Remort Races


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    If it was fixed, and working appropriately (by which I mean balanced) it wouldn't be that bad.

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    I think the only way to fix the swerve extra defense thing is limiting how many times a player can use a defense in a round.

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    good thinking, parry once, dodge once..swerve once..works for me:P

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    I like the shadow follow idea Spunky. As far as I know Fiends didnt get anything they didnt have as Vamps. Some suggestions, again some already mentioned. Half the sun damage for a fiend. A racial giant strength(they are supposed to be super strong I think this racial ability should let thier str max be greater than 25 maybe like 30 or so. I dunno, those are only I can think of atm.

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    Okay here's an idea for Fiends. They lose the sun damage. Since they aren't true vampires anymore and all…

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    ~~@Xavis:~~ > I think the only way to fix the swerve extra defense thing is limiting how many times a player can use a defense in a round. Against the person you are fighting, there shouldn't be a limit. If there are other people attacking as well, then there should start being a reduction as your attention is starting to spread out.

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    ~~@Elmah:~~ > My impression of removing Angel, Demon, and Mystic in exchange for the individual remort races was so that each remort race could have unique properties. Maybe I just am not aware of them, but do the remort races get any bonuses other than what they got anyway? For example, does Changeling get something special that say, Seraph does not(aside from the thing associated with their normal mort versions)? Does Hell Baron gain anything that Fiend doesn't, aside from a cool name? You get the idea. totally right on all accounts. Will get lookd at when i have time!

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    One way to think about it in coming up with specific new skills/spells for the remort races would be to see the remort races as evolved and more perfect versions of their previous race. Like see an Avatar as a Super Human. Hope that helps!

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    ~~@Upir:~~ > One way to think about it in coming up with specific new skills/spells for the remort races would be to see the remort races as evolved and more perfect versions of their previous race. Like see an Avatar as a Super Human. Hope that helps! yup thats basically what we're going for.. a remorted human is almost a demi-god figure, half demon, half whatever your old race was.

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    And give them wonder twin powers! Just don't tell them who their wonder twin is.

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    some ideas for dwarves/berserker should get a mining skill and the ability to forge thier own equipments, for arnt dwarves miners after all,

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    I'm not sure when all this was posted, but I'm pretty sure swerve works a little differently than you think. I was under the impression that each defensive skill has a certain percent chance of working. Yes, swerve may be triggered first, but from what I know, it just adds another percent that people need to get through to hit you: 1 attack… 80%chance to get through swerve 90%chance to get through parry 90%chance to get through acrobatics 90%chance to get through dodge If I missed any, you get the idea. Also, the numbers are probably not correct, but I am almost positive swerve has a 20% chance of triggering. eRT

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    crikey, if you think about it, having a defense at 10% probably wouldn't make much of an impact if you had it mastered :/

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    not alone…no. But gimme a second to do the math on this.. assuming ac and hr/dr don't play affect, you would have a .9*.9*.9*.9*.8=52% chance of hitting... now lets assume I am foolish and make those 80% chances of hitting... .8^5= around 33% chance of hitting. Now calculate in ac for damage reduction and deal with hr/dr (I have no ideas about the actual calculation orders) but it seems that the difference between 33% and 40% (without swerve) is pretty damned good. feel free to correct me eRT

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