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Jul 18, 2021 2:24 AM
#51
Discount66 said: philtecturophy said: Hmm, what I get is that when Wookong cast JMA clones then do JMA attack, that attack is counted as rough collision with the enemy, so the clones will disappear right after the attack. Did I get this right? So then everytime Wookong use JMA clones to attack, it will cost AE = baseEffect. Currently the clones disappear because Wookong uses them to ram into people. If it's not ramming, there's no rough collision. A punch is just a collision, rough on the target but not on the puncher. For example, right now there's one JMA clone active cause there was no rough collision, but it did attack. But assume not using SS Then there cannot be 2 JMA clones at a certain turn right? Coz if there is, then I think it perhaps has potential to be OP. I mean from what you are saying, lets say at turn 1 JMA clone only do punching (unarm attack). Then in the next turn Wookong cast another JMA clone. Which means now there are 2 JMA clones. Then Wookong make 1 JMA clone punching, and the other do JMA action, then it basically double hit, 1 with totalActionEffect of JMA full charge (Wookong + Clone) where the clone will die after, the other doing another punch so that it can still remain active in the next turn for doing another punching at the side, and so on. Is the above case possible based on what is in your mind in how Wookong works? |
Jul 18, 2021 2:35 AM
#52
philtecturophy said: But assume not using SS Then there cannot be 2 JMA clones at a certain turn right? Coz if there is, then I think it perhaps has potential to be OP. I mean from what you are saying, lets say at turn 1 JMA clone only do punching (unarm attack). Then in the next turn Wookong cast another JMA clone. Which means now there are 2 JMA clones. Then Wookong make 1 JMA clone punching, and the other do JMA action, then it basically double hit, 1 with totalActionEffect of JMA full charge (Wookong + Clone) where the clone will die after, the other doing another punch so that it can still remain active in the next turn for doing another punching at the side, and so on. Is the above case possible based on what is in your mind in how Wookong works? Oh yeah, we recently came to the conclusion that Wookong can only have 1 JMA clone active. His Shadow Servant can also have 1 active. At any given time there will be no more than a total of 2 JMA clones. Now, it shouldn't be possible to attack differently since it copies the movements. If Wookong punches, the JMA clone punches, the shadow servant punches, the JMA2 punches. The thing is, when you charge into an enemy, depending on it's size and weight, they can be pushed out of the way, meaning the other clones won't be able to hit it in the same location again unless they all hit at the same time. If the positioning is off, like Wookong and his JMA are 15m away and the Shadow Servant and it's JMA are 10m away, then they obviously wont collide at the same time. Or if the positioning is: Target - - - JMA Clone - - - Wookong - - - JMA Clone - - - Shadow Servant Then the collision order would be, clone then Wookong, then clone, then SS. This means it's possible that Wookong's movement is already different before the clone arrives at the target's location. |
Jul 18, 2021 5:04 AM
#53
| Dug through the guidebook a bit more to learn more and saw this one For a Timerus's far range: If your character is Timerus and used a Long-Ranged weapon such as bow, the damage is the function of ShootingDistance. Maximum ShootingDistance is 500m. Therefore: TotalActionEffectForSingleTarget=ceiling{TotalActionEffect x (1 - ((ShootingDistance/500) x (0.8 - 0.5) + 0.5)))} ProbActionEffectForSingleTarget= (100 - (ShootingDistance/500) x 100) - TotalEvasionRate where TotalEvasionRate is your enemy's TotalEvasionRate Some things: 1. So if I understand right, with my bow the 500 would be 15 right? I can understand that a shortbow doesnt have that big of a range , but isnt that also a bit low? From what I found medieval shortbows had a range of around 90 m. Of course we are in a bit more primitive time and the beginner one isnt of the highest quality, but I would guess it would still be a lot mor than 15 m. 2. Also all the bows have the same range, which doesnt really make sense. If you want I can research a bit for bow ranges and give you the sources to maybe alter the ranges? 3. Also not a complete fan of the functions as they are. Lets say we have a max range of 100 m and shoot from 10 m away. TAE is like 40 TotalActionEffect x (1 - ((ShootingDistance/maxDist) x (0.8 - 0.5) + 0.5))) = 40 x (1 - ((10/100) x 0.3 + 0.5))) = 40 x (1 - (0,53)) = 18,8 It doesnt really make sense, that at a distance of 10 m you only make half the damage. Maybe it would make more sense to implement a minimum distance for max damage, like half of the max Distance After that it should begin to fall off until it does like half damage at MaxDistance. Since you already have a lower hitrate at a distance I dont think both the damage and the hit probability should fall off so hard 4. Also ProbActionEffectForSingleTarget= (100 - (100/100) x 100) - 9% = 0% If the max range is 100 m and you shoot a target 100 m away you shouldnt be at 0% hit chance. If you are untrained than yeah, it may be 0%, but if the enemy is still in shooting range and you are a trained bowman you should sitll have a high chance to hit. I think something like this would make more sense: m=Level=20 If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER The Level I think should play a big role in here, since more training -> more precise aim. There are also way to shoot above the max range, but than they arent that effective (shooting at a higher angle, pulling with more power but struggling to aim). With that there are also some nice way to think about some new skill to improve your aim ;) Of course numbers can and probably should be tweaked a bit more, but that is my take on ranged combat :D |
Jul 18, 2021 5:23 AM
#54
Phileasson said: If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER While I agree with most points you make here, this feels weird to me. How does one still have a chance of hitting if it's over the max shooting distance? There can also be an argument made for why you can't hit at max distance. For example, the travel time. The ranged attacks don't home in on their targets, meaning a longer travel time = more time to react = easier to dodge. And since it's already shot to max distance, that means it would be impossible to hit a target unless they weren't looking and stood still the entire time. |
Jul 18, 2021 5:55 AM
#55
