self-defense. Attempting to fight back will only increase the Frakah’s number of attacks. As a consequence, the victim will lose life even quicker than before.
New skill types: Trances and Frenzies
Trances and Frenzies are interlinked skill sets which allow the Frakah to switch between purely defensive and purely offensive modes. Trances focus on strictly passive defense, while Frenzies increase attacking ability at the expense of defense. A Frenzy’s duration is dependent upon an immediately preceding Trance; it only lasts for as long as that Trance was maintained. While in a Trance, you can’t attack. While in a Frenzy, your claws counter all weapon attacks but you are unable to dodge. Only one Trance or Frenzy may be active at a time.
II. TACTICS
Anti-Melee
The Frakah is lethally adept at taking out weapon fighters. To maximize her efficiency, she should have one claw and one gauntlet. If she wants to go for the quick kill, she'll opt for two claws. If she's running low on life, two gauntlets will provide great protection. All of this is before using any Trance/Frenzy skills.
Here are the some quick numbers, for those who are interested (the math is in Post #7). Remember that a Sword-using Warrior deals 417 damage in 30 seconds. Now let's see how he does against a Frakah with maximum Evasion:
Against a Frakah with two claws, the Warrior deals 312 damage and receives 507 damage (a 1.625 ratio).
Against a Frakah with two gauntlets, the Warrior deals 104 damage and receives 169 damage (also a 1.625 ratio).
Against a Frakah with one claw and one gauntlet, the Warrior deals 208 damage and receives 388 damage (a 1.865 ratio).
Keep in mind that although this may all seem very overpowered, the Frakah is still very vulnerable to magical damage.
More tactics to come...
III. SKILLS
Evasion
Bizarre Dodge – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge ranged weapon attacks is doubled.
Alertness – Stance. For the next 2...6 seconds, your gauntlets’ ability to dodge melee attacks is doubled.
Sword Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge sword attacks is tripled.
Dagger Defense –Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge dagger attacks is tripled.
Axe Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge axe attacks is tripled.
Hammer Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge hammer attacks is tripled.
Scythe Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge scythe attacks is tripled.
Reflex
Stunning Dodge – Stance. For 5 seconds, every melee attack dodged by gauntlets stuns that attacker for 2...6 seconds.
Barricade – Stance. For 5 seconds, every melee attack dodged by gauntlets deals 5...15 blunt damage to that attacker.
Sweet Revenge – Preparation. For the next 3…10 seconds, each claw deals two counters for each dodged attack.
Precision – Preparation. For the next 3...8 seconds, your claw counters deal +5 damage.
Breakneck Reflex – Preparation. For the next 1…5 times you dodge a melee attack, you deal 3 claw attacks in response.
Catch Arrows – Preparation. For the next 5…15 seconds, you throw all dodged arrows back at their source.
Pent-up Rage – Preparation. For the next 2…8 seconds, your claw attacks deal no damage. When this enchantment ends, all damage is dealt.
Poise
Improved Reflexes – Trance. For 5...15 seconds, Gauntlets' chance to block weapon attacks is 100%.
Breakneck Speed - Trance. For 5...15 seconds, Gauntlets speed is tripled.
Magic Attunement - Trance. For 3...8 seconds, you are able to dodge spells.
Internal Composure – Trance. For 5...15 seconds, Gauntlets' chance to block weapon attacks is 100% and you gain +1...+3 health regeneration.
Quickness – Trance. For 10 seconds, Gauntlets move 50%...100% faster and you move 25% faster.
Ferocity
Vehemence – Frenzy. Cancel Trance. Deal +5...+20 damage with each counterattack.
Blood Lust - Frenzy. Cancel Trance. For every successful attack, each of your claws gains +1...+3 damage.
Berserk - Frenzy. Cancel Trance. Your claws' attack speed is improved by 25%...100%.
What is important is coming up with a fundamentally new role that works within the current framework, and I think the Frakah does the job. What do you guys think? Please, no flaming?
*** I'd like to give recognition where it's due. System_Crush pointed me in the direction of Dubby's Duelist to help out with the gauntlet mechanic. He also helped to smooth out the Trance/Frenzy relationship. I'd especially like to thank jademonkeyx88... he brings the Frakah to life with his awesome artwork.
Like what you see? Check out my CC Laboratory for more examples of my work. Any feedback is greatly appreciated!
Hello folks... here's another specimen from my CC Laboratory. I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:
I. The Frakah - For the skimmer: a quick explanation of the basic concept, attributes, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.
I. THE FRAKAH
Click here for more examples of work by jademonkeyx88
Background:
A Frakah in melee combat is simply unmatched. His light armor allows him incredible mobility, which he uses to deftly avoid the attacks of his foes. As incoming weapons are dodged, their owners meet flawlessly lethal counters… either a crushing blow from a heavy gauntlet or a slicing jab from wrist-mounted claws. No fighter of any sort should engage a Frakah if retreat is an option. Frakahs’ singular pursuit of perfecting physical form is only matched by their contempt for magic, which the school regards as ignoble. The martial artists haughtily refuse to understand or respect the arcane, and this ignorance is their greatest weakness. Their blind pride leaves Frakahs woefully defenseless to wizardry of any sort.
Function:
The Frakah is a melee unit that specializes in dispatching weapon-based classes. She inherently dodges weapons and has an attribute devoted to counterattacks. However, she has low armor and is very vulnerable to magic. When threatened, the Frakah enters defensive trances which, when finished, feed into a variety of offensive frenzies. Trances and frenzies couple with the Frakah's ability to mix and match gauntlets and claws allow her to quickly switch between offensive and defensive modes.
