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Version 1.
Table of Contents
INTRODUCTION
DESIGN OBJECTIVES
SUMMARY OF MAJOR CHANGES
ARMOUR AND ENCUMBRANCE
Encumbrance breakpoints by magic school
Indicative encumbrance values for armour (full sets)
Effect of armour on strafe speed
MASTERIES
Melee weapon masteries
All weapon masteries
Sword mastery (1- and 2-handed)
Polearm mastery
Club/mace mastery (1- and 2-handed)
Axe mastery (1- and 2-handed)
Knives mastery
Archery mastery
Magic school masteries
All magic masteries
Witchcraft mastery
Necromancy mastery
Spell chanting mastery
Arcane mastery
Fire mastery
Water mastery
Earth mastery
Air mastery
Crafting masteries
OTHER POTENTIAL MASTERIES
Changelog
Version 1 → version 2:
‣ Polearm mastery special changed to a short snare effect instead of a knocktowards effect.
‣ Knife mastery bonus and special changed to require rear or side position, not just rear.
‣ Archery draw speed and range bonuses reduced (20%->10%, 20%->15% respectively).
‣ Water magic mastery changed to a short snare effect on all spells that do cold damage.
Introduction
This is a design proposal for weapon/magic specialisations in Darkfall, the lack of which is often
cited to be one of Darkfall's weakest points. Specialisations are being worked on at some level
by Av for the expansion due mid-next year; this proposal is merely my version of a specialisation
system that I think fits well with Darkfall philosophy and existing design constraints.
Included in the proposal is a re-balancing of armour & encumbrance to fit in with the
specialisation system. In short, the proposal suggests that heaviest armours (plate+) be increased
in their level of protections but much more heavily penalised in their capacity for most magic
schools. Another key change is the modification of magic schools to have different levels of
tolerance to armour encumbrance, eg: lesser magic, greater magic, spell chanting and
witchcraft are highly tolerant to encumbrance, while necro, arcane, and the elemental magic
schools are very affected by armour encumbrance.
Design objectives
‣ Non-obligatory. Players must be able to be competitive without requiring a specialisation.
‣ Changeable. Players should be able to back out of a specialisation, or change specialisations.
‣ Differentiated. Different specialisations should feel and play different, with clear
niches/roles.
‣ Minimise changes to current skill trees and to established gameplay.
‣ Specialisations should be as independent of the armour system of bonuses/penalties as
possible in order to maximise the diversity of possible builds and player choice.
‣ When balancing specialisations, emphasise bonuses over restrictions.
‣ Provide a clear framework for future additions and differentiation in the future.
Summary of major changes
‣ rename current "mastery" skills to "expertise" skills, eg: "Greatsword expertise"
‣ rename "sharpshooter" to "archery expertise"
‣ introduce a new mastery skill for each major weapon group and magic school, obtainable
only through specialisation.
‣ rate of skill gain in base skill and melee expertise skills increased to account for new melee
'mastery' skill layer.
‣ effect of magic intensifies rebalanced such that mastery provides the vast majority of power
increase
‣ 'Rage' removed as a universal skill, now available only to melee specialists, healing effect
buffed (and not affected by encumbrance), and mana cost reduced to 25% of mana (from
50%).
‣ 'Archmage' skill removed as a universal skill, now available only to magic specialisations,
effect changed to grant vastly improved mana regen at the cost of max stamina.
‣ new skill "Martial discipline" available only to melee specialists; grants increased stam regen
at the cost of max mana.
‣ magic schools changed so that individual magic schools have different tolerance to
encumbrance: elemental/necro/arcane schools strongly penalised or totally restricted by
wearing armour heavier than approx bone/leather, SC/WC unaffected up to approx
chain/scale, LM/GM unaffected up to approx chain/scale and still only moderately affected
in full plate.
‣ (optional) armour changed to affect strafe speed; heavier armours strafe slower than lighter
armours.