Discount66 said: Phileasson said: If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER While I agree with most points you make here, this feels weird to me. How does one still have a chance of hitting if it's over the max shooting distance? There can also be an argument made for why you can't hit at max distance. For example, the travel time. The ranged attacks don't home in on their targets, meaning a longer travel time = more time to react = easier to dodge. And since it's already shot to max distance, that means it would be impossible to hit a target unless they weren't looking and stood still the entire time. Its kind of what do you define as max distance. In my understanding it would be the max effective distance, where you can get most out of your bow without doing special stuff and the "true max distance" is a bit higher, since you can let the arrow fly further by shooting it in a higher arch or using way more strength with the disadvantage of struggling to shoot straight. Well thats why there still is the evasion rate from the enemy, it is almost impossible to hit the enemy with like 7% hit rate, and that is assuming that you are already really high level (here I assumed that lvl 20 is really high, like I said, if 20 isnt that high the x 1.5 still can be changed). I would guess that a master archer may have some luck to hit the enemy even in the worst circumstances. |
Jul 18, 2021 5:57 AM
#56
Phileasson said: This makes sense Yeah, I can see that. It makes sense. |
Jul 18, 2021 8:06 AM
#57
| Adding something to the "To think about list" I suggest using a shield's properties in the calculations for DamageReceived_AD, rather than the Evasion Rate. This could be in the form of a multiplier, like how weapon modifiers work for damage. The original calculation is this: DamageReceived_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) Instead, we could do: DamageReceivedWithoutShield_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) TotalDamageReceived_AD = ReductionModifier/100 x DamageReceivedWithoutShield_AD Could even use the same values on shields as they already have. But instead of Shield S-EV we just use Shield S-RM. But it would probably be better to tweak the numbers.. Thank you for coming to my TEDTalk. |
Jul 19, 2021 4:16 AM
#58
Phileasson said: Dug through the guidebook a bit more to learn more and saw this one For a Timerus's far range: If your character is Timerus and used a Long-Ranged weapon such as bow, the damage is the function of ShootingDistance. Maximum ShootingDistance is 500m. Therefore: TotalActionEffectForSingleTarget=ceiling{TotalActionEffect x (1 - ((ShootingDistance/500) x (0.8 - 0.5) + 0.5)))} ProbActionEffectForSingleTarget= (100 - (ShootingDistance/500) x 100) - TotalEvasionRate where TotalEvasionRate is your enemy's TotalEvasionRate Some things: 1. So if I understand right, with my bow the 500 would be 15 right? I can understand that a shortbow doesnt have that big of a range , but isnt that also a bit low? From what I found medieval shortbows had a range of around 90 m. Of course we are in a bit more primitive time and the beginner one isnt of the highest quality, but I would guess it would still be a lot mor than 15 m. 2. Also all the bows have the same range, which doesnt really make sense. If you want I can research a bit for bow ranges and give you the sources to maybe alter the ranges? 3. Also not a complete fan of the functions as they are. Lets say we have a max range of 100 m and shoot from 10 m away. TAE is like 40 TotalActionEffect x (1 - ((ShootingDistance/maxDist) x (0.8 - 0.5) + 0.5))) = 40 x (1 - ((10/100) x 0.3 + 0.5))) = 40 x (1 - (0,53)) = 18,8 It doesnt really make sense, that at a distance of 10 m you only make half the damage. Maybe it would make more sense to implement a minimum distance for max damage, like half of the max Distance After that it should begin to fall off until it does like half damage at MaxDistance. Since you already have a lower hitrate at a distance I dont think both the damage and the hit probability should fall off so hard 4. Also ProbActionEffectForSingleTarget= (100 - (100/100) x 100) - 9% = 0% If the max range is 100 m and you shoot a target 100 m away you shouldnt be at 0% hit chance. If you are untrained than yeah, it may be 0%, but if the enemy is still in shooting range and you are a trained bowman you should sitll have a high chance to hit. I think something like this would make more sense: m=Level=20 If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER The Level I think should play a big role in here, since more training -> more precise aim. There are also way to shoot above the max range, but than they arent that effective (shooting at a higher angle, pulling with more power but struggling to aim). With that there are also some nice way to think about some new skill to improve your aim ;) Of course numbers can and probably should be tweaked a bit more, but that is my take on ranged combat :D Alright, thanks for the feedback, my previous formula is wrong, so I modified the formula. Thanks for the feedback. So I google: The farthest accurate shot in archery under World Archery conditions is 283.47 m (930.04 ft), achieved by Matt Stutzman (USA) at the TPC Craig Ranch, McKinney, Texas, USA on 9 December 2015 So Timerus at Level 99 we can say can have farthest accurate shot of 500 meter, nearly two times of that While at level 1, farthest accurate will be 50 meter So here is the formula TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 1)) * (ShootingDistance - 1)} where m is your maximumDistance = (4.6*Level+45.4), which at Level 1= 50 meter, and Level 99=500 meter As for the probability, I checked, yes we can use your formula If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (4.6*Level+45.4) Please check if these are all make sense, and let me know |
Jul 19, 2021 4:18 AM
#59
| @Discount66 I will take a look into your suggestion tomorrow |
Jul 19, 2021 4:58 AM
#60
| @Phileasson or if want to apply minimum distance of 10 meter with max damage if ShootingDistance <= 10 meter TotalActionEffectForSingleTarget = TotalActionEffect if ShootingDistance > 10 meter TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 10)) * (ShootingDistance - 10)} where m is your maximumDistance = (4.6*Level+45.4), which at Level 1= 50 meter, and Level 99=500 meter |
Jul 19, 2021 5:02 AM
#61
