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Post by Variaz on Aug 14, 2010 20:45:57 GMT -5
Well, already 100 monsters revamped for the new system! It's a little faster than I thought, so it looks we'll have real monsters for the alpha version that I plan to release! After all, the Monster race deserves some testing too!
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Post by shinmajin on Aug 15, 2010 14:12:43 GMT -5
So is the monster class getting a big revamp?
And as for the naga, I think being able to quad-wield weapons would be a bit buggy, and VERY overpowering. I suggest we just keep it as is: replace the feet slot with a Main Essence slot, and allow it to pursue classes as any other cultured race would.
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Post by Variaz on Aug 15, 2010 22:47:42 GMT -5
The Monster race will obviously have a couple modifications, mostly concerning the stats/skills gains upon leveling. Otherwise, most of it will stay as it is for the most part. I think it works pretty well.
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Post by Variaz on Aug 20, 2010 17:26:55 GMT -5
Blocking mechanics in 0.5 have changed a little bit.
The roll is no longer based on strength + dexterity, but on strength and defense skill instead. Since it's mostly melee characters that uses shields, this will make it easier for them to have a good blocking ability. Combined with the fact that high skill and to_h bonus on weapons will now be enough to provide a good chance to hit, this pretty much eliminates the need for melee characters to care about their dexterity.
So the player's roll is determined this way:
(Strength + Defense + X) X%, where X is your shield's(or parry weapon) AC.
So having a good shield makes quite a difference here. If for example you just wield a rapier with 1 AC, and no shield, just rapier-parry, with a strength of 20 and Defense of 20, you'd get:
40 + 1 = 41 +101% = 41. Not much of a bonus.
Now, get a nice shield with let's say 30 AC, and now you get:
40 + 30 = 70 + 130% = 91.
So the shield makes a nice difference, especially at lower skill levels, although it is also designed to not make non-shield blocking useless, since you can make up for it by having high strength or defense.
The roll is against the monster's strength(or dex for ranged attacks) and Attack skill(or ranged skill).
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Post by Gando on Aug 21, 2010 12:03:17 GMT -5
So basically rapiers are pointless now?
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Post by Variaz on Aug 21, 2010 13:30:15 GMT -5
So basically rapiers are pointless now? No. Rapiers are as good as they were before. It's shields that have been improved.
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Post by Gando on Aug 22, 2010 16:34:09 GMT -5
*confused* Rapiers were good?
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Post by shinmajin on Aug 23, 2010 13:36:32 GMT -5
On the topic of weapons being good, are throwing weapons going to be made viable? As is, no class or race has any affinity for throwing...
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Post by Variaz on Aug 23, 2010 14:07:46 GMT -5
Yes, Warriors actually now have a new passive ability that gives bonus damages with throwing weapons. This will allow them to use boomerangs, chakrams or anything else for that matter as a complementary weapon.
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Post by challtdow on Aug 23, 2010 17:34:46 GMT -5
The new version just keeps getting better and better.
Chall T. Dow
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Post by zekk on Aug 23, 2010 19:07:36 GMT -5
New abilities too? Cool.
And I've always wanted to make a character with throwing. That sounds fun.
Shouldn't you make this a sticky though? and remove some of the old ones?
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