This is really awesome. A great proof of concept, though as an actual skill it's a little complicated. So, to clarify, when you activate it, it'll stay in the "Low" stage forever unless you have less than 70/40% health? Do you lose the Maximum bonus when you're health goes above 40% and it's next turn? If so, I feel like Inner Beast kind of contradicts the skill, because you might heal on a hit and lose your max bonus. This skill would pair nice with a self-damage skill. In Scales I added a Hydrosophist skill called Transfer that lets you heal someone else and makes you bleed, though another low AP skill with a percentage self-damage would help you regulate your health too.
Quite like how the skill factors in Pyromancy, Man-At-Arms level, and Constitution, though I think 5 pyromancy and man-at-arms requirements are a little high. I think it'd be more fun to get these special bonuses a bit earlier (like, Man-At-Arms 3). You're already scaling them by level/constitution, so I don't see why you need to see their effects so late in the game (You could even scale it by Man-At-Arms level too, if you want to really reward high MaA/Pyro abilities, though that's an extra layer of complication). 2%/5% healing on hit would hardly be OP at level 8 or so when you can get Man-at-Arms 3 and you probably have less than 10 Con.
Does the heal from inner beast proc twice when you're dual wielding? That definitely makes it WAY stronger, because then you could conceivably heal 30-50% health per round if you attack 3 times with high DW score. DW warrior fits well with this skill thematically, but it'd work with two-handed too. Does Flurry proc it multiple times? And does this require a melee weapon, or could it work with a ranged weapon? Don't think there's anything wrong with that, but it's just something to consider.
Great work, overall. Can't wait to see the other stances. A movespeed on-hit stance would be cool. Maybe some kind of aggressive caster-stance that grants intelligence when you cast a spell? Would be awesome if you had to sacrifice range to use it (or maybe just offensive, short-range spells improves it, or you could get the distance from an enemy and it has to be less than 7m or so to improve your intelligence.) I'll check out your code and see if I can come up with some of my own skills that use on-hit effects and the like. Definitely opens up a lot, and having a framework is useful. Will help me scale some of my telekinesis skills better.
I may integrate this skill into Scales later, after you test it and make any changes, if that's still alright with you.
Edit: Also don't see a way to acquire this skill besides your cloth + leather scraps.
Last edited by Baardvark; 05/12/15 04:35 AM.