philtecturophy said: Phileasson said: Dug through the guidebook a bit more to learn more and saw this one For a Timerus's far range: If your character is Timerus and used a Long-Ranged weapon such as bow, the damage is the function of ShootingDistance. Maximum ShootingDistance is 500m. Therefore: TotalActionEffectForSingleTarget=ceiling{TotalActionEffect x (1 - ((ShootingDistance/500) x (0.8 - 0.5) + 0.5)))} ProbActionEffectForSingleTarget= (100 - (ShootingDistance/500) x 100) - TotalEvasionRate where TotalEvasionRate is your enemy's TotalEvasionRate Some things: 1. So if I understand right, with my bow the 500 would be 15 right? I can understand that a shortbow doesnt have that big of a range , but isnt that also a bit low? From what I found medieval shortbows had a range of around 90 m. Of course we are in a bit more primitive time and the beginner one isnt of the highest quality, but I would guess it would still be a lot mor than 15 m. 2. Also all the bows have the same range, which doesnt really make sense. If you want I can research a bit for bow ranges and give you the sources to maybe alter the ranges? 3. Also not a complete fan of the functions as they are. Lets say we have a max range of 100 m and shoot from 10 m away. TAE is like 40 TotalActionEffect x (1 - ((ShootingDistance/maxDist) x (0.8 - 0.5) + 0.5))) = 40 x (1 - ((10/100) x 0.3 + 0.5))) = 40 x (1 - (0,53)) = 18,8 It doesnt really make sense, that at a distance of 10 m you only make half the damage. Maybe it would make more sense to implement a minimum distance for max damage, like half of the max Distance After that it should begin to fall off until it does like half damage at MaxDistance. Since you already have a lower hitrate at a distance I dont think both the damage and the hit probability should fall off so hard 4. Also ProbActionEffectForSingleTarget= (100 - (100/100) x 100) - 9% = 0% If the max range is 100 m and you shoot a target 100 m away you shouldnt be at 0% hit chance. If you are untrained than yeah, it may be 0%, but if the enemy is still in shooting range and you are a trained bowman you should sitll have a high chance to hit. I think something like this would make more sense: m=Level=20 If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - m x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER The Level I think should play a big role in here, since more training -> more precise aim. There are also way to shoot above the max range, but than they arent that effective (shooting at a higher angle, pulling with more power but struggling to aim). With that there are also some nice way to think about some new skill to improve your aim ;) Of course numbers can and probably should be tweaked a bit more, but that is my take on ranged combat :D Alright, thanks for the feedback, my previous formula is wrong, so I modified the formula. Thanks for the feedback. So I google: The farthest accurate shot in archery under World Archery conditions is 283.47 m (930.04 ft), achieved by Matt Stutzman (USA) at the TPC Craig Ranch, McKinney, Texas, USA on 9 December 2015 So Timerus at Level 99 we can say can have farthest accurate shot of 500 meter, nearly two times of that While at level 1, farthest accurate will be 50 meter So here is the formula TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 1)) * (ShootingDistance - 1)} where m is your maximumDistance = (4.6*Level+45.4), which at Level 1= 50 meter, and Level 99=500 meter As for the probability, I checked, yes we can use your formula If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (4.6*Level+45.4) Please check if these are all make sense, and let me know The thing is, maximum distance is also dependend on what kind of bow you use, besides your skill. It is a big difference if you use a tiny shortbow or a hightech compound bow (or in our case, a longbow made out of the best material) Maybe give each bow a BaseMaxDistance and the higher your level is the higher the maxdistance will be. For example at Level 100 you would be able to perfectly use it and get double the maxdistance MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) The Arjuna would probably have a Base of 250 m then and only with skill or magic enchantments on your weapon you could get further than 500 m |
Jul 19, 2021 6:37 AM
#62
| @Phileasson Alright thanks for the feedback, so here is the formula: if ShootingDistance <= 10 meter TotalActionEffectForSingleTarget = TotalActionEffect if ShootingDistance > 10 meter TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 10)) * (ShootingDistance - 10)} where m is your MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) and BaseMaxDistance is your weapon bow's attribute As for the probability: If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (4.6*Level+45.4) I have done some checks and they seems to be fine, let me know if this is good at your end also, so then I will update the GuideBook |
Jul 19, 2021 7:04 AM
#63
Discount66 said: Adding something to the "To think about list" I suggest using a shield's properties in the calculations for DamageReceived_AD, rather than the Evasion Rate. This could be in the form of a multiplier, like how weapon modifiers work for damage. The original calculation is this: DamageReceived_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) Instead, we could do: DamageReceivedWithoutShield_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) TotalDamageReceived_AD = ReductionModifier/100 x DamageReceivedWithoutShield_AD Could even use the same values on shields as they already have. But instead of Shield S-EV we just use Shield S-RM. But it would probably be better to tweak the numbers.. Thank you for coming to my TEDTalk. Thanks for the feedback So if that is to be incorporated, then the damage without shield when defending is not gonna be half when at level 1, instead more. Also the numerator should be (100 - S-RM) instead of S-RM, since the value of S-RM would probably be from 5 (bad shield) to about 40 at max (the best) so the formula becomes TotalActionEffect_BD = TotalActionEffect x 0.5 and TotalEvasionRate_AD= TotalEvasionRate x 2 and DamageReceivedWithoutShield_AD= Enemy'sTotalActionEffect/ (0.02 x Level + 1.48) and, when shield is equipped: TotalDamageReceived_AD = (100 - S-RM)/100 x DamageReceivedWithoutShield_AD where The subscript BD and AD indicates Before Defending (the current turn), and After Defending (1 turn right after defending) respectively and S-RM is shield's ReductionModifier Is this good? |
Jul 19, 2021 7:25 AM
#64
philtecturophy said: @Phileasson Alright thanks for the feedback, so here is the formula: if ShootingDistance <= 10 meter TotalActionEffectForSingleTarget = TotalActionEffect if ShootingDistance > 10 meter TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 10)) * (ShootingDistance - 10)} where m is your MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) and BaseMaxDistance is your weapon bow's attribute As for the probability: If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (4.6*Level+45.4) I have done some checks and they seems to be fine, let me know if this is good at your end also, so then I will update the GuideBook Looks good to me, now we just have to playtest that a bit :D |
Jul 19, 2021 7:29 AM
#65
| @Phileasson Alright :^) Here is again the formula, I will include this in GuideBook now if ShootingDistance <= 10 meter TotalActionEffectForSingleTarget = TotalActionEffect if ShootingDistance > 10 meter TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 10)) * (ShootingDistance - 10)} where m is your MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) and BaseMaxDistance is your weapon bow's attribute As for the probability: If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 1.5 ) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) |
