"No great mind has ever existed without a touch of madness."
~Aristotle

Wednesday 25 January 2017

ネバーウィンターの勇者伝説~Concepts of something already existent [Mk X]

Recent events concerning humanity have done something wondrous to my brain. Namely, a video adaptation of A Requiem from Winter Past [冬の鎮魂曲]. Basically, I've developed parts of the skeleton.

From now on, I'll be upping links of the previous posts in the name of convenience.

Note: The Roman number for 9 should be IX, not VIV. -.-'

An interesting note on the Neverwinter Six...
To be honest, trying to do the planning according to the Neverwinter modules is now looking like a case of infinite looping. There's no way I can force my creativity to play by external rules. Assuming that Sakaguchi-san is crazy enough to acknowledge my ideas, what it means is merely a case of all good games having their own ending. Which is why I decided to pull the plug so as to speak once The Sea of Moving Ice arc is over. However, this is not to say things will end at here. Maybe, maybe not.

Partial Recall
Originally, I planned to write down the class feats for the ranger class. Then I realized it's better to classify all the feats under one post. In other words, this is not a total recall. Rather, it's a partial recall.

A dummy's guide to spellcasting while armed to the teeth...
In D&D, there are two ways to cast a spell. Either you do it as a spell caster or you do it like a hybrid. When I say spell caster, I'm referring to 3 classes available: wizard, cleric, and warlock (note that more may come if there's really a sequel and that Sakaguchi-san really likes my ideas so much that he decides to work with me).

For spell casters, the D-pad works pretty much the same. Namely, inventory item usage. For a hybrid class like ranger and paladin, there's only a limited option in casting spells. Which means I'll need to find a way to accommodate the whole damn thing.

Inventory slots and spell slots
The idea is very simple. The D-pad will still be used for additional inventory items. This also includes stuff like throwing daggers and arrows. For the hybrid class, however, the D-pad will also be used to store spells. To do this, your character needs to be outside of combat. Press Options during the game and your inventory menu will pop up. Included in the list will be the spells available. Like inventory item, you can just slot your choice of spells by selecting (i.e. via the D-pad) and confirming (i.e. press any button). A message will then pop up asking whether you really want to slot this item/spell in. You can only reserve 1 inventory slot for spells this way.

Spell stacking
By selecting any spell for your inventory, it means you can only use that particular spell unless you choose to slot in another spell. To do so, however, your character needs to be out of combat.

Any spell slotted into the inventory can be used more than once so long it has at least 2 stacks. The amount of usage is basically the number of stacks available.

As your character progresses in level, more spell options will be unlocked. This, however, will not increase the number of inventory slots available for the spells.

Once all your spells have been used up, the empty slot will be automatically filled in by an item. To make this possible, you'll need to slot in the item before slotting in your spells.

Note: Options button can also be used to assign your powers outside combat.

Key stats for the ranger class
Dexterity (primary), Strength (secondary), Wisdom (secondary)

Note: Primary stats indicate the highest stat you get, no matter which class you choose. Secondary stats, on the other hand, tend to be either second highest or third highest rolled.

Add note: Because rolling a die requires luck more than anything else, there will always be that outside chance where a higher score will be rolled for any secondary stat instead of the primary stat.

Cooldown
At-will powers will not have any cooldown. Encounter powers, however, do have it. As for daily powers, it's the same as at-will powers. Because I'm too lazy to assign different cooldown timing across every encounter power, I might as well be lazy all the way.

Level 1 encounter power cooldown: 9 seconds
Level 20 encounter power cooldown: 12 seconds
Level 24 encounter power cooldown: 15 seconds
Level 28 encounter power cooldown: 20 seconds

List of daily powers available (Ranger)
Before I start, let me just say that I forgot how many daily powers are available for any character. Therefore, I decided to do a Total Recall by blowing up whatever I may have done previously (read: I'm going to set the number of daily powers available at 4. Please note that paragon daily powers are excluded because every paragon class will have only 1 daily power).

Note: Unlike at-will and encounter powers, daily powers will always stay at rank 1. At the same time, you can only choose one daily power to use during combat. 

Add note: To pull off a daily power, the action point gauge need not be full. However, it will use up half of the maximum action points. Once your character's action point gauge is completely filled, any action triggered will not use up any of the action points unless a daily power is executed.

Level 1
Guardian Arrow:
[Damage type-Single target ranged; physical]
You let loose an arrow against target enemy. If you have an ally nearby, both you and that ally gains combat advantage for the next 5 seconds. [Combat advantage-Attacked opponent takes 4% more damage for every attacking ally including yourself]
Damage: 7400

Skirmishing Stance:
[Damage type-N/A; self-target buff]
You adopt a defensive stance relying on mobility. For the next 10 seconds, you gain +2 AC and +3 Reflex save. Your next attack will end the effect early. Damage dealt this way is counted as critical with +50% damage dealt.

Level 30
Ranger's Resurgence:
[Damage type-Single target ranged and melee; self-target buff]
For the next 5 seconds, you gain +2 AC and +20% movement speed so long you keep moving. If you hit an enemy with any at-will or encounter power in this way, that target takes twice the damage. All your encounter powers will be recharged immediately, after which the effect will end.

Gauntlet of Steel:
[Damage type-Multi target melee; physical; burst; mark]
Cutting through the enemy ranks, you attack every enemy within sight. Once Gauntlet of Steel ends, the highest level enemy damaged this way will be marked. If only one target is hit this way, duration of being marked will be increased.
[Burst-+10% critical chance]
[Mark-Any target being marked takes 20% more damage from you]
Damage: 8000 per hit

Next: Hope I can start doing the ranger paragon class next. Gotta sleep, got work tomorrow, 3+ in the morning now.

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