Post by Empyrean on Jun 9, 2015 5:56:09 GMT
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I felt I should elaborate on all the bonuses within my calculations, considering the major difference in time since posting them originally until now. For the first two posts in orain, and in The Black Knight, there was the double exp event going on at the time of posting them. And for all the posts in gero, Capsule is level >=15, where Empyrean is still level 1, so it's a mentor thread, giving a +25% bonus. The crafting posts received a bonus of +25%. And the post in Basic Training is a mentor as well.Main Class: Samurai.
Main Class Claims: First three posts that Empyrean made in orain | closed/aion. One and only post Empyrean made in The Black Knight. First six posts Empyrean has thus far made in gero | closed;.
Total Word Count: {(804*2)=1608 + (755*2)=1510 + 621 + (328*2)=656 + ([511+536+500+586+950+602]=3685*1.25)=4606}=9001 words.IT'S OVER NINE-THOUSAAAND
Main Class AP Claimed: 36 AP.Craft Subclass: Mechanic.
Craft Subclass Claims: All posts of bat | solo;. One post made for arratsalde | open;.
Total Word Count: {([200+204+251+239+237+246+196+176+197+196+426+2472]=5040*1.25)=6300 + (674*1.25)=842.5}=7142.5 words.
Craft Class AP Claimed: 28 AP.RP Subclass: Acrobat.
RP Subclass Claims: Empyrean's first post in Basic Training.
Total Word Count: (603*1.25)=753.75 words.
RP Class AP Claimed: 3 AP.Total Claim:
Link to Previous Claim:
Pre-Claim AP:
Main Class: - 0 AP
Craft Subclass: - 0 AP
RP Subclass: - 0 AP
Post-Claim AP:
Main Class: - 36 AP
Craft Subclass: - 28 AP
RP Subclass: - 3 AP
Final Levels:
Main Class Level: - 17.
Craft Subclass Level: - 14.
RP Subclass Level: - 2.Requested Skill(s):For my main class, I would like Heal and Quick Swap given to me, since I created Empyrean before the whole "you get three main class skills at the start" shebang. For his rank ups, I would like Fall Defense, Spellwalk, Equipment Mastery: Unarmed Combat, and Wind Bullet.Heal: The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants a very high amount of HP, it is known for its long casting time and poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Quick Swap: A skill that facilitates the quick switching of equipment from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 30 seconds which increases to 60 seconds if used by any other class.
Fall Defense: A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
Spellwalk: A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
Equipment Mastery - Unarmed Combat: A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
Wind Bullet: Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three fingers, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds, and a cooldown time of 1 second.And this one for Mechanic.Quality Control: Mechanics are known for their extensive knowledge of machines, to know when something doesn't look or sound right. As such, this skill can help to extend their natural abilities at repairing machines. By toggling this skill, the mechanic becomes able to see the durability values of all machine parts within their line of sight at a glance - therefore making the job of replacing worn parts a breeze. For those who are a little more curiously destructive in mind, this skill also serves as good researching material for understanding how parts work in tandem with each other.
Thank you in advance, I appreciate the work.