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Tomoran's Class Revamp (Not Finished)
Tomoran's Class Revamp (Not Finished)
What I have done this morning:
-Established a base stat level that I will use for the progress of all the classes. Every class (with the exception of Jedi Master and Apprentice) will be required to be balanced along the lines of coming up to a grand total that is equal to the others.
Base HP/FP of a level 0 account: 20
Base HP/FP of a level 25 account: 200
Base Force Regen Time of a level 0 account: 1000ms
Base Force Regen Time of a level 25 account: 100ms
-Since HP counts twice effectively (in terms of shields) I am contemplating what kind of point values are fair to grant to all of the stats to make them even. For instance, I think that higher HP classes should suffer a lower force regeneration time due to the boost that shields grant. I'd be interested in hearing from Fabien if there's a similar command for HP Regeneration rates that can be used for this file.
HP/FP rates base by level (decimals rounded):
0 20
1 27
2 34
3 42
4 49
5 56
6 63
7 70
8 78
9 85
10 92
11 99
12 106
13 114
14 121
15 128
16 135
17 142
18 150
19 151
20 164
21 171
22 178
23 186
24 193
25 200
Now, the absolute maximum values that I can make for HP or FP are 250. In all likelihood, there will be classes that max out at 225 or 250 for these values (the intervals of 25 make this very easy math) but you will notice that instead of HP gains being extremely heavy from the 10-15 range that it will be a linear growth all throughout the training. You will also note that this starts accounts at a lower baseline. I don't expect this trend to be popular with everyone but it's a simple and workable system for all classes that ensures that they are all on equal footing.
The Force Regeneration Rates start at 1 a second for a level 0 account (though everybody is 'promoted' to level 1 when they're initiated, so the time they spend at level 0 is almost n/a) with a pool of 20. If they use a power that takes 20 force, they'll need to wait 20 seconds to regain their pool to use it again. This rate continues to climb. By level 14 individuals have 120 Force and Regenerate about 2 a second. Should you somehow exhaust all of your force, you'll have to wait about 60 seconds for all of it to regenerate. Note that meld and heal others will gain great utility above "heal troops forever" or "keep that guardian from ever running out of force" with this system if I keep it. I expect individuals to see these values as too low. I prefer they be conservative so that people have to be thoughtful while playing, instead of being allowed to speed/heal/jump through every obstacle.
I'm starting on the specifics of each class. I'll post an update later.
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
Code: Select all
// JEDI Classes
Base
{
// This is the standard stats for all classes.
//Level1
{
minXP 5
forceTemplateMax 011110000000001550
forceRegenTime 964
maxHealth 27
forcePowerMax 27
}
//Level2
{
minXP 10
forceTemplateMax 011111100000001550
forceRegenTime 928
maxHealth 34
forcePowerMax 34
}
//Level3
{
minXP 15
forceTemplateMax 111111100010001551
forceRegenTime 892
maxHealth 42
forcePowerMax 42
}
//Level4
{
minXP 20
forceTemplateMax 121111101110001551
forceRegenTime 856
maxHealth 49
forcePowerMax 49
}
//level5
{
minXP 25
forceTemplateMax 122112101110002551
forceRegenTime 820
maxHealth 56
forcePowerMax 56
}
//level6
{
minXP 35
forceTemplateMax 122222101110002552
forceRegenTime 784
maxHealth 63
forcePowerMax 63
}
//level7
{
minXP 40
forceTemplateMax 222222202110002552
forceRegenTime 748
maxHealth 70
forcePowerMax 70
}
//level8
{
minXP 50
forceTemplateMax 222222202221002552
forceRegenTime 712
maxHealth 78
forcePowerMax 78
}
//level9
{
minXP 65
forceTemplateMax 222222212221112552
forceRegenTime 676
maxHealth 85
forcePowerMax 85
}
//level10
{
minXP 80
forceTemplateMax 233222212221113552
forceRegenTime 640
maxHealth 92
forcePowerMax 92
