I'm a big fan of unarmed and would really like to see it somewhere, so I'd say:
Monk
Unarmed attacks deal additional damage dependent on gauntlets and boots armour rating. Enchanted gauntlets and boots may trigger effects on hit.
Requires: 3 Willpower and 3 Bodybuilding
Rambling:
Given that unarmed attacks strike with three hits - twice with the fist and once with the foot - applying gauntlet armour rating twice then boot armour rating once seems fitting. To put that damage into perspective, my Madora's level 13 bracers have 21 armour rating and her boots 18.
21+21+18 = 60 damage
My rogue's dagger deals 55-91 damage (level 5 blackmith'd)and it's level 12.
The guantlets I have on madora also have 20% fire resist. Going straight from 20% fire resist to 20% burn chance seems insane, so half resist might make it less broken.
Damage: GauntletsAR*2 + BootsAR = 60 average (50-70 perhaps) over three hits, so average 20 per hit
Proc chance: Xresistance/2
Crit chance would need to depend on existing gauntlet stats - so dexterity seems good (not sure if gauntlets can have +perception on them). Crit damage of x1.5 and chance of (5+5DEXbonus) - DEXbonus being any dexterity bonuses the gauntlets/bracers give.
Movement bonus would also come under DEX, so moveent bonus = DEXbonus/2 (+1 dex gives +0.5 move)
So my madora in unarmed combat with these gauntlets/boots:
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Gauntlets:
AR: 21
Fire resistance: 20%
and
Boots:
AR: 18
Immunity to slipping
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Gives a weapon that's:
Crushing: 50-70 (21 + 21 + 18 = 60, so 10 either way)
Crit damage: 1.5x (Base Crit damage)
Critical chance: 5% (5 + 0 (no dex bonus))
Movement: N/A
10% chance to Burn (20(from fire resist)/2=10)
10% chance to bleed (Immunity to slipping comes from adding nails to boots, so nailed-kick = bleeding)
Costs 2AP
Basic formula:
Basic formula
Crushing: Overall:
-Max overall = GauntletAR*2+BootsAR+(GauntletAR/3+BootsAR/6)
-Min overall = GauntletAR*2+BootsAR-(GauntletAR/3+BootsAR/6)
- First hit: (GauntletAR + ((X-50)*GauntletAR/600)*2) where X is a random number from 0-100
- Second hit: (GauntletAR + ((X-50)*GauntletAR/600)*2) where X is a random number from 0-100
- Third hit: (BootsAR + ((X-50)*GauntletAR/600)*2) where X is a random number from 0-100
Crit damage: 1.5x
Crit chance: (5+DEXbonus*5)%
Movement: DEXbonus/2
Chance to proc X effect: (Xresist/2) Where X = effect associated with a resistance.
Fire = Burn
Water = Freeze
Air = Stun
Earth = Slow
Poison = Poison
Tenebrium = ???
Immunity to slipping = 10% bleed chance
Also, it'd be nice to add telekinesis bonus in there somewhere. Increasing attack range with telekinetic aura punches!
Pros:
Potentially huge proc chances
Low AP cost
No weapons being damaged
Characters with high armour specialist get bonus damage(?)
Huge chance to proc looking like a mother******* badass as you karate your foes to death
Cons:
Expensive to add proc effects (Them expensive essences)
Can't add secondary damage effects
Gauntlets being damaged by hits instead of weapons
Requires 3 Willpower and 3 Bodybuilding - 12 points that could go elsewhere
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... well , that was going to be a simple suggestion, but I guess I kinda flew off with it. I'd make a mod for it myself if I knew how to script.