Create a Class Contest! (Entries Open!)

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KNBrisson

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It's Time for Another Contest!
With no material rewards whatsoever!
please don't leave.

To keep it short and sweet:
You will be designing a class and submitting it within this thread. Many things are possible within a class, and a single, winning class will be added to the server for all players to use and try. This contest shall be overseen and implemented by myself, with assistance from Jolt.

Well, what kind of things are entailed in a class?
Thank you for totally asking this legitimate question!
1) Your class must have a general theme that it follows through and through, I don't want some sort of "He has a bow, and a fireball, and then he has a sword and a slash attack that goes boom."
2) Classes have skills, specifically at levels 1,5,10,20, and 30. These skills can be anything you imagine, but all damage must be one of several types: Physical, Void, Nature, Fire, Cold, or Holy.

3) Your class should also be associated with one of the three main stats (Strength, Dexterity, or Wisdom.)
4) The more unique, the better!


As with the last contest, you all can vote for each other's work! Just add a positive reaction to any class you think deserves to win, and the top rated within 1 week that is not a meme will be implemented on the server!

Good luck to all!
- KNB and the SMP Staff Team.
- mostly just me though.
 
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Catcocomics

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Fairy Champion

Main Theme: Colors of Chaos

Primary Stat: Dexterity
Primary Weapons: Swords and Bows (Not compatible with other melee weapons. Sword gets dexterity to damage and skill compatibility so long as a shield is not in the off-hand.)
Armor Restriction: Leather or Chain mail; effectiveness of these armors is boosted by +1% per level (up to 150% granted armor points at lvl 50), floored. Leather armor regardless of current dye color will cycle through colors (rave/rainbow armor effect).
You may equip other armors, but will suffer a 50% temporary Dex reduction and inability to utilize class skills while you wear Iron, Gold, or Diamond.
Exception: You may wear any kind of Boots without penalty, but the boots will not gain armor benefits unless they are Chain or Leather.
Defenses/Weaknesses: Fairy Champions are considered fey creatures, producing the following results:
20% Physical Damage Reduction
5% Fire and Cold Damage Reduction
10% Nature and Holy Damage Reduction
Void damage taken is doubled.
Night Cloaks and Alchemists are best poised for defeating Fairy Champions, though most other classes stand a decent shot anyways.

Skills:
Lvl 1: Prism Strike - Your Sword or Arrow strikes brightly and chaotically, dealing extra damage scaling to double the base hit, but of a random damage type and dealing an affect based on which damage type procs.
-Short Cooldown-

Lvl 5: Reds and Yellows - Your Sword or Arrow suddenly shines with the divine power of the sun, searing your target with purifying energy. In addition to dealing 120% base damage, you also deal the same amount in both fire damage and holy damage. The fire damage is doubled against enemies that primarily utilize cold or are otherwise considered cold, and the holy damage is doubled against undead and those who use void. The fire and holy damages also inflict their listed effects.
-Average Cooldown-

Lvl 10: Greens and Blues - Your Sword or Arrow is granted a rather jolly aura of boreal winter, chilling your target with the essence of taigas. In addition to dealing 120% base damage, you also deal the same amount in both nature and cold damage. The nature damage is doubled against undead and those who primarily utilize void, and the cold damage is doubled against those who primarily use fire or are considered fire. The nature and cold damages also inflict their listed effects.
-Average Cooldown-

Lvl 20: Ultra Violets - Your Sword or Arrow suddenly give off a sense of tranquility, laying your foes to rest in soothing shadows. In addition to dealing 240% base damage, you also deal 120% base in void damage. The void damage is doubled against anyone who uses or is considered as being holy or of nature. The void damage inflicts its listed effect, and the main attack inflicts the listed effect for physical damage as well.
-Average Cooldown-

