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DS2 Combat Testing (Free Cinii)

#1 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 25 February 2007 - 11:52 PM

Do you wanna help Cspace balance out the new system and make some money at the same time? If so, then this is the place for you! Yeah, lame intro, but here's the deal. Cspace already has the race and stat point system up and ready, along with a few classes. It's our job to help him test out these new classes, and that is just what I plan on doing. But I thought to myself, "hey, why not pay people to do it!?!" I will be implementing a colosseum battle system based entirely on the new rules. For every battle you participate in, you will get a predetermined amount of cinii for your Darkstorm character.

If you want to fight, create a character by editing your original character profile and adding the new character at the bottom. As stated earlier, all the rules for the new system apply here. There are two variables. The first is post count. I will offer several different post count levels for you to fight on. This post count will be used to determine the number of stat points and abilities your new character gets. Spend them wisely. The second variable is a weapon. Everyone gets a weapon (name and type can be whatever you like it to be). Regardless of what it is, you get 5 bonus stat points from it, and it does 50 DP. You may choose whether it is melee or ranged DP.


Post Count Levels:
Level 1: 100
Level 2: 1000
Level 3: --- (Not yet available)

Your reward will be the same number of cinii as your post count level.

Races
Stats
Attribute Buying Guide
Class Directory
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#2 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 26 February 2007 - 12:08 AM

Example Character:

Alpha Weapon
Level 2
Race: Human
Weapon: Sword of 1000 Lies (DP + 50 Melee; Status Points +5)


Stats:

65 Status Points
Vitality: 20
Will: 5
Endurance: 5
Arcana: 5
Constitution: 5
Devotion: 0
Strength: 25
Accuracy: 0

Health: 800 (40 * 20)
Mind: 50 (5 * 10)
Stamina: 70 (14 * 5)
Affinity: 95 (19 * 5)
Standard DP (Melee): 150 (6 * 25)
Standard DP (Ranged): 0 (6 * 0)


Abilities:

Adventurer
Combatant Concentration: 40
*Combat Fundamentals: 5
*Basic Dueling: 10
*Basic Stances: 10
*Combat Adept: 15
Scholar Concentration: 5
*Scholar Fundamentals: 5
Survivalist Concentration: 5
*Survivalist Fundamentals: 5

Warrior
Entry: 10
Martial Artist Concentration: 235
*Defensive Stances: 25
*Offensive Stances: 50
*Feats of Mind: 70
*Center of Being: 90
Guardian Concentration: 235
*Understanding Armor: 25
*Strength of Mitigation: 50
*Defense of Allies: 70
*Deflection of Attack: 90
Berserker Concentration: 235
*Understanding Weapons: 25
*Strength of Force: 50
*Relentless Nature: 70
*Unbridled Vengeance: 90
Arcanic Knight Concentration: 235
*Planar Augmentation: 25
*Elemental Armor: 50
*Elemental Weapons: 70
*Arcane Versatility: 90

Total: 1000/1000


Persistent Effects:
Stance - Balanced Stance: Melee weapons' damage + 35 each, while all received physical damage - 60
Focus - Charged Weapon: Weapons' damage + 15 each


Overall Stats:
HP: 800
M: 50
S: 70
A: 95
DP: 250

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#3 {lang:macro__useroffline}   Darkness {lang:icon}

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Posted 26 February 2007 - 07:20 AM

OOC: I finished this, but while I was doing it my internet cut out, so I had to leave the internet idling on this page waiting to be able to post. When I came back, either somebody had shut off the computer or it had shut off on its own, and I'd never had a chance to post, so I had to restart. I haven't had time to finish it again (since I had to go to sleep) so I'll finish it tomorrow! bluetongue.gif


