Quote from: Tzepish on November 03, 2023, 02:32:57 pmArcher is getting a revamp as well. Each Charge+ ability still functions the way it always has, but each is now getting a different secondary effect as well. For example, Charge +2 is now "Blackout +2", which functions as Charge +2 but also inflicts Blind.Charge is its own thing so I imagine it requires more hacking and testing to get the charge amount clicker to work properly, but if you could you could easily fit the vanilla Charge effects in 4 bit flag style passive abilities: Charge + 1, +2, +4, and +8. With the leftover abilities you could increase range, AoE, and various procs.
But again, this hinges on getting the UI working with bit flags.
Quote from: Tzepish on November 03, 2023, 02:32:57 pmI don't have similar plans for those other classes, but I can imagine Ninja working in basically the same way - adding abilities that passively enhance Throw, like increased range/damage, whatever.Some passive ability ideas for Ninja. These abilities would apply to Chemist and anything else which throws items.
This is absolutely possible with ASM, yeah, and I've already done some similar things (affecting critical hit chance with status and with equipment; adding a new Reaction ability that prevents harmful status; increased status effect hit chance by default).
1. Throw Range + 1, 2, 4.
2. Splash Damage: throw AoE + 1, applies only on hit not on line of sight.
3. Fastball: Add 1 / n to the XA of throw and chemist HP/MP damage/heal effects. Because the harder you hit someone with a healing item, the gooder the heal.
4. Counterfeiter: stat / 100 chance to not lose inventory from Item, Throw.
5. Throw Status/Skill/Critical/Knockback Procs: Add 1 / n to the respective weapon proc rates. Could be different passive abilities instead of one. Works well with a weapon category focused on status or skill procs.
6. Throw Shuriken. This is here because my idea of a Throw skillset is built around a class that chucks bombs at people and shoots them with guns, as an advanced class that comes from Chemist.
7. Throw Weapons.
2. Splash Damage: throw AoE + 1, applies only on hit not on line of sight.
3. Fastball: Add 1 / n to the XA of throw and chemist HP/MP damage/heal effects. Because the harder you hit someone with a healing item, the gooder the heal.
4. Counterfeiter: stat / 100 chance to not lose inventory from Item, Throw.
5. Throw Status/Skill/Critical/Knockback Procs: Add 1 / n to the respective weapon proc rates. Could be different passive abilities instead of one. Works well with a weapon category focused on status or skill procs.
6. Throw Shuriken. This is here because my idea of a Throw skillset is built around a class that chucks bombs at people and shoots them with guns, as an advanced class that comes from Chemist.
7. Throw Weapons.
This gives me an idea for a use-item branch upgrade which is inverted Chemist, in that their items deal damage and inflict debuffs. Spoiler because off-topic.
Chemist: Normal use-item access abilities, but with a different distribution of effects among the items for balance with the Poisoner.
Bomber: The abilities above, which modify Item, Throw, and Invert Item; plus Shuriken and Weapon Throw unlocks. Formerly Ninja.
Poisoner: Use-item access abilities as Chemist, but with effects inverted.
Bomber: The abilities above, which modify Item, Throw, and Invert Item; plus Shuriken and Weapon Throw unlocks. Formerly Ninja.
Poisoner: Use-item access abilities as Chemist, but with effects inverted.
For Geomancer you could have the above upgrades to procs, range, AoE, plus a passive to invert the damage and status inflict if it hits an ally, and a passive to improve the damage formula.
Samurai could use something similar to Geomancer, but with a reduced item break rate passive.
I'm not sure how you'd do that for Geomancer and Samurai, unless there's a flag you can set to make a passive ability not show up in an action ability menu. Maybe you could put those effects on another job like Calculator and have them affect Geomancer, Samurai, and other MA based abilities.
Calculator - while OP - could use more numbers like "2" and "7". Or if you go the Sage route you could replace the Calculator effects with passive bonuses to spells flagged as calculable like reduced MP usage, increase XA or YA, faster charge time, increased AoE, and increased range. If you combine just the vanilla calculable flag spell selection UI minus the Calculate targeting UI/mechanics, then if you adjust the flags then you have a very flexible job, both for players and modders.
This is getting really off topic, let me know if you want to move this discussion elsewhere.