Jul 19, 2021 7:47 AM
#66
| @Phileasson Wait, in your formula here, when your character reach level 50 and above, ProbActionEffectForSingleTarget always 100, is this realistic? here: ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-50x2)) - TER = 100 - TER |
Jul 19, 2021 8:25 AM
#67
philtecturophy said: @Phileasson Wait, in your formula here, when your character reach level 50 and above, ProbActionEffectForSingleTarget always 100, is this realistic? here: ProbActionEffectForSingleTarget= (100 - (ShootingDistance/MaxDist) x (100 - Level x 2) - TotalEvasionRate = (100 - (20/100) x (100-50x2)) - TER = 100 - TER Oh yeah, thats what i mentioned last in my post, some number probably still have to be tweaked a bit, since i didnt know how high the levels we might get would be. Just switch the x2 depending on what you think will be the max Level we could reach. If its level 100 just use no multiplier and for the shooting over the limit do a multiplier below 1. Dont have the time today to try out some numbers since I have to prepare stuff for university, so I could only look into it later on. |
Jul 19, 2021 9:54 AM
#68
| @Phileasson Alright :^) I changed the multiplier Here is again the formula, I will include this in GuideBook now if ShootingDistance <= 10 meter TotalActionEffectForSingleTarget = TotalActionEffect if ShootingDistance > 10 meter TotalActionEffectForSingleTarget = ceiling {TotalActionEffect + ((0.5*TotalActionEffect - TotalActionEffect) / (m - 10)) * (ShootingDistance - 10)} where m is your MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) and BaseMaxDistance is your weapon bow's attribute As for the probability: If Shooting Distance <= MaxDistance ProbActionEffectForSingleTarget= ceiling(100 - (ShootingDistance/MaxDist) x (100 - Level)) - TotalEvasionRate = (100 - (20/100) x (100-40) - TER = 88 - TER If Shooting Distance > MaxDistance ProbActionEffectForSingleTarget= ceiling(100 - (ShootingDistance/MaxDist) x (100 - Level x 0.5 )) - TotalEvasionRate = (100 - (120/100) x (70) - TER = 16 - TER Where MaximumDistance = (BaseMaxDistance + ((BaseMaxDistance/100)*Level)) |
philtecturophyJul 19, 2021 10:07 AM
Jul 25, 2021 9:14 AM
#69
| I feel like the current exp system incentivizes attacking too much, like if you just want to level up just go and attack as many people or enemies as possible but I think there should also be some merit to resolving fights or situations through other methods be it stuff like persuasion, strategy or stuff that goes a bit more in depth. Also that way it makes the player think more instead of just attack everything to gain exp. |
Jul 25, 2021 9:30 AM
#70
-Yamato- said: I feel like the current exp system incentivizes attacking too much, like if you just want to level up just go and attack as many people or enemies as possible but I think there should also be some merit to resolving fights or situations through other methods be it stuff like persuasion, strategy or stuff that goes a bit more in depth. Also that way it makes the player think more instead of just attack everything to gain exp. I agree with this. It adds to the same point made by @Phileasson in the admin things thread. Instead of our current way of calculating experience, it might be better to introduce a Base EXP gain per event/battle/etc. This EXP gain will be for everyone. Then we create multipliers, such as
This would also incentivize creative attacks/movements, communication and strategy, etc. This is just a suggestion though, could be done in a different way. |
Jul 25, 2021 1:11 PM
#71
| @-Yamato- @Discount66 Thanks for the feedback :^) Let me read and think about it tomorrow |
Jul 25, 2021 1:12 PM
#72
Discount66 said: Adding something to the "To think about list" I suggest using a shield's properties in the calculations for DamageReceived_AD, rather than the Evasion Rate. This could be in the form of a multiplier, like how weapon modifiers work for damage. The original calculation is this: DamageReceived_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) Instead, we could do: DamageReceivedWithoutShield_AD = Enemy'sTotalActionEffect/ (0.03 x Level + 2) TotalDamageReceived_AD = ReductionModifier/100 x DamageReceivedWithoutShield_AD Could even use the same values on shields as they already have. But instead of Shield S-EV we just use Shield S-RM. But it would probably be better to tweak the numbers.. Thank you for coming to my TEDTalk. Bump :^) |
Jul 25, 2021 1:16 PM
#73
| @Discount66 But I replied that in post 63 already :^) Asking you whether you agree or not |
Jul 25, 2021 1:18 PM
#74
philtecturophy said: Totally thought it was still in the conversation about ranges@Discount66 But I replied that in post 63 already :^) Asking you whether you agree or not Nah that seems good, I think? We just need to try it out and tweak it if it does end up being too weak or too strong :^) |
Jul 25, 2021 1:21 PM
#75
| @Discount66 alright sounds good. I will put S-RM into shields in XingBard Shop tomorrow :^) And put the formula in the Guidebook as well |
Jul 25, 2021 1:48 PM
#76
| Oh yeah also something to take into account, for now a way that I see can be exploited for quick exp and levels is to just attack multiple targets without caring about finishing them off or anything since the exp given out is counted just by enemies you've hit no matter what else you did which in a way also makes gemini be able to get more exp quickly since they can attack two targets in one turn |
Jul 25, 2021 2:14 PM
#77
-Yamato- said: Unfortunately, that'll be counted as a multi-target :^)gemini be able to get more exp quickly since they can attack two targets in one turn |
Jul 25, 2021 2:24 PM
#78
| Ah okay wasn't sure if it still acted as normal calculations for separate targets |
Jul 28, 2021 3:02 AM
#79
philtecturophy said: @Discount66 alright sounds good. I will put S-RM into shields in XingBard Shop tomorrow :^) And put the formula in the Guidebook as well I was actually under the impression shields wouldn't give EV anymore :^) Having shields give both seems kind of broken, lets go with only RM and not EV for Shields. Imo that'd be better and fit in the RP better too. If it's still too strong, we could make it that shields actually reduce EV. Then you'd have to choose between a shield, which significantly reduces damage, making you tankier but less mobile, or two-handed weapons for more damage :^) |
Jul 28, 2021 3:06 AM
#80
Discount66 said: philtecturophy said: @Discount66 alright sounds good. I will put S-RM into shields in XingBard Shop tomorrow :^) And put the formula in the Guidebook as well I was actually under the impression shields wouldn't give EV anymore :^) Having shields give both seems kind of broken, lets go with only RM and not EV for Shields. Imo that'd be better and fit in the RP better too. If it's still too strong, we could make it that shields actually reduce EV. Then you'd have to choose between a shield, which significantly reduces damage, making you tankier but less mobile, or two-handed weapons for more damage :^) Agreed. That make sense since carrying shield should less mobile. But probably less not reduce Evasion anymore. But instead I will delete the S-EV in shop :^) |
