User:Sljm/Class Balance/Iop

Class Balance:Iop

 * [[Image:Ability_point.png|15px]] Sljm ( T 00:09, December 28, 2010 (UTC)

In my opinion, Iop is just a little behind in terms of class balance. They hit hard, there's not a problem here, but their usefulness in a group aside from damage output is rather limited. In most cases, this is due to awkward AP costs of attacks, buffs, and special spells like Jump. Iop has some low-AP spells, to be sure, but especially Strength suffers from requiring a lot of AP to do much aside from damage.

Ideas for Iop
My main issue with Iop is Jump. On the one hand, it's probably the most efficient movement spell when moving over the entire range, but on the other hand, the AP cost is very high, making it inefficient when moving small distances. Also, the spells Increase, Bravery Guide, and Compulsion are very random, and in my opinion redundant. I think that these two issues can be solved in unison.

Movement
Using Jump comes with some issues. Currently it's 5 AP and 6 range at maximum, meaning that a Iop who is very far away can move farther per AP, more often, than any other class. That Iop can use Jump any number of times per turn can lead to problems, in one-on-one combat, especially if the Iop has a large number of AP. However, Jump is also very costly to move short distances, and it's sometimes hard to perform combos with it, because some of Iop's attack spells have a high cost as well.

Jump
-2% Damage (1 turn) 1X || - || 3 || 1-2 || - || 1/100 || - || - || 3 || 1 -3% Damage (1 turn) 1X || - || 3 || 1-2 || - || 1/100 || - || - || 3 || 1 -5% Damage (1 turn) 1X || - || 3 || 1-2 || - || 1/100 || - || - || 3 || 1 -6% Damage (1 turn) 1X || - || 3 || 1-2 || - || 1/100 || - || - || 2 || 1 -8% Damage (1 turn) 1X || - || 3 || 1-3 || - || 1/100 || - || - || 2 || 1 -10% Damage (1 turn) 1X || - || 3 || 1-3 || - || 1/100 || - || - || 1 || 101
 * 1 || Teleports up to 2 squares
 * 1 || Teleports up to 2 squares
 * 2 || Teleports up to 2 squares
 * 2 || Teleports up to 2 squares
 * 3 || Teleports up to 2 squares
 * 3 || Teleports up to 2 squares
 * 4 || Teleports up to 2 squares
 * 4 || Teleports up to 2 squares
 * 5 || Teleports up to 3 squares
 * 5 || Teleports up to 3 squares
 * 6 || Teleports up to 3 squares
 * 6 || Teleports up to 3 squares
 * }

The new jump has lower range, and lower AP cost, as well as an additional effect, reducing the damage of enemies adjacent to the tile where the Iop lands. This gives Jump some small tactical value besides just movement, and the reduction in damage is not too high. I added a cooldown, as well, to make Jump harder to abuse. At level 6 it can be cast once every turn. The apparent reduction in movement will be offset by the next spell...

Compulsion
Compulsion will be replaced with a movement spell:

Iop Rush (new spell)
Damage: 1~2  1X || Teleports up to 2 squares Damage: 2~3  1X || 3 || 2-2 || 1/50 || 1/100 || - || - || 3 || 3 Damage: 2~3  1X || Teleports up to 2 squares Damage: 3~4  1X || 3 || 2-2 || 1/50 || 1/100 || - || - || 3 || 3 Damage: 3~4  1X || Teleports up to 2 squares Damage: 4~5  1X || 3 || 2-2 || 1/50 || 1/100 || - || - || 3 || 3 Damage: 4~5  1X || Teleports up to 2 squares Damage: 5~6  1X || 3 || 2-2 || 1/45 || 1/100 || - || - || 2 || 3 Damage: 5~6  1X || Teleports up to 3 squares Damage: 6~7  1X || 3 || 3-3 || 1/40 || 1/100 || - || - || 2 || 3 Damage: 5~9  1X || Teleports up to 3 squares Damage: 6~10  1X || 2 || 3-3 || 1/40 || 1/100 || - || - || 1 || 103
 * 1 || Teleports up to 2 squares
 * 1 || Teleports up to 2 squares
 * 2 || Teleports up to 2 squares
 * 2 || Teleports up to 2 squares
 * 3 || Teleports up to 2 squares
 * 3 || Teleports up to 2 squares
 * 4 || Teleports up to 2 squares
 * 4 || Teleports up to 2 squares
 * 5 || Teleports up to 3 squares
 * 5 || Teleports up to 3 squares
 * 6 || Teleports up to 3 squares
 * 6 || Teleports up to 3 squares
 * }

This spell serves as something like "the other half" of Jump, with similar cooldowns and AP cost, although it costs 2 AP at level 6, meaning that together the Iop can use these spells as 1 Jump, spending 5 AP to move 6 range, but only once per turn. I also added an effect, damage similar to Intimidation, against enemies adjacent to the landing tile. The spell needs line of sight, meaning it can't be used when surrounded unless the Iop Jumps out first. Also, it's difficult to use the additional effects of both spells in the same turn. I think having multiple options for moving will enhance Iop tactically, especially since it means that movement can be performed in steps.

Damage Increase
With the replacement of Compulsion, the spells Bravery Guide and Increase could use some attention. Also, I think Power could use some small adjustment to make it more flexible.

