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Combat Stances


Lord Zophar

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Many MMORPGs have what are called "combat stances," which are toggleable passive effects that usually provide major positive effects along with minor negative effects. Normally, only one combat stance can be activated at one time.

 

The rules will be the same for this, in RS. You can only activate one stance at a time, and once activated you must wait 30 seconds to toggle a different stance. However, you can swap between stances even when in combat (momentum and incite can be used in addition to combat stances). Note that the reason there are more melee stances than magic or ranged is because there are two stats that combine for melee.

 

Melee:

 

Attack:

 

Level 90: Precision: Your attacks and abilities with melee and ranged weapons have a 10% chance to ignore enemy block chance, but you have a 2.5% less chance to critically hit.

 

Level 95 (2x weapon): Blitz: Your auto attacks with melee weapons strike with both weapons, for 75% damage each.

 

Level 95 (2h weapon): Whirlwind: Your attacks and abilities with melee weapons strike all targets adjacent to you. Targets in front of you take normal damage, while targets to the side of or behind you take 90% damage.

 

Level 99: Sundering Strikes: Your critical hits with melee and ranged weapons apply a debuff that reduces your opponent's block chance by 10%. This debuff lasts for 20 seconds and can stack up to 5 times, and the timer resets each time the debuff is reapplied.

 

 

Strength:

 

Level 90: Power Attack: Your attacks and abilities with melee weapons do 10% more damage, but are 5% less accurate.

 

Level 95 (2x weapon): Slice n Dice: Your weapon speed with melee weapons is increased by 1 tick.

 

Level 95 (2h weapon): Power Critical: Your critical hits with melee weapons do an additional 50% damage, but your weapon speed is reduced by 1 tick.

 

Level 99: Death Frenzy: Your attacks and abilities with melee and ranged weapons do 25% more damage, but every attack inflicts 2% of the damage you deal to yourself. (E.G., you hit for 6K damage, you suffer 120 damage).

 

 

Defense:

 

Level 90 (shield): Shield Mastery: While having a shield equipped, all damage is reduced by 10%.

 

Level 95 (2x weapon): Weapon Block: While using two weapons, you can now utilize defensive abilities that require a shield. However, the cooldown for those abilities is increased by 50%.

 

Level 95: Rage: Every time you take damage, your adrenaline increases by 8%. However, you also take 5% more damage.

 

Level 99 (shield): Smite Foe: While having a shield equipped, you rebound 25% damage you receive back to your attacker. This stance can stack with the ability Reflect, dealing 75% returned damage.

 

 

Constitution:

 

Level 90: Inertia: Momentum must be active to enter this stance. For every 20 seconds that Inertia is active, your auto attacks gain 30% damage. This effect stacks up to five times, but the effect is reset and you are removed from this stance if you cancel the Momentum effect.

 

Level 95: Soul Tap: 5% of the damage you inflict heals you, but your basic abilities generate 3% less adrenaline.

 

Level 99: Desperation: For every 1% HP you lose, you gain 1% critical hit chance. At less than 10% HP, every attack is a critical hit.

 

 

Magic:

 

Level 90: Soul Crush: When you critically hit with a magical attack or ability, it inflicts a bleed effect that does 50 damage every 3 seconds over 15 seconds. This effect stacks up to 10 times, resetting the timer each time a new stack is applied, and stacks are removed one at a time.

 

Level 95 (2x weapon): Chain Reaction: When you use a magical ability, it has a 25% chance to reset all ability cool-downs.

 

Level 95 (2h weapon): Mystic Storm: Your magical abilities have a 10% chance to reduce 5% of the target's accuracy, damage, or defense. This effect lasts for 15 seconds and can stack up to 5 times. Each time a new stack is applied, it resets the timer.

 

Level 99: Concentration: Your chance to critically hit with magical attacks is increased by 5% every 12 consecutive seconds you go without sustaining damage, up to a maximum of a 50% increase. For every 1K damage you take per minute, this effect is reduced by 10%.

 

 

Ranged:

 

Level 90: Piercing Shot: Your ranged attacks pass through your target, hitting up to 2 additional nearby targets for 75% damage. If Ricochet is used in this stance, it hits up to 4 additional targets for 100% damage.

 

Level 95 (2x weapon): Rapid Reload: Your weapon speed with ranged weapons is increased by two ticks. However, you consume two ammunition per attack.

 

Level 95 (2h weapon): Precise Shot: Your ranged attacks and abilities have a 33% increased critical hit chance, but your ranged weapon speed is reduced by 1 tick.

 

Level 99: Point Blank Shot: If you are within 2 squares of your opponent, your ranged attacks and abilities do 75% increased damage. If you are within 3 squares of your opponent, your ranged attacks and abilities do 50% increased damage. If you are within 4 squares of your opponent, your ranged attacks and abilities do 25% extra damage. These boosts do not stack, and the highest boost will be applied. However, any ammunition you use is destroyed upon impact and cannot be retrieved.

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I think you have too much detail, and only high-level suggestions. There is no stance in game as of yet, so it is premature to discuss details. However, I'll say that a lot of these are already unbalanced, compared to eachother as well as the current game, and too focused on high-level benefits. None of them appear to have any drawbacks, which I don't think is wise as well.

 

To look at a pair of your suggestions:

Level 95 (2x weapon): Slice n Dice: Your weapon speed with melee weapons is increased by 1 tick.

Do you want two-tick abilities or simply a big damage boost (we're talking 4/3 damage in the case of a 4-tick weapon here - 33% damage boost on drygore maces)? If it's the ability speed up, it's a massive 50% dps boost.

 

Level 95 (2h weapon): Power Critical: Your critical hits with melee weapons do an additional 50% damage, but your weapon speed is reduced by 1 tick.

So you're giving people about 5% extra damage through criticals (if you can get 10% crit chance), but taking away tons of damage by giving them 4/5 damage on drygore maces, or 3/4 damage with abilities?

 

In short, don't add details that will be changed later anyway, for balance reasons or otherwise. It's not worth the effort. I wouldn't go more detailed than the following:

 

Things you can boost/reduce:

[hide]

  • Min hit.
  • Max hit.
  • Min accuracy.
  • Max accuracy.
  • Min defence.
  • Max defence.
  • Crit chance.
  • Crit damage.
  • Min damage reduction.
  • Max damage reduction.
  • Attack range.
  • Attack speed (currently the same as attack damage, mind).
  • Adrenaline gain.
  • Max health.
  • Number of targets per attack.
  • Healing from food, abilities etc.
  • Knockback distance (always zero at the moment).
  • Stun duration (always zero except for designated abilities).
  • Poison, disease, resonance, reflect etcetera.
  • Passive buff to surrounding allies, options include all the above.
  • Debuff to target or surrounding enemies, options include all the above.
[/hide]

Each ability will have a positive effect (obviously) and sometimes a negative as well. It would be good to have abilities that encourage certain roles (tank, dps, slayer, hybrid, single-style) but also some things that aren't roles yet perhaps, and some PVP things.

 

There is no need to have different abilities for ranged, magic and melee - weapon type will take care of that. If I can Snipe with a crossbow, I can Snipe with a magic attack.

 

It should be said that a complete overhaul of the combat system would be better, and that stances would be better in such an overhauled system as well.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

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I like some of the ideas, but feel it would be far too easy to kill things. You are also only targeting high leveled skills rather than focusing on all levels, which would be necessary. All in all this post is good, but i'd rather wait and see what jagex is going to incorporate in their eoc revamp. I just hope they make killing monsters and bosses harder.

 

Sattern.

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  • 10 months later...

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