Jul 28, 2021 3:07 AM
#81
philtecturophy said: Discount66 said: philtecturophy said: @Discount66 alright sounds good. I will put S-RM into shields in XingBard Shop tomorrow :^) And put the formula in the Guidebook as well I was actually under the impression shields wouldn't give EV anymore :^) Having shields give both seems kind of broken, lets go with only RM and not EV for Shields. Imo that'd be better and fit in the RP better too. If it's still too strong, we could make it that shields actually reduce EV. Then you'd have to choose between a shield, which significantly reduces damage, making you tankier but less mobile, or two-handed weapons for more damage :^) Agreed. That make sense since carrying shield should less mobile. But probably less not reduce Evasion anymore. But instead I will delete the S-EV in shop :^) Yeah I'm just saying that's an option if shields end up being OP after testing :^) |
Jul 28, 2021 3:18 AM
#82
| While we're looking at equipments anyways. Imo, a bow is underpowered. Compared to a melee weapon, ranged weapons have a (much) higher chance of missing. Despite the range they have, there's nothing stopping someone from crossing the distance in one turn and still attack. We should try to implement something to limit the amount of distance someone can move before they are allowed to attack (if they are in range). Of course, this means that spells would need a distance indicator as well. Of course if people think bows are fine as they are we can leave it as is. |
Jul 28, 2021 3:56 AM
#83
Discount66 said: While we're looking at equipments anyways. Imo, a bow is underpowered. Compared to a melee weapon, ranged weapons have a (much) higher chance of missing. Despite the range they have, there's nothing stopping someone from crossing the distance in one turn and still attack. We should try to implement something to limit the amount of distance someone can move before they are allowed to attack (if they are in range). Of course, this means that spells would need a distance indicator as well. Of course if people think bows are fine as they are we can leave it as is. Yes actually I was thinking about this too just now. So how much a character can move in a turn, using unit meter, and then attack. Spell actually has distance indicator, if you see in the Gaining New Skills in the GuideBook, but so far we have not use it in RP, and I might need to modify it a bit as well. Let me make a rule about this tonight |
Jul 28, 2021 8:35 AM
#84
Discount66 said: While we're looking at equipments anyways. Imo, a bow is underpowered. Compared to a melee weapon, ranged weapons have a (much) higher chance of missing. Despite the range they have, there's nothing stopping someone from crossing the distance in one turn and still attack. We should try to implement something to limit the amount of distance someone can move before they are allowed to attack (if they are in range). Of course, this means that spells would need a distance indicator as well. Of course if people think bows are fine as they are we can leave it as is. I dont think it is totally underpowered, im pretty much a newbie at level 2 with a pretty shit bow, of course theres a pretty high chance to miss, but also I get the Advantage that I can stay so far away, that a melee person trying to reach should give 1 turn to react where I can switch to a melee weapon myself or shoot one more time. I think as soon as I get a better bow + a melee weapon for an emergency switch it wont look so bad. I think its more that melee and maybe spells (dont know about that one) are way to accurate. A newb fighter having an accuracy of 97/100 is kinda... high. Theres always positives and negative, a possibility to balance it is to look at it like this (from a low level perspective) Ranged Weapon: Accuracy ↓ Range ↑ (Hard to hit, enemy should take a turn to reach) Magic: Accuracy ~ Range ~ (Not the same range possible as ranged weapons so can be reached in 1 turn, but far enough away that enemy has to take away its attention from the melee fighter) Melee: Accuracy ↑ Range ↓ (Only possible melee range (duh), but high chance to hit --> Also normally gets targeted first) It is something tha is a bit hard to balance, the harder you make it to hit enemies, the lower their hp has to be so that its a fair fight. |
Jul 28, 2021 9:42 AM
#85
Phileasson said: Discount66 said: While we're looking at equipments anyways. Imo, a bow is underpowered. Compared to a melee weapon, ranged weapons have a (much) higher chance of missing. Despite the range they have, there's nothing stopping someone from crossing the distance in one turn and still attack. We should try to implement something to limit the amount of distance someone can move before they are allowed to attack (if they are in range). Of course, this means that spells would need a distance indicator as well. Of course if people think bows are fine as they are we can leave it as is. I dont think it is totally underpowered, im pretty much a newbie at level 2 with a pretty shit bow, of course theres a pretty high chance to miss, but also I get the Advantage that I can stay so far away, that a melee person trying to reach should give 1 turn to react where I can switch to a melee weapon myself or shoot one more time. I think as soon as I get a better bow + a melee weapon for an emergency switch it wont look so bad. I think its more that melee and maybe spells (dont know about that one) are way to accurate. A newb fighter having an accuracy of 97/100 is kinda... high. Theres always positives and negative, a possibility to balance it is to look at it like this (from a low level perspective) Ranged Weapon: Accuracy ↓ Range ↑ (Hard to hit, enemy should take a turn to reach) Magic: Accuracy ~ Range ~ (Not the same range possible as ranged weapons so can be reached in 1 turn, but far enough away that enemy has to take away its attention from the melee fighter) Melee: Accuracy ↑ Range ↓ (Only possible melee range (duh), but high chance to hit --> Also normally gets targeted first) It is something tha is a bit hard to balance, the harder you make it to hit enemies, the lower their hp has to be so that its a fair fight. The thing is that there currently is nothing saying you have to take a turn to move, which means one can just run towards a ranger and hit them at the same time. While it is somewhat common sense, it's also complicated to accurately tell what the procedure is without anything being set in stone. My point that bows being underpowered was precisely because this wasn't yet mentioned in the guidebooks. With the advantage of range, I understand that it will then be more balanced. But because it's not yet there means bows have the disadvantage of range accuracy without the advantage of ranged distance. |
