After a long time, some thinking and good old reading.
1. Proof that Matheroc doesn't read.The downside to this is that each archetype will be closed off from a certain tree, but able to master more trees they are open to.
(...)
Whereas a Mage can master all Elemental trees, or a Fighter can master all Physical trees, JOT’s can only master 2 Physical and Magical Trees, and either Ailment or Healing.
Yay, I can read. Finally So:
- Fighters can "Master" 4 Trees: Slash Tree, Pierce Tree, Strike Tree and Fighter Tree.
- Mages can "Master" 12 Trees: Fire Tree, Ice Tree, Electricity Tree, Wind Tree, Earth Tree, Water Tree, Light Tree, Dark Tree, Almighty Tree, Healing (Recovery) Tree, Ailment Tree, Mage Tree.
- Rogues can "Master" 5 Tress: Slash Tree, Pierce Tree, Strike Tree, Ailment Tree and Rogue Tree.
- Tanks can "Master" 5 Trees: Slash Tree, Pierce Tree, Strike Tree, Healing (Recovery) Tree and Tank Tree.
[/a] or
Dark Tree by taking "Paladin" or to
Ailment Tree by taking "Guardian" at Rank 3, Tanks can "Master" 6 Trees.
Those who had chosen "Paladin" will be referenced by as Paladins. Those who had chosen "Guardian" will be referenced by as Guardians.
[li]Jacks Of All Trades can "Master" either:
-3 Trees: [Two Magical Trees/Two Physical Trees/Magical Tree, Physical Tree] and [
Ailment Tree/
Healing (Recovery) Tree] (That will be referenced to as " Version "2 Trees" ")
-5 Trees: Two Magical Trees, two Physical Trees and [
Ailment Tree/
Healing (Recovery) Tree] (That will be referenced to as " Version "4 Trees" ")[/li]
[/ul]
I assume that:
-Physical Trees are
Slash Tree,
Pierce Tree and
Strike Tree-Elemental Trees are
Fire Tree,
Ice Tree,
Electricity Tree,
Wind Tree,
Earth Tree,
Water Tree,
Light Tree,
Dark Tree-Magical Trees are Elemental Trees with addition of
Almighty TreeNotes to make:
Due to wording, it appears that Almighty Tree is available to everyone. I base that on the fact that there are separate mentions of Elemental Trees and Magical Trees. [ That shall be referenced from here as N.1 ]
I think that is RAW, but not RAI, therefore I decided to leave that out of list above.
In event that is the intended reading, Fighters, Rogues and Tanks gain one Tree more to "Master".
[/spoiler]
2. Proof that Matheroc doesn't think.Alright, let us go back. What is the goal of that system?
The mastery system is a way of adding some balance to the game. We don't want people learning high level skills such as Ragnarok 2 weeks after they awaken.
Take a moment to read one of those Trees. You may notice that from Rank 1 to Rank 4 there is a phrase "'Insert name of the skill here' is used at full potential".
So, theoretically, one can take skill wrote in Rank 4 as soon as from having Rank 0. (There is no mention about how you cannot access skills from closed Tree. - Nitpick)
Granted, there is one mention about how using Ragnarok (Rank 4) when having only Rank 1 in Fire Tree may kill you. Going by that, border of
Dangerious Forbidden Technique is appropriately (Your Rank + 3). (Your Rank + 2) is weaker and less accurate and more tiring, but it won't kill you. [ That shall be referenced from here as N.2 ]
Skills from Rank 6 and Rank 7 have phrase "'Insert name of the skill here' is Learned and used at full potential". I figure that RAI is that you cannot learn those skills in any other way.
3. Proof that Matheroc's time doesn't pass.Rank 1: 1 point
Rank 2: 2 points
Rank 3: 4 points
Rank 4: 8 points
Rank 5: 16 points
Rank 6: 32 points
Rank 7: 64 points
So, let us combine what we have in this post, above and some skills, shall we?
Rank 3 is where you get Resist "Insert Element Here". Going from complete null (Rank 0), that's 7 points. (Ironically or not, that's where Jack-Of-All-Trades ends many Trees.)