Attributes:
Evasion (Primary Attribute) – Improves the inherent chance to dodge attacks as well as dodge-related skills.
Reflex – Improves counterattack skills.
Poise – Affects a variety of defensive trances and defensive skills.
Ferocity – Augments offensive frenzies and offensive skills.
Strengths:
1) The Frakah inherently dodges weapon attacks.
2) The Frakah's claws counter all dodged attacks.
3) Gauntlets increase the Frakah’s chances to dodge.
4) The Frakah can quickly switch between offensive and defensive modes in the middle of battle.
Weaknesses:
1) The Frakah has little armor.
2) When activating a skill, gauntlets cannot dodge weapon attacks.
3) With movement impaired, gauntlets cannot dodge weapon attacks'
Originality:
Weapons
The Frakah has two weapons at her disposal: claws and gauntlets. Both options are one-handed and have the same attack speed. In terms of damage dealt, two claws are roughly equivalent to a sword (each does 7-12 damage every 1.33 seconds). Gauntlets deal about half of that damage (3-7 damage per 1.33 seconds), but with an added benefit: they increase the Frakah’s ability to dodge attacks. Investing more points into the Evasion attribute increases each gauntlet’s ability to exchange an attack for a dodge. Furthermore, the Frakah is truly dual-wielding. She is freely able to use two claws, two gauntlets, or one of each. For a more detailed explanation of this versatility, look below at the 'Anti-Melee' tactic.
Dodging
The cornerstone innovation with this class is dodging. The Frakah’s primary attribute increases the inherent chance to avoid weapon attacks (0%...25%). It also increases each gauntlets’ chances to exchange an attack for dodging a weapon (0%...25%). Although she takes significant damage when hit, she dodges enough blows to make up for her weakness. The result: a melee fighter that tanks weapon attacks far more effectively than a Warrior, but is seriously threatened by other forms of damage.
Countering
A third novelty further defines the Frakah’s role as an anti-weapon class: Countering. For every dodged attack, the Frakah deals a counterattack (only melee range, of course). This mechanic essentially restricts the enemy’s options for self-defense. Attempting to fight back will only increase the Frakah’s number of attacks. As a consequence, the victim will lose life even quicker than before.
New skill types: Trances and Frenzies
Trances and Frenzies are interlinked skill sets which allow the Frakah to switch between purely defensive and purely offensive modes. Trances focus on strictly passive defense, while Frenzies increase attacking ability at the expense of defense. A Frenzy’s duration is dependent upon an immediately preceding Trance; it only lasts for as long as that Trance was maintained. While in a Trance, you can’t attack. While in a Frenzy, your claws counter all weapon attacks but you are unable to dodge. Only one Trance or Frenzy may be active at a time.
II. TACTICS
Anti-Melee
The Frakah is lethally adept at taking out weapon fighters. To maximize her efficiency, she should have one claw and one gauntlet. If she wants to go for the quick kill, she'll opt for two claws. If she's running low on life, two gauntlets will provide great protection. All of this is before using any Trance/Frenzy skills.
Here are the some quick numbers, for those who are interested (the math is in Post #7). Remember that a Sword-using Warrior deals 417 damage in 30 seconds. Now let's see how he does against a Frakah with maximum Evasion:
Against a Frakah with two claws, the Warrior deals 312 damage and receives 507 damage (a 1.625 ratio).
Against a Frakah with two gauntlets, the Warrior deals 104 damage and receives 169 damage (also a 1.625 ratio).
Against a Frakah with one claw and one gauntlet, the Warrior deals 208 damage and receives 388 damage (a 1.865 ratio).
Keep in mind that although this may all seem very overpowered, the Frakah is still very vulnerable to magical damage.
More tactics to come...
III. SKILLS
Evasion
Bizarre Dodge – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge ranged weapon attacks is doubled.
Alertness – Stance. For the next 2...6 seconds, your gauntlets’ ability to dodge melee attacks is doubled.
Sword Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge sword attacks is tripled.
Dagger Defense –Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge dagger attacks is tripled.
Axe Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge axe attacks is tripled.
Hammer Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge hammer attacks is tripled.
Scythe Defense – Stance. For the next 3...10 seconds, your gauntlets’ ability to dodge scythe attacks is tripled.
Reflex
Stunning Dodge – Stance. For 5 seconds, every melee attack dodged by gauntlets stuns that attacker for 2...6 seconds.
Barricade – Stance. For 5 seconds, every melee attack dodged by gauntlets deals 5...15 blunt damage to that attacker.
Sweet Revenge – Preparation. For the next 3…10 seconds, each claw deals two counters for each dodged attack.
Precision – Preparation. For the next 3...8 seconds, your claw counters deal +5 damage.
Breakneck Reflex – Preparation. For the next 1…5 times you dodge a melee attack, you deal 3 claw attacks in response.
Catch Arrows – Preparation. For the next 5…15 seconds, you throw all dodged arrows back at their source.
Pent-up Rage – Preparation. For the next 2…8 seconds, your claw attacks deal no damage. When this enchantment ends, all damage is dealt.
Poise
Improved Reflexes – Trance. For 5...15 seconds, Gauntlets' chance to block weapon attacks is 100%.
Breakneck Speed - Trance. For 5...15 seconds, Gauntlets speed is tripled.
Magic Attunement - Trance. For 3...8 seconds, you are able to dodge spells.
Internal Composure – Trance. For 5...15 seconds, Gauntlets' chance to block weapon attacks is 100% and you gain +1...+3 health regeneration.