Vuurin du Ellidar
Level 2
Race: Ekuwyn (pronounced "Eh-ku-veen"): The Ekuwyn are mysterious and often elusive beings who claim to receive their power from the moons. They are human-like with pointed ears, although the Ekuwyn also have ethereal features surrounding them. These ethereal features often include auras, flowing wings, and even features of certain creatures. The Ekuwyn are quite versatile, and they consider this a greater strength than mere weapons.
- Vitality Effect (per stat point): Increases your Health by 35
- Will Effect (per stat point): Increases your Mind by 20
- Endurance Effect (per stat point): Increases your Stamina by 20
- Arcana Effect (per stat point): Increases your Affinity by 24
- Strength Effect (per stat point): Increases your unarmed and melee weapon damage by 2
- Accuracy Effect (per stat point): Increases your ranged weapon damage by 3
- Special: Don't require air to survive (Ekuwyn can channel energy if necessary)
Weapon: Staff of the Four Moons (DP + 50 Melee; Status Points + 5)


Independent Stats
65 Status Points
Vitality: 55
Will: 5
Endurance: 0
Arcana: 25
Constitution: 5
Devotion: 0
Strength: 0
Accuracy: 0


Dependent Stats
Health: 1925
Mind: 100
Stamina: 0
Affinity: 600
DP (Melee): 50
DP (Range): 0


Trees

~Adventurer Tree~
Starter Block: 0
# Standard Weapon Certification

* Allows the use of all unmarked weapons.

# Standard Armor Certification

* Allows the use of all unmarked armor.

# Minion Domination: Your steadfast will and inherent leadership ability allow you to control one minion, at least when given the opportunity to call one.

* PERSISTENT EFFECT: Allows an adventurer to control one summoned minion at a time.

~Scholar Concentration
Scholar Fundamentals: 5
# Minor Modulation: When in danger, it may be necessary for a spellweaver to generate affinity at an expense to health.

* EFFECT: Converts up to 20 of own Health into Affinity.
Basic Thaumaturgy: 10
# Mana Burn: An early skill learned by spellweavers, involving the concentration and sudden destruction of a mana node around the target.

* AFFINITY COST: 10
* ARCANE DAMAGE (DIRECT): 30
Basic Conjuring: 10
# Basic Node Stabilization: Through concentrated training and focus, a conjuror is able to stabilize one ethereal node.

* PERSISTENT EFFECT: Allows conjuror to maintain one node for the length of a battle unless it is destroyed. Nodes cannot be stabilized outside of battle.

# Destabilize Node: When a node has served its purpose, a conjuror can destabilize it and reclaim its power.

* EFFECT: Destroys the conjuror's own node(s), absorbing the energy it cost to stabilize them

# Conjure Minor Disruption Node: A conjuror will generally begin with the fundamentals of node stabilization. Nodes do not require domination, can be stabilized during battle, and can potentially assist greatly when in a tight situation.

* AFFINITY COST: 5
* SUMMONS NODE: Minor Disruption Node
o Health: 1
o EFFECT: Causes 5 damage to all enemies per turn of battle
Scholar Adept: 15
# Spellweaver's Stance: A stance used to increase the damage of spells that deal a flat amount of damage.

* STANCE: All direct arcane spell damage + 10
Total Points: 40

~Mage Tree~
Starter Block: 10
# Mage's Focus: A state of mind where one gains a greater affinity with the arcane.

* FOCUS: Arcana + 10
# Adept's Focus: A state of mind where one gains a greater affinity with the arcane.

* FOCUS: Arcana + 25
~Conjuror Concentration
Controlling Familiars: 25
* Summon Mindrake: A small arcane creature with some affinity for magic.
o AFFINITY COST: 25
o SUMMONS MINION: Mindrake
+ Health: 100
+ Melee Damage Per Attack: 10
+ Affinity: 30
+ Stamina: 0
+ Abilities:
# Mindrake Bolt: A mindrake's signature lightning-based attack.
* AFFINITY COST: 10
* ARCANE DAMAGE (DIRECT): 25
# Minor Modulation: When in danger, it may be necessary for a spellweaver to generate affinity at an expense to health.
* EFFECT: Converts up to 20 of own Health into Affinity.
Node Stabilization: 50
# Conjure Mana Node: A node that provides affinity to everyone in the area.

