Post by Variaz on Jun 20, 2010 22:11:07 GMT -5
It's been a while since I posted about the upcoming changes of 0.5. To be honest, I haven't coded a lot in the past weeks. I've got a new computer, which is a LOT better than my old one, so with the new hardware, I played some other games, and enjoyed some nice, lag-free visuals.
But I did start making the changes for the upcoming build, so here's a preview:
DAMAGES AND STATS:
Damages from weapons and spells will be lower, in that now, the stats and skills will not increase damages in the same way. Raw damages will be increased only by base stats, using strength for melee, dex for ranged and int, wis or chr for magic/music. The planned formula is quite simple:
Base damages * (stat - 5)
A simple formula, yet one that will provide visible benefits for every points placed in the stat, without ever risking overflowing. Obviously, some other elements such as extra blows will need to be readjusted to this new formula, but this is the planned change.
Furthermore, damages enhancements will be additive. To_d will still provide percentile increase, but will be additive with Sheer Power and Weapon Mastery. Both abilities will instead provide different benefits, rather than being simply multiplicative, so you'll have a choice.
SKILLS AND AC
AC will no longer be a "all or nothing" thing. AC now mitigates damages. How much it mitigates depends on the attacker's skill versus the defender's AC.
If the attacker has 100 skill, and the defender has 50 def, the defender will take 66% damages, because 50 on a total of 150 is 33%, so this means a 33% damages reduction. A similar formula will be used for Magic Defense mitigation.
In other words, skills won't increase the raw damages. Rather, it will help piercing the enemy's defense, and prevent mitigation. This means that skill is not the ability of the character to hit harder. It's the ability to hit at the right place at the right time.
HIT RATE
The "hit rate" is gone. Instead, a combination of dexterity, skill and to_h will be used. The planned formula will be a roll versus the player's "hit" versus the monster's "dodge". The same goes for monsters.
Hit: Dex + Agility + to_h(players only)
Dodge: Dex + Evasion(a new skill for enemy monsters, equivalent of agility)
For magic spells:
Hit: Int/Wis/Chr + Skill(spell school or music)
Dodge: Magic defense(new skill for enemies)
Much better than having 500000 hit rate vs 358289 AC, in my opinion.
A thing to note is that the player has the advantage of to_h, compared to enemies which do not have such benetifs. This makes it easier for the player to hit enemies than it is for them to hit the player, and it's intended that way, so that the lower class enemies be not too hard to hit.
You can also notice that magic has a higher "hit" variable than "dodge" variable. It's intended so that magic will be more accurate than melee/ranged. To make up for this, however, Magic Defense now mitigates magic damages in the same manner than AC does.
Stay tuned for more changes!
But I did start making the changes for the upcoming build, so here's a preview:
DAMAGES AND STATS:
Damages from weapons and spells will be lower, in that now, the stats and skills will not increase damages in the same way. Raw damages will be increased only by base stats, using strength for melee, dex for ranged and int, wis or chr for magic/music. The planned formula is quite simple:
Base damages * (stat - 5)
A simple formula, yet one that will provide visible benefits for every points placed in the stat, without ever risking overflowing. Obviously, some other elements such as extra blows will need to be readjusted to this new formula, but this is the planned change.
Furthermore, damages enhancements will be additive. To_d will still provide percentile increase, but will be additive with Sheer Power and Weapon Mastery. Both abilities will instead provide different benefits, rather than being simply multiplicative, so you'll have a choice.
SKILLS AND AC
AC will no longer be a "all or nothing" thing. AC now mitigates damages. How much it mitigates depends on the attacker's skill versus the defender's AC.
If the attacker has 100 skill, and the defender has 50 def, the defender will take 66% damages, because 50 on a total of 150 is 33%, so this means a 33% damages reduction. A similar formula will be used for Magic Defense mitigation.
In other words, skills won't increase the raw damages. Rather, it will help piercing the enemy's defense, and prevent mitigation. This means that skill is not the ability of the character to hit harder. It's the ability to hit at the right place at the right time.
HIT RATE
The "hit rate" is gone. Instead, a combination of dexterity, skill and to_h will be used. The planned formula will be a roll versus the player's "hit" versus the monster's "dodge". The same goes for monsters.
Hit: Dex + Agility + to_h(players only)
Dodge: Dex + Evasion(a new skill for enemy monsters, equivalent of agility)
For magic spells:
Hit: Int/Wis/Chr + Skill(spell school or music)
Dodge: Magic defense(new skill for enemies)
Much better than having 500000 hit rate vs 358289 AC, in my opinion.
A thing to note is that the player has the advantage of to_h, compared to enemies which do not have such benetifs. This makes it easier for the player to hit enemies than it is for them to hit the player, and it's intended that way, so that the lower class enemies be not too hard to hit.
You can also notice that magic has a higher "hit" variable than "dodge" variable. It's intended so that magic will be more accurate than melee/ranged. To make up for this, however, Magic Defense now mitigates magic damages in the same manner than AC does.
Stay tuned for more changes!