Quickness – Trance. For 10 seconds, Gauntlets move 50%...100% faster and you move 25% faster.
Ferocity
Vehemence – Frenzy. Cancel Trance. Deal +5...+20 damage with each counterattack.
Blood Lust - Frenzy. Cancel Trance. For every successful attack, each of your claws gains +1...+3 damage.
Berserk - Frenzy. Cancel Trance. Your claws' attack speed is improved by 25%...100%.
What is important is coming up with a fundamentally new role that works within the current framework, and I think the Frakah does the job. What do you guys think? Please, no flaming?
*** I'd like to give recognition where it's due. System_Crush pointed me in the direction of Dubby's Duelist to help out with the gauntlet mechanic. He also helped to smooth out the Trance/Frenzy relationship. I'd especially like to thank jademonkeyx88... he brings the Frakah to life with his awesome artwork.
Like what you see? Check out my CC Laboratory for more examples of my work. Any feedback is greatly appreciated!
nebojats
So this is essentially a reworking of the Aeon. The most consistent critique of that CC was that it tried to cover too much ground. I dropped the time manipulation and focused on making a strictly anti-melee unit.
A few problems I'm having:
Expertise needs skills. I can't think of how to fill the attribute.
The biggest problem: Like the OP says, I want the Frakah to enter 'defensive trances which, when finished, feed into a variety of offensive frenzies.' I need original defensive trances, original offensive outbursts, and an original mechanic to tie the two together. I'm picturing going into defensive mode for x seconds, and then being able to switch it into an offensive mode that is also for x seconds. That would make frenzies dependent upon trances. I can't think of how to do it though. Ideas?
If I can just solve this second problem, I feel like this class would be on its way towards becoming a worthy CC.
A few problems I'm having:
Expertise needs skills. I can't think of how to fill the attribute.
The biggest problem: Like the OP says, I want the Frakah to enter 'defensive trances which, when finished, feed into a variety of offensive frenzies.' I need original defensive trances, original offensive outbursts, and an original mechanic to tie the two together. I'm picturing going into defensive mode for x seconds, and then being able to switch it into an offensive mode that is also for x seconds. That would make frenzies dependent upon trances. I can't think of how to do it though. Ideas?
If I can just solve this second problem, I feel like this class would be on its way towards becoming a worthy CC.
keyblader319
Sounds cool but isn't expertise the Ranger primary attribute?
[M]agna_[C]arta
When I thread the name I thought it was a name for a Freak^^.
And I never imagined you'll name something like this^^.
And I never imagined you'll name something like this^^.
System_Crush
Its definitely an improvement of the Aeon, I like this much better.
Though a inherent evade chance (evade is no longer in the game by the way)
is easily overpowered, I want to see some numbers juggled for those evades and the low armor.
To balance passive evades you could use the trick of Dubby's duelist.
able to block melee attacks from their target by exchanging their current attack.
First: an evade chance and a block chance? or is it the same thing?
Second:
Then why are they using so many enchantments?
For defensive modes I would suggest:
You lose the ability to attack, but block one attack every <re-swing of wielded weapon> seconds.
Not a % chance, but a certain block(unless it is against a unblockable attack) in which case you evade the next attack instead.
Each defensive mode would give you a attack speed increase that increase with attribute, and possibly some other effects.
This attack speed increase decreases the time between blocks.
When you drop out of a defensive mode and into a frenzy the attack speed bonus stays on you during the frenzy.
Their passive evade ability is lost and instead gains a additional attack chance of the same *.
Kinda like if you have X% chance to evade, you lose that and gain the same % chance to deal an additional attack per round, kinda like a dual strike.
But perhaps you want the dual strike to be 3 claw attacks instead, cause they seem more for attacking quickly than dealing powerful damage.
That way during a frenzy you get
(<Passive evade> * 2or3) * <attack speed increase>
additional attack speed, this should let them rip though a foes health extremely fast at the cost of defense.
I would love to see what that would do coupled with 'Avatar of Lyssa' or 'Illusionairy weaponary'.
Though a inherent evade chance (evade is no longer in the game by the way)
is easily overpowered, I want to see some numbers juggled for those evades and the low armor.
To balance passive evades you could use the trick of Dubby's duelist.
able to block melee attacks from their target by exchanging their current attack.
Quote:
Alertness – Enchantment. For the next 3...10 seconds, your gauntlets’ ability to block weapon attacks is doubled. Melee Defense – Enchantment. For the next 2...6 seconds, your gauntlets’ ability to block melee attacks is tripled. |
Second:
Quote:
magic is held in contempt and is scorned as ignoble. Its use is punishable by exile or death. |
For defensive modes I would suggest:
You lose the ability to attack, but block one attack every <re-swing of wielded weapon> seconds.
Not a % chance, but a certain block(unless it is against a unblockable attack) in which case you evade the next attack instead.
Each defensive mode would give you a attack speed increase that increase with attribute, and possibly some other effects.
This attack speed increase decreases the time between blocks.
When you drop out of a defensive mode and into a frenzy the attack speed bonus stays on you during the frenzy.
Their passive evade ability is lost and instead gains a additional attack chance of the same *.
Kinda like if you have X% chance to evade, you lose that and gain the same % chance to deal an additional attack per round, kinda like a dual strike.
But perhaps you want the dual strike to be 3 claw attacks instead, cause they seem more for attacking quickly than dealing powerful damage.
