The idea of classes is to have multiple choices of different additives to your character to help you gain an advantage in the type of style you like to play. When choosing a specific class you have a certain percentage of gaining a critical hit on a player when using the class's specific weapon, however not all critical hits may deal damage, some may be potion effects or or disarm and such. This works a lot like how mcmmo does it critical hits. Say if the player spbcg5 hits the player pwnz10 and does 3 hearts damage, therefor spbcg5 has 15% chance of that hit becoming a critical hit. Each class will have a different critical allowing them to be differentiated from each other and enabling them to perform at their best with the style they play in. (I am not sure how to code this, but maybe you could have a way of doing something similar to my idea that would be great.)
My Idea for some specific classes could be based off some of the classes used in the new WAR plugin.
Marauder
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the marauder can also be called the barbarian and often uses tactics of berserk. Simply rushing into battle and swinging his axes blindly at the enemy.Critical-Double hit: when using an axes the Marauder has 2.5% chance of a critical hit per heart taken. Double hit simply does twice the damage done by the previous hit, allowing more damage to be dealt.
Knight
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The knight is another damage dealing class and mainly uses swords as his primary weapon, they usually take tactical positions in battle and often are very good at strategic fighting. Critical- Parry: When using a sword the knight has 5% chance of a critical hit per heart of damage dealt from their opponent to 'Parry' the attack. This means that they block 3 hearts of damage.
Ranger
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The ranger is a mysterious person on often can hide themselves from view from the enemy. Their primary weapon is the bow and arrow, a formidable ranged war machine. Critical- Hazy Shot: When using a ranged weapon the ranger has 5% chance of a critical hit per heart of damage given to their opponent. This critical causes the target to be blinded for 25 seconds therefor allowing the ranger to escape unseen, or deal more damage whilst the target is blinded.
Trickster
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The trickster has no specific weapon, hence they can be very surprising, they are masters of trickery and confusionCritical- Laughing Gas: When attacking a player the trickster has 7.5% chance per heart of damage given to create a critical hit, this allows them to have a 13 second nausea effect, so they can confuse the player and make them dizzy.
My Idea for some specific classes could be based off some of the classes used in the new WAR plugin.
Marauder
------------
the marauder can also be called the barbarian and often uses tactics of berserk. Simply rushing into battle and swinging his axes blindly at the enemy.Critical-Double hit: when using an axes the Marauder has 2.5% chance of a critical hit per heart taken. Double hit simply does twice the damage done by the previous hit, allowing more damage to be dealt.
Knight
--------
The knight is another damage dealing class and mainly uses swords as his primary weapon, they usually take tactical positions in battle and often are very good at strategic fighting. Critical- Parry: When using a sword the knight has 5% chance of a critical hit per heart of damage dealt from their opponent to 'Parry' the attack. This means that they block 3 hearts of damage.
Ranger
--------
The ranger is a mysterious person on often can hide themselves from view from the enemy. Their primary weapon is the bow and arrow, a formidable ranged war machine. Critical- Hazy Shot: When using a ranged weapon the ranger has 5% chance of a critical hit per heart of damage given to their opponent. This critical causes the target to be blinded for 25 seconds therefor allowing the ranger to escape unseen, or deal more damage whilst the target is blinded.
Trickster
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The trickster has no specific weapon, hence they can be very surprising, they are masters of trickery and confusionCritical- Laughing Gas: When attacking a player the trickster has 7.5% chance per heart of damage given to create a critical hit, this allows them to have a 13 second nausea effect, so they can confuse the player and make them dizzy.