Zetasis Posted March 16, 2010 Author Share Posted March 16, 2010 By chance does anyone know how that stat system works in Eclipse Origins? I am slowly learning what each stat effects but it is taking some time so I thought I would ask. If not I will eventually figure it out but thanks to anyone who can help. :cheesy: Link to comment Share on other sites More sharing options...
Robin Posted March 16, 2010 Share Posted March 16, 2010 I have no idea. I just randomly decided on which stat should do what. I'm fairly sure some of them don't even do anything.I'll probably re-write the combat system for the next version. Link to comment Share on other sites More sharing options...
Zetasis Posted March 16, 2010 Author Share Posted March 16, 2010 Well if you have not decided on how exactly you are going to do the stats my I suggest something like this?Strength : +HP, +DamageEndurance : +Damage, +Critical HitVitality : +HP, +HP RegenIntelligence : +MP, +Magic DamageWill : +MP, +Magic Damage, +MP RegenSpirit: +Magic Damage, +Critical HitOr for something a little less complex:Strength : +DamageEndurance : +HPVitality : +HP RegenIntelligence : +MPWill : +Magic DamageSpirit: +Mp RegenIMO I think the first set would do more good when it comes to balancing things. Link to comment Share on other sites More sharing options...
Robin Posted March 16, 2010 Share Posted March 16, 2010 I was going to have it like this:**Str:** Increases melee damage.**End:** Increases block rate and reduces melee damage.**Vit:** Increases HP & HP regen rate.**Int:** Increases magic damage.**Will:** Increases magic block rate and reduces magic damage. Can take more damage before casting of spells is interrupted.**Spr:** Increases MP & MP regen rate. Link to comment Share on other sites More sharing options...
Anna Comnena Posted March 16, 2010 Share Posted March 16, 2010 I still think you have some overlap. Vitality and Endurance, and even Strength, somewhat are ways to describe the same aspect of a character. The same with Will/Spirit/Intelligence. You don't have any stats to control kinetic sense, stuