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View Full Version : Return to " EPU " ...



ZAMOLXE
24-10-03, 10:33
Hi all :),

First off all i want to explain the word "EPU", for the newer player ... some time ago, at the release of Neocron, Monks had no MST under PSI, they had EPU = Exotic Psi Use.
At that time there was no PPU and/or APU, they where just MONKs.

Well, i think its time to get back to the only real MONK, the MONK who can chose what he wanna be and what Spells he can cast ... just like KK make it now, but in the old way ... ;).

The PAs for Monks can remain like there are now, with small differences, so that every runner can have the choice what he want to wear.

MONK PA 1 :
PSI = 85
APU/PPU = 110
Fierce = + 10
Pierce = + 10
ENR = + 45
PSI = + 4
APU/PPU/EPU = + 8 ( only 2 ... APU/PPU or APU/EPU )
INT = - 2
AGL = - 4

....
....

MONK PA 4 :
PSI = 130
APU/PPU = 140
Fierce = 25
Pierce = 25
ENR = 60
PSI = +10
APU/PPU/EPU = +20 (only 2 ... APU/EPU or APU/PPU )
INT = - 8
AGL = - 10

Next Stepp ... we need a new Tool, like the Stealth Tool ... and i call it the " Heal Tool ".

It will works like the stealth tool, if it will be activated you cannot shoot or use any spell, but you can run, hide, jump etc. ... just dont be able to activate another thing like weapon, spell or even the stealth tool.
Req. of this tool shall be .... :
- Heal Tool 1 :
INT = 5 ; WLP = 10 ( Willpower )
heal 90 / 10 sec. ( that will be 9 health points/ sec. )
- Heal Tool 2 :
INT = 55 ; WLP = 75 ( Willpower )
heal 120 / 10 sec. ( it will be 12 HP/sec. )
- Heal Tool 3 :
INT = 95 ; WLP = 105 ( Willpower )
heal 150 / 10 sec. ( it will be 15 HP/sec. )

This Tools will be used by Tanks ( the small one ), by PEs ( the second one ) and by SPYs / MONKs ( the last one ) ... it will be another choice to the actual heal_spells in game.

Now to the point ... well it will be greate when we get our EPU back, so that MONKs can decide with their skills what they want to do and what spells they want to use ... btw. there will be a single class of MONKs, but with different specialisation, so that some of them will use the resurrect or shelter/deflector spell, but not the buffs ( basic/heat/hazzard/dmg_boost ) ... or some of them can use the buff_spells and the aggresive spells, but not the better heal and shelter/deflector spells.

So i will write some spells with the req.s of them ... the req.s are only for example, so there must be tested before implementing.
.....
The skill MST will be changed back in EPU.

The skill Resist PSI, like other resist skills, must be implement in game, so that the skill will be only against parashock + agressive spells, including the Chaos cave Queen, the Shaman, the Grimm Chasser, and other Monster like those.
For example :
- from 0 - 50 points in that skill will result 0 - 25 % less agressive spell damage + less stun from parashock_spell.
- from 50 - 75 points in that skill, will result 25 % - 35 % less agr. spell damage + less stun from parashock spell.
- from 75 - 100 points in that skill, will result 35 % - 50 % less damage + less stun from parashock spell.

Heal spells :
- Crahn Heal .... PSI = 5, PPU = 10
heal 75 - 125 / 15 sec.
- Crahn Blessed Heal ... PSI = 30, PPU = 60
heal 125 - 175 / 15 sec.
- Crahn Spirit heal .... PSI = 75, PPU = 100
heal 200 - 275 / 15 sec.
- Crahn Holy Spirit Heal .... PSI = 100, PPU = 115
heal 300 - 375 / 15 sec.

Shelter/Deflector Spells :
- Crahn Defl/Shelter .... PSI = 5, PPU = 10
absorb dmg : 10%-20% frc/prc/for/fir/enr/xry/por
- Crahn Blessed Defl/Shelter .... PSI = 30, PPU = 65
absorb dmg : 20%-40% frc/prc/for/fir/enr/xry/por
- Crahn Spirit Defl/Shelter ... PSI = 75, PPU = 90
absorb dmg : 30%-50% frc/prc/for/fir/enr/xry/por
- Crahn Holy Spirit Defl/Shelter ... PSI = 100, PPU = 110
absorb dmg : 40%-60% frc/prc/for/fir/enr/xry/por

Resist booster spells ( buffs ) :
- Basic Resist 1 ... PSI = 5, EPU = 10
- Basic Resist 2 ... PSI = 15, EPU = 50
- Basic Resist 3 ... PSI = 35, EPU = 75

- Heat Resist 1 ... PSI = 10, EPU = 50
- Heat Resist 2 ... PSI = 35, EPU = 75
- Heat Resist 3 ... PSI = 75, EPU = 100
same like heat resist will be the hazzard resist.
The resist_spells are only self_cast_spells.