Jul 28, 2021 10:30 AM
#86
Discount66 said: Phileasson said: Discount66 said: While we're looking at equipments anyways. Imo, a bow is underpowered. Compared to a melee weapon, ranged weapons have a (much) higher chance of missing. Despite the range they have, there's nothing stopping someone from crossing the distance in one turn and still attack. We should try to implement something to limit the amount of distance someone can move before they are allowed to attack (if they are in range). Of course, this means that spells would need a distance indicator as well. Of course if people think bows are fine as they are we can leave it as is. I dont think it is totally underpowered, im pretty much a newbie at level 2 with a pretty shit bow, of course theres a pretty high chance to miss, but also I get the Advantage that I can stay so far away, that a melee person trying to reach should give 1 turn to react where I can switch to a melee weapon myself or shoot one more time. I think as soon as I get a better bow + a melee weapon for an emergency switch it wont look so bad. I think its more that melee and maybe spells (dont know about that one) are way to accurate. A newb fighter having an accuracy of 97/100 is kinda... high. Theres always positives and negative, a possibility to balance it is to look at it like this (from a low level perspective) Ranged Weapon: Accuracy ↓ Range ↑ (Hard to hit, enemy should take a turn to reach) Magic: Accuracy ~ Range ~ (Not the same range possible as ranged weapons so can be reached in 1 turn, but far enough away that enemy has to take away its attention from the melee fighter) Melee: Accuracy ↑ Range ↓ (Only possible melee range (duh), but high chance to hit --> Also normally gets targeted first) It is something tha is a bit hard to balance, the harder you make it to hit enemies, the lower their hp has to be so that its a fair fight. The thing is that there currently is nothing saying you have to take a turn to move, which means one can just run towards a ranger and hit them at the same time. While it is somewhat common sense, it's also complicated to accurately tell what the procedure is without anything being set in stone. My point that bows being underpowered was precisely because this wasn't yet mentioned in the guidebooks. With the advantage of range, I understand that it will then be more balanced. But because it's not yet there means bows have the disadvantage of range accuracy without the advantage of ranged distance. There is something about movement in the guidebook, movement is part of one action phase. So we pretty much just have to make clear how long one action phase roundabout is and than use common sense (or google for running speeds) Move See section "MOVEMENT" for more details. But generally you should make your movement inside a reasonably radius with respect to your current position. In addition, also takes account your condition, if you are badly injured in that turn, then you would likely not be able to move too far and too quick from your enemy as compared when you are perfectly uninjured. There is not exact formula for the movement,however it needs to make sense with respect to your current position. As a rule of thumb, moving in the radius of 10 meters after attacking your target is still possible, but moving away 50 meters right after attacking your target is not possible. Also do not assume that your character has suddenly already distanced 10 meters away from the enemy, since your enemy may decided to evade your attack (based on your attack probability and his TotalEvasionRate), then try to prevent you from moving away from him. When trying to move your character away from enemy after attacking. For instance: DO THIS: A tries to move 10 meters away from his enemy B, right after he sway his sword towards B. [Then you need to calculate damage and probability for the attempted attack to convince your target that your attack reasonably has good chance to land on him with the calculated damage (use this guidebook whenever possible to approximate action effect and probability in a more reliable way), then wait for B to react on your attack (if the attack has a good probability to land on B, then he should accept the damage), and if the damage is rather large, he probably has less the chance to prevent you from avoiding him since he is injured, and therefore you may now move 10 meters away from him]. DON'T DO THIS: A attack B, -20HP, then now A is 10 meters away from B. |
Jul 28, 2021 11:01 AM
#87
Phileasson said: post #86 While we can use general and realistic movement speeds, it's generally assumed that trained people are more capable of achieving higher speeds. We can't just go off of averages here. Maybe average of Military for the Timerus in army. Adding to it that they are a mix of animals and humans, making them be able to achieve higher speeds than normal humans. Adding to it that a Timerus could be a turtle-humanoid and a jaguar-humanoid as well. This sets the differences between base speed too big. There's also the problem with Nethecites. They are mutated animals. This means that they dont necessarily have the same stats as the animals we know. The humanoid nethecites. We don't have a way of checking the average of a goblin. Movement regarding other things such as climbing, swimming, treading high water. The movement speed here can all vary. There's too many variables in play to make a "common sense" guess imo. |
Jul 28, 2021 1:29 PM
#88
Discount66 said: Phileasson said: post #86 While we can use general and realistic movement speeds, it's generally assumed that trained people are more capable of achieving higher speeds. We can't just go off of averages here. Maybe average of Military for the Timerus in army. Adding to it that they are a mix of animals and humans, making them be able to achieve higher speeds than normal humans. Adding to it that a Timerus could be a turtle-humanoid and a jaguar-humanoid as well. This sets the differences between base speed too big. There's also the problem with Nethecites. They are mutated animals. This means that they dont necessarily have the same stats as the animals we know. The humanoid nethecites. We don't have a way of checking the average of a goblin. Movement regarding other things such as climbing, swimming, treading high water. The movement speed here can all vary. There's too many variables in play to make a "common sense" guess imo. I see where youre coming from, but atleast I dont wanna deal with much more calculations. I would just try to roundabout guess how fast one is and ask the involved party if its ok with them ( ー̀εー́ ) |
Jul 29, 2021 6:15 PM
#89
