the Skills Map creating process Posted byloleschon 07 Dec, 2017 20:31
Ah yea, we are good to go!
After one year or so this is the most solid concept I could come up with. The theory behind is actually based on the zodiacal signs and (believe it or not) they are somehow a perfect setup including every thinkable perspective you can experience...
let me introduce to you the skills map concept: It all starts with replacing the good old vanilla stats! Everything else is based on this new system Attack Speed - fire element - vanilla strength Physical Damage - earth element - vanilla vitality Cast Speed and - air element - vanilla dexterity Magical Damage - water element - vanilla focus
Each element represents a quarter on the skills map. Fire: The 3 fire elemental signs are mainly weapon attacking based. Their mainstat is attack speed. Ranger, 1h fighter and 2h tanky bruiser. Skills should be available on leftclick. Active casts will have a long cool down and mainly situational help outs and on hit procs. Weapon handle is another keystone. specialize in a weapon type will boost its damage and unique attack (bow multishot, hammer stun, xbow knock back, axe slows attack speed etc) When you want to be a fighter this part of the map has all you can dream of!
Earth: The 3 earth signs are mainly utility based. Their mainstat is physical damage though the further progress will be less damaging but suit you with helpful skills to survive the battlegrounds. Skills will reach from shield attacks to dashes and crowd controls. Defense boosts and avoid damage let you overcome the wicked. This part of the map will offer your character a diversity of fight changing skills while keeping up the damage output.
Air: The 3 elemental air signs are mainly skill attacking based as their mainstat is cast speed. Skills will have short animation times and low mana costs. Your keyboard will have a hard time while your character spams it’s skills all over the screen. To survive the battle skills have lots of crowd control and shielding such as an army of summons in front of you to peel incoming attacks. This part of the map will serve you well in terms of combination and strategy.
Water: The 3 water signs are the most powerful on the skills map if they can keep up their resources. Magic damage as their mainstat let foes melt at your sight but only if you can hit them before they do. Skills will mainly be offensive so surviving means to kill faster as getting killed wich can get hard due to the lack of defense stats. Durational buffs can be shared with the team and elemental damage Effekts can become a huge impact as you continue investing in this part of the map.
While the passive skills will boost other character stats like HP, MP, Crit based on how many stat points you have (+HP per "attackspeed" and per "physicalDMG") the active skills will require these stats to be unlocked. Leveling up will give you stat points and the possibility to unlock active skills by reaching the corresponding stat requirement! Of course there will be skills fitting each stat, so a player with lots of magic damage can unlock cool AoE-call-down-meteor-shower-skill while lots of attack speed will unlock some fast-dash-skipping-distance-skills to keep monsters in range... Combining both stats will unlock massive-on-hit-procs burning monsters while leaching life...
I guess you got the Idea. Especially Active Skills are not made yet and will need lots of love to make this Concept as stable as it is in my mind, though the archetypes you can "reach" are as follows:
Aries Taurus Gemini - Battlemage - The Magician Cancer - Elementalist - The Witch Leo - Warlord - The Gladiator Virgo - Acrobat - The Hunter Libra - Summoner - The Bloodmage Scorpio - Shapeshifter - The Druid Sagittarius - Marksman - The Rogue Capricorn - Guardian - The Templar Aquarius - Engineer - The Artificer Pisces - Illusionist - The Mystic
The skill map will have a center where all new created characters start from. Skills will surround that center based on what stat they support and what archetype they fit to the most. For that reason I left the zodiacal sequence and regrouped them by their elements. While the setup is made up I still struggle with the unique rarity each "build" should have but I think this might come within the process.
Here is a link to a coggle mindmap I use for inspiration. It is a little old so it’s not including all my thoughts but basically it still represents the „classless concept“ I had in mind. ..it is late over here.. I just wanted this to be shared.. might edit this in the coming days to get some more detail in here.. feedback is highly appreciated!
Leveling up will give you stat points and the possibility to unlock active skills by reaching the corresponding stat requirement!