* AFFINITY COST: 10
* SUMMONS NODE: Mana Node
o Health: 1
o EFFECT: Gives 30 Affinity per turn to everyone in the battle.
Conjuration: 70
# Conjure Lesser Arcana Stone:

* AFFINITY COST: 40
* SUMMONS:
o Lesser Arcana Stone (Arcana + 10; Charm Slot)

# Conjure Lesser Vitality Stone:

* AFFINITY COST: 40
* SUMMONS:
o Lesser Vitality Stone (Vitality + 10; Charm Slot)
Managing Elementals: 90
# Summon Earth Elemental: A being of stone raised from the earth.

* AFFINITY COST: 70
* SUMMONS MINION: Earth Elemental
o Health: 250
o Melee Damage Per Attack: 20
o Affinity: 0
o Stamina: 0
o Abilities: None
Total Points: 275

~Chronomancer Concentration
Determinism: 25
# Prophecy of Failure: If the chronomancer's battle goes as expected, there will be no escape for the enemy.

* AFFINITY COST: 30
* ROOT EFFECT (Induced 6 turns after this ability is used unless target escapes beforehand or the battle ends)
o IMMUNITY: None
o LENGTH: 25 turns
Anti-Determinism: 50
# Paradigm Shift: The enemy may be able to set events in motion, but you can stop them.

* AFFINITY COST: 50
* EFFECT: If target is using an ability that requires more than one turn to complete, that ability is interrupted. The chronomancer then suffers from a Mute effect that lasts for the total length that would have been required to complete the spell. During this time, the target cannot use the ability that was interrupted.
Translocation: 70
# Careless Translocation: Translocation is a difficult feat for any mage to accomplish in any safe manner. In fact, a mage's translocation can be so unpredictable that it can faithfully be used as an attack. Whether it be translocation into the interior of a wall, translocation that misses its mark vertically, or some other similar "mistake", the outcome can be rather painful for the one at the other end of the spell.

* AFFINITY COST: 80

* DAMAGE: 120
* PARALYSIS EFFECT
o IMMUNITY: Constitution of 30
o LENGTH: 3 turns
* CONFOUNDMENT EFFECT
o IMMUNITY: Constitution of 5
o FIRST TURN LOST: Target's next turn
o LENGTH: 5 turns
Non-linearity: 90
# Fog History: Beginning to find some understanding in the cosmos, a mage can begin to manipulate the flow of time. This is perhaps a more difficult feat than translocation, but with practice a chronomancer is capable of making minor adjustments to the history of a battle.

* AFFINITY COST: 120
FFECT: Two turns of the chronomancer's choosing will be swapped. The ultimate effect of this ability depends on the lasting impact of that change. If this change would technically kill a character who is otherwise alive when this ability is used, the chronomancer would experience a Paradox effect for three turns and the swap would not take hold.
Total Points: 510

~Warden Concentration
Nature's Refuge: 25
# Regrowth: A warden with an affinity for nature is capable of inducing a state of regeneration for one in need.

* AFFINITY COST: 35
* REGENERATION EFFECT
o Heal: 25 health per turn for five turns.
Nature's Reckoning: 50
# Burst of Fire: Both a force of destruction and of regrowth, fire is a fundamental element for which a warden has affinity.

* AFFINITY COST: 60
* ARCANE DAMAGE (DIRECT): 160
Geomancy: 70
# Stoneshield: A particular strength of geomancers is their affinity with the resistant forces of nature.

* FOCUS: All received damage - 40
Nature's Calling: 90
# Nature's Fury: One who understands the forces of nature will know the potency of the more sudden forces in causing destruction.

* FOCUS: All direct arcane spell damage + 40
Total Points: 745

~Mentalist Concentration
Mind's Eye: 25
# Farsight: By opening one's mind to the world, one can improve his/her concentration and recover from mental blocks.

* AFFINITY COST: 30
* HEAL: 50 Mind
Silent Persuasion: 50
# Mental Suggestion: Mentalists tend to have an easier time with persuasion than others.

