These changes are being implemented in order to balance Barding as a class, as well as improve the overall in-game experience of playing a bard. This document completely supersedes previous posts on this subject.
General Rules
The following general rules will apply to all bard-related skills (Musicianship,
Discordance, Peacemaking,
and Provocation):
- Musicianship: this is the base skill for all bard abilities. Any
attempt to use other bard skills is preceded by a non-difficulty based check
of the character’s Musicianship skill. If this skill check fails, the
subsequent skill check to use the bard ability is never made and the character
must wait some time before attempting the ability again. There are currently
known issues allowing extremely rapid gain in this skill. These exploits will
be fixed as part of this publish.
- Skill Bonuses: Exceptional instruments
and Magical instruments will give bards
skill bonuses in certain circumstances. Also, for every point above 100 that a Bard attains in their Musicianship skill, they will be granted a success bonus of 1% per point to Discordance, Targeted Peacemaking, and Provocation attempts.
- Ability Range: all bard abilities will have a range. The bard must
be within this range of the target to use the ability. Furthermore, the bard
must remain within this range or the ability's effect ends. The base range
of all bard abilities is 8 tiles, with each 15 points of skill in the ability
being used increasing this range by one tile. The Peacemake ability will have
an alternative mode usable as a radius of effect. For this variant, the radius
of effect is identical to the ability’s range.
- Continuation: Once a bard ability has been used on a target, the
bard must remain alive, visible, and within range of the target or
the effect ends. Regarding creatures with “Dragon AI” (such as daemons,
drakes, hellhounds, nightmares, and, of course, dragons): if at any point
the bard moves while using any barding song, that may compel the creature
to retarget on the moving character.
- Repeatability: All current skill usage delays remain in effect, but
there are no new limitations other than those stated above on their use. A
bard can have several Provocation fights going at once, provided all of them
meet the above restrictions.
Bard Abilities
- Provocation: In general, this ability will
remain unchanged except for these items:
- Difficulty-Based: The Provocation skill check becomes difficulty-based.
Each creature will have a dynamically computed difficulty score based
on its attributes, skills, and special abilities. This means that some
creatures of a type might be slightly easier or more difficult to provoke
than the average. The base difficulty in provoking two creatures to fight
is the average difficulty of the two creatures. A chart showing the average
difficulty of various creatures is provided below.
- Correct Damage Assignment: When two creatures are successfully
provoked by a bard, damage assignment will be correctly handled for both
creatures involved, meaning the bard will receive correct credit toward
looting rights, fame/karma rewards, etc. without having to perform a second
provoke on the same creatures in reverse order.
Regarding looting rights, the bard will receive proper damage credit for
all damage done to each other by his provoked creatures.
As an example, consider a bard that provoked two creatures and one
has died while the other is left at 10% health. If a passerby finishes
off the wounded one, the passerby isn’t likely to get looting rights
even though he got the killing blow, because the bard still did the vast
majority of the damage.
- Discordance: this ability replaces the
current barding ability known as “Enticement.”
- Skill Conversion: the Enticement skill in the game will be renamed
to Discordance. Any characters who have skill points in Enticement will
have those skill points automatically transferred to Discordance.
- Difficulty-Based: This ability is difficulty-based like provocation.
The base difficulty of this skill check is the difficulty of the creature
using the same computations as Provoke (examples given in the table below). A Discordance attempt is slightly more likely than Provocation to succeed at similar skill levels for any given target.
- Targets: This ability cannot target player characters. It can
target player pets in Felucca, subject to normal flagging rules.
- Effects: This ability applies attribute and skill loss to the
target creature. The percentage of attribute and skill loss is scaled
on the bard’s Discordance skill. At 50.0 skill, the target loses
10% from all stats and skills; and at 100.0 skill the target loses 20%
from all stats and skills. Subject to standard rules above, the target
will regain lost stats and skills once the effect ends. Note that the
creature’s barding difficulty rating will change as a result
of stat and skill modifying effects of any sort, so using Discordance
against a creature will make it easier to Provoke.