}
//level11
{
minXP 100
forceTemplateMax 333223212221113553
forceRegenTime 604
maxHealth 99
forcePowerMax 99
}
//level12
{
minXP 130
forceTemplateMax 333223213331113553
forceRegenTime 568
maxHealth 106
forcePowerMax 106
}
//level13
{
minXP 160
forceTemplateMax 333333313331113553
forceRegenTime 532
maxHealth 114
forcePowerMax 114
}
//level14
{
minXP 205
forceTemplateMax 333333313333313553
forceRegenTime 496
maxHealth 121
forcePowerMax 121
}
//level15
{
minXP 260
forceTemplateMax 333333333333333553
forceRegenTime 460
maxHealth 128
forcePowerMax 128
}
//level16
{
minXP 325
forceTemplateMax 333333333333333553
forceRegenTime 424
maxHealth 135
forcePowerMax 135
}
//level17
{
minXP 410
forceTemplateMax 333333333333333553
forceRegenTime 388
maxHealth 142
forcePowerMax 142
}
//level18
{
minXP 515
forceTemplateMax 333333333333333553
forceRegenTime 352
maxHealth 150
forcePowerMax 150
}
//level19
{
minXP 650
forceTemplateMax 333333333333333553
forceRegenTime 316
maxHealth 157
forcePowerMax 157
}
//level20
{
minXP 815
forceTemplateMax 333333333333333553
forceRegenTime 280
maxHealth 164
forcePowerMax 164
}
//level21
{
minXP 1030
forceTemplateMax 333333333333333553
forceRegenTime 244
maxHealth 171
forcePowerMax 171
}
//level22
{
minXP 1300
forceTemplateMax 333333333333333553
forceRegenTime 208
maxHealth 178
forcePowerMax 178
}
//level23
{
minXP 1635
forceTemplateMax 333333333333333553
forceRegenTime 172
maxHealth 186
forcePowerMax 186
}
//level24
{
minXP 2065
forceTemplateMax 333333333333333553
forceRegenTime 136
maxHealth 193
forcePowerMax 193
}
//level25
{
minXP 2600
forceTemplateMax 555555555555555555
forceRegenTime 100
maxHealth 200
forcePowerMax 200
}
}
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
The New Guide to JEDI Classes
For Reference:Starting Stats for All Characters:
HP: 20
FP: 20
Force Regeneration Rate: 1000ms
Base Stats for All Characters:
HP: +7.2 per level
FP: +7.2 per level
Force Regeneration Rate: -36ms per level
All Initiates start out as ...
ApprenticeMax HP: 200 (+7.2 per level)
Max FP: 200 (+7.2 per level)
Max Force Regen Rate: 100ms (-36ms per level)
The apprentice is generally depicted as a chubby-faced child wielding a training lightsaber with a helmet obscuring half of their face. They are the freshest faces in any Temple and represent the youngest of students who have not yet benefited from direct mentorship. Their understanding of the Force is basic and their capacity in combat is extremely limited. The Jedi Order goes through great lengths to be certain that Apprentices are kept out of actual danger and it is the duty of any and all seniors to protect these individuals should the need arise.
Upon selection by a mentor, and with the permission of the Council, an apprentice moves on to one of three basic paths of study...
GuardianMax HP: 220 (+8 per level)
Max FP: 180 (+6.4 per level)
Max Force Regen Rate: 120ms (-35.2ms per level)
Guardian is the more control-oriented study path available to Apprentices. Students of the Guardian Path often gain great interest in lightsaber arts and take pride in becoming a potential asset to the Order and stability of the Galaxy as a whole. What they tend to sacrifice in more astute studies of the Force they compensate for with a better understanding of the connection between the Force and self, cultivating in a frame of mind that is ever a benefit to the Galaxy with its many dangers.
Sentinel
Max HP: 200 (+7.2 per level)
Max FP: 200 (+7.2 per level)
Max Force Regen Rate: 100ms (-36ms per level)
The Sentinel is an Apprentice who forfeits either specialty but dutifully trains to gain a better understanding of the Force in whatever fashion best serves their interests. They are often very close to their mentors and emulate figures that came before them, shaping their idea of service to the Order by example rather than ideals. It is Sentinels that can adapt to almost any situation and their flexibility is often crucial to their success.