‣ plate/full plate armour protections buffed to compensate for increased magic resptrictions.
‣ new item: bandages – moderate channelled heal over time, interrupted by any
damage/debuff/movement (purpose: reduce general downtime, reduce absolute
dependence on magic for healing).
‣ slight increase of stam cost of sprinting (to balance increased stam regen of melee
masteries)
‣ Prerequisites for Arcane and Necromancy magic reduced to 50 in Spell chanting and
Witchcraft respectively, down from 75.
‣ Prerequisites for “Mana conservation” skill reduced to 50 in “Greater Magic Mana Efficiency”,
down from 75.
Spell chanting 48 72 90
Arcane 20 32 55
Witchcraft 45 60 75
Necromancy 18 28 42
Fire 13 18 28
Water 15 24 32
Air 18 32 54
Earth 28 48 70
10 padded
15 bone
20 leather
30 studded
40 chain
50 banded
60 scale
80 plate
Note 2: these values are for full sets, mixed sets will have encumbrance values somewhere in-
between, eg: full chain with scale chest and shoulders might have an encumbrance of 50-52.
Examples:
Masteries
‣ access to a melee mastery skill becomes available at 50 in the corresponding 'expertise' skill.
For 1-/2-handed weapons, mastery requires 50 skill in both 1H and 2H weapon expertise.
‣ access to a magic mastery skill becomes available at 75 in the base magic school.
‣ masteries come with both bonuses and penalties.
‣ in general, fully-skilled masteries are worth ~20% extra effect compared to non-mastery
‣ pure hybrids can access all 'expertise' skills, but no 'mastery' skills - "jack of all trades,
master of none".
‣ player choices boil down to:
‣ 1 weapon/archery/magic mastery OR
‣ 2 crafting masteries OR
‣ no masteries (pure hybrid)
‣ can change masteries at will. once changed, skill points earnt towards a mastery are not
lost, but are rounded down to nearest 25 and former mastery skills are inaccessible/greyed
out.
Note: mastery bonuses below are at max mastery skill (ie: mastery skill=100). Mastery penalties
however always apply, even at skill=1.
Comments:
‣ new skill: "stab" - 1.2x reach thrusting attack, ignores 20% of armour, does mainly bleeding
damage, 20 sec CD
Polearm mastery
‣ +20% damage with polearms
‣ +15% attack speed with polearms
‣ power attack modified to be a 1.2x max reach attack with a medium knockback
‣ new skill: "pin" – 1.2x max reach vertical attack that slows enemy movement speed by 20%
for 4 seconds. successful attacks with this skill on a mounted rider also dismount the rider.
20 sec CD.
Comments:
‣ emphasises melee utility and tactical control of enemy positioning through knockback and
snare.
‣ Rationale for double bonuses (damage + attack speed) is so that PA users can realistically PVE
with PAs, and to bring PAs as the lowest DPS weapon up to par with other weapons.
Comments:
‣ strong anti-caster weapon through tactical timing of magic lockout and stamina degen
pressure on caster's smaller stamina pool.
‣ Good potential for specialised stam degen/pressure builds (combined with spells like
exhaust, rend, WC debuffs, etc).
Comments:
Knives mastery
‣ +20% dmg with knives
‣ attacks from the rear or side do an additional 15% dmg
‣ new skill: "exploit weakness" – short range stabbing attack that ignores 50% of armour, very
high bleeding damage over time, 20sec CD. Requires rear or side positon.
Comments:
‣ highest melee dmg weapon, shortest range
‣ emphasis on positional combat and armour penetration
‣ great potential for use of stealth to land devastating opening attack from rear position
Archery mastery
‣ +20% damage with bows
‣ +15% range
‣ +10% draw speed
‣ -15% max mana
‣ arrows ignore 10% of armour
‣ max of 50 skill in elemental magic, necro, and arcane
‣ special skill: “perception” - +15% target identification range (from all that squinting in the
distance for targets)
Comments:
Comments:
Comments:
Necromancy mastery
‣ +20% effect of necro spells
‣ max of 25 elemental magic, no SC, no arcane
‣ special skill: “vampirism” - 15% of all damage done by necro spells and melee damage heals
self
Comments:
‣ can play good nuker or melee hybrid roles -- vampirism skill + knives + bonused pierce debuff
should balance needing to wear light armour for necro school effectiveness, making for
interesting and unique playstyle.
