Difference between revisions of "Mastery"

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Masteries are similar to stats in that they modify how a skill functions. gathering skills will have a mastery tree devoted to every tier of the skill (tier 1 would be 1-10) for fishing this would be hand fishing. hand fishing would have a mastery tree that is separate from fishing as a whole, only changing how that part of fishing works*. at the time of writing our current plan for gathering mastery is it's based on nodes gathered so let's say I have successfully gathered 10,000 hand fishing nodes, I would be max mastery and be able to select 5 mastery perks, the final one improving my a small amount of my fishing as a whole.
Masteries are similar to stats in that they modify how a skill functions.  
 
Gathering skills will have a mastery tree devoted to every tier of the skill (tier 1 would be 1-10) for fishing this would be hand fishing. hand fishing would have a mastery tree that is separate from fishing as a whole, only changing how that part of fishing works*. at the time of writing our current plan for gathering mastery is it's based on nodes gathered so let's say I have successfully gathered 10,000 hand fishing nodes, I would be max mastery and be able to select 5 mastery perks, the final one improving my a small amount of my fishing as a whole.
 
Mastery tiers will be balanced individually but for gathering the tiers should be 10, 100, 1000, 5000, 10000. 5000 may be removed but I like breaking up that 9k grind. the perks for gathering will fit into one of 3-6 columns: speed, speed/quantity, quantity, quantity/xp, xp, xp/speed
{| class="wikitable"
|+
!Nodes Gathered
!Speed
!Quantity
!XP
!Rich chance
|-
|10
| -.05s travel time
|5% to gather an additional ore per node
| +5% stat xp
|every 120 seconds guarantees the next node is rich
|-
|100
| -.05s gather time
|5% to gather an additional ore per node
| +5% skill xp
| +2%
|-
|1000
| -.05s travel time
|5% to gather an additional ore per node
| +5% skill xp
|every 100 seconds guarantees the next node is rich
|-
|5000
| -.05s gather time
|5% to gather an additional ore per node
| +5% stat xp
| +1%
|-
|10000
| -.1s travel time
|10% to gather an additional ore per node
| +10%
| +5%
|-
| colspan="5" |The 10k tier would apply a 5% gather speed bonus to every mining node.
|}
 
 
I would be okay with removing the combination columns but I like the addition of xp to the speed/gather columns we had last discussed.
 
 
 
[[Combat Masteries]]
 
I'm not sure if they should be hit based/swing based/or xp based but the requirement would likely be different between different types of weapons.
 
shortswords would have their own masteries separate from longswords. weapons COULD possibly fit into multiple catagories. shields would have a mastry and so would improvised weapons and unarmed.
 
combat masteries trees would have 3 trees (which makes me want to keep gathering simple with 3 as well). the first tree would be for cooldown based player buffs(think slice and dice), the second would be for passive effects(think 3% more crit), and the third tree would be for cooldown based enemy debuffs(think kick or kidney shot).
 
 
unarmed would POSSIBLY have more tree tiers or the last tier would have a much higher requirement than other masteries but also be more powerful than them. something like absorber where every xp you gain or have gained with unarmed increases your damage by [insert math]. possibly also gain the ability to unlock additional tree spots so you could have more than 5 out of the 13 total options (13 because the last tier would be only one option.
[[Category:ToM]]

Latest revision as of 21:05, 24 March 2023

Masteries are similar to stats in that they modify how a skill functions.

Gathering skills will have a mastery tree devoted to every tier of the skill (tier 1 would be 1-10) for fishing this would be hand fishing. hand fishing would have a mastery tree that is separate from fishing as a whole, only changing how that part of fishing works*. at the time of writing our current plan for gathering mastery is it's based on nodes gathered so let's say I have successfully gathered 10,000 hand fishing nodes, I would be max mastery and be able to select 5 mastery perks, the final one improving my a small amount of my fishing as a whole.

Mastery tiers will be balanced individually but for gathering the tiers should be 10, 100, 1000, 5000, 10000. 5000 may be removed but I like breaking up that 9k grind. the perks for gathering will fit into one of 3-6 columns: speed, speed/quantity, quantity, quantity/xp, xp, xp/speed

Nodes Gathered Speed Quantity XP Rich chance
10 -.05s travel time 5% to gather an additional ore per node +5% stat xp every 120 seconds guarantees the next node is rich
100 -.05s gather time 5% to gather an additional ore per node +5% skill xp +2%
1000 -.05s travel time 5% to gather an additional ore per node +5% skill xp every 100 seconds guarantees the next node is rich
5000 -.05s gather time 5% to gather an additional ore per node +5% stat xp +1%
10000 -.1s travel time 10% to gather an additional ore per node +10% +5%
The 10k tier would apply a 5% gather speed bonus to every mining node.


I would be okay with removing the combination columns but I like the addition of xp to the speed/gather columns we had last discussed.


Combat Masteries

I'm not sure if they should be hit based/swing based/or xp based but the requirement would likely be different between different types of weapons.

shortswords would have their own masteries separate from longswords. weapons COULD possibly fit into multiple catagories. shields would have a mastry and so would improvised weapons and unarmed.

combat masteries trees would have 3 trees (which makes me want to keep gathering simple with 3 as well). the first tree would be for cooldown based player buffs(think slice and dice), the second would be for passive effects(think 3% more crit), and the third tree would be for cooldown based enemy debuffs(think kick or kidney shot).


unarmed would POSSIBLY have more tree tiers or the last tier would have a much higher requirement than other masteries but also be more powerful than them. something like absorber where every xp you gain or have gained with unarmed increases your damage by [insert math]. possibly also gain the ability to unlock additional tree spots so you could have more than 5 out of the 13 total options (13 because the last tier would be only one option.