Consular
Max HP: 180 (+6.4 per level)
Max FP: 220 (+8 per level)
Max Force Regen Rate: 80ms (-36.8ms per level)
Given constant isolation and exposure to materials and nature, some apprentices gain an early infatuation with the divine nature of the Force and seek to understand complex facets of Force Theory that would allow them to manipulate the Force in particular ways. Most of the abilities one would be subject to would almost certainly be taught with a heavy helping of direct mentoring though Consulars are ever curious of the Force and develop a strong connection to it.
After an individual becomes a full-fledged Jedi Knight, they may attempt to specialize more fully along the various paths that Jedi have taken before them...
SageMax HP: 150 (+5.2 per level)
Max FP: 250 (+9.2 per level)
Max Force Regen Rate: 50ms (-38ms per level)
Study of the Force is an important part of the life of a Jedi and some embody this constant search for unraveling the mysteries of the Force as a lifestyle, becoming those who constantly mull the theories of the Force and create their own. Sages are usually thinkers who believe that the Jedi Order is best served with knowledge and discovery of the Force, promoting active service seldom but for causes they feel are important.
Since Sages can come from all different walks of life, there is plenty to be said about their mannerisms and teachings. Sages study beyond the Force as it is presented by the Jedi Order, hoping to see various viewpoints to obtain a robust position on how the Galaxy and Force mingle. They are interested in the progress of students but tend to answer questions in ways that serve to only confuse students, either with riddles or simple, absolute responses. They are often skeptical of the choices of others in terms of Force usage or study but ultimately never intend for anything less than the well-being of the Jedi Order.
Masteries:
Force Hold
Force Lightning
Healer
Max HP: 160 (+5.6 per level)
Max FP: 240 (+8.8 per level)
Max Force Regen Rate: 60ms (-37.6ms per level)
An ancient and important function of the Jedi Order, healers are a dedicated sect that either mix traditional medicine with Force study or approach their usage of the Force from a deeper standpoint, becoming adept in using energy to mend the wounds of other sentients. Their traditions have spanned almost the entire life of the Order and they maintain a 'Circle' within the Order that regulates permissions and teachings.
As the Order seeks to preserve life, healers are dispatched to many places for many reasons with the ultimate intent of upholding the tenets of the Light Side of the Force. This takes healers to dangerous places and puts them in the way of unfriendly beings from time to time but there are few so dedicated as healers and their training makes them able-bodied vessels for supporting others or doing as the Council wills on their own.
Masteries:
Heal Others
Force Meld
Illusionist
Max HP: 170 (+6.0 per level)
Max FP: 230 (+8.4 per level)
Max Force Regen Rate: 70ms (-37.2ms per level)
A less orthodox field for the Jedi Order, Illusionists are individuals who prefer to avoid direct confrontation and learn to elude even the most observant of beings, sensitive or not-sensitive alike. Their teachings span ancient techniques that have been used by Force Sensitives to bend light and obscure the workings of security systems to go where they please. Though some Jedi chastise Illusionists for having a shaky foundation of morals there are few so long-winded or contemplative of the morality of Jedi and their actions have great purpose that seek to uphold the ideals of the Order.
As an aside of their training, most Illusionists gain a powerful understanding of perception and their path often endears them to the thoughts and emotions of others, causing an even greater need for discretion, making the road an illusionist walks a constant balancing act, striving to never cross the border of using their powers to held all living beings to help only themselves.
Masteries:
Mind Trick
Sense
Lore Keeper
Max HP: 190 (+6.8 per level)
Max FP: 210 (+7.6 per level)
Max Force Regen Rate: 90ms (-36.4ms per level)
Ever intent to learn the intricacies of the Galaxy, Lore-Keepers traditionally spend great amounts of time in the Archives learning the cultures of other beings, understanding the history of many worlds and are ever curious to disseminate a good holobook or holocron in their time. Because of their training and study, Lore Keepers become generally well-spoken and enlightened. They commonly use their training in the form of acting as Diplomats and Mediators.
