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

Sunday 31 December 2017

冬の鎮魂曲~Reworked Pt V

I need to do something. I really do. For the past N days, I've been playing Neverwinter non-stop because this year's Simril event happened to be the best one so far. In fact, the event will only end on 4th Jan 2018. However, I did do a bit where the latest chapter of A Requiem From Winter Past was concerned. As of now, the word count has breached the 2000 mark. What this means is that I've broken the halfway glass ceiling. Recently, I went on an adventureship (i.e. searching stuff 4 teh lolz like a boss named Marco Polo). In that particular voyage, I realised the average chapter length which we're all accustomed to is basically around 3000 plus. More specifically around 3.5K to... like maybe 3.8K or so. Believe it or not, I was crazy enough to manual count the words on a random page of a book I happened to own. After that, my curiosity was further piqued. And guess what? Setting sail on the waters of Google actually reaped some interesting findings. So it's not that bad. I'd expect something like 4000 to 5000 words per chapter. Apparently, I actually overestimated the likes of J.K Rowling, Stephenie Meyer, and Suzanne Collins. At the same time, here's a tip for aspiring novelists especially if you happened to be a Singaporean just like me.

Also, a shout out here to R.A Salvatore here. The book I mentioned here happened to be entitled Exile. The Dark Elf trilogy was definitely the best read so far where Salvatore's stuff is concerned together with the Hunter's Blades trilogy. Of course, it must be said that I never covered as much ground as what one might expect from someone like me. I've actually yet to get my hands on the Sellswords trilogy and Paths of Darkness series. A conniving Jarlaxle, a heartless Artemis Entreri, and a BSOD Wulfgar aren't exactly your typical Singaporean Disney fare when it comes to the choice of protagonist. I won't say I'm proud to be a Singaporean, but I'll say I'm proud to be an anti-typical Singaporean. So much for other Singaporeans envying others, I guess. Now if only Elaine would do something about continuing the story of that unscrupulous Elaith Craulnober. And no, the Elaine I'm talking about is Elaine Cunningham, not Elaine Jasmine Heng.


I wonder how the song would sound if the likes of Jam Hsiao and Ah-mei are to sing it. Please note the present tense here.

http://glaive-d-barde.blogspot.com/2017/10/blog-post.html
http://glaive-d-barde.blogspot.com/2017/12/reworked-pt-iv.html

So what this post is all about?
I'll be doing mainly two things. The level up system and... well, putting up an updated version of Aeravor's in-game info. On a side-note, I'm now toying with a couple of modifications where Arondight is concerned. The first aspect of consideration would be his looks. I'm not going to spoil anything, but when I did his looks in the current draft, something felt amiss. As for the second aspect of consideration, it has got something to do with his weapon of choice.

Cory Barlog mentioned Hulk and Bruce Banner, but he forgot to mention Logan and LauraNot to mention as well the Showman of Oz.

If I decide to go ahead with the changes, most likely it will come in a bundle. Simply put, I'll be upping both the latest chapter and the relevant changes.

I suddenly recalled something about full auto
The only problem? I forgot what kind of full auto. My best guess is auto hit and auto parry. For auto parry, I don't have an issue with it. For auto hit, it really feels dodgy. At the same time, auto dodge feels... well, equally dodgy. If I can make things less complicated, then why not?

The stat in question is Dexterity. Allow me to copy and paste the details.

Dexterity: Confers chance of successful dodge if manual dodge fails (1% per every 2 points beyond the score of 4; 10 seconds cooldown) and the chance to automatically hit if weapon attack misses (1% per every 2 points beyond the score of 4; 30 seconds cooldown).
Deums affecting Dexterity:
Earrach [+1 Dexterity]
Fómhar [Chance to automatically hit if weapon attack misses increases to 2% instead of 1%]

See how needlessly complicated the above auto system looks? The self-critic in me calls it an act of absurdity, I won't be surprised if the likes of IGN and Angry Joe would be less merciful and more merciless (Fyi note: Apparently, there was really a fight between the two).

Therefore, I need to repair what is broken. If it's not broken, don't fix it. But if it's indeed broken, then fix it like Joe Fixit. How the full auto works in this reworked version details as below:

1. It is now officially full auto instead of half auto. Auto dodging now doesn't require a manual (dodge) fail to trigger.

2. However, auto hitting stays the same.

3. Manual dodge execution will disable auto-dodging.

4. The 30-second cooldown rule still applies to both.

Levelling up without the level
Yes, I know that's an oxymoron. How can a character level up without the level? It's like pizza minus the cheese, only perhaps a tad more absurd. Because I want to stay true to the plot rather than the gameplay, I decided to think out of the box. Or at least I tried to.

