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MCADAMS

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Posts posted by MCADAMS

  1. > Somewhat…initially you walk slow, You'll grab your first pair of boots after the first dungeon ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

    Oh so boots increase your speed? Sounds good ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  2. All of these are possible via VB6 and knowledge of programming, some harder than others. If you do not have VB6 and even a minimal understanding of how to do this then you cannot do any of this, and I assume if you did have VB6 you would already know how to do 4-6 (it's in mod constants)
  3. > I mentioned it before. How many people would really honestly need this? Not many.

    Anyone who wanted to make a successful game utilizing the paperdoll system. I don't recall of many popular online games where you can't customize your character in some way besides picking their race/model.
  4. > I should rather say some sort of "vital" equation. Having spells heal/damage the same amount every time is a bit dull.

    Oh, so spell scaling? I posted something on that awhile ago. I can't find it though, so here's one by Rob Janes.

    http://www.touchofdeathforums.com/community/index.php?/topic/115148-spell-scaling/page__hl__%2Bspell+%2Bscaling
  5. > Not really a combat system so much as a new damage equation. Looks alright, although I don't see why you have a seperate equation for vs. player and vs. NPC.

    Didn't mean to add the tenacity to the vs NPC formula. Tenacity is for PVP so players don't instantly rape the shit out of each other, and it also allows for PvP oriented armor.

    > reminds me too much of league of legends

    Not sure why it would. Maybe the word tenacity? All of the stats here have been used in games long before LoL.
  6. Title says it all, would like to get some opinions on it.

    HP: Health. If it reaches 0 you die.

    MP: Mana. Used to cast spells and perform abilities.

    HP Regen: Increases the rate at which your health regenerates. It is halved when you are in combat.

    MP Regen: Same as above, but with mana.

    Attack Power: Raw increase of basic attacks and melee spells. (Warrior, Rogue)

    Spell Power: Raw increase of basic attacks (wands) and ranged spells

    (Mage, Cleric)

    Armor: Provides defense from melee attacks and spells.

    Spell Resistance: Provides defense from magic spells.

    Tenacity: Percentile decrease in damage taken from players.

    Block: Property of shields that allows the player to block attacks (take 20% damage)

    Dodge: Property of all items that allows the player to completly avoid attacks.

    FORMULAS

    WD = Weapon Damage

    SD = Spell Damage

    PL = Player Level

    etc

    vs NPCs

    –----------

    Basic Attack (Warrior, Rogue): 75-100% of (WD+AP)-(ARM+)(target)

    Basic Attack (Wizard, Cleric): 75-100% of (WD+SP)-MR(target)

    Melee Spell: {(WD+AP)+[SD+(PL x 3)]}-ARM(target)

    Magic/Ranged Spell: (WD+SP+SD)+(PL x 3)-MR(target)

    vs Players

    –-------------

    Basic Attack (Warrior, Rogue): 75-100% of (WD+AP)-(ARM+%TEN)(target)

    Basic Attack (Wizard, Cleric): 75-100% of (WD+SP)-(MR+%TEN)(target)

    Melee Spell: {(WD+AP)+[SD+(PL x 3)]}-(ARM+%TEN)(target)

    Magic/Ranged Spell: (WD+SP+SD)+(PL x 3)-MR+%TEN)(target)
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