New Skill Idea: Second Attack (in General)


AdminQBGentlemanLoser [{END}] November 8 2006 4:10 AM EST

Name is a place holder. ;) Could be Dual Wield, Riposte, Opportunity, or something like that. ;)

Inspired by Shades thread, this version of a new skill, and new weapon class, surfaced, ready for dissection. ;)

Description
Training this skill gives the user its effect as a percentage chance to land a single hit on their target with an off hand weapon. This extra attack ignores Dexterity and Evasion of the target, with its success of landing based purely on the effect of the skill.

The user will need to have a one handed melee weapon and Shield equipped, or two 1 handed weapons, to take advantage of this skill. Shields damage inflicted is based from their Base AC (as base weapon damage) and Enchantment AC (as weapon 'x'). Although an 8+10 Shield does not equal the damage of an [8x10] weapon.

(Ranges from 0.01 to 1.00, based on users Dexterity, like BL and archery. Needs to be trained to 25-50% - amend for balance - to reach maximum effect)

In addition, there will be a new class of weapons, Dual Weapons, or Double Weapons (again name is a place holder). These weapons are equipped as 2 handed weapons, and preclude the use of a Shield. But like VA on a Morg or BTh, they have an in built 'Second Attack' percentage, depending on the individual weapon.

While this skill allows an uncounterable hit to land (and could create High STR, 20 DEX Tanks, or training this skill on Enchanters with STR/GS), it's only one hit per round, and is a way to counter a massive Evasion score.

It increases damage dealed, but this increases gets comparitvely less as the number of normal hits a round a Tank can land increases. While BL would continue to provide a 60% increase in damage. Dual Wepaons would be able to provide a reduced version of this skill used alongisde BL.

UncleKracker November 8 2006 6:57 AM EST

DEX: 20
NEWSKILL: 100

Enough said -- But I'm sure heavy tanks or just about any tank would love this.

AdminQBGentlemanLoser [{END}] November 8 2006 7:20 AM EST

Actually it would be 20 Dex, New Skill 10.

That would gie you one attack per round (Without your no pth off hand weapon or shield), and no hope what so ever of landing any others (With you main weapon)...

And the problem is?

PirateKing November 8 2006 9:26 AM EST

"While this skill allows an uncounterable hit to land (and could create High STR, 20 DEX Tanks, or training this skill on Enchanters with STR/GS), it's only one hit per round, and is a way to counter a massive Evasion score."

As a user of Unarmed Combat, I will fight to my dying breath to prevent this from happening. This would completely eviscerate UC. Of course, now that I have voiced opposition to it, Jon will probably implement it next month just stick it to old PK. :P

AdminQBGentlemanLoser [{END}] November 8 2006 10:00 AM EST

Why would it ruin UC any more than ruining Evasion Tanks?

How do you kill a UC/Evasion Tank minion with a High AMF (and or MgS/TSA in appropriate places)?

If the damage is too high because it's a near automatic hit, then reduce the damage slightly. Maybe 75% of normal.

PirateKing November 8 2006 10:15 AM EST

The whole point of UC is to not get hit by physical blows, GL. Giving people an autohit skill will make UC undesirable at best. I'd rather see a nerf to Evasion and UC than an autohit skill... even with reduced damage as you say.

Herbstwind [The Knighthood] November 8 2006 10:33 AM EST

if you consider damage done i guess BL already does pretty much the same .. (or even more, since you only have to forge/blacksmith one weapon)

QBJohn Birk [Black Cheetah Bazaar] November 8 2006 12:57 PM EST

GL I like your idea to some degree, but would offer this modification to make it more palatable to me. Basically, I am against anything that offers a 100% chance to hit regardless of your skill or theirs.

I would offer this modification. The chance to hit is fixed at some percentage less than 100%. So the skill determines if you get that chance to swing based upon the skill level and then IF you hit is determined by a fixed percentage. That may still sit poorly with some, so you could modifiy it further and say, your chance to determine whether your swing, and the chance that your swing will hit the target are both relative to the skill level, but capped at some percentage less than 100%.

I firmly believe the only thing that should hit without question is a DD spell and all physical attacks have some chance of failure.

AdminQBGentlemanLoser [{END}] November 8 2006 1:57 PM EST

:) The 100% thing doesn't sit well with me. I was going to offer this as a counter;

Some items (Shields, peices of armour, maybe just a single Amulet) are given a percentage reduction to the New Skill.

Useless if you opponent doesn't train the new skill, but able to reduce thier 100% chance. ;)

Silatt November 8 2006 2:01 PM EST

I think you should have to land the first hit to to be able to even get a chance at the second hit, or it's just too over powered. It will turn melee into magic with no AMF to counter, and the very skill evasion will be completely useless. I understand that some of you believe that evasion is overpowered, etc etc. It's one thing to /lessen/ a skill, it's another thing to totally disable it.

AdminQBGentlemanLoser [{END}] November 8 2006 2:10 PM EST

If Evasion is a problem enough that this new skill would be useful, you'll never land your first hit.

It would do more damage than the BL skill if and only if you only land one normal attck anyway.

If you land two normal attacks, BL adds 60%. If you land two, this skill would give you an extra 50% damage. Les if you land more.

How is that overpowered?
This thread is closed to new posts. However, you are welcome to reference it from a new thread; link this with the html <a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001wgQ">New Skill Idea: Second Attack</a>