How levelling up works is very simple:

1. Character level is non-existent. However, levelling up still does affect certain aspects of the character gameplay. Stats increment is definitely ruled out.

2. Any stat increment where character class is concerned, however, is retained.

3. Levelling up will boost the efficiency of the character in three aspects.

4. The three aspects are the character's profession and traits. Note that character traits actually cover two aspects of the gameplay instead of just one.

5. Every level up will offer one upgrade point. Boosting character efficiency requires a certain amount of upgrade points stated.

6. Each aspect has three ranks.

7. While Aeravor is your default PC, it doesn't mean other characters cannot be used. The progress of any character upon unlock will reflect Aeravor's actual progress. Simply put, how many upgrade points he has earned at the point of unlocking will carry over to the relevant characters.

Error 404: Playing God Not Found
There are many ways to play God. Or at least more than one. Success, on the other hand, should be a different matter altogether. Likewise, trying to be God will result in a 404.

What this means is very simple: There is no way Aeravor (or any other character for that matter as well) can ever fully master all the three aspects. It's like choosing a girlfriend. There's no way I can ever afford to enter a relationship with more than one girl. The choice is very simple: Which ones to take and which ones to ditch.

Every aspect has three ranks (like what you've seen above). In total, levelling up should occur only 60 times. So what this means is this below:

1. The total number of upgrade points should be 60. However, it is possible to get up to 70 upgrade points.

2. In various locations, ruins can be found. Such ruins hailed from the long gone Age of Renown. While these places won't guarantee you extra upgrade points by default, some of them do offer one bonus upgrading point per location.

3. There is a catch, though: You'll need to clear the whole damn place of anything that lurks. That includes demons. Actually, I won't be surprised if only demons would be there. And even then, it's not a given that you'll get your top prize by default. The whole damn thing is really random. Seriously.

4. Specific side quests do give bonus upgrade points, one point per quest completion. 

5. The amount of upgrade points needed per rank goes like this: Rank 1 requires 1 upgrade point, Rank 2 requires 9 upgrade points, and Rank 3 requires 20 upgrade points.

Points exchange
Upgrade points are not just used for ranking up the aspects. Once you got a Rank 1 for each aspect, you'll be able to use your upgrade points to upgrade any primary stat of your choice. For every 2 upgrade points spent, you can add 1 point to the primary stat of your choice.

And now for the upgraded bio (done via copy and paste)

Aeravor
Primary stats:
Strength-10
Fortitude-9
Dexterity-15
Wit-6
Resolve-19

Deum:
Geimhreadh
[Damage resistance bonus via Fortitude increases to 1.5% instead of 0.5%]
[Base bonus critical weapon damage via Wit increases to 15% instead of 10%]
[+1 Resolve (Original Resolve score-18)]


Class:
Fighter
[1% damage bonus per point in Strength]
[0.5% critical chance bonus per point in Resolve]
[5% critical damage bonus]
[+0.5% damage resistance per level up]



Fighting style:
Swift
[Fast attack deals 3% more damage per hit]
[Heavy attack deals 25% less damage but will deal bonus damage according to the amount of Focus built up (bonus is equivalent to the percentage of the Focus gauge filled)]
[Whenever holding ground, default chance of auto-parry is set at 35% instead]
[Attacking speed increases by 0.5% per point in Dexterity]

Traits:
Vánagandr
[Hit points always regenerate at 2% of the maximum amount per second]
[Force attack always deals critical damage against demons]
[15% critical chance]
[12% movement speed]

Requiem From Winter Past
[Gain 1 stack of Ferocity whenever taking damage or after a successful parry, but lose 1 stack of Ferocity whenever interrupted, dazed, or stunned. Gain 0.5% critical chance bonus per stack in play. Once Ferocity reaches 10 stacks, all stacks will be cleared and Steelborn will be triggered]
[Steelborn-Automatically parries a single attack once per every 10 seconds whenever holding ground. For every such parry, gain 15% critical damage bonus for the next 5 seconds. Critical chance bonus gained via Ferocity will be retained for the entire duration. Steelborn lasts for 2 minutes and cannot be triggered again for the next 3 minutes. Ferocity cannot be gained for the next 30 seconds after Steelborn effect expires]



Profession:

Ranger
[8% movement speed]
[The first attack always deals critical damage against any unaware target]
[10% automatic dodge chance]
[10% automatic parry chance]
[Terrain sensor gauge is always set at 25% and builds up 5% faster]

Starting secondary stats:
Weapon damage bonus-13.5%
Base damage resistance-7.5%
Maximum hit points-32000 [23000 default hit points+9% maximum hit points bonus (1000 hit points per 1%)]
Critical chance-24.5%
Critical weapon damage-220% of normal damage [200% default critical damage+20% critical damage bonus]
Automatic dodge chance-10%
Automatic parry chance-10%
Movement speed-20%
Attacking speed-10.5% [10% default attacking speed+7.5% attacking speed bonus]
Bonus focus gain-8%

Tactic:
Monster of Ván
Enables Aeravor to change his choice of deum if either all five usages of thaumaturgy are spent. Tap on the cross button to select which deum to use. Hold down the button again to set the selected deum to usage. At the same time, the number of runes usable for metallurgy is increased to twenty-four. Using metallurgy will result in a burst of direct damage per usage instead of increasing the gear durability.