‣ great melee debuffer (bonused slash/pierce/crush debuffs)
‣ good self-healing (HS/S2H/WB + bonused vampiric touch (plus other dmg spells))
‣ heaviest armour wearable for 100% necro effectiveness: full bone, almost full leather
‣ heaviest armour wearable for 50% necro effectiveness: full studded
Comments:
‣ strong healer/support caster/nuker (bonused sacrifice, longest duration buff others, passive
spell haste)
‣ capacity to regen mana through dmg
‣ can wear up to full banded armour without penalty to SC spells.
‣ can choose between a lightly-armoured caster build with good spike dmg, or heavy-armoured
healer/support build.
‣ heaviest armour wearable for 100% SC effectiveness: almost full banded
‣ heaviest armour wearable for 50% SC effectiveness: plate/scale mix
Arcane mastery
‣ +20% effect of arcane, +30% effect of lesser and greater magic spells
‣ max of 25 elemental magic, no WC, no necro
‣ special skill: “arcane siphon” (passive) - 20% of all magic damage taken converted to mana.
Comments:
Fire mastery
‣ +20% dmg/effect to fire magic
‣ -30% dmg/effect to other elemental schools
‣ +4.0 water magic (cold) resist
‣ special skill: “immolation” - caster becomes immolated in fire for 15 sec, which causes
melee attacks to reflect 4-10 dmg to attacker, and grants +4.0 fire resist. Also instantly
removes bleeds/poison DOTs from self, CD 5mins.
Comments:
‣ heavy nuker
‣ anti-water mage
‣ heaviest armour wearable for 100% fire effectiveness: full padded, almost full bone
‣ heaviest armour wearable for 50% fire effectiveness: full bone, almost full leather
Water mastery
‣ +20% dmg/effect of water magic
‣ -30% dmg/effect to other elemental schools
‣ +4.0 fire magic resist
‣ special skill: “cryopathy” (passive) - all spells that do cold damage
(icicle/frostbite/shards/ice storm/blizzard) slow movement speed by 20% for 2.5 secs and
drain 20% additional stamina.
Comments:
‣ heavy/utility nuker
‣ anti-fire mage
‣ heaviest armour wearable for 100% water effectiveness: full bone
‣ heaviest armour wearable for 50% water effectiveness: leather/studded mix
Earth mastery
‣ +20% effect of earth magic spells
‣ -30% dmg/effect to other elemental schools
‣ +4.0 air magic (lightning) resist
‣ special skill: “earth affinity” - passive +2.5 slash/pierce/crush resist
Comments:
Air mastery
‣ +20% effect of air magic spells
‣ -30% dmg/effect to other elemental schools
‣ +4.0 earth magic (acid) resist
‣ special skill: “ethereal form” - 1.5x run/sprintspeed, 50% dmg immunity for 10 sec, 2 min CD
Comments:
Crafting masteries
‣ special skill: "expertise" - 10% chance per mat per craft of not consuming that mat (eg: for a
craft costing 8X 3Y 1Z, each X/Y/Z has a 10% chance of not being consumed, though the 'Z'
ingredient will always be consumed cause recipe requires at least 1 Z)
‣ greatly increased chance of top rolls for crafting items
‣ rare chance of inspired craft - chance of producing exceptional quality item
‣ open to further suggestions, i'm not much of a crafter
robes +10%
padded +5%
bone 0
leather 0
studded 0
chain -4%
banded -8%
scale -10%
plate -12.5%