12-19-2014, 05:51 AM
At the moment, Protect doesn't do anything to stop Autohits, which I think is pretty silly. So here are these quickly thought-up ideas.
Also more stuff since I found some chess terms I liked.
(Some of these may be slightly strong, but, as Evokers are the definitive Nuke Mage, Black Knights should be the ultimate damage sponge, physically.)
(Passive)
Interpose
An improved method of shielding allies from harm. Grants Damage Resistance based on rank when Protecting an ally, along with extraneous effects based on Rank.
R1: +8% Damage Resistance when using Protect; +1 Protect Range
R2: +8% Damage Resistance when using Protect; Protect now intercepts Auto-hits.
R3: +8% Damage Resistance when using Protect; +1 Protect Range
R4: +8% Damage Resistance when using Protect; Protect now intercepts harmful status effects.
R5: +8% Damage Resistance when using Protect; Protect now invokes the Black Wind.
(Toggle: Passive)
Interference
Sacrifices the Black Knight's defense to halt an onslaught, relieving pressure. When Guarding, there is a chance based on Guard Level plus a bonus based on Rank to retaliate against attacks made in Melee range, dealing Blunt damage and dropping the attacker's momentum to 0. This skill may be toggled on or off.
R1: Success Rate: 1.2(Guard Lv.)%; 10 + 15% Def
R2: Success Rate: 1.4(Guard Lv.)%; 15 + 30% Def
R3: Success Rate: 1.6(Guard Lv.)%; 20 + 45% Def
R4: Success Rate: 1.8(Guard Lv.)%; 25 + 60% Def
R5: Success Rate: 2.0(Guard Lv.)%; 30 + 75% Def
(Toggle: Passive)
Perpetual Check
Constantly keeps projectile attackers in danger, reducing damage from Ranged Attacks while advancing upon them. Upon receiving damage from a Ranged attack, the Black Knight moves one square towards the attacker. If adjacent to the attacker, the damage reduction is doubled. Damage reduction is increased based on rank.
R1: 4% Damage Reduction
R2: 8% Damage Reduction
R3: 12% Damage Reduction
R4: 16% Damage Reduction
R5: 20% Damage Reduction
(Innate)
Zwischenzug
Surprises the opponent with sudden, unexpected threats. Grants bonuses with movement, if Black Knight is the main class.
R1: +1 Move
R2: +20 Hit if the user's position has changed this round.
R3: Increases the range of all long-ranged Black Knight and Soldier skills by 1.
EDIT: Changed Interpose R4.
EDIT: Changed Interference's rank bonus to be multiplicative, not additive.
EDIT: Changed Zwischenzug R3.
EDIT: Interference's Defense scaling is now proper.
Also more stuff since I found some chess terms I liked.
(Some of these may be slightly strong, but, as Evokers are the definitive Nuke Mage, Black Knights should be the ultimate damage sponge, physically.)
(Passive)
Interpose
An improved method of shielding allies from harm. Grants Damage Resistance based on rank when Protecting an ally, along with extraneous effects based on Rank.
R1: +8% Damage Resistance when using Protect; +1 Protect Range
R2: +8% Damage Resistance when using Protect; Protect now intercepts Auto-hits.
R3: +8% Damage Resistance when using Protect; +1 Protect Range
R4: +8% Damage Resistance when using Protect; Protect now intercepts harmful status effects.
R5: +8% Damage Resistance when using Protect; Protect now invokes the Black Wind.
(Toggle: Passive)
Interference
Sacrifices the Black Knight's defense to halt an onslaught, relieving pressure. When Guarding, there is a chance based on Guard Level plus a bonus based on Rank to retaliate against attacks made in Melee range, dealing Blunt damage and dropping the attacker's momentum to 0. This skill may be toggled on or off.
R1: Success Rate: 1.2(Guard Lv.)%; 10 + 15% Def
R2: Success Rate: 1.4(Guard Lv.)%; 15 + 30% Def
R3: Success Rate: 1.6(Guard Lv.)%; 20 + 45% Def
R4: Success Rate: 1.8(Guard Lv.)%; 25 + 60% Def
R5: Success Rate: 2.0(Guard Lv.)%; 30 + 75% Def
(Toggle: Passive)
Perpetual Check
Constantly keeps projectile attackers in danger, reducing damage from Ranged Attacks while advancing upon them. Upon receiving damage from a Ranged attack, the Black Knight moves one square towards the attacker. If adjacent to the attacker, the damage reduction is doubled. Damage reduction is increased based on rank.
R1: 4% Damage Reduction
R2: 8% Damage Reduction
R3: 12% Damage Reduction
R4: 16% Damage Reduction
R5: 20% Damage Reduction
(Innate)
Zwischenzug
Surprises the opponent with sudden, unexpected threats. Grants bonuses with movement, if Black Knight is the main class.
R1: +1 Move
R2: +20 Hit if the user's position has changed this round.
R3: Increases the range of all long-ranged Black Knight and Soldier skills by 1.
EDIT: Changed Interpose R4.
EDIT: Changed Interference's rank bonus to be multiplicative, not additive.
EDIT: Changed Zwischenzug R3.
EDIT: Interference's Defense scaling is now proper.