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Posted: Thu Jan 17, 2013 1:45 pm Post subject: Eternal Soldier Skill: Drunken Master
A 60 CP child skill of Way of the Lashing Kick. Any alcohol that an ES drinks no longer grants an ES the Drunk status effect. Instead, each drink gives the ES the Drunken Stance(?) status for ten (don't know about this, but seems like a nice arbitrary number) ticks. The status gives the Eternal Soldier 10% close-combat defense and +2 damage to hand-to-hand attacks.
A little skill just for fun. Don't know how applicable it would be, but it's flavor. Helps the ES in its role as a dodge tank, also.
This spreadsheet shows how absolutely pathetic Bolster Attack is. The basic concept is that the 1 AP you spend to gain the status effect could otherwise have been used to simply attack. Remember, Bolster Attack gives +2 damage for 10 status ticks. Basically, the amount of damage you deal using Bolster Attack is not much better than the damage you'd deal without it.
Now, you're suggesting the same duration and damage values as Bolster Attack, with an extra attack bonus.
I ran these through a tool I made for working out the balance of these things. You can adjust the figures on the public sheet, but since that sheet has public permissions, I don't know if anyone is going to end up accidentally messing up the formulas. You should only need to edit figures in Row 2 (colored green on the public sheet) and the rest should work itself out (provided you don't use accuracy values over 100%)
Right now, thanks in large part to that 10% accuracy bonus, the skill is coming a bit shy of being the equal of a passive +2 damage bonus. This actually surprises me. I was not expecting accuracy to affect the overall bonus to that large of a degree. For context: Without that accuracy bonus, the damage bonus per AP of the effect drops to +0.34 damage per AP invested. That comes off a bit low for a 60 CP skill.
I'm not crazy about the flavor, though. Drunken fighting has been brought up many times since early NW. It's always just seemed goofy. _________________
Oh. That's a defense bonus. My mistake. Well in that case the net result of this skill is a grand total of +0.34 damage per AP. That's 3.75 damage gained per 11 AP as a result of using this skill. For 60 CP.
You're going to want that attack bonus. Check the sheet again, and compare the Public Sheet to the Master Sheet. You'll see what I mean.
It turns out that, as far as the numbers are concerned, an activation cost of 1 AP to gain a toggle damage bonus is a pretty massive cost which can drop the effective damage output of a skill to a very small number. As a result, these sorts of activated skills need to offer a pretty substantial bonus. _________________
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