- Peacemaking
- Standard Mode: Peacemake will become a targeted ability. If the
bard targets him- or herself, it works in standard mode. This is a one-shot
ability that causes all creatures and players in its radius of effect
to stop fighting. Creatures and players can immediately re-target and
resume fighting.
- Targeted Mode: In targeted mode, Peacemake is difficulty-based,
with difficulty being computed identically to Provocation and Discordance. Peacemaking is slightly more likely than Provocation to succeed at similar skill levels on any given target.
Upon a successful Peacemake, the target becomes reluctant to fight. Immediately
upon effect initiation, the target stops fighting. Thereafter, until the
effect is ended per standard rules, whenever the affected creature is
attacked for whatever reason tries to start fighting, there is a chance
(based on bard skill and creature difficulty) that the creature will instead
return to a peaceful state. Over time, the Peacemaking effect weakens, so eventually the creature will break the effect no matter how skilled the bard and how weak the creature.
While this ability does not guarantee lack of retaliation from a monster,
it does make it a much easier opponent to handle. A player can be affected by this ability only in area-affect mode.
Instruments
- All musical instruments will begin to wear out with use, including
newbie instruments. A non-exceptional player-made instrument or one purchased
from an NPC will have approximately 400 uses. An exceptional player-made instrument
or a magical instrument will have approximately 500 uses.
- The instrument used by a bard skill will automatically be the “last
instrument” you double-clicked. This is current bard behavior and isn’t
being changed as part of this update. When players wish to change their default
instrument (when, for example, you have different magical
instruments and need to switch between them during an adventure), they
will simply accomplish this by double-click it and having it set it self as
the new default “last instrument.”
- Using an exceptional player-crafted
instrument grants the bard a bonus of 5 skill points worth of effect for
using any bard-related ability. This is applied as a reduction in the difficulty
of the skill check, and does not have any effect on any calculations that
use the bard’s skill level. For example, the bonus for using an exceptional
instrument cannot increase the maximum range or radius of an effect.
- Magical instruments are to be introduced
into the game that will have certain similarities to the “slayer weapons”
(what some players call “Virtue weapons”) that are more effective
against certain creatures and less effective against others.
Each of these magical instruments will give the bard 10 skill points worth
of difficulty modifiers against a certain class of creature. However, possessing
these instruments does not cause the bard to be vulnerable to other types
of creatures. Instead, when using the instrument against the opposing creature
type, the attempt has a difficulty penalty instead of a bonus.
As an example, an instrument of Daemon Dismissal (labeled in the fashion
of “a lute [Daemon Dismissal]”) will increase the bard’s
chance to use a barding ability against any variety of Daemon by 20% (when
that instrument is used). When used against an elemental, however, the bard’s
chance of success is reduced by 20%.
Note that it is currently undecided where these magic instruments will spawn.
However, they will be fairly common as loot.
| |
Target
Creature
|
Approximate
Difficulty
|
| |
Mongbat
|
5.0
|
| |
Headless One
|
20.0
|
| |
Orc
|
54.0
|
| |
Earth Elemental
|
65.0
|
| |
Ophidian Warrior
|
69.0
|
| |
Efreet
|
82.0
|
| |
Terathan Avenger
|
88.0
|
| |
Dragon
|
102.5
|
| |
Succubus
|
102.5
|
| |
Ancient Wyrm
|
120.0
|
Bard Difficulty Table
Difficulty ratings vary per creature and will fall within +/- 2% of the values
given in this table. The Difficulty rating is the skill level at which the bard
has a 50% chance of success versus the creature. At this skill level -25.0,
the bard has no chance of success and can't make the attempt. At this skill
level +25.0, the bard is guaranteed success and cannot gain skill against this
creature. Using an exceptional instrument grants the bard +10% chance of success.
Using an aligned “slayer” instrument grants the bard +20% chance of
success. To compute the difficulty of provoking two creatures, average their
difficulty ratings.
Example: At 120.0 skill, a bard with a dragon-slaying instrument has approx.
70% chance of success to use an ability against an Ancient Wyrm, or to provoke
two Ancient Wyrms to fight. At 100.0 skill, with the same instrument, the chance
is approx. 30%.
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