Bravery Guide
+5 damage (3 turns) 5C || +7 damage (1 turns) +7 damage (3 turns) 5C || 2 || - || 1/45 || 1/100 || - || - || 3 || 13 +5 damage (3 turns) 5C || +7 damage (2 turns) +7 damage (3 turns) 5C || 2 || - || 1/40 || 1/100 || - || - || 3 || 13 +10 damage (3 turns) 5C || +7 damage (2 turns) +14 damage (3 turns) 5C || 2 || - || 1/40 || 1/100 || - || - || 2 || 113
 * 1 || +5 damage (1 turns) [[Image:AoE.png|AoE: 2 (Circular)|15px]] 2C || +7 damage (1 turns) [[Image:AoE.png|AoE: 2 (Circular)|15px]] 2C || 2 || - || 1/50 || 1/100 || - || - || 3 || 13
 * 2 || +5 damage (2 turns) [[Image:AoE.png|AoE: 3 (Circular)|15px]] 3C || +7 damage (2 turns) [[Image:AoE.png|AoE: 3 (Circular)|15px]] 3C || 2 || - || 1/50 || 1/100 || - || - || 3 || 13
 * 3 || +5 damage (3 turns) [[Image:AoE.png|AoE: 5 (Circular)|15px]] 5C || +7 damage (3 turns) [[Image:AoE.png|AoE: 5 (Circular)|15px]] 5C || 2 || - || 1/50 || 1/100 || - || - || 3 || 13
 * 4 || +5 damage (1 turns)
 * 3 || +5 damage (3 turns) [[Image:AoE.png|AoE: 5 (Circular)|15px]] 5C || +7 damage (3 turns) [[Image:AoE.png|AoE: 5 (Circular)|15px]] 5C || 2 || - || 1/50 || 1/100 || - || - || 3 || 13
 * 4 || +5 damage (1 turns)
 * 4 || +5 damage (1 turns)
 * 4 || +5 damage (1 turns)
 * 5 || +5 damage (2 turns)
 * 5 || +5 damage (2 turns)
 * 6 || +5 damage (2 turns)
 * 6 || +5 damage (2 turns)
 * }

The new Bravery Guide increases the damage of allies in a wide (but not infinite) area, and at higher levels gives additional bonus to the caster only. The critical hit rate is reduced. The cooldown becomes 2 at level 6, allowing Bravery Guide to overlap. The goal is to make Bravery Guide more reliable, but better for the caster than for his allies.

Increase

 * 1 || +2 Damage (1 turn) || +2 Damage (2 turns) || 1 || 0-1 || 1/45 || 1/100 || 1 || - || - || 17
 * 2 || +4 Damage (1 turn) || +4 Damage (2 turns) || 1 || 0-1 || 1/45 || 1/100 || 1 || - || - || 17
 * 3 || +6 Damage (1 turn) || +6 Damage (2 turns) || 1 || 0-1 || 1/45 || 1/100 || 1 || - || - || 17
 * 4 || +8 Damage (1 turn) || +8 Damage (2 turns) || 1 || 0-1 || 1/45 || 1/100 || 1 || - || - || 17
 * 5 || +10 Damage (1 turn) || +10 Damage (2 turns) || 1 || 0-1 || 1/40 || 1/100 || 1 || - || - || 17
 * 6 || +15 Damage (1 turn) || +15 Damage (2 turns) || 1 || 0-2 || 1/40 || 1/100 || 1 || - || - || 117
 * }
 * 4 || +8 Damage (1 turn) || +8 Damage (2 turns) || 1 || 0-1 || 1/45 || 1/100 || 1 || - || - || 17
 * 5 || +10 Damage (1 turn) || +10 Damage (2 turns) || 1 || 0-1 || 1/40 || 1/100 || 1 || - || - || 17
 * 6 || +15 Damage (1 turn) || +15 Damage (2 turns) || 1 || 0-2 || 1/40 || 1/100 || 1 || - || - || 117
 * }
 * 6 || +15 Damage (1 turn) || +15 Damage (2 turns) || 1 || 0-2 || 1/40 || 1/100 || 1 || - || - || 117
 * }

The effect of Increase is increased, and made static. Nothing else changes. The might higher bonus is intended to offset the replacement of Compulsion as well as the changes to bravery Guide.

Power
+5 Damage (3 turns) || +50% Damage (5 turns) +5 Damage (5 turns) || 4 || 0-1 || 1/50 || 1/100 || - || - || 5 || 48 +6 Damage (3 turns) || +50% Damage (5 turns) +6 Damage (5 turns) || 4 || 0-1 || 1/50 || 1/100 || - || - || 5 || 48 +7 Damage (3 turns) || +50% Damage (5 turns) +7 Damage (5 turns) || 4 || 0-1 || 1/50 || 1/100 || - || - || 5 || 48 +8 Damage (4 turns) || +50% Damage (6 turns) +8Damage (6 turns) || 4 || 0-1 || 1/50 || 1/100 || - || - || 5 || 48 +9 Damage (5 turns) || +70% Damage (7 turns) +9 Damage (7 turns) || 4 || 0-1 || 1/50 || 1/100 || - || - || 5 || 48 +10 Damage (5 turns) || +100% Damage (7 turns) +10 Damage (7 turns) || 4 || 0-2 || 1/50 || 1/100 || - || - || 5 || 148
 * 1 || +50% Damage (3 turns)
 * 1 || +50% Damage (3 turns)
 * 2 || +50% Damage (3 turns)
 * 2 || +50% Damage (3 turns)
 * 3 || +50% Damage (3 turns)
 * 3 || +50% Damage (3 turns)
 * 4 || +50% Damage (4 turns)
 * 4 || +50% Damage (4 turns)
 * 5 || +70% Damage (5 turns)
 * 5 || +70% Damage (5 turns)
 * 6 || +100% Damage (5 turns)
 * 6 || +100% Damage (5 turns)
 * }

The lower levels of Power are made more potent, and the AP cost becomes 4 at all levels. A +Damage effect is added, both to differentiate Power from Powerful Shooting, but also to offset the modifications to the other +Damage spells.

Damage Dealing
Coming soon