Lvl 30: [BCOLOR=#ff99cc][BCOLOR=#cc99ff]Fairy Queen's [/BCOLOR][/BCOLOR][BCOLOR=#cc99ff]Grand Finale[/BCOLOR] - The time has come for the highlight of the show! For the next 30 seconds, a few fireworks will randomly launch and blast somewhere within 20 blocks of you in any direction (1 to 3 every second, small ball of 3 random colors with crackle effect).
The color of each blast corresponds to what damage type was dealt, and each blast deals 3 damages of a random type/color scaling to 30% of your base damage.
Colors:
Fire, Fire
[BCOLOR=#999999]Holy[/BCOLOR], [BCOLOR=#999999]Holy[/BCOLOR]
Nature, Nature
[BCOLOR=#999999]Cold[/BCOLOR], Cold, Cold
Void, Void, [BCOLOR=#999999]Void[/BCOLOR]
Physical, Physical, Physical

After the first 30 seconds, there is a brief pause of about 3 seconds before a ring of 8 fireworks with a radius of 8 blocks from the caster erupt out of the ground and burst everything around them (same damage rules), and then one last rocket spontaneously bursts at the caster's location (dealing 5 random damage colors that scale at 50% caster's base damage - large ball (3 colors) with burst, star, and crackle).
All rocket blasts also inflict the appropriate elemental effects on hit.
-Once Per Minecraft Day, caster must have already used any combination of the previous four skills 8 times total before being able to use-

Elemental Effects:
Fire - Target receives 7 seconds of burn time.
Holy - Caster receives Instant Health effect. If the target is undead, they also recieve Instant Health (dealing even more damage).
Nature - Caster and party members receive Regeneration 2 effect for 10 seconds.
Cold - Target gains each of the effects for 7 seconds: Weakness 30, Slowness 30, Blindness, and Resistance. Target is also unable to cast spells of any kind for the duration of these effects. Players do not receive Blindness.
Void - Target gains 7 seconds of Wither 2 and Blindness. Players only receive Wither 2.
Physical - Target is launched as if struck with a punch 4 bow.

Note: the Physical effect only procs with either Ultra Violets or when Physical damage procs on Prism Strike or Fairy Queen's Grand Finale.

Damage scaling and the like may be rebalanced as the devs see fit, and fireworks are to be optimized to cause the least amount of frame death possible (hence small ball on most of them).

Special notes:
*Fairy Queen's Grand Finale is to recharge specifically at sun rise, whether it was cast 10 minutes ago, or 5 seconds ago. Attentiveness to the sun & moon cycle is paramount to optimizing your utility of this particular skill.

*This class is designed to operate very chaotically with a certain level of strategy and finesse. This is by no means a tanking class and should not be treated as a tank class, as the skills are optimized for situational survivability and killing power.
Fairy Queen's Grand Finale is meant to be used as a really hype finisher/special move with great damage capability and crowd control.

*This class will also favor those who prefer to wield a Sword and Bow at the same time, and players may bind any 2 of the first 4 skills to their weapons (I recommend binding Grand Finale to something else on the hot bar).

*Basic attack damage is physical with no extra effects; only the skills have alternate damages.
Also recommend that skills bound to bows activate on L-click if this is not already a feature.
That way people aren't accidentally wasting a color shot at the wrong moment.

*I should make mention that the following skills have one or more damages that are doubled against other Player Classes:
-Reds and Yellows-
Doubled Fire: Frost Bringer
Doubled Holy: Night Cloak, Alchemist
-Greens and Blues-
Doubled Nature: Night Cloak, Alchemist
Doubled Cold: Pyromancer
-Ultra Violets-
Doubled Void: Cleric, Justicar, Hunter, Acrobat, Fairy Champion (huh, guess this is the go-to PvP skill)
Physical Damage is not doubled on anything.