* EFFECT: When used, you may have an easier time dealing with the "NPCs" created by GMs. This also has a number of possible roleplay uses when dealing with other players.
* NOTE TO GMs: This is the first level of two "persuasion" abilities, the second of which will have a larger impact (so scale responses accordingly). When a character uses this in a conversation, unless the NPC is supposed to be strong-willed, please give the character an easier time getting the information he/she is requesting.
Telepathy: 70
# Wrack Mind: Using telepathic powers, a mentalist is capable of harming the minds of others.

* AFFINITY COST: 60
* DAMAGE: 40 Mind damage if target has over 70 mind, and 15 Mind damage if target has 70 or lower Mind.
Psychokinesis: 90
# Weapon Lock: Using psychokinetic energy, a mentalist is able to hold one's weapons in place, preventing their use.

* AFFINITY COST: 80
* DISARM EFFECT:
o IMMUNITY: Constitution of 10
o LENGTH: Three turns

Points: 980/1000


Persistent Effects:
Stance:
# Spellweaver's Stance: A stance used to increase the damage of spells that deal a flat amount of damage.

* STANCE: All direct arcane spell damage + 10

Focus:
# Adept's Focus: A state of mind where one gains a greater affinity with the arcane.

* FOCUS: Arcana + 25







“In the valley of hope, there is no winter.”

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#4 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 27 February 2007 - 01:08 AM

Erm, no need to post all that junk. bluetongue.gif We can just post which blocks are unlocked then look them up. bluetongue.gif
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#5 {lang:macro__useroffline}   Darkness {lang:icon}

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Posted 27 February 2007 - 01:21 AM

Nope, I'd be far too lazy to look them up. Besides, some blocks give multiple abilities, you silly billy bluetongue.gif







“In the valley of hope, there is no winter.”

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#6 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 27 February 2007 - 01:22 AM

Erm, when you look up the block, you'll still find both. bluetongue.gif

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#7 {lang:macro__useroffline}   Unrealblight {lang:icon}

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Posted 09 March 2007 - 03:09 AM

Kramada Blight
Level: 2
Race: Orge
Weapon: Zanbato (DP + 50 Melee; Status Points +5)

Atributes:
65 Status Points
Vitality: 25
Will: 4
Endurance: 6
Arcana: 0
Constitution: 5
Devotion: 0
Strength: 25
Accuracy: 0

Statistics
Health: 1125 (45 * 25)
Mind: 20 (5 * 4)
Stamina: 102 (17 * 6)
Affinity: 0 (2 * 0)
Standard DP (Melee): 225 (9 * 25)
Standard DP (Ranged): 0 (2 * 0)

Abilities
Adventurer
Combatant Concentration: 40
-Combat Fundamentals: 5
-Basic Dueling: 10
-Basic Stances: 10
-Combat Adept: 15

Warrior

Entry: 10
Martial Artist Concentration: 235
-Defensive Stances: 25
-Offensive Stances: 50
-Feats of Mind: 70
-Center of Being: 90
Guardian Concentration: 235
-Understanding Armor: 25
-Strength of Mitigation: 50
-Defense of Allies: 70
-Deflection of Attack: 90
Berserker Concentration: 235
-Understanding Weapons: 25
-Strength of Force: 50
-Relentless Nature: 70
-Unbridled Vengeance: 90
Arcanic Knight Concentration: 235
-Planar Augmentation: 25
-Elemental Armor: 50
-Elemental Weapons: 70
-Arcane Versatility: 90
(Thanks Alpha, I pretty much C/Ped xD)
990/1000

Persistent Effects:
Balanced Stance: STANCE: Melee weapons' damage - 25 Each, while all received damage - 70
Charged Weapon: Weapons' damage + 15 each

Final Statisics:
Health: 1125
Mind: 20
Stamina: 102
Affinity: 0
DP: 265

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#8 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 09 March 2007 - 06:12 AM

Yay! Thanks for joining up! Wanna fight me or darky?
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#9 {lang:macro__useroffline}   Unrealblight {lang:icon}

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Posted 09 March 2007 - 02:12 PM

Whatever's good xD

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#10 {lang:macro__useroffline}   Darkness {lang:icon}

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Posted 10 March 2007 - 06:41 PM

Fight meeeee! ^^







“In the valley of hope, there is no winter.”

