Creating an Unarmed Fighter

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SpeedDuck
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Creating an Unarmed Fighter

Post by SpeedDuck » 10 Jan 2019, 00:28

Recently I started looking around to see if it was possible to create an unarmed fighter in TMW using the Brawling Skill. I'm not sure how fully developed the skill is, but I managed to get about 1170 DPS with potions. The character wore agility enhancing items and had the ability to cast magic. This build is definitely not a tank, as it was only just able to handle two lady skeletons and/or skeletons with the help of healing items and spells. The character is set up as an unarmed agility tank-mage with 70 STR, 105(99+6) AGI, 5 VIT, 1 INT, 40 DEX, and 70 LUK. I'm still testing different stats to see if I can get a better combination and possibly use betsanc. Initially I tried using #upmarmu with the Brawling Skill, but I'm not sure they really have any impact on each other. Any feedback is appreciated!
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monk-vs-lady-skeleton.png
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monk-vs-skeleton.png (2.19 MiB) Viewed 141 times
Last edited by WildX on 11 Jan 2019, 15:48, edited 1 time in total.
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WildX
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Re: Creating an Unarmed Fighter

Post by WildX » 10 Jan 2019, 15:44

This is a very cool build, I'd love to see it fully developed in the future. I think it could benefit from limited mana abilities (magic) for defence and self-healing. It could make for a very easy to implement basic build so that we're not stuck with the boring usual warrior, mage or archer RPG clichè. No special weapon sprites needed. Monk FTW.
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Re: Creating an Unarmed Fighter

Post by Pawneeboy » 10 Jan 2019, 16:33

Might be able to pull a higher magic attack with silk gloves and black boots, and maybe do 66 luck and put those points to either vit or int :D

Update: I used some similar stats with Tom Foolery (Level 99) and imho most speed warrior builds are better at dealing damage and surviving w/o having it use a lot of healing stuff. Now if the devs can modify the damage totals and DPS, this could really rock :D
I'm John H., Tom Foolery, Dresden (not German), King Fisher, Clay, John Frost and Preacher. :alt-6: :alt-7:
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Re: Creating an Unarmed Fighter

Post by tomminator » 10 Jan 2019, 21:43

A long time ago i tried playing around with the brawling skill and i remember coming to the conclusion that brawling is useless, and that raging and maybe even speed skill are betters skills when fighting without weapon. However today i tried to find prove to this conclusion by looking at the source code and i must say i cant say for sure that my conclusion was correct.
What i understand from reading the source code now is:
brawling only works when no weapon is equipped. At max skill lvl it gives 66 attack bonus. The only way to get more attack is raising base attack via stats(high strenght) and potions. It might also be possible to raise attack by using non weapon equipment (like gloves) who have an attack bonus, but i dont think such equipment exists in game.

a brawling warrior is basically a regular warrior with a 66attack weapon without the benefits of the speed skill or the raging skill. (which makes it useless)

so i think if you want the get the most out of this skill, you have to have high strength and high agi. just like a regular warrior :-)
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Re: Creating an Unarmed Fighter

Post by SpeedDuck » 10 Jan 2019, 22:18

I agree. This build doesn't have enough DPS or armor to be as effective as speed or bull rage warriors. The Brawling Skill would need to be tweaked and/or, possibly, benefit from #upmarmu for this to be a viable new class. It would probably even need new equipment, like a monk robe or boxing gloves, that would benefit unarmed combat damage to be really effective. The real trick would be to make the monk unique, instead of it just replacing the warrior class. :)
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Re: Creating an Unarmed Fighter

Post by WildX » 11 Jan 2019, 15:51

This requires too much work on tmwAthena. Newly balanced stats on Hercules would make this a great option from the start with the right equipment to support it. I'll keep this in mind when the time to talk stats balance comes around.
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Re: Creating an Unarmed Fighter

Post by SpeedDuck » 15 Jan 2019, 20:46

WildX wrote:
11 Jan 2019, 15:51
This requires too much work on tmwAthena. Newly balanced stats on Hercules would make this a great option from the start with the right equipment to support it. I'll keep this in mind when the time to talk stats balance comes around.
Thanks! I'd love to see this build fully developed. I think it's very cool! :D
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