Horizon's Gate

Horizon's Gate

Not enough ratings
Seabuckler
2
   
Award
Favorite
Favorited
Unfavorite
Tags: Class
File Size
Posted
Updated
32.997 KB
22 Dec, 2020 @ 7:16pm
30 May, 2021 @ 12:21am
9 Change Notes ( view )

Subscribe to download
Seabuckler

Description
A swashbuckler that hastefully wields the powers of the sea.
This is a rework of an old and unbalanced class mod to make it newer and more balanced. Yes, Damian. This is Seabuckler 2.0!

Status
Description
Accelerated
At the end of your turn, your next turn comes instantly. Cannot be dispelled.
Decelerated
-2 Move. At the end of your turn, become Stunned for 35 TTA. Cannot be dispelled.
Intercept
Halves all incoming physical and magical damage. You are more likely to be targeted. Can be dispelled. At the end of your turn, you are inflicted with Muscle Fatigue for 35 TTA.
Muscle Fatigue
-4 Physical Attack. While inflicted, you cannot receive healing. Cannot be dispelled.

Ability
Description
Gale Slash
Make an area ranged attack with your blade with 75% accuracy for 33% damage, inflicting Dispel on the target. +2 Range if you are Accelerated or -1 range if Decelerated. This does not consume an action in combat, but can't be reused for 20 TTA.
Sea Fencing
Rapidly strike with 70% accuracy for 18-33% damage. Deals additional damage equal to 25% your Ice skill and equal to your Move Distance if you are Accelerated. Each attack has a chance to inflict Disable for 40 TTA and Dispel on yourself, having a higher chance depending on whether you are Accelerated, Decelerated, or with Muscle Fatigue. This does not consume an action in combat.
Blade Dance
Increases physical and magical attack at the cost of -2 physical and magical defense until your next turn. Adjacent targets take Wind damage and are pushed away by 1 tile. This does not consume an action in combat, but can't be reused for 42 TTA.
Acceleration
Increases Move Distance and become hidden until the end of your next turn. Become Accelerated, granting you a consecutive turn. At the start of the consecutive turn, become Decelerated, lowering your Move Distance by 2. At the end of that turn, become Stunned for 35 TTA. This does not consume an action in combat, but can't be reused for 90 TTA.
Coax Attack
Inflicts Intercept on yourself for 30 TTA. At the end of your turn if you are still inflicted with Intercept, become inflicted with Muscle Fatigue for 35 TTA. This does not consume an action in combat, but can't be reused for 65 TTA.

Passive
Description
Mirage
Gain +33% magical evasion at the cost of -2 magical attack and -1 magical defense.
Oceania
You become immune to wet, chill, and frozen status effects. You take 25% less Water damage.
Underworld Step
Gain +1 move and jump distance at the cost of -3 physical and magical defense. You also receive 50% less healing.
Pursuing Blade
Slash weapon attacks deal 10% damage to adjacent enemies. Cannot miss.

Status: Stable
11 Comments
Ultimas Prime 27 Jan, 2021 @ 10:09pm 
I gotcha. Thank you.
PauI  [author] 24 Jan, 2021 @ 9:41pm 
Yep (except Lancer) but don't expect them soon though.
Ultimas Prime 24 Jan, 2021 @ 7:40pm 
Are you going to update the rest of Lunu's classes like you did with this one?
Ultimas Prime 12 Jan, 2021 @ 1:43am 
After testing it a lot, I think this class is balanced. I like the changes you made Paul, and I think it is better than your last version. Yet another amazing class mod.
PauI  [author] 26 Dec, 2020 @ 2:59pm 
" As far as feedback, I don't feel given the sheer bulk of xp you had to grind to get to seabuckler it was terribly unbalanced "
Yep, the old classes had extremely high experience costs. This rework greatly tones it down to around the level similar to other vanilla classes alongside ability balances.

" I will say I personally do not like that move/jump boosts were removed from the stats boosters you could pick from the class. "
The stat upgrade for move was removed due to basically being too overpowered, but you can re-add move and jump stat upgrades manually by opening the actorClass_seabuckler.txt file and adding relevantStats=moveDistance; and/or relevantStats=jumpDistance; at line 31.
Ultimas Prime 26 Dec, 2020 @ 12:56pm 
Well this sea buckler is a lot different than the prior one. I have not tested it enough to see how different yet, but the exp requirements are now a lot lower and it looks like Paul added an exhaustion mechanic to combat ability spamming on the same turn. I will have to test it more.
Ultimas Prime 26 Dec, 2020 @ 5:28am 
Paul did not make the gatemaster class. That is Rad Codex's mod. So if you wanted him to rebalance it then you would need to ask Rad Codex about that. Personally, I would say depending on your game difficulty that mod sort of is balanced, but it would be better if it had higher exp requirements. That class has an interesting feature where it has high burst area effect damage at the cost of a lot of mana for it's abilities with strong starting power but not so great scaling. On normal and lower difficulties it is op because it can one shot almost everything on screen with minimal effort, but that is not necessarily cost effective or even possible on high difficulty settings like Ruin mode where even normal enemies can have around 100 hp. Sure the cannon can do a massive 90 armor breaking damage sometimes, but that is not going to help as much when you deplete 40 mana to use it and the boss has 700 hp with 14 armor.
G.C.Stargazer 25 Dec, 2020 @ 11:05pm 
Thank you for taking the time to mod, let me say that first off.

As far as feedback, I don't feel given the sheer bulk of xp you had to grind to get to seabuckler it was terribly unbalanced, I won't go into detail, I think Ultimas Prime summed it up very well.

I will say I personally do not like that move/jump boosts were removed from the stats boosters you could pick from the class.

I do have several of your mods though and quite enjoy them, so again. Thank you for your work. I would humbly look into balancing gatemaster if you wanted one to make less broken. :3
Ultimas Prime 25 Dec, 2020 @ 1:54pm 
I think the other class mods like this should still be on the mod discussion page if you want to check them out. The doom slayer and hydra sentinel are my favorites.
Ultimas Prime 25 Dec, 2020 @ 1:54pm 
@Greg_Murrell It should still be balanced. I tested the prior version of this mod and even though this abilities sound crazy strong on paper they are heavily limited by your mana, range, movement, and the insane amount of exp it takes just to do anything with this class. If he has not changed anything it takes around 2000 exp in Sailor and 500 exp in Swashbuckler just to unlock the class and then I think somewhere around 50000 exp to unlock all of its abilities to their max level. Not only that but you take heavy debuffs to your defense which basically make you into a glass cannon while this is your primary class, and while you do get really good bonuses to evasion, no matter how high your evasion is you are almost always going to be able to get hit from the side and from behind your character due to the way evasion works in this game. I use all of Paul's class mods, and I have yet to see an unbalanced one.