That way during a frenzy you get
(<Passive evade> * 2or3) * <attack speed increase>
additional attack speed, this should let them rip though a foes health extremely fast at the cost of defense.
I would love to see what that would do coupled with 'Avatar of Lyssa' or 'Illusionairy weaponary'.
nebojats
Keyblader: You're definitely right on there. I changed the name... actually I changed the whole attribute system around quite a bit. It used to be a primary that improves weapons and evading, two weapon attributes, and a 'frenzy' attribute. Thanks for that heads up Any other ideas about the new Frakah?
MC: Yeah... it's a weird name. I don't really know how I feel about it, but I had to put something up. Any ideas on the class?
System: Oh man, thanks for the great suggestions! I definitely incorporated that mechanic from Dubby's Duelist. It's a little different with the Frakah though, because she can both inherently dodge and improve that chance by wearing one or two gauntlets.
Actually dodge and evade and block are all synonyms as far as Guild Wars is concerned. They essentially mean 'miss.' I changed them all to dodge in the OP.
Yeah... I realized the hypocrisy of using enchantments, but I couldn't think of anything else to do. Now, the Frakah uses Trances, Frenzies (which I need to make more of), Stances, and Preparations. I suppose I could use signets and weapon attacks as well, but almost all other skill types are magic-related.
I really like your idea about the defensive and offensive modes. Defense: no attacking, but great doding ability. Offense: inherent dodging is replaced by the chance to get in an extra attack. I'm not quite so sure about carrying through the attack speed bonus. Mostly, because it's somewhat confusing to write that down succinctly so everyone gets it. I also think that Trances and Frenzies might not need to be restricted to always affect attack speed. I'm having trouble thinking of enough variations to fill up two attributes.
Anyway, I incorporated a lot of the changes you suggested. And now my problem of having the primary attribute be empty is no longer a problem. I'm sort of in a rush right now, so it's not a perfect reworking of the CC, but what do you think of the renovated Frakah? Mostly now I'm worried with it being too incomprehensible.
MC: Yeah... it's a weird name. I don't really know how I feel about it, but I had to put something up. Any ideas on the class?
System: Oh man, thanks for the great suggestions! I definitely incorporated that mechanic from Dubby's Duelist. It's a little different with the Frakah though, because she can both inherently dodge and improve that chance by wearing one or two gauntlets.
Actually dodge and evade and block are all synonyms as far as Guild Wars is concerned. They essentially mean 'miss.' I changed them all to dodge in the OP.
Yeah... I realized the hypocrisy of using enchantments, but I couldn't think of anything else to do. Now, the Frakah uses Trances, Frenzies (which I need to make more of), Stances, and Preparations. I suppose I could use signets and weapon attacks as well, but almost all other skill types are magic-related.
I really like your idea about the defensive and offensive modes. Defense: no attacking, but great doding ability. Offense: inherent dodging is replaced by the chance to get in an extra attack. I'm not quite so sure about carrying through the attack speed bonus. Mostly, because it's somewhat confusing to write that down succinctly so everyone gets it. I also think that Trances and Frenzies might not need to be restricted to always affect attack speed. I'm having trouble thinking of enough variations to fill up two attributes.
Anyway, I incorporated a lot of the changes you suggested. And now my problem of having the primary attribute be empty is no longer a problem. I'm sort of in a rush right now, so it's not a perfect reworking of the CC, but what do you think of the renovated Frakah? Mostly now I'm worried with it being too incomprehensible.
nebojats
Quote:
I want to see some numbers juggled for those evades and the low armor. |
Sword: 15-22 every 1.33 seconds. 417 damage over 30 seconds.
2 Claws: 7-11 (2) every 1.33 seconds. 406 damage over 30 seconds.
2 Gauntlets: 3-7 (2) every 1.33 seconds. 225 damage over 30 seconds.
Sword (against sword) – Deals 417 (100% sword) damage over 30 seconds. Receives 417 (100% sword) damage. Damage Ratio – 1:1
Sword (against two claws) – Deals 312 (75% sword) damage over 30 seconds. Receives 406 (100% claw) + 101 (25% counter) = 507 damage. Damage Ratio – 1:1.625
Sword (against two gauntlets) – Deals 104 (25%) damage over 30 seconds. Receives 169 (75% gauntlet) damage. Damage Ratio – 1:1.625
Sword (against one claw, one gauntlet) – Deals 208 (50%) damage over 30 seconds. Receives 84 (75% gauntlet) + 203 (100% claw) + 101 (50% counter) = 388 damage. Damage Ratio – 1:1.865
System_Crush
I like those numbers, you definitely put a lot of though into making the gauntlet and the claw exactly equal in damage ratio.
Also when casting spells/activating skills their gauntlets can't attack thus not exchange attacks for dodges.
Also I think you used dodge without intending so, but:
As a dodge is currently a chance equal to
<a value dependant on movement speed> * <the projectile arch>
too miss a moving target with a ranged attack.
(coincidently this is why we can't walk, this mechanic relies on us always moving at our max movement speed)
So right now a dodge means you missed a moving target.
I think this would help the Farkah.
Every time they dodge a attack they could move automatically, like rolling sideways or doing a back flip out of the way of an attack.
Instead of a value based on movement, the Farkah would use the chance they get from agility, and there by be the only class capable of dodging melee attacks.
You would not move far, and the direction is also Dependant on the target, so you never move out of melee range and can continue attacking.
The animation shown, is in turn dependent on the direction.
This would make combat with a Farkah look really dynamic.
But! If you do chose to do it this way; you would have to be able to move when you dodge, if you are immobilized by knockdown or when activating a skill you would be unable to dodge.