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#11 {lang:macro__useroffline}   Dragonman {lang:icon}

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Posted 11 March 2007 - 12:37 AM

Zonko
Level 2
Race: Elf of the Arcane
Title: Master Mage
Weapon: Red Staff

Stats:

Stat Points: 65
Vitality: 35
Will: 5
Endurance: 0
Arcana: 50 (+25)
Constitution: 0
Devotion: 0
Strength: 0
Accuracy: 0

Health: 1225 (35 * 35)
Mind: 75 (5 * 15)
Stamina: 0 (0 * 15)
Affinity: 950 (50 * 19)
Standard DP (Melee): 0 (0 * 7)
Standard DP (Ranged): 0 (0 * 5)

Classes:

Points - 990/1000

Adventurer - 0
Scholar Concentration - 40
  • Scholar Fundamentals: 5
  • Basic Thaumaturgy: 10
  • Basic Conjuring: 10
  • Scholar Adept: 15
Mage - 10
Conjuror Concentration - 235
  • Controlling Familiars: 25
  • Node Stabilization: 50
  • Conjuration: 70
  • Managing Elementals: 90
Chronomancer Concentration - 235
  • Determinism: 25
  • Anti-Determinism: 50
  • Translocation: 70
  • Non-Linearity: 90
Warden Concentration - 235
  • Nature's Refuge: 25
  • Nature's Reckoning: 50
  • Geomancy: 70
  • Nature's Calling: 90
Mentalist Concentration - 235
  • Mind's Eye: 25
  • Silent Persuasion: 50
  • Telepathy: 70
  • Psychokinesis: 90
Persistent Effects:

Stance - Scholar Adept
  • Spellweaver's Stance: A stance used to increase the damage of spells that deal a flat amount of damage.
    • STANCE: All direct arcane spell damage + 10
Focus - Master Mage
  • Adept's Focus: A state of mind where one gains a greater affinity with the arcane.
    • FOCUS: Arcana + 25

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"Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow."
--K
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#12 {lang:macro__useroffline}   Nuu™™ {lang:icon}

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Posted 11 March 2007 - 05:08 AM

*placeholder currently*

Deirdre Crocket
Level 2
Race: Caeriu
Weapon: Handbag...OF DEATH (DP + 50 Melee; Status Points +5)


Stats:

65 Status Points
Vitality: 18
Will: 15
Endurance: 10
Arcana: 15
Constitution: 0
Devotion: 0
Strength: 17
Accuracy: 0

Health: 630 (18.35)
Mind: 225 (15^2)
Stamina: 160 (10.16)
Affinity: 270 (15.18)
Standard DP (Melee): 135 (17.5+50)
Standard DP (Ranged): 0 (0.6)


Abilities:


Total: 1000/1000


Persistent Effects:
Stance - Balanced Stance: Melee weapons' damage + 35 each, while all received physical damage - 60
Focus - Charged Weapon: Weapons' damage + 15 each


Overall Stats:
HP: 800
M: 50
S: 70
A: 95
DP: 250

I have trademarked the symbol: '™'. You fail at display names.



^ Thanks to Nazy for the... thingy ^

Things which you should look at:

SKoA - http://skoa.cspacezone.com/ , if you have any Age of Empires games.

The DS Garden Festival Minigame - Link , whether you play DStorm or not.

The Most Mysterious SSSS - Link For people who don't care about...things.

Like LEGO? Play Blockland!


I may be an Arbiter, but I'll always be a SeeDy little man.™™
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#13 {lang:macro__useroffline}   Unrealblight {lang:icon}

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Posted 14 March 2007 - 01:06 PM

If anyone wants to fight me, just make the topic, I'm game for anyone, bluetongue.gif

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