Rank 5 is where you get Null "Insert Element Here". Going from complete null (Rank 0), that's 31 points. Going from Resist, that's merely 24 points.
In price of getting one Null, I could get four Resists and be on my merry way to get fifth one with Rank 2 in some Tree.
Mages can render themselves Resistant to half of Elemental Trees.
Fighters can render themselves Resistant to all Physical Trees and be done with their Archetype Tree (Read "Second proof that Matheroc doesn't read").
Rogues can render themselves Resistant to everything they can throw, namely Physical Skills and Ailments.
Tanks can become Resistant to all Physical Skills and either be better at healing or becoming Paladin (access to Light or Dark Tree) or Guardian (access to Ailment Tree).
I kinda can remember those skills as being outside Skill Set. [That will be referenced from here as N.3] In event that's not true, I am sorry for being mistaken.
From that, I will disregard Rank 6 and Rank 7. Those only quicken potential death.
In event of N.3 being false, disregard:
Note: Due to not having any description of Ailment Resist and Ailment Null, values with it are separate from values without it. [Value without Ailment Resist/Value with Ailment Value]
Due to what Trees what Archetype can access:
- Fighters can end up with Resist to every element they deal with after spending 21 points. They can end up with Null to every element they deal with after spending 93 points.
- Mages can end up with Resist to almost every element (not counting Almighty, there is no Resist/Null Almighty) they deal with after spending 56/63 points. They can end up with Null to almost every element they deal in after spending 248/279 points.
- Rogues can end up with Resist to every element they deal with after spending 21/28 points. They can end up with Null to every element they deal with after spending 93/124 points.
Ninjas can end up with Resist to every element they deal with after spending 28/35 points. They can end up with Null to every element they deal with after spending 124/155 points. [Not added 7 points from Rank 3 in Rogue Tree]
- Tanks can end up with Resist to every element they deal with after spending 21 points. They can end up with Null to every element they deal with after spending 93 points.
Paladins can end up with Resist to every element they deal with after spending 28 points. They can end up with Null to every element they deal with after spending 124 points. [Not added 7 points from Rank 3 in Tank Tree]
Guardians can end up with Resist to every element they deal with after spending 21/28 points. They can end up with Null to every element they deal with after spending 93/124 points. [Not added 7 points from Rank 3 in Tank Tree] - Jacks-Of-All-Trades can end up with Resist to every element they deal with after spending either 14/21 (version "2 Trees") or 28/35 (version "4 Trees") points.
Resist to every element possible after spending 77/84 points.
They can end up with Null to every element they deal with after spending either 62/93 (version "2 Trees") or 124/155 (version "4 Trees") points.
But, points are not everything. Let's list elements with Resist and Null per Archetype, shall we?
- Fighters: Strike, Pierce, Slash
- Mages: Fire, Ice, Electricity, Wind, Earth, Water, Light, Dark, /Ailment/
- Rogues: Strike, Pierce, Slash, /Ailment/
Ninjas: Strike, Pierce, Slash, one element from Elemental Trees, /Ailment/ - Tanks: Strike, Pierce, Slash
Paladins: Strike, Pierce, Slash, either Light or Dark
Guardians: Strike, Pierce, Slash, /Ailment/
I am not listing there Jack-Of-All-Trades due to their nature. They can have Nulls for:
- (version "2 Trees") one element from Physical Trees and one element from Magical Trees, one element from Physical Tree, two elements from Physical Trees, two elements from Magical Trees
- (version "4 Trees") two elements from Physical Trees and two elements from Magical Trees;
and possible Ailment.
Also, they can have all Resists. All of them.
In event of N.1 being true or/and N.3 being false, disregard:
Due to not having description of Ailment Resist and Ailment Null, you will have classes with them in this: /" "/. If Ailment Null means what I think it does (Absolute protection from all ailments), then cannot be hurted by Ailment Tree. In event this is the only mention of them in list of who given Archetype can kill, they will be immune to that Archetype.