| You know what doesnt sit right with me? The naming of the weapon upon character creation. This means that the weapon and the character have a bond and are connected somehow (if it does have a name). Then, you notice that the weapon can't be upgraded, or doesn't grow with you. So you have to put it away! I don't want to put away my cherished puppy that I named :( What if you got the weapon from someone you cared for and after a few monsters killed, gils gained, the weapon just becomes obsolete because you can buy better ones :^) How about Xing Bard also be a magical blacksmith offering upgrading services :^) This way, your cherished weapon can grow with you and you can let people explore and gather resources as well! Gives them more to do outside of events than just kill mobs! It's also something for the RP perspective and for characters to consider what they'd rather want. Oh and it's also weird how there are no one-handed swords if you wanted to wield a shield and a sword, which basically forces you into the whip/hatchet + shield if you wanted to use a shield. The aesthetics just isn't there :^) And a disclaimer: I am planning on making a Timerus :^) An archer though. |
Aug 1, 2021 4:27 PM
#90
| One question I have is what is the 'Cartesian coordinate system for movement' is going to be like, how will it work? I'm also wondering if it would take into account elevation and obstacles because every landscape or battle scene normally offers different natural characteristics which could potentially become integrated with our roleplay and offer different actions (advantages, disadvantages etc.). I'm curious how to make this work or to display position properly on our character sheets. |
Aug 1, 2021 4:50 PM
#91
| @Discount66 so 1 handed blades are now in shop, and I will consider making XingBard as blacksmith also for upgrading weapons :^) |
Aug 1, 2021 4:51 PM
#92
| @alexthetrex So Cartesian coordinate system is the usual XYZ coordinates. Here is the formal definition: A system in which the location of a point is given by coordinates that represent its distances from perpendicular lines that intersect at a point called the origin. A Cartesian coordinate system in a plane has two perpendicular lines (the x-axis and y-axis); in three-dimensional space, it has three (the x-axis, y-axis, and z-axis). Here is an example: Lets say for instance we can say: Map is 50 by 50 Artas in position x=3 y=6 He shoot enemy in position x=10 y=10 Then we use formula ceiling{sqrt[(y2-y1)^2 + (x2-x1)^2]} to calculate distance Here it will be sqrt[(10-6)^2 + (10-3)^2] =9 So here Artas is 9 meters away from the enemy in Cartesian coordinate 2D plane The formula is also extendable to 3D with elevation. For example lets say Artas is on the tree. Which makes him at elevation Z=10 meters above the ground surface level. Assuming ground surface level at Z=0 meters. So: Artas in position x=3 y=6 z=10 He shoot enemy in position x=10 y=10 z=0 Then we use formula ceiling{sqrt[(y2-y1)^2 + (x2-x1)^2 + (z2-z1)^2]} to calculate distance Here it will be sqrt[(10-3)^2 + (10-6)^2 +(0-10)^2] = 13 So here Artas is 13 meters away from the enemy in Cartesian coordinate 3D space I can specify on the map where are the trees by coordinates, even countours. So this open up to many new possibilities in the RP We could make this work by always keep in track where your character at now at the Cartesian space. For example: Turn 1: Garbrant at x=2 y=4 z=0 Then he moves by y+3 Turn 2: update your RPsheet: Gabrant at x=2 y=7 z=0 And so on.... |
Aug 2, 2021 2:06 AM
#93
| My bad, I thought I brought this up during the Azazel/Ersylien weapons convo. I thought Shortbows were going to be light weapons. Not necessarily one-handed, but I dont think a shortbow is a heavy weapon. The longbow would then be the standard heavy ranged weapon. :^) |
Aug 2, 2021 2:09 AM
#94
Discount66 said: My bad, I thought I brought this up during the Azazel/Ersylien weapons convo. I thought Shortbows were going to be light weapons. Not necessarily one-handed, but I dont think a shortbow is a heavy weapon. The longbow would then be the standard heavy ranged weapon. :^) I can make a bowgun, which is a one handed bow but then will need different kind of formulation :^\ |
Aug 2, 2021 2:12 AM
#95
| @Discount66 One of the difference between a bowgun and longbow is that bowgun cannot shoot that forms an arc, which it can only shoot straight, so cannot skipped an obstacle between you and enemy if there is in the middle, for example your friend is in the middle. Since now we use Map, this things becomes more visualized and make sense |
Aug 2, 2021 2:23 AM
#96
| Sounds like a drag! But if you'd rather have that then it's okay :^) |
Aug 3, 2021 5:36 AM
#97
Yuh lets actually remove alignment :^) Now I want the players' opinions on this as well, but: Currently the skill system is incredibly barebones. All skills can be summed up with "deals damage", without any special and unique traits. I believe it'd be better if skills could be more.. creative. Example: You have an assassin-like character. Naturally, you want your character to deal more damage when assassinating. One way to do this is have your skill deal extra damage when you're attacking from the back. This would allow characters to be able to fit into their role more :^) I think skills should also be able (after discussion with phil) to influence different parameters (better hitchance, faster movement and stuff like that) instead of dealing damage |
Aug 3, 2021 6:20 AM
#98
Phileasson said: Yuh lets actually remove alignment :^) Now I want the players' opinions on this as well, but: Currently the skill system is incredibly barebones. All skills can be summed up with "deals damage", without any special and unique traits. I believe it'd be better if skills could be more.. creative. Example: You have an assassin-like character. Naturally, you want your character to deal more damage when assassinating. One way to do this is have your skill deal extra damage when you're attacking from the back. This would allow characters to be able to fit into their role more :^) I think skills should also be able (after discussion with phil) to influence different parameters (better hitchance, faster movement and stuff like that) instead of dealing damage This. We could do this through a number of ways. I propose: Skills have a BaseValue. For this example, lets use 15. This value can be used to "buy" effects for the skill. We could say that BaseEffect 2 = 15 Value. So you buy BaseEffect = 2 with 15 BaseValue. Now, to get more BaseValue, a skill's level can be higher. A better skill has a higher BaseValue. But if you want to just add more Value without an increase in level, you could add prerequisites before the skill can be used, or make it react a certain way in a certain situation. In the Assassin example a prerequisite could be: Needs to be behind target. Or a certain situation is: Deals more damage when behind target. Depending on the rarity of the situation, and the strictness of the prerequisite. To make it easier for admins to judge characters/skills creation, it's possible to make categories for how severe a restriction is. |