They have a fairly traditional view of Jedi Training and the Order, finding punctuality an important part of life for themselves and students alike. Their attention to detail is remarkable and complex problems are the greatest lures to get a Lore Keeper to action.
Masteries:
Push
Pull
Watchman
Max HP: 210 (+7.8 per level)
Max FP: 190 (+6.8 per level)
Max Force Regen Rate: 110ms (-35.6ms per level)
A Watchman works alongside the Order and a government body. They are interested in promoting security and safety of the people of that planet or sector. Though Jedi work tends to manifest itself in all scopes of investigation, a Watchman is generally involved with the most important and dangerous matters, necessitating training that will make them prepared to deal with pirates, criminals, mercenaries and the like.
A Watchman places a great deal of focus into working with other security forces and precise saberwork is an absolute necessity in their profession. They tend to be dutiful individuals who are subservient though not submissive.
Masteries:
Force Heal
Force Jump
Warden
Max HP: 230 (+8.4 per level)
Max FP: 170 (+6.0 per level)
Max Force Regen Rate: 130ms (-34.8ms per level)
Wardens are Jedi who devote their training to protecting their brothers and sisters from the Dark Side. Their training takes them dangerously close to the Dark Side at times, making the mixed backgrounds of the Wardens include individuals who have overcome the lure of the Dark Side among other tragic stories. Seldom is an individual primed for the life as a Warden as a student, most begin their training as a Knight though Wardens always place importance in strong ideals and strong saber work.
Wardens place a great deal of importance on conducting themselves as average Jedi. They tend to build strong friendships and will generally deny any particular slant of their training as it is often seen as dangerous by others.
Masteries:
Force Absorb
Force Slow
Peacekeeper
Max HP: 240 (+8.8 per level)
Max FP: 160 (+5.6 per level)
Max Force Regen Rate: 140ms (-34.4ms per level)
Peacekeepers are an ancient distinction of Jedi that value the position of Jedi as arbitrators of peace through order and security. In the Order, they are primarily tasked with protecting students and archives data, though this particular job falls on the shoulder of all Jedi. In addition, they make it their business to pursue work that particularly deals with coming into contact with violent criminals, making them experts at using the Force to avoid or diffuse harm. They are very commonly known throughout the Galaxy as defenders of the everyday sentients and generally viewed by their enemies as the most unfortunate foe imaginable. Few are so well-trained and prepared for their job, but the life of a Peacekeeper is about constant training, sometimes to the effect of having to negate constant inquiry into the nature of the Force to protect the here and now of all beings.
Masteries:
Force Protect
Force Speed
Battlemaster
Max HP: 250 (+9.2 per level)
Max FP: 150 (+5.2 per level)
Max Force Regen Rate: 150ms (-34ms per level)
Battlemasters are the premier saberists of their generations. They are unmatched on the training mat and tend to go on to lead lightsaber instruction for students that come after them. Though not trained in Force usage, their preferences involve abilities that can be used in tandem with the lightsaber.
Battlemasters are few and their training tends to focus on the strength of the individual. They push themselves to the very edge and as a result they sacrifice a strong connection to the Force for an unmatched physical mastery.
Masteries:
Force Rage
Saber Throw
Some Jedi Knights prefer to personalize their understanding of the Force ...
No Specialization(Unlimited Template, Restricted to Level 22 Max or 1300 XP)
Max HP: 178 (+7.2 per level)
Max FP: 178 (+7.2 per level)
Max Force Regen Rate: 208ms (-36ms per level)
Jedi who honor the Order and serve the Galaxy gain insight beyond that of most beings, rewarded for their efforts ...
Jedi MasterMax HP: 250 (+9.2 per level)
Max FP: 250 (+9.2 per level)
Max Force Regen Rate: 50ms (-38ms per level)
---
Obviously I need to write out the descriptions for the 'specialized' classes but here's some numbers for you all to chew on.