Focus:
Chaos Incarnate
Aeravor enters a berserk state for five seconds. As Chaos Incarnate, Aeravor gains 150% increase in attacking speed and weapon damage. Any critical damage cannot be reduced. Usage of any thaumaturgy or metallurgy effect automatically results in a critical effect/hit. After Chaos Incarnate expires, Aeravor takes 20% more damage with his Focus gauge disabled for ten seconds. 

Force attack:
Thviti
More than just an ability unique to one individual, Thviti is the official name used for any Vánagandr's ability to teleport and attack within a fifty feet radius so long the target can be detected. Known as "hitter" to the dwarves and "batterer" to the elves, this ability can target up to five enemies within range with a total of five hits dealt. If less than five targets are available, the number of attacks dealt per target will be randomly allocated. However, the amount of attacks still stays at five.

List of aspects: Wolfblood, Contra Mundum, Survivor

Wolfblood
Wolfblood refers to the lineage of the Vánagandr even though no one knows exactly what manner of beings they are. Despite boasting elven features, the stark white hair and unnatural capabilities hint at something far more fearsome. Hence, 'tis a little wonder that they are called monsters of the gods by the Teutonians who first gave them the fief of Ván.

Rank 1 effect-Wolf of War: Whenever combat starts, 40% of the maximum hit points will be converted to temporary hit points until the battle ends. This ability has a 15 second cooldown period.
Rank 2 effect-Endless Pursuit: Critical chance is increased by 10% and movement speed is increased by 4%.
Rank 3 effect-Monster of the Gods: Whenever a thaumaturgy effect is triggered, the following bonus effect is gained according to the deum type.
[Earrach: Instead of the ability to self-heal, the user enters an ethereal state immune to physical damage. Resistance to thaumaturgy and metallurgy effects is increased by 50% and self-heal is still usable under such circumstances. Repeated usage of thaumaturgy will extend the duration]
[Samhradh: For every percentage of hit points missing (temporary hit points included), the user inflicts bonus damage. Repeated usage of thaumaturgy will increase the damage bonus by 0.5%]
[Fómhar: Whenever an attack is dodged or parried successfully, the user gains a shield absorbing up to 200% of the maximum hit points. Repeated usage of thaumaturgy will refresh the shield]
[Geimhreadh: User gains 2% damage bonus once every three seconds. If the user is attacked, the damage bonus is increased to 3% instead. Repeated usage of thaumaturgy will reduce the target's damage resistance by 1% per any attack up to a maximum of 5%]

Contra Mundum
Being the enemy of the world is never something a sane person would gladly take up. In fact, one cannot be blamed for saying only the truly insane would desire such a calling. Despite this term existing since the Age of Renown, Contra Mundum is now nothing more than a term known to archaeologists, scholars, and well-learned collectors. Yet ironically, the Age of Renown still remains an obscure chapter in the pages of history.

Rank 1 effect-Foebane: Critical chance bonus given by Ferocity per stack is increased to 1%.
Rank 2 effect-Enemy of the Odds: When Chaos Incarnate is triggered while Steelborn is active, the penalty imposed after Chaos Incarnate expires will be reduced by half.
Rank 3-Mocking Death Itself: Ferocity can no longer be lost through any means.

Survivor
To fight is never to win, but rather to survive. In the same way beasts and birds of the wild fight to achieve this end, civilisation has always been doing the very same thing despite justifications from those benefitting from it. Yet, those furthest away from the civilised world have never forgotten the roots of greatness as historians and scholars call it.

Rank 1 effect-Master Tracker: Movement speed increases by 10%. Enables potion brewing.
Rank 2 effect-Steel and Instinct: Automatic parry chance is increased by 15% and critical damage is increased by 12%.
Rank 3-Battlefield Assassin: If at least one ally is present during combat, enemies cannot target the character unless the first attack is made. Any unaware non-boss target attacked will have a 5% chance of being slain outright regardless of a first strike or otherwise. Terrain sensor gauge is now set at 100%.


Next up: Yes, I did add something that reads like terrain sensor gauge. However, I think I've spent too time burning my focus on this post.

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