Aug 3, 2021 11:44 AM
#99
| @Discount66 @Phileasson I think its good idea to improve what the skills can do. ERSYLIEN AZAZEL Currently the skills for Ersylien and Azazel can deal damage according to BaseEffect and also do buff and debuff. As soon as Ersylien Azazel reach level 5, they can make a skill that can do buff debuff. So I believe you guys already see the section GAINING NEW SKILLS in https://myanimelist.net/forum/?topicid=1934193#msg63641162 ? Then also the STATUS CONDITIONS in https://myanimelist.net/forum/?topicid=1934193#msg63641172 . For instance, Ersylien Azazel level 10 can make a skill that damage enemy and also debuff into grade 3 or buff grade 3 Ersylien or Azazel, Level 10, alignment > 30 UpperLimitBaseEffect=5 (human) , 6 (Etheric) || AEused= 1.2 x BaseEffect || MaxDistance=30 meter || Optional: Buff / Debuff < Grade 5 for UpperLimitBaseEffect=0, with AEused= BuffDebuffAEused So they can cast protect and shell magic to friends since those magic are grade 2. Also they can cast Blind (Grade 3) to enemy: BLIND Darkness clouds the unit's sight, rendering it blind. Remove with Eye Drops, Remedy, or status recovery Astral magic. Hit rate of physical attacks decreases. [3 Turns] [Reduces 50% ProbActionEffect until the 3 turns end] [Grade: 3] I think somehow there are already quite a lot that Ersylien and Azazel can do. But we can do something about Timerus though.. TIMERUS Currently here is Timerus spec for creating new skills at level 10. Timerus, Level 10, alignment > 30 UpperLimitBaseEffect=4 || MaxDistance=3 meter Currently Timerus benefits from using various weapons as methods of their attacks, also they can buy throw items in Xing Bard that are very cheap like shuriken and magic ball that can be use as alternative attack methods. Now I can create more skills for Timerus, such as in Final Fantasy Tactics. We can make several different categories that players can choose and the abilities will be available according to that category / class. Here are example of categories for Timerus: KNIGHT Break equipment: a knight can break the enemy's equipment using their swords with usually low probability around 20% to 30%, we can make these kind of skills for short ranged Timerus, breaking equipment skill. THIEF Steal: Also Timerus like Fangs who is a little bit tiny, they can still enemy's gils. ARCHER Charge: Delay of taking turn, but once taking turn, it shoots an arrow with devastating attack power NINJA Double attack: currently if you see Shensi ability, she can do double attack, only she can do that, coz this is a bit OP. But both weapons must be very weak weapon with low WeaponModifier like daggers, so cannot be swords, well except Shensi coz she is a General afterall. |
Aug 3, 2021 11:57 AM
#100
philtecturophy said: @Discount66 @Phileasson I think its good idea to improve what the skills can do. ERSYLIEN AZAZEL Currently the skills for Ersylien and Azazel can deal damage according to BaseEffect and also do buff and debuff. As soon as Ersylien Azazel reach level 5, they can make a skill that can do buff debuff. So I believe you guys already see the section GAINING NEW SKILLS in https://myanimelist.net/forum/?topicid=1934193#msg63641162 ? Then also the STATUS CONDITIONS in https://myanimelist.net/forum/?topicid=1934193#msg63641172 . For instance, Ersylien Azazel level 10 can make a skill that damage enemy and also debuff into grade 3 or buff grade 3 Ersylien or Azazel, Level 10, alignment > 30 UpperLimitBaseEffect=5 (human) , 6 (Etheric) || AEused= 1.2 x BaseEffect || MaxDistance=30 meter || Optional: Buff / Debuff < Grade 5 for UpperLimitBaseEffect=0, with AEused= BuffDebuffAEused So they can cast protect and shell magic to friends since those magic are grade 2. Also they can cast Blind (Grade 3) to enemy: BLIND Darkness clouds the unit's sight, rendering it blind. Remove with Eye Drops, Remedy, or status recovery Astral magic. Hit rate of physical attacks decreases. [3 Turns] [Reduces 50% ProbActionEffect until the 3 turns end] [Grade: 3] I think somehow there are already quite a lot that Ersylien and Azazel can do. But we can do something about Timerus though.. TIMERUS Currently here is Timerus spec for creating new skills at level 10. Timerus, Level 10, alignment > 30 UpperLimitBaseEffect=4 || MaxDistance=3 meter Currently Timerus benefits from using various weapons as methods of their attacks, also they can buy throw items in Xing Bard that are very cheap like shuriken and magic ball that can be use as alternative attack methods. Now I can create more skills for Timerus, such as in Final Fantasy Tactics. We can make several different categories that players can choose and the abilities will be available according to that category / class. Here are example of categories for Timerus: KNIGHT Break equipment: a knight can break the enemy's equipment using their swords with usually low probability around 20% to 30%, we can make these kind of skills for short ranged Timerus, breaking equipment skill. THIEF Steal: Also Timerus like Fangs who is a little bit tiny, they can still enemy's gils. ARCHER Charge: Delay of taking turn, but once taking turn, it shoots an arrow with devastating attack power NINJA Double attack: currently if you see Shensi ability, she can do double attack, only she can do that, coz this is a bit OP. But both weapons must be very weak weapon with low WeaponModifier like daggers, so cannot be swords, well except Shensi coz she is a General afterall. This doesn't change the fact that damage skills are all one-sided. It limits unique and creative use of spells, especially in the early levels (1 - 4). Even after reaching level 5, their choices are limited. Very limited. If we were to compare 2 different Ersylien characters that want to both maximize their damage output, we could see clearly that they are entirely the same characters, just with a different character skin. One shoots fire, while the other shoots water, for example. The playstyle would be exactly the same. Or if we were to compare a full dps focused Timerus with a full dps focused Ersylien. The only difference between them would then be that Timerus does physical damage while Ersylien does magic damage. Clearly, the only branching an Ersylien can do is if they want to go into buffing/debuffing. If they were to attempt to be a more DPS-focused Ersylien, they'd have no choice but to just wait until they can get Haste. Creating a new skill would make no sense, since they'd just be wasting a turn they could've dealt damage in instead. Classes would be an interesting add, it seems like the counterparts to Zodiac Potencies. This would still not change the playstyle too much. Also, I saw the debuffs. DOOM seems way too broken :^) |
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