*Prism Strike and Fairy Queen's Grand Finale do not have doubled damage on anything, even if say, cold damage were to proc on a pyromancer.
*2 Classes remain exempt of doubled elemental damages: Juggernaut, Slayer. Thus, it is these 2 classes Fairy Champions will have the hardest time killing.
*Mathematically speaking, the middle 3 skills generally do 360% normal attack damage. Against most vulnerable targets, they do 480% normal attack damage.
*Fairy Champions struck by Ultra Violets will take 678% base attack damage (240% Physical reduced to 198% by resistance + 120% Void doubled twice to make 198% Physical and 480% Void)
Prism Strike is worth roughly 300% normal attack damage, lesser rockets are worth 90% of a normal attack, and the final rocket is worth 250% of a normal attack.
I again state that this may be rebalanced later for the final version.
 
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KNBrisson

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What the hell? You can't exclude me from submitting classes!
I know, I know, I'm a terrible person! But realistically there is literally nothing stopping you from coding it yourself, bruv ;).

But what about the 2 classes that were promised before?
I haven't heard from Jolt on those and I don't wanna touch them myself just in the case that it happens to be his work, not mine.
 

Catcocomics

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edited my class post to give information on PvP aspects.

Fairy Champions are most efficiently killed by Night Cloaks, Alchemists, and Fairy Champions (particularly DPS builds) due to Fairy Champion's extreme vulnerability to void damage and mild resistances to other damage sources, and have the hardest time slaying Juggernauts and Slayers due to those classes lacking any real vulnerability to Fairy Champion skills.

Also extra insight on the elemental effects:
-Fire- Increased damage output, particularly against enemies vulnerable to fire.
-Holy- Ideal for self-preservation. Not ideal for team preservation.
-Nature- A little more ideal for team preservation.
-Cold- Most effective against casters, least effective against archers.
-Void- Increased damage output to everything, ideal PvP element
-Physical- great for high-altitude areas where you can easily banish non-flying enemies to the surface-world below.
Ratings on this post do not count towards the actual class, so please direct all ratings to the actual class post, thank you, good day.
 

cheatyface

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Zeus Class

Main Theme: god.
Primary Stat: all of them.
Skills:
1: Lightning Bolt. Projectile, does X*level nature damage + 1/3 of each primary stat.
5: Physique. Passive, increases all secondary stats by 2/4/6/8/10.
10: Chain Lightning. Projectile, when it hits it picks another nearby enemy and bounces to them, bouncing up to 5 times and doing X*level nature damage + 1/3 of each primary stat.
20: Disguise. Make yourself look like another player for 10/20/30/40/50 seconds.
30: More Lightning. Cone projectiles, does X*level nature damage +1/3 of each primary stat. Taste it.
 

cheatyface

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Guardian Class

Main Theme: Spiritual defender.
Primary Stat: Strength.
Skills:
1: Attuning Strike. Melee attack, does X*level damage + strength bonus, successful hits reduce damage you take by 10% for 2/4/6/8/10 seconds, 4 second cooldown.
5: Deflecting Strike. Melee attack, does X*level damage + strength bonus, successful hits give you a shield absorbing 1/4 of the damage dealt, 8 second cooldown.
10: Meditation. Passive, reduces non-physical damage you take by 5/10/15/20/25% and applies the glowing effect to all entities within 10/15/20/25/30 blocks of you.
20: Aura blast. Projectile, deals X*level holy damage + strength bonus + 1/4 of your missing hp. 8 block range, 15 second cooldown.
30: Zen Sphere. Area effect buff/debuff spell, you and friendlies within 8/10/12/14/16 blocks of you regenerate X*level hp every 2 seconds, enemies within 8/10/12/14/16 blocks deal 10% reduced damage. Lasts 10 seconds, 30 second cooldown.
 