What we can take from this, you may ask. Well, let's see. Assuming arbitrary large amount of time, events, missions and maxed out Archetypes (Which means no Tanks -> They all evolve into either Paladins or Guardians; no Rogues -> They evolve into either Assassins or Ninjas) :
-Fighters can hurt and kill only Mages. (Only Mages don't have access to Physical Trees.)
-Mages can hurt and kill everyone. (Due to possible Element Break and Almighty Tree.)
-Assassins can hurt and kill Fighters, Paladins (Ailment Tree) and Mages. (Physical Trees) /Assassins, Ninja, Guardians, Mages - Ailment Tree/
-Ninjas can hurt and kill Fighters, Paladins (Ailment Tree, Elemental Tree), Rogues, Guardians (Elemental Tree) and Mages (Physical Trees, possible Element Break + unspecified Elemental Tree). /Rogues, Ninja, Guardians, Mages - Ailment Tree/
Possibly they can hurt and kill each other. (possible Element Break + unspecified Elemental Tree)
-Paladins can hurt and kill Fighters, Rogues, Ninjas, Guardians (Light Tree or Dark Tree) and Mages. (Physical Trees, possible Light Break or Dark Break + Light Tree or Dark Tree)
Possibly they can hurt and kill each other. (possible Light Break or Dark Break + Light Tree or Dark Tree)
-Guardians can hurt and kill Fighters, Paladins (Ailment Tree) and Mages. (Physical Trees) /Rogues, Ninja, Guardians, Mages - Ailment Tree/
Note: Killing Paladins with Ailment Tree is harder due to possibility of them having Patra, Me Patra, Posumudi, Me Posumudi, Nervundi, Energy Shower and/or Amrita. It isn't denied by their Archetype per se.
Note that I haven't used any starting packet of Resists, Nulls and Weaknesses. With them, you can theoretically make a Mage who Resists all Physical Skills and Nulls all Magic Skills other than Almighty Skills.
4. Second proof that Matheroc doesn't readLet's see how Archetype Trees work.
Going with assumption that they are not accessable by anyone else. Potential of Jack-Of-All-Trades accessing them will be observed in separate scenario. [N.4]
Firstly, as far as I can observe, only Ranks from 1 to 3 have anything. Literally anything. Beyond Rank 3, every Rank is dead. Dead as if, empty.
Fighter Tree
Rank 1: "Gain 1 point in a Physical Tree" - Recommended taking as first Rank, gain second Tree out of the start. Take as soon as you can.
Rank 2: Dead.
Rank 3:
Warrior- "Gain access to Weapon Tree" - There is no Weapon Tree. Is it hidden? If answer is "no", then that is useless.
- "Gain one Rank in a Physical Tree" - Recommended taking as late as possible, to save points. 4 points versus 64 points?
Berserker- "Gain Rage Mode skill" - [Rage Mode - Raises Attack, and Accuracy and lowers Defense for two post cycles for the user. After two cycles user burns out and
cannot perform an action for two cycles.] - Emphasis mine. Two cycles of posts as sitting duck? You have either very good friends or death wish.
- "Physical attacks are 5% stronger" - Let me be honest. That may sound good with Boost/Amp, but it is rather small gain. 157.5% versus 150%. Even with Power Change [Double: 315% versus 300% (Weakness: 630% versus 600%) /2.5x: 393.75% versus 375% (Weakness: 787.5% versus 750%)] difference isn't knocking me out. Maybe, just maybe, with focus on Critical Hits...
- "Greatly lowered Defense" - Read part about Rage Mode. It got worse.
Mage Tree
Rank 1: "Gain 1 point in Elemental Tree" - Recommended taking as first Rank, gain second Tree out of the start. As soon as you can, preferably.
Rank 2: Dead.
Rank 3:
Archmage- "Gain one Rank in any Elemental Tree" - Recommended taking as late as possible, to save points.
Cleric- "Gain Rank in Recovery Tree" - Not as good as any other "gain Rank in", because Recovery Tree has only four Ranks. Still, 4 points versus 8 points. Just make sure that you have Rank 3 in Recovery Tree, first.
