- Joined
- May 29, 2020
- Messages
- 100
Kit Name: Knight
Kit Icon: Shield
Armory: Diamond Helmet, Diamond Chestplate, NO LEGGINGS, Iron Boots
Gear: Stone Sword, Shield, Fuse
Credit Cost: 400
Description: A fighter-oriented kit that relies on defense as its best offense. It is given a shield that can mitigate frontal attacks by 50%. As it blocks attacks, it gains EXP that then accumulates to a level, which enhances its armory! However, as the Knight levels up, its shield becomes worn--lessening its effect. It also gains less EXP when blocking projectiles, and it cannot block explosions.
RUNDOWN OF THE KIT:
The Knight is an interesting kit that utilizes a shield. This shield does not block 100% of the incoming damage like it normally would; instead it only mitigates the damage by 50%. Additional effects inflicted from melee attacks and projectiles (fire, poison, etc.) will be completely nullified when blocked.
When the Knight blocks a melee attack, it gains a set amount of EXP. When it gains enough EXP (via blocking enough attacks), it gains a level. This level translates to an additional Protection enchantment on either its Diamond Helmet or Diamond Chestplate. As it levels up, its shield mitigation effect is reduced to balance out its enhanced permanent defenses. The Knight can only gain up to 5 levels. If the Knight blocks a projectile, it will receive only half of the normal EXP amount compared to blocking a melee attack. When successfully blocking any attack, a sound cue (entity.zombie.attack_iron_door at Pitch 2.0) will play.
Whenever it uses its shield, it can hold it up for up to 10 seconds at a time. When dropping the shield, it must wait 5 seconds before using it again and will be given the message "You dropped your shield..." in light red text. When the shield is ready to use again, the player is given the message "Your shield is ready to use!" in light green text. Also, when the Knight reaches Level 4, its Shield will break completely. (the wear level is indicated via the Shield's durability, and it gets lower and lower with each level until it reaches 0 at Level 4.)
Here is a little table that neatly explains and lays out information regarding the quality of the Knight's items, and EXP:
The idea of Knight is to be a front-liner that is unafraid to charge head-first into battle (for the most part). The shield can be used to mitigate some damage while also improving its armor; it can either use such a tactic to level up themselves or to be a meatshield that draws the enemy's attention away from the Knight's allies.
Every time it is in combat, it is left with the choices to attack or defend. This is the key feature of Knight, as it requires a keen sense of timing and making on-the-fly decisions. If it defends too much, they will either have to retreat after being too much at a HP disadvantage, or they will get caught up in a swarm of enemies trying to kill them. Hence, balance between defense and offense is advised.
Kit Icon: Shield
Armory: Diamond Helmet, Diamond Chestplate, NO LEGGINGS, Iron Boots
Gear: Stone Sword, Shield, Fuse
Credit Cost: 400
Description: A fighter-oriented kit that relies on defense as its best offense. It is given a shield that can mitigate frontal attacks by 50%. As it blocks attacks, it gains EXP that then accumulates to a level, which enhances its armory! However, as the Knight levels up, its shield becomes worn--lessening its effect. It also gains less EXP when blocking projectiles, and it cannot block explosions.
RUNDOWN OF THE KIT:
The Knight is an interesting kit that utilizes a shield. This shield does not block 100% of the incoming damage like it normally would; instead it only mitigates the damage by 50%. Additional effects inflicted from melee attacks and projectiles (fire, poison, etc.) will be completely nullified when blocked.
When the Knight blocks a melee attack, it gains a set amount of EXP. When it gains enough EXP (via blocking enough attacks), it gains a level. This level translates to an additional Protection enchantment on either its Diamond Helmet or Diamond Chestplate. As it levels up, its shield mitigation effect is reduced to balance out its enhanced permanent defenses. The Knight can only gain up to 5 levels. If the Knight blocks a projectile, it will receive only half of the normal EXP amount compared to blocking a melee attack. When successfully blocking any attack, a sound cue (entity.zombie.attack_iron_door at Pitch 2.0) will play.
Whenever it uses its shield, it can hold it up for up to 10 seconds at a time. When dropping the shield, it must wait 5 seconds before using it again and will be given the message "You dropped your shield..." in light red text. When the shield is ready to use again, the player is given the message "Your shield is ready to use!" in light green text. Also, when the Knight reaches Level 4, its Shield will break completely. (the wear level is indicated via the Shield's durability, and it gets lower and lower with each level until it reaches 0 at Level 4.)
Here is a little table that neatly explains and lays out information regarding the quality of the Knight's items, and EXP:
KNIGHT'S LEVEL | EXP/BLOCKS REQ. (FROM PREV. LEVEL) | HELMET & CHESTPLATE PROT. LEVEL | SHIELD MITIGATION |
1 | 6 Melee Blocks (= 12 Proj. Blocks) | Helmet = 0; Chestplate = 1 | 40% |
2 | 8 Melee Blocks (= 16 Proj. Blocks) | Helmet = 1; Chestplate = 2 | 30% |
3 | 12 Melee Blocks (= 24 Proj. Blocks) | Helmet = 2; Chestplate = 3 | 15% |
4 | 15 Melee Blocks (= 30 Proj. Blocks) | Helmet = 3; Chestplate = 3 | BROKEN |
5 | Receive 20 Hits (= 40 Proj.) | Helmet = 4; Chestplate = 4 | BROKEN |
The idea of Knight is to be a front-liner that is unafraid to charge head-first into battle (for the most part). The shield can be used to mitigate some damage while also improving its armor; it can either use such a tactic to level up themselves or to be a meatshield that draws the enemy's attention away from the Knight's allies.
Every time it is in combat, it is left with the choices to attack or defend. This is the key feature of Knight, as it requires a keen sense of timing and making on-the-fly decisions. If it defends too much, they will either have to retreat after being too much at a HP disadvantage, or they will get caught up in a swarm of enemies trying to kill them. Hence, balance between defense and offense is advised.
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