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Catcocomics

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Celestial Emissary

Main Theme: Power of the Stars
Primary Stat: Wisdom
Primary Weapon: Bow
Defenses/Weaknesses:
*Due to your origins among the stars, you have no inherent weaknesses to most forms of magic or might.
You gain 20% reduction to Physical, Cold, Fire, and Nature elements, 50% reduction to Void, and Holy heals you for 25% of the damage it would have otherwise dealt.
*Your body is unlike most of the others on this world and is less familiar with the endless wars and grueling battles, rendering you generally more frail than most other people, dropping your base HP to 75% of the standard amount. You are also inherently lighter and faster than most, raising your movement speed to 125% of the base, and your attack speed to 110% of the base (if the latter affects bow draw speed).
*While Wearing Iron or Diamond armor, you gain 20% reduction to all damages that harm you (calculated after all other damage reductions).

Skills:

Lvl 1: [BCOLOR=#000000]Star Shot[/BCOLOR] - (passive) Any bow you wield is imbued with the celestial energies of the many worlds above. Arrows fired from your bow gain a simple trail of sparks (fireworks trail effect), and burst on impact for splash damage dealing Holy damage at 40%/45%/50% of your base attack.
A direct hit from the arrow itself deals Holy damage based on your wisdom instead of your dexterity.
Firework blast on hit: Small ball, yellow, determines splash damage area.

Lvl 5: Comet - Your bow becomes frigid with the emptiness of space. The next arrow fired is launched with a colored blast at your location (does no damage, merely a tell). This arrow will do it's normal damage and an additional blast on hit that deals 80%/90%/100%/110%/120% of base in cold damage. The direct hit gains this same bonus.
Additional Firework blast on hit: Large ball, light blue, determines cold damage splash area.
-Average Cooldown-

Lvl 10: [BCOLOR=#000080]Child of the Stars[/BCOLOR] - (Passive) By day, you are graced by the light of the Sun, increasing your MP regeneration by 30%/40%/50% during the day.
By night, you are soothed by memories of you home among the stars, increasing you HP regeneration by 5%/10%/20% during the night.
Your [BCOLOR=#000000]Star Shot[/BCOLOR] now also deals Void damage worth 50%/75%/100% of the Holy damage in addition to its standard damage, and the Firework blast gains a fade to purple effect visually.

Lvl 20: Meteor Swarm - Your bow is sheathed with pure hot chaos. The next arrow fired is instead replaced with several exploding fireballs launched in scattered directions and heralded with a colored blast at your location (once again cosmetic).
Each of the fireballs will do 20%/30%/40% of your normal [BCOLOR=#000000]Star Shot[/BCOLOR] attack in addition to that same amount (adding up both Holy and Void) in Fire damage.
-Long Cooldown-

Lvl 30: [BCOLOR=#000080]Super Nova[/BCOLOR] - You channel great cosmic energy and sheathe yourself in a celestial energy barrier that reduces incoming all damage by 75% and triples the healing power of incoming Holy damage for 20/30/40 seconds.
While this effect is going, you gain temporary HP (absorption hearts) equal to 50%/75%/100% of your max HP that refreshes every 5 seconds.
Additionally, you rapidly regenerate your HP (30% of max HP every second) and MP (20% of mac MP every second), and you no longer have cool downs on your Comet and Meteor Swarm skills until the effect ends.
When this effect expires, all enemies within 10/15/20 blocks of you are blasted with your fully upgraded [BCOLOR=#000000]Star Shot[/BCOLOR] attack (even if you haven't fully upgraded it)
-Usable once per day, must have landed 12 [BCOLOR=#000000]Star Shots[/BCOLOR] within the last minute before you can activate-

Special Note: in spite of the lessened HP pool, this class is meant to be a bit of a tank with a bow.
The attacks are noticeably less powerful to single targets than that of the Fairy Champion's, but are better made for dealing with groups of enemies. Like Fairy Champion, the final skill is intended to be a sort of powerful special move, but instead of being a heavily glorified finisher, [BCOLOR=#000080]Super Nova[/BCOLOR] is more like going on a short, nigh-invulnerable rampage before blasting everything around you.

This class of course is also better suited for night-time travel than most due to its passive nocturnal regeneration.