-Ron
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
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- Lost One
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Brilliant.
|Padawan(s): Olim Adasca|Rita Sandria| Kantha Maitri|Shaok Panek|Kajuun Mujai|Jago Mirax|Jerex Sol
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- Exiled
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The names are works in progress at this point.Alkur Tekeil wrote:I've gotta be the RP troll here...
A sage, scholar, healer, watchman and even illusionist sort of make sense in a role playing capacity... But what sort of Jedi would be a warden, champion and vindicator be?
My idea for Watchman was for them to be sort of individuals who had specialized in skills to make fieldwork palatable. Heal, Protect, Jump ...
Whereas Vindicator was a term I composed for an individual who has specialized in defense against Force. The problem being obviously that our timeline makes powers like absorb kind of flavor since we're not supposed to run into many dark force users (even if every mission has a dude with a goatee serving this purpose)
Champion was essentially supposed to be another name for a Lightsaber Instructor or a Jedi who was promoted through civil service through military efforts or studied the viewpoint of those Jedi of old. Not a 'soldier' but a Jedi who had become aware of tactics and working with civilian personnel.
Warden is a prototype name for an individual between Guardian and Sentinel. They are essentially control-power oriented and my vision of them was to be individuals who were fascinated with the Force on a natural level.
As I go through and write/re-write all of the descriptions for the classes, I might come up with new, more general or specific names that fit their templates and preferred powers. By no means is anything I am submitting final at this point. I'm peeking through materials to try to get some better insight on names, though.
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
- Amoné Fayden
- Lost One
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Tomoran mentioned before that there would be little point in including titles that cannot be enforced or keyed towards a specific JKA Force Power. ("Pilot" was his example.)
Though arguably the same could be said for "Scholar" or "Sage".
So I guess the choices are:
1) Firmly enforce that these titles are 100% OOC and anyone trying to parade around in-game boasting that they are a "Jedi Watchman" should be slapped with a large wet fish.
2) Bang your head against a wall trying to think of a decent title that is both safe and enjoyable to use in an RP capacity.
I vote we go option 1 as I never did like people walking around saying "I am a Guardian" or "I want to be a Sentinel". Any in-game titles should be granted for RP jobs such as "Archivist" or "Head of Security".
As for the templates themselves, I feel the Force regen rates are perhaps a tad too low given the sorts of exercises people are put through (Large Jump courses, impossible Simulations against 40 NPCs with repeaters, etc).
Beyond that, I'm liking what i'm seeing so far.
Maybe make friends with one of the 4-5 friendly Knights who know Force Meld?
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
- Amoné Fayden
- Lost One
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Don't get me wrong. I've sparred against heal spammers and it's quite tedious.
But as a student who's often at the receiving end of the Knight's sadistic courses and simulations, making it more difficult to tackle already nigh-impossible odds is going to be plenty frustrating for everyone.
So long as Knights and event holders are aware of the new handicaps and tune down their game, things should meet in the middle.
I just forsee a very boring time in Jump courses, having to wait 20-30 seconds between each jump for Force to regenerate.
There's balancing game play / adding consequences and then there is sapping the life out of practical activities.
But hey, nothing's perfect on the first try and there will no doubt be many suggestions and changes made once it's rolled out to the masses.
Thankfully it's just a .dat file and does not require a new build of RP mod.
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- Lost One
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I admit, I'd like to have a 'Path' to walk which is known out there in RP world or at least an area of study which we can 'talk about' openly.
|Padawan(s): Olim Adasca|Rita Sandria| Kantha Maitri|Shaok Panek|Kajuun Mujai|Jago Mirax|Jerex Sol
As for the regeneration ... if it were up to me, people could 'boost' regeneration by 'meditating' but gotta take things one change at a time. For reference:
Full Height Jump Level 1: 38 Force Energy
Full Height Jump Level 2: 26 Force Energy
Full Height Jump Level 3: 30 Force Energy
And this is for 'full height' which most jumps won't require.
Maybe people will have to tighten it up. I love a good challenge.
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
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If you never want to spar, just get Storm 4-5, keeps all the crazies away.
- Ametha Tasia
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If you never want to spar, just get Storm 4-5, keeps all the crazies away.