God idea: Immata the Disciplined


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Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Thursday, 5th February 2015, 18:33

God idea: Immata the Disciplined

Immata is focused on pushing people towards their truest potential through training and dedication rather than magic or assistance, which they regard as "cheating." As a result, Immata tries to assist characters in being resolved in their combat, and adapt to any situation.

Dislikes: Training or casting Summoning or Charms
Likes: Monster killing
  Code:

0:      Passive: Combat Rhythm. Immata gives a slaying bonus against single enemies the more times you strike them in combat. It is cancelled if you switch enemies, or if the enemy you strike dies. Maxes at 2x piety stars.
*:      Passive: Spiritual Guidance. Immata gives +1 aptitude to all skills that are not your highest physical or magic skills, and +3 aptitude to your lowest physical and magic skills.
**:     Active: Iron Spirit Stance. You become immobile but gain massive AC and health regen. Can only be cancelled after a minimum of 5 turns.
***:    Active: Energy Flow Stance. Ongoing state. Reduces your MP by 25% while in this stance. Receiving damage restores MP equal to (piety stars)% of the damage.
****:   Active: Sharpened Reflexes Stance. Ongoing state. Reduces your HP by 20% while in this stance. Gives you SH equal to 1/3 your skill in your wielded weapon (including UC) and gives you a chance to counterattack blocked attacks, or deflect ranged attacks into enemies.
*****:   Passive: Muscle Memory. Iron Spirit can be cancelled after 3 turns, Energy Flow cost reduced to 20% MP, Sharpened Reflexes cost reduced to 15% HP.
******:  Active: Weapon of the Champion. Once per game. Brands a weapon with <=12 base damage with speed, or a weapon with >12 base damage with vorpal.


Reasoning: The three stances allow you to have ongoing effects without constantly remembering and using a ton of actives, but adds more player choice than having a ton of passives. Energy flow trades burst spellcasting in exchange for more sustained casting. Combat Rhythm helps fighting singular tough enemies, while Sharpened Reflexes provides a tool for dealing with swarms of enemies which are more common later in the game. The lack of Summoning and Charms removes some of the most common "must have" tools for dealing with late game and forces you do change up your normal tactics.
Last edited by TeshiAlair on Thursday, 5th February 2015, 19:20, edited 1 time in total.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )

Mines Malingerer

Posts: 52

Joined: Tuesday, 28th January 2014, 15:22

Post Thursday, 5th February 2015, 18:54

Re: God idea: Immata the Disciplined

Couple thoughts.

The first passive reads as if my enemies are gaining the slaying bonus. Probably not the intent.

Next, the God of focus is enhancing my aptitudes for the skills I am not heavily focused.

The branding seems underwhelming. By the time you are champion you almost certainly have something better.

I like the concept of stances which maybe could be implemented as a type of aura.

Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Thursday, 5th February 2015, 19:24

Re: God idea: Immata the Disciplined

1. Fixed wording on first passive.
2. It's not a god of focus so much a god of self improvement. That takes the form of focus, but also the form of adaptation and learning.
3. Hmm...Would it be overpowered to have this brand stack with existing brands? Speed would be far more nasty in that regard, so I might have to lower the requirement to <= 10 to dodge Demon Whips. Or also max the weapon to +9 at the same time. Or just make it +Vorpal in addition to other brands and have it flat out favor heavier weapons.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )
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Blades Runner

Posts: 614

Joined: Tuesday, 31st December 2013, 19:51

Post Thursday, 5th February 2015, 21:58

Re: God idea: Immata the Disciplined

With regards specifically to Energy Flow stance:

What is "burst casting"? Dyou mean firing 6 iron shots in a row?

MP does limit spellcasting in a sense, but most characters who'd want to be have around 50 while attack spells cost about 6 to 9 mp per cast. Dropping that by 20% merely gives you 40, which is...still plenty for other things.

(pietystars)% damage as MP gain: 1 to 6% of damage taken is gained as MP? Early and midgame this is just about useless cause you don't have enough HP for it to be meaningful. As your HP relative to your MP costs goes up, it does get to be slightly useful. If over the course of a fight you took 100 damage, you'd get back 6. But, given that average spellcaster has around 50+ mp by that time, you sacrificed 12 MP just to have this stance up. In fact, having more MP might still be better for "sustained" casting since your crystal ball is more reliable at higher MP percentages.
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