Like with Fairy Champion, balance changes are expected before final execution.
 

fantome

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OC DONT STEAL PLZ. Dragoon (Warrior) Primary Stat: Strength
– Draconic Fury
• Gain 40% of Strength as bonus Physical damage on your melee attacks.
– Flame Lance
• Conjure a lance made of flame and thrust it forward, dealing (9/12/15/18/21 + 55% of Strength) Fire damage to the first enemy struck and Silencing them for 1.2/1.5/1.8/2.1/2.4 seconds if hit from the front.
– Dragon Breath
• Breath a bellow of fire, dealing (10/14/18/22/26 + 40% of Strength) Fire damage in a cone.
– Impresence
• Enemies facing you have 10/12.5/15/17.5/20% reduced Fire Resistance
– Dragon Dive
• Leap upwards then dive down, dealing 20/15/10/5/0% true damage to yourself.
– Hardened Scales
• You have 20/25/30/35/40% Fire and 10/12.5/15/17.5/20% Physical Resistance.
– Ascension
• Awaken the dragon inside, scorching all enemies near you for (8/16/24/32/40 + 60% of Strength) Fire damage over 4 seconds.


Arcanist (Mage) Primary Stat: Wisdom
– Corrupt Magic
• Your spells burn Wither and Blind for 2 seconds.
– Mana Bolt
• Fire a fast moving projectile of pure magic, dealing (6/9/12/15/18 + 35% of Intelligence) Void damage.
– Arcane Blast
• Release a pure arcane blast, dealing (10/14/18/22/26 + 50% of Intelligence) Void damage.
– Warp
• Instantly blink 10/12/14/16/18 blocks forward.
This cannot go through walls.
– Surge
• Dealing Void damage reduces all active skill cooldowns by 1/1.25/1.5/1.75/2 seconds.
– Consuming Dark
• Gain a stacking 5% increased Void Damage for 10/12/14/16/18 seconds when you kill an enemy
Gain a stacking 20% increased Void Damage for 60/70/80/90/100 seconds when you kill a player.
– Unstable Void
• Fire a projectile that explodes, dealing (8/10/12/14/16 + 40% of Intelligence) damage, then implodes, constantly dragging enemies into the center for 3/3.5/4/4.5/5 seconds. OC DONT STEAL
 
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Catcocomics

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fantome could you please separate your two classes into their own individual posts? The way the voting is supposed to work is by positive ratings to the individual classes being presented.
With both of your presented classes on the same post it's impossible to tell who is voting because they like Arcanist from who is voting because they like Dragoon.
 

fantome

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fantome could you please separate your two classes into their own individual posts? The way the voting is supposed to work is by positive ratings to the individual classes being presented.
With both of your presented classes on the same post it's impossible to tell who is voting because they like Arcanist from who is voting because they like Dragoon.
Sorry but I would rather not spam the forums with my totally original ideas
 

cheatyface

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Arcanist (Mage) Primary Stat: Wisdom
– Corrupt Magic
• Your spells burn Wither and Blind for 2 seconds.
– Mana Bolt
• Fire a fast moving projectile of pure magic, dealing (6/9/12/15/18 + 35% of Intelligence) Void damage.
– Arcane Blast
• Release a pure arcane blast, dealing (10/14/18/22/26 + 50% of Intelligence) Void damage.
– Warp
• Instantly blink 10/12/14/16/18 blocks forward.
This cannot go through walls.
– Surge
• Dealing Void damage reduces all active skill cooldowns by 1/1.25/1.5/1.75/2 seconds.
– Consuming Dark
• Gain a stacking 5% increased Void Damage for 10/12/14/16/18 seconds when you kill an enemy
Gain a stacking 20% increased Void Damage for 60/70/80/90/100 seconds when you kill a player.
– Unstable Void
• Fire a projectile that explodes, dealing (8/10/12/14/16 + 40% of Intelligence) damage, then implodes, constantly dragging enemies into the center for 3/3.5/4/4.5/5 seconds. OC DONT STEAL


This is to split the above post.
 

