Burtron Posted December 3, 2018 Posted December 3, 2018 I'm looking to increase the functionality of Active Skills by having them enable more powerful, diverse options, and could use some help finding the right chunks of data for a few things. Alchemy - Effect scaling re-enabled - No problem Arcana - Adds scaling Spell Accuracy - I've got this one down, although the best way to do it seems to be to apply the scaling through individual keywords. If there's a way to broadly apply the bonus to all spells and only spells, that'd be great. Athletics - Bonus martial class resources (Rage, Disciple, Guile, Zeal, Mortification, Bond) at certain levels - I haven't looked into this one yet and hardly ever mess around with progression tables, so I'm a little lost. I get the status effect end -- "AbilityPowerPoolMaximum" -- but I'm not sure how to apply it based on an Active Skill's value and only apply it to the desired classes. Explosives - Scaling re-enabled, Skill requirements added - No problem Mechanics - Drop multiple traps (scaling with Mechanics), add scaling damage, add Skill requirements - This one has been a headache. Searched for and couldn't find a way to add scaling damage to traps, or how to adjust the number of traps you can put down. I'd like to implement something along the lines of 1 trap usable at 5, 2 at 10, 3 at 15, 4 at 20, but that's a combination of these things that I couldn't figure and the progression tables I rarely use, so I'm super lost on this one. Sleight of Hand - Action Speed buff or active abilities at certain levels - An action speed buff isn't a problem, but I'd also like to add some active abilities along the way. Once again, not sure how to implement abilities based on Active Skill values. Stealth - Free invisibility once/twice per combat - One use at 10 Stealth, two uses at 20 Stealth. So, same issue as above, except adding scaling to the number of uses. There's a whole bunch of stuff here, so if anyone can point me in the right direction for any of it, it'd be super appreciated.
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