This instantly takes away some of their ability to cast spells as those have longer activation times, making them temporarily vulnerable.
Quote:
Weaknesses: The Frakah has little armor. |
Also I think you used dodge without intending so, but:
As a dodge is currently a chance equal to
<a value dependant on movement speed> * <the projectile arch>
too miss a moving target with a ranged attack.
(coincidently this is why we can't walk, this mechanic relies on us always moving at our max movement speed)
So right now a dodge means you missed a moving target.
I think this would help the Farkah.
Every time they dodge a attack they could move automatically, like rolling sideways or doing a back flip out of the way of an attack.
Instead of a value based on movement, the Farkah would use the chance they get from agility, and there by be the only class capable of dodging melee attacks.
You would not move far, and the direction is also Dependant on the target, so you never move out of melee range and can continue attacking.
The animation shown, is in turn dependent on the direction.
This would make combat with a Farkah look really dynamic.
But! If you do chose to do it this way; you would have to be able to move when you dodge, if you are immobilized by knockdown or when activating a skill you would be unable to dodge.
This instantly takes away some of their ability to cast spells as those have longer activation times, making them temporarily vulnerable.
nebojats
@ Everyone: Is the Frakah really so boring? System Crush is the only person who has given any real feedback. What do you all think?
@ SC: Haha, actually it was sort of luck that the numbers came out that way... I'm still not quite sure how it happened. But it is really good isn't it? I like that the Frakah can go choose between efficiency, instant-kill, and protective modes just by switching her weapon combination.
You're right about that other weakness, I added it into the OP.
I'm not sure what I think about the Frakah/evasion/movement thing. On the one hand, you're right: she should definitely be moving to be able to evade a weapon attack. On the other and, it would piss me off a lot if my character on screen was moving all the time without me being able to control her. Maybe a middle of the road solution: the Frakah's animation shows her moving, but not changing her position on the map. More like matrix type dodging where she stays in more or less the same position but moves out of the weapon's path.
Either way, you're right about another consequent weakness: With movement impaired, the Frakah's can't inherently evade. Question though: do you think gauntlets would still help her be able to evade weapon attacks?
Also, what do you think about the Trances and Frenzies? You suggested faster certain blocking and same speed attack increase. I made it so that Trances cause inability to attack and Frenzies cause 100% counter-attack and disable blocking.
@ SC: Haha, actually it was sort of luck that the numbers came out that way... I'm still not quite sure how it happened. But it is really good isn't it? I like that the Frakah can go choose between efficiency, instant-kill, and protective modes just by switching her weapon combination.
You're right about that other weakness, I added it into the OP.
I'm not sure what I think about the Frakah/evasion/movement thing. On the one hand, you're right: she should definitely be moving to be able to evade a weapon attack. On the other and, it would piss me off a lot if my character on screen was moving all the time without me being able to control her. Maybe a middle of the road solution: the Frakah's animation shows her moving, but not changing her position on the map. More like matrix type dodging where she stays in more or less the same position but moves out of the weapon's path.
Either way, you're right about another consequent weakness: With movement impaired, the Frakah's can't inherently evade. Question though: do you think gauntlets would still help her be able to evade weapon attacks?
Also, what do you think about the Trances and Frenzies? You suggested faster certain blocking and same speed attack increase. I made it so that Trances cause inability to attack and Frenzies cause 100% counter-attack and disable blocking.
[M]agna_[C]arta
I like it^^!
Makes me think of more Ideas about my Mediator^^!
@Nebojat
-Do you need a Concept Model for the Frakah?
If you do tell me how should the Frakah look like, If you can't think for a Design I could make it myself^^.
Makes me think of more Ideas about my Mediator^^!
@Nebojat
-Do you need a Concept Model for the Frakah?
If you do tell me how should the Frakah look like, If you can't think for a Design I could make it myself^^.
System_Crush
Quote:
Either way, you're right about another consequent weakness: With movement impaired, the Frakah's can't inherently evade. Question though: do you think gauntlets would still help her be able to evade weapon attacks? |
GW doesn't classify weather a skill has a somatical(gestures required) component.
So there is no easy way of saying when you will be able to use your gauntlets to block.
I have no idea, I'd say if the block they counter attack, and it might be bad to be able to attack while casting skills, so I think they should either not block at all or just be unable to counter attack while activating a skill.
Quote:
Also, what do you think about the Trances and Frenzies? You suggested faster certain blocking and same speed attack increase. I made it so that Trances cause inability to attack and Frenzies cause 100% counter-attack and disable blocking. |
Quote:
Berserk - Frenzy. Cancel Trance. Your claws' attack speed is improved by 25%...100%. |
only if you look at -
Quote:
New skill types: Trances and Frenzies Trances and Frenzies are interlinked skill sets which allow the Frakah to switch between purely defensive and purely offensive modes. Trances focus on strictly passive defense, while Frenzies increase attacking ability at the expense of defense. A Frenzy’s duration is dependent upon an immediately preceding Trance; it only lasts for as long as that Trance was maintained. While in a Trance, you can’t attack. While in a Frenzy, your claws counter all weapon attacks but you are unable to dodge. Only one Trance or Frenzy may be active at a time. |
They are nice the only problem I have is that I will have to learn 2 attributes in order to sue frenzies, trances will work without frenzies but as you can't end them yourself could be annoying, and frenzies can't be used at all without trances.
nebojats
@MC: Well, I'm currently pursuing Nolani Academy folks to see if I can get some nice concept art up for the frakah. But please, if you feel like searching for or making some yourself, by all means do. No guaranteeing it'll get in the OP, but I'd love to see some ideas. In my mind, I'm picturing a cross between a berserker, gladiator, and a kung fu master.