Imagine if we also get an extra unique passive skill from the title/rank name we get. My point is, when we get Fame we only get skill point and new title/rank name. What if we can also free to choose the title/rank name that we want to use and also each title/rank name has an extra unique passive skill.
My point is, when we get Fame we only get skill point and new title/rank name. What if we can also free to choose the title/rank name that we want to use and also each title/rank name has an extra unique passive skill
this is interesting! I'll keep it in mind - when the basics are done I'm up for more complexity and will implement some Ascendants wich should be close to what you want there @Phanjam the first passive skill is done - hahah - and works fine! +4 HP per point of Attack Speed and another +4 per Physical damage wich is double the vita bonus so i have to see how this balances out!
[AFFIX] <STRING>NAME:LLS_AS_TO_HP <INTEGER>RANK:0 <INTEGER>MIN_SPAWN_RANGE:0 <INTEGER>MAX_SPAWN_RANGE:100 <FLOAT>DURATION:0 <INTEGER>WEIGHT:0 <INTEGER>SLOTS_OCCUPY:0 [EFFECT] <STRING>NAME:lls_as_to_hp <STRING>ACTIVATION:PASSIVE <STRING>DURATION:ALWAYS <STRING>TYPE:MAX HP <STRING>STAT_SOURCE_TYPE:ON UPDATE SELF <STRING>STATMODIFYNAME:character strength <STRING>STATMODIFYPERCENT:100 <FLOAT>MIN:4 <FLOAT>MAX:4 [/EFFECT] [/AFFIX]somehow at level 1 I get 8 HP per affix while i only have 1 stat point in each stat. and when I invest more statpoints the numbers get really strange since they are not dividable by 4 anymore...
EDIT: I figured out it is a problem with my testing class and the preset stat points... lets see if i can fix it
EDIT2: added an exclusive = true and No Graph = 1 to the affix. one of them fixet the issue...
QUESTION: actually the skills level sets the affix level from 1 to 2 but the bonus stays the same... can someone explain how all these elements fit together?
to get at least something I'll start with the vanilla skills and locate them on the map. It will be a starting point from where I can go on with transformed and new skills and might help to figure out where the "gaps" are that have to be filled!
@lolesch i also spent what time i had this weekend working on my mod but i will make time to help out.
Very small observation so far but u should set the MAX INVEST LEVEL of ur skill to match the number of levels it actually has (i saw 15 MAXINVEST but there are just 2 levels).
Sorry thats all i have for now. I will study it more tomorrow (after enough sleep )
Update! After a long night I can say I managed to merge all vanilla skills into the scrollable pane - 2 tabs on top of it, 1 for active skills, the other for passive skills.
Progress looks promising to what I'm aiming for.
I will continue working with the vanilla skills for now to figure out the new system before I go deep into skill creation...
Hey @Phanjam , I’m gonna upload the latest version of my mod later today so you can have a closer look
The next step would be to create/modify some skills, I somehow start to like the idea of single level skills alla LOE ( @gytfunke ) or your tireless ones.. Though on the other side I’d like a skill boosting system alla D2 where your skills get empowered by leveling other skills. Totally doable but lots of custom stats... What do you think about it?
Also, when you want to help with those skills, what kind of skills you would start with? Melee/battlemage/summons etc
Maybe I should line out my „archetypes“ a little more so you could choose one of them... Cheers lolesch
#edit: Have you updated yours? In like to test that tree!
Hey @lolesch In your idea of skills boosting other skills i guess custom stats would be best. will the boost be permanent or temporary?
I made the melee skills first only because they are the most familiar to me since warrior is my favorite archetype. Yes outline your archetypes and i'll try to theorize some skills
I'll upload to the dropbox in a while and notify u
UPDATE:Life is changing and the next 2 weeks I'll visit a gaming school to see if that might work out for living... anyways, I once again started to work on this project and progress is good so far. The Skill system slowly evolves to something stable and while I still struggle with the Active Skills the passives are much more fun anyways For the Active Skills I currently try to develop a system that allows to modify the skill within the game, so investing skillpoints may change the skills damage shape, damage type and so on. that's it for the moment