KNBrisson

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With no clear cut winners for the moment due to a multiple way tie and me not counting Les's totally oc content because favoritism exists, the contest is extended for another 10 hours!
 

_ChoasLego_

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class idea: Druid
Theme: Druids are protectors of the wild and guardians of nature's beasts. As such, they are adept in manipulating natural magic, be it bending the forest to their will or harnessing the power of the lake and river spirits in their domain. They commune with the 4 gods of nature and work closely with them to protect the wild from vile monsters and thieving explorers.

Main Stats Associated: Intelligence
Weapons: Wands, Swords
Skills:
Lvl 1: Guardian's Pride
Your melee attacks gain a bonus of 40% of intelligence as Nature damage.
Lvl 1: Mutaro's Shard
Fire a jagged fragment of enchanted wood at your enemies, dealing 6/10/14/18/22 + 30% of your intelligence in Nature damage and applying weakness I for 5 seconds.
Lvl 5: Mizunami's Storm
Conjure a tidal wave that drowns up to 5 of your enemies in a deluge of water summoned from the spirits of the lake, doing 12/16/20/24/28 + 35% of your intelligence in Nature damage and applying slowness II for 5 seconds.
Lvl 10: Ignis's Bellow
The spirits of the flame and lava dance to appease Ignis, who laughs heartily. His laugh grants you increased speed and haste for 5/7.5/10/12.5/15 seconds and heals you for 40/45/50/60/65/70 + 20% of your intelligence.
Lvl 20: Stone Citadel
You pray to the spirits of the boulders and mines to enchant rock-solid armor for your allies at the expense of your own speed. Grants +10/12.5/15/17.5/20 vitality and +5/10/15/20/25 Resistance to your allies while also applying -12/10/8/6/4 alacrity to yourself.
Lvl 30: Feng Qi's Wrath
The winds blow in your favor and your divine request to Feng Qi himself has succeeded. You unleash a tornado that does 10/15/20/25/30 + 50% of your intelligence in Nature damage and silences your enemies (they can't use skills but can still move/attack) for 5/6/7/8/10 seconds.
 
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Refrigerated_Elements

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[BCOLOR=transparent]Class idea: Salivator (Rouge)[/BCOLOR]
[BCOLOR=transparent]Class theme: Hunger[/BCOLOR]
[BCOLOR=transparent]Main stats: Strength, Physical Damage. [/BCOLOR]

[BCOLOR=transparent]Level 1: Carving Blade. Passive. Gain 40% of Strength as bonus Physical damage on your melee attacks.[/BCOLOR]
[BCOLOR=transparent]Level 1: Flesh Devourer. Passive. Gain back 7% of health from eating meat. Cooldown 12-11-10-9-8 seconds[/BCOLOR]
[BCOLOR=transparent]Level 1: Infectious Bite. Active. Your next attack within X seconds affects hunger for X-X-X-X-X seconds and deals X Physical damage per second for X seconds. Cooldown 8 seconds[/BCOLOR]
[BCOLOR=transparent]Level 5: Intimidating Fangs. Active. Knocks foe’s back in a X radius. Cooldown X-X-X-X-X[/BCOLOR]
[BCOLOR=transparent]Level 10: Intense Hunger. Passive. When your hunger is at or below 30% gain enough speed to go faster walking then you would sprinting and deal X-X-X-X-X% more damage[/BCOLOR]
[BCOLOR=transparent]Level 20: Anticipation. Active. Drains your own hunger by 45-50-55-60-65%. Cooldown 25 Seconds[/BCOLOR]
[BCOLOR=transparent]Level 30: Draining Bite. Active. Your next attack does X-X-X-X-X additional Physical damage and regain health equal to the damage dealt. Cooldown 50 seconds.[/BCOLOR]
 
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KNBrisson

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It appears we have a tie, and the contest is over! A vote will be held among active staff on the discord, and the winner shall be announced at the time the class is added to the server!
 
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