By the way, I was inspired by that CC Case of yours. Check out my CC Laboratory!
@SC: Thanks for the feedback. I haven't given your critiques too much thought yet, but I figured since I was responding to MC, I'd shoot you off a quick response, too. You're right about the trances and frenzies... they should be able to operate independently, but somehow benefit from being used together. I'll have to think about it.
By the way, I was inspired by that CC Case of yours. Check out my CC Laboratory!
@SC: Thanks for the feedback. I haven't given your critiques too much thought yet, but I figured since I was responding to MC, I'd shoot you off a quick response, too. You're right about the trances and frenzies... they should be able to operate independently, but somehow benefit from being used together. I'll have to think about it.
[M]agna_[C]arta
That's Hard!
Uhm, Can you be more Specific?
It's Really Hard to Mix Horns and Animal Fur with Fancy Robes and Light Armors.
Uhm, Can you be more Specific?
It's Really Hard to Mix Horns and Animal Fur with Fancy Robes and Light Armors.
nebojats
I'm sure you're creative juices will find away around the obstacle, MC. Think barbarian, if you want, that's simpler.
A thought on the gloves while I'm writing this. I'd thought that the 'can the Frakah block/counter while using a skill' dilemna was already fixed by the weakness you pointed out, SC: 'When activating a skill, gauntlets cannot dodge weapon attacks' (also can maybe counter if she happens to inherently evade while activating a skill). As far as on the ground and movement impairment goes, I think it should probably be the same: 'With movement impaired, the Frakah's gloves cannot dodge weapon attacks' (although she may stil inherently evade and counterattack).
Now that's a major weakness! Any movement impairment slows down the Frakah and also eliminates her main means of defense. So she's not so invulnerable after all...
A thought on the gloves while I'm writing this. I'd thought that the 'can the Frakah block/counter while using a skill' dilemna was already fixed by the weakness you pointed out, SC: 'When activating a skill, gauntlets cannot dodge weapon attacks' (also can maybe counter if she happens to inherently evade while activating a skill). As far as on the ground and movement impairment goes, I think it should probably be the same: 'With movement impaired, the Frakah's gloves cannot dodge weapon attacks' (although she may stil inherently evade and counterattack).
Now that's a major weakness! Any movement impairment slows down the Frakah and also eliminates her main means of defense. So she's not so invulnerable after all...
[M]agna_[C]arta
Actually I don't draw I use a Character Simulator^^.
I may draw if I have a Scanner^^.
And their are no Barbarian look alike in the Character Simulator I am using.
I may draw if I have a Scanner^^.
And their are no Barbarian look alike in the Character Simulator I am using.
[M]agna_[C]arta
Found Rikku's Berserker DS, Is this fine?
[M]agna_[C]arta
Hi, seems I have no scanner to show my Idea of a Frakah, I'll just tell you how it looks like^^! If you like how it looks like you might want to ask someone to Draw this^^.
I recommend Jademonkey^^!
Concept Model:
Hair and Skin
The Hair would be Braided and Uncombed like Rikkus and the Color would be Red, Black(Not Brown) or White(Not blonde).
The Skin would be Dark/Brown Colored and Tatood allover (The Tatoo Design would follow it Corrosponding Armor and the Nude too would have it own)
Headgear
The Frakah's Headgear, would be a Headband over the Forehead.
And the Hair Band would consist of Horns, Antlers and etc(Like FFX's Bereserker DS).
Chestgear
The Frakah's Chest Gear, Would be a Short Cloak(Shoulder/Elbow Level) which also has a Part Covering the Neck and Mouth and a little of the Nose too, and a Bra or something. And the Navel Part of the Body would be covered with Tatoos, Markings and etc.
Example:
Leggings
The Frakah's Leggings, Would be a Long Cloth covering the Waist and Middle of the Legs and thighs(Like RO's M/Sage) or a Short Skirt. And the Thigh and Legs would be Covered with Tatoos and Markings.
Gloves
-The Frakah's Gloves, would looks like the Monk's Canthan or Kurzick Gloves, Bracelets or Those Rikku Has(w/o the Cat Claws/Paws). The Whole Arm would be Covered with Tatoos or Markings.
Footgear
The Frakah's Footgear, would Look like Animal Skin wrapped around the Ankles and including Bracelets or Rikku's Footgear but with or without the Cat Feet. If with no Cat feet, the Tatoos would be covering the Feet.
Hope you like it^^!
I recommend Jademonkey^^!
Concept Model:
Hair and Skin
The Hair would be Braided and Uncombed like Rikkus and the Color would be Red, Black(Not Brown) or White(Not blonde).
The Skin would be Dark/Brown Colored and Tatood allover (The Tatoo Design would follow it Corrosponding Armor and the Nude too would have it own)
Headgear
The Frakah's Headgear, would be a Headband over the Forehead.
And the Hair Band would consist of Horns, Antlers and etc(Like FFX's Bereserker DS).
Chestgear
The Frakah's Chest Gear, Would be a Short Cloak(Shoulder/Elbow Level) which also has a Part Covering the Neck and Mouth and a little of the Nose too, and a Bra or something. And the Navel Part of the Body would be covered with Tatoos, Markings and etc.
Example:
Leggings
The Frakah's Leggings, Would be a Long Cloth covering the Waist and Middle of the Legs and thighs(Like RO's M/Sage) or a Short Skirt. And the Thigh and Legs would be Covered with Tatoos and Markings.
