Suzaku-nim wrote:OK, so having it attack too would be kind of too much - and that's that. However, is a max chance of 0.25 really that much (0% chance with X=0 skill points invested, at X=5 chance 12.5%)?
Compare it to the other summonable sidekicks. They only attack. Nothing else. One of them has a lesser and a greater attack, and another one has a class of foes it cannot attack. If you stripped the reflection and left the attack, you'd have a pretty beefy sidekick, but it would be closer to some other preventers (smart-alek kid, gnoph-keh, Jujitsu expert). I would probably put its block at (2 + X)% instead of (1.25X). I would also remove frusion (since its a special thing) and add acid.
As for the PP Cost: it's relatively high to somewhat limit usage of the skill, tough something like PP-cost = (0.75*Level + 25 - 2X) PP would probably work better ... I just hadn't tought about the cost for PP-recovery.
Honestly, if you want a high cost, just give it a high cost. Not everything needs to be complicated. My alt, Molly Jones, is level 2. Her cost would be 6.5. Me, at level 151, would have a cost of 118.25. Again, you're punishing players for leveling, which is something you don't want to do. To say nothing of trailing decimals and overly complicated costs. Look at Water Buffalo; it's level 15 and has a flat 20PP cost. Since Elementals are PP-heavy, have a cost-reducing second tier talisman, and this is a pretty potent sidekick, it could just have a flat cost of 20. If you want to further limit it, work with the duration (again, look at Buffalo: duration = 30 + 6X).
. The chance of negating non-physical(excludes acid too) damage isn't that high even on max, so I don't see the issue there.
(5+10)% + (151/5) = 45.2%
Again, there's only one item that gives blanket percentage damage absorption. It takes a valuable equipment slot (off-hand), it requires level 40, and it only gives 10%. At level 40, your skill is giving 23%. At level
one, you're giving 15%. The second the character gets this skill, when they've spent no points, they're getting 8%. At level 15. With no equipment being used. Compared to 10%, taking a slot, and being level 40.
And negating non-physical damage
is big. No skill, no equipment can do that. The only thing that can negate damage are sidekicks, and the ones that do tend to have very low fire rates. Sure, 10% isn't very frequent, but you're
also giving blanket reduction to all damage all the time and percentage stat boosts. Any
one of these abilities would probably be okay with further work, but having all four is insane.
As for those stat-boosts you think 'random': well, they could be removed from the idea too, they are pretty much just a sign of the hero wanting to help him/herself (+dodge, +initiative)
Then why didn't you give +dodge or +initiative? That would be more directly helpful and noticeable.
And while I've largely ignored the stat boosts, I'd like to point out that they're wildly out of line with other skills as well. For one, other skills boost a single stat, or a main stat and a secondary stat. For example, Memory of the Elephant boots Int and PP. Upgrade Armor: Initiative (which takes two skills) gives 8Ref and 10Init. Having Ref
and Int probably isn't too outrageous, but is out of line with other skills. Having percentage boosts is... pretty big. Sure, a huge boost to Ref isn't the end of the world, but it can quickly become a lot. My Elemental alt is currently level 70. With this skill, I'd get +20 Ref and +23 Int. On my main account, I'd get... hundreds of points.
Again, 23 Int on a level 70 character isn't a huge deal, but spells have an Intelligence bonus. We don't know what that is, but presumably +23Int would be noticeable.
But still, if you wanted it to be a dodge and initiative boost (which doesn't really fit how
I view Elementals), you could just make it a dodge and initiative boost. Which wouldn't be so bad for a skill on its own. It's just sorta overkill here.
On another note: the level 16 skill I proposed serves pretty much just to activate an effect ("Magic: <pre-chosen element>") which, in turn, enables usage of magic of a pre-chosen element ... and that would show up as an in-battle menu (pretty much like an extra Skills-Menu) from which to use the known mageries (details on those I tought under the skill's description).
That seems like a like of coding and reworking existing frameworks.
Also, something else to consider: Ryme has shown that he has ideas for what he wants for the three missing Elemental skills: water-themed for 13, a sidekick for 15, and elemental absorption for 16.
Your level 13 sidekick could fit at level 15. A "rock golem" doesn't fit for its current form as a stunner (those are usually agile or annoying), but it could work as a blocker. A slight tweak to what you have to change it from a percentage chance of preventing damage to absorbing a percentage of the damage would be possible (see: Ferric Man, Byakhee, Free Dummy).
Your level 15 skill could very easily slide into the level 16 slot with more work. I would ditch the blanket percentage damage absorption and the skill boost, and just focus on fine-tuning the elemental resistance. Perhaps a low percentage absorption for elemental damage only, and having it be capped. Instead of level being in the equation, just something like 1+X elemental damage absorption. Yes, that maxes out at 11%, but its restricted to elemental damage as opposed to
all damage.
I think your level 16 skill is just too complicated to fit into a skill with the game's architecture and back-end. Perhaps picking an effect you like and making it water-themed. Or, actually... your +dodge/initiative idea for you 15 skill could easily fit a watery theme and go in at level 13 ("Calling upon the elemental essence of water, you find your actions more fluid and slippery. Your foes will be hard pressed to connect with you."). Could be a spell, or a passive bonus, really.
Satan wrote:EDIT: I guess I didn't read the Gadgeteer skills carefully on the manual proposal. Or it was recently added since I last saw it.
That was there from the beginning.