Combat Booster spells ( combat buffs ) :
- melee/heavy combat 1 ... PSI = 3, EPU = 10
- melee/heavy combat 2 ... PSI = 7, EPU = 25
- melee/heavy combat 3 ... PSI = 10, EPU = 50
... and so on, the other combat spells like this.
This spells are only self cast, each character can buy his boost for himself.

Trader Booster Spells shall have req.s in PSI + EPU.

Damage Boost Spells :
- Damage Boost ... PSI = 10, EPU = 50
damage = + 15 % for 30 sec., only one time cast.
- Holy Damage Boost ... PSI = 30, EPU = 70
damage = + 30 % for 45 sec., only one time cast.
- Spirit Damage Boost ... PSI = 75, EPU = 90
damage = + 50 % for 60 sec., only one time cast.
- Holy Spirit Damage Boost ... PSI = 100, EPU = 110
damage = + 75 % for 75 sec., only one time cast.
This Spells can be used only on Monster ( perhaps at runner to, dont know atm ).

Resurrect Spells :
- Crahn Resurrect ... PSI = 75, PPU = 95
resurrect in 30 sec. / mana = 300 ( cost of psi mana = 300 )
- Crahn Holy Resurrect ... PSI = 105, PPU = 120
resurrect in 15 sec. / mana = 200 ( cost of psi mana = 200 )

For Team_PvP in OP ( outposts ) ... the group_heal + group_shelter + other group spells and sanctum_spells can remain like there are now., so that a Monk can shelter, heal his group ( this spells shall be with req.s in PSI + PPU ), but the enemy to, if he is to near.
For the Basic/Heat/Hazzard Resist spells and the damage_boost_sanctum_spells, there can be some new ones, like Group_Resist Spells, that give the resists on all in a radius of 25 m., to the enemy to, this spells shall have the req.s in PSI + EPU.

In conclusion, all class will have the choice to cast more spells like at the moment, all class will be able to skill like they want ( some of them want the shelter/deflector + heal + resurrect and cannot use the resist_buffs + dmg_boost + combat_boost ... and viceversa ).

Some MONKs will take the shelter/deflector + better heal_spell + resurrect, in combination with the PPU_PA ( power armor ) but will not have the dmg_output like the other ... the other take the resist_booster + combat_booster + dmg_booster in combination with the APU_PA, but will not have the shelter/deflector, they will take the heal_tool ( with INT req.s ).
Some other MONKs will want to have all 3 skills ( APU + PPU + EPU ), but finaly will not be efective becouse they cannot use the good spells from each skill.

Well, that is what i would change, ... if i have the power to change something in game ;).

The game will be more funny becouse everyone will have more skill_choices.
The other classes will be no more so dependable to the actual PPU_MONK.
OP fights can be made without any MONKs ( if no one is online ).

Sure, the examples i wrote must be tested, changes must be done ... i wrote just some things i would change ... what is your opinnion about ? ... i hope for more ideas from all of you :).

greetz,

ZAM

QuantumDelta
24-10-03, 10:40
You put a lot of work into that.
It's a half way decent proposal, however, you would seriously, seriously need to look at the balance issues of where you have placed your spell requirements and such.......

.....Not bad, however, overly complex to allow an ease of balance to be found.
Not to mention the mana implications...

this would of course require the removal of hybrid penalties, would also require the reduction of damage back to 376% (376% = maximum you suggested for your spell).

I can appreciate the thought that went into it, and it doesn't look like too bad a system, however I have to say there is far too many problems in terms of balance there....


You must also realise this is a completely different game in terms of the way spells work these days compared to the way they worked when EPU was actually really around.

So much so that, EPU PSI would not be anything other than a mild play toy for others....
Sadly, it's a thing of the past...

nonamebrandeggs
24-10-03, 11:10
Very nice idea, I miss Exotic Psi... even though I never really got into monks back in Beta :(.