Rogue Tree
Rank 1: "Gain 1 point in a Physical Tree or Ailment Tree" - Take as first Rank, gain second Tree out of the start. As soon as you can.
Rank 2: "Gain Stealth Skill" - [Stealth -Hides the user from detection by all threats for 3 post cycles, any offensive action performed by the target removes the cloak. Offensive actions performed out of stealth gain a 15% damage boost. Cooldown of 3 cycles] - Logic and other things aside, you gain boost to one attack or possibility to escape from fight. Spam it when you can.
Rank 3:
Assassin- "Gain one Rank in Ailment Tree" - As late as possible, to save points.
- "Ailment hit rate increased by 5%" - Going witt Ranks in Ailments, you gain overall 20% bonus to hit someone or everyone with them. Normal people have 20% to hit everyone with them at the best. I am sure you will figure out the benefits of your job.
Ninja- "Gain access to one Elemental Tree" - N.2 aside, that gives you additional method of killing people. One that no one but you, Mages and some Jack-Of-All-Trades have. What's not to like?
- "Gain one Rank 1 Elemental Tree" - And, free Rank 1. Read: Free point. Kinda nice, given that you paid four points to pay more points to have a chance at killing more people...
Tank Tree
Rank 1: "Gain 1 point in a Physical or Recovery Tree" - Take as first Rank, gain second Tree out of the start. As soon as you can.
Rank 2: "Gain Immovable Wall skill" - [Immovable Wall - User acts as a wall for a party member, until the skill is either turned off or used on someone else. When that party member takes damage you jump in front of them and redirect 15% of the damage to yourself.] - Wording aside (Jumping after someone was hit, 15% damage goes to you), 85% of the damage still goes to original victim, I presume? Helpful, maybe, but calculations (15% out of heavy damage?)...
Rank 3:
Paladin- "Light or Dark Tree is now open" - Jokes aside, that is very good message.
- "Gain Hama or Mudo" - No words about whereupon you have to take Light Tree with Hama or Dark Tree with Mudo? Other than that, instant gratification, remember that you still have no Ranks in chosen Tree.
Guardian- "Ailment Tree is now open" - Good. Do what thou shalt upon those with no luck.
- "Gain Taunt Skill" - [Taunt - The target of this skill must attack the user. Single Target. Duration 1 cycle. Cooldown 1 cycle.] - Make sure to have some passive Recovery. And, watch out for all-target skills. It can be good, but it depends on enemy.
N.4 scenario
Using Jack-Of-All-Trades, fact that Archetype Trees have only three Ranks worth of mention (namely, Ranks 1-3) and fact that technically, there is nowhere written that they cannot take Archetype Trees, you can nitpick best parts from Archetypes. I don't know if that will work with "Only to Rank 3" rule and gaining new Rank from Rank of Archetype Tree. Or if "gain access to Tree"/"Tree is now open" overwrites "Only to Rank 3" rule. To get Recovery Rank 4...
Just a note. You may wish to patch that out, if you want.
I recommend mainly Rogue Tree and Tank Tree.
5. Second proof that Matheroc doesn't think.Now, I know that we are in RP forum and that I am the odd one. Maybe that post is particularly useless thanks to it. Still, I would like to offer my thanks to whoever will read all of this.
6. Second proof that Matheroc's time doesn't pass.Or, It Was Too Long, So I Didn't Read It.
I made some assumptions:
- That only Mages and Jack-Of-All-Trades can access Almighty Tree. (N.1 being false) In event of it being true, either everyone can access Almighty Skills, somewhat lessening influence of Trees or Rogues can access Almighty Skills, weakly lessening influence of Trees.
- That you can access skills from higher ranks. (N.2 being true)
- That Element Boost/Amp/Resist/Null gained from Mastery Ranks are outside eight Skill Slots. (N.3 being true) In event of it being false, influence of Trees will be greatly lessened in uselessness of Fighters.
With them, please search and read "Proof that Matheroc's time doesn't pass." .
I wish thee good reading. orz