Gloves
-The Frakah's Gloves, would looks like the Monk's Canthan or Kurzick Gloves, Bracelets or Those Rikku Has(w/o the Cat Claws/Paws). The Whole Arm would be Covered with Tatoos or Markings.
Footgear
The Frakah's Footgear, would Look like Animal Skin wrapped around the Ankles and including Bracelets or Rikku's Footgear but with or without the Cat Feet. If with no Cat feet, the Tatoos would be covering the Feet.
Hope you like it^^!
jademonkeyx88
I realized too late that the Frakah you envisioned was a girl, but here's the guy version.
[M]agna_[C]arta
Ooh, Your in Trouble^^!..
Nice, Concept Model BTW^^!
I think the Female Frakah would have look nicer and with Brownish Background.
Like your other Concept Models for Nebo so it would go with the other Concept Model of Nebo^^!
Nice, Concept Model BTW^^!
I think the Female Frakah would have look nicer and with Brownish Background.
Like your other Concept Models for Nebo so it would go with the other Concept Model of Nebo^^!
[M]agna_[C]arta
Oops, I forgot. You said the Frakah has little Armor but the Concept Model has too much for little^^
JerkyWorks
Hey nebojats i love the idea especially since i had the same one not to long ago. This is probably asking to much but could you possibly give Frakah some grappling moves it just seems like if an entire group of people are devoted to fighting they would learn some joint locks or something. Peace out.
[M]agna_[C]arta
Fiend Frenzy
-Grip Attack, ?e|-?p|?c|?r : For ?-? seconds, You an Target Touched foe are Immobilized. For each second you take ?-? damage and Target Foe takes ?-? each second. This ends when one of you are hit by another creature.
Grip Attack are like Grapples, You would hold the Enemy and make him take pain or stab hi while holding him.
Check Rakion Online.
But I disagree with this concept, sorry Jerky^^!
-Grip Attack, ?e|-?p|?c|?r : For ?-? seconds, You an Target Touched foe are Immobilized. For each second you take ?-? damage and Target Foe takes ?-? each second. This ends when one of you are hit by another creature.
Grip Attack are like Grapples, You would hold the Enemy and make him take pain or stab hi while holding him.
Check Rakion Online.
But I disagree with this concept, sorry Jerky^^!
nebojats
Dayamn Boooooy!
That is a sweet-looking piece of concept art! It's got your new-fangled style with shading and a textured background and everything! And it's got a different style than the Warrior... more barbarian-like, which is good. The tufts of animal fur, bits of leather, and the skull-helmet give him that edge-of-civilization look which is so integral to the CC. In my mind, I kind of picture the Frakah being buddies with the Shrift, and I think your art matches that idea well. Very solid job... once again I'm impressed and honored that you helped out with my CC.
(and actually, I'm going to change the CC description to make the Frakah a guy... it just works better now that I see it drawn out like that)
Magna... I like your description of how the Frakah would look. I especially like the unkempt hair and markings. I was actually thinking that instead of tattoos, a Frakah would be covered in ornamental scarring, just to show how bad-ass they are. I'd say jademonkeyx88's Frakah doesn't have too much armor (although I admit I was envisioning less, also). No full on chest plate and leg stuff, just protective bits of strategically placed metal.
@Jerky: I definitely agree with you in theory that the Frakah should be able to grapple. I just can't think of how to make it work... any suggestions?
I haven't responded for a while because I've been laid down with schoolwork. The biggest problem with this CC from my perspective is still the trance/frenzy problem and how to make them a little more independent and usable by other professions. Any ideas are welcome.
Sorry I didn't respond till now.
That is a sweet-looking piece of concept art! It's got your new-fangled style with shading and a textured background and everything! And it's got a different style than the Warrior... more barbarian-like, which is good. The tufts of animal fur, bits of leather, and the skull-helmet give him that edge-of-civilization look which is so integral to the CC. In my mind, I kind of picture the Frakah being buddies with the Shrift, and I think your art matches that idea well. Very solid job... once again I'm impressed and honored that you helped out with my CC.
(and actually, I'm going to change the CC description to make the Frakah a guy... it just works better now that I see it drawn out like that)
Magna... I like your description of how the Frakah would look. I especially like the unkempt hair and markings. I was actually thinking that instead of tattoos, a Frakah would be covered in ornamental scarring, just to show how bad-ass they are. I'd say jademonkeyx88's Frakah doesn't have too much armor (although I admit I was envisioning less, also). No full on chest plate and leg stuff, just protective bits of strategically placed metal.
@Jerky: I definitely agree with you in theory that the Frakah should be able to grapple. I just can't think of how to make it work... any suggestions?
I haven't responded for a while because I've been laid down with schoolwork. The biggest problem with this CC from my perspective is still the trance/frenzy problem and how to make them a little more independent and usable by other professions. Any ideas are welcome.
Sorry I didn't respond till now.
[M]agna_[C]arta
Hi, I have been searching and etcing for a while.
An I found out that Actionjack has a Drawing of this.
But don't forget to ask Actionjack about this before posting^^!
An I found out that Actionjack has a Drawing of this.
But don't forget to ask Actionjack about this before posting^^!
actionjack
Great Work! WOW! Masterful! This Must BE IN THE GAME!!!
Well.. now that we get the flowery speech out of the way... time to be more sinceer....
Its a good concept, and sound with much potential, and is a Must for Charr's. But not really seeing much new. Yes, you would say "look at my 5 orginalites!" Yes, they would be unique to GW, but I am also compareing with with the past work of other CC. There were a few Agile-Claw CC around, (Laserlight Pitfighter is one I remember the most), and this is more of an improvement upon those past concept, rather than a first orginality.
If I were to make suggestions... I might suggest...
-Name sound unfimilar... F***-Hard? Oh well, I blame myself for lacking knowledge in what Frakah mean.
-While being a Anti-Warrior is good, I think it still would have a hard time taking down a true Tanker build.
-Should allow this class to have more build type than just a anti-melee. Some Leap and Jump skill might work well here.
-I don't see any action/attack skills.
-Can you suggest some possible combo build with other proffessions?
-Feel it need something more to make it more differnt from a Sin or Dodging Warrior build... but cann't place my finger on what...mmm
Well, thats all for now. HOpe to see some more interesting ideas from you to make this CC even more unique.
oh, and jademonkeyx88's drawing us Supre~
*ed... hey... that drawing above look familar....
Well.. now that we get the flowery speech out of the way... time to be more sinceer....
Its a good concept, and sound with much potential, and is a Must for Charr's. But not really seeing much new. Yes, you would say "look at my 5 orginalites!" Yes, they would be unique to GW, but I am also compareing with with the past work of other CC. There were a few Agile-Claw CC around, (Laserlight Pitfighter is one I remember the most), and this is more of an improvement upon those past concept, rather than a first orginality.
If I were to make suggestions... I might suggest...
-Name sound unfimilar... F***-Hard? Oh well, I blame myself for lacking knowledge in what Frakah mean.
-While being a Anti-Warrior is good, I think it still would have a hard time taking down a true Tanker build.
-Should allow this class to have more build type than just a anti-melee. Some Leap and Jump skill might work well here.
-I don't see any action/attack skills.
-Can you suggest some possible combo build with other proffessions?
-Feel it need something more to make it more differnt from a Sin or Dodging Warrior build... but cann't place my finger on what...mmm
Well, thats all for now. HOpe to see some more interesting ideas from you to make this CC even more unique.
oh, and jademonkeyx88's drawing us Supre~
*ed... hey... that drawing above look familar....
JerkyWorks
Hey theres its been a while but i got an idea on some close combat grapple skills:
Wrist Break
5 energy 10sec recharge
Grapple. You and target touched foe are immobile for 3...1 seconds foe takes 15...30 damage and is weakened for 5...10 seconds.
Bear Hug
10 energy 10sec recharge
Grapple. You and target touched foe are immobile for 3 seconds and foe takes 15...25 damage every second.
Titans Toss
5 energy 10sec recharge
Elite Throw. Target touched foe is thrown out of shout distance and takes 50...100 earth damage.
Thats all for right now any of them good?
Wrist Break
5 energy 10sec recharge
Grapple. You and target touched foe are immobile for 3...1 seconds foe takes 15...30 damage and is weakened for 5...10 seconds.
Bear Hug
10 energy 10sec recharge
Grapple. You and target touched foe are immobile for 3 seconds and foe takes 15...25 damage every second.
Titans Toss
5 energy 10sec recharge
Elite Throw. Target touched foe is thrown out of shout distance and takes 50...100 earth damage.
Thats all for right now any of them good?
nebojats
Another oldie brought up from the grave...
The gauntlet/claws, dodge/counter aspect of the Frakah is pretty good, in my opinion. An extremely deadly counter-weapons class which is very vulnerable to magic is fairly original, but not enough.
If the Frakah could also quickly switch back and forth between extremely offensive and extremely defensive modes, this CC would be novel and complete. The Poise and Ferocity attributes are useless and can be scrapped. Any idea how to incorporate some sort of Trance/Frenzy system as described in the Function section?
I'm vaguely thinking that while in defensive mode, the Frakah could become inactive in some way and get some sort of bonus protection, and then the strength of the following "Frenzy" would be determined by the length of the Trance. Sort of like yin for yang... the longer he sits there taking a beating, the longer he can go crazy once the punishment stops.
Of course, if you have any ideas for my other CCs, the Shrift, the Mannai, the Revenant, or the Chronomancer, please let me know. They're all works in progress!
The gauntlet/claws, dodge/counter aspect of the Frakah is pretty good, in my opinion. An extremely deadly counter-weapons class which is very vulnerable to magic is fairly original, but not enough.
If the Frakah could also quickly switch back and forth between extremely offensive and extremely defensive modes, this CC would be novel and complete. The Poise and Ferocity attributes are useless and can be scrapped. Any idea how to incorporate some sort of Trance/Frenzy system as described in the Function section?
I'm vaguely thinking that while in defensive mode, the Frakah could become inactive in some way and get some sort of bonus protection, and then the strength of the following "Frenzy" would be determined by the length of the Trance. Sort of like yin for yang... the longer he sits there taking a beating, the longer he can go crazy once the punishment stops.
Of course, if you have any ideas for my other CCs, the Shrift, the Mannai, the Revenant, or the Chronomancer, please let me know. They're all works in progress!
Shrimz
Pretty good idea, some things are a little OP though.
Like using Magical Attunement to Bezerk would obliterate an ele lol.
Like using Magical Attunement to Bezerk would obliterate an ele lol.
Tenebrae
Quote:
If the Frakah could also quickly switch back and forth between extremely offensive and extremely defensive modes, this CC would be novel and complete. The Poise and Ferocity attributes are useless and can be scrapped. Any idea how to incorporate some sort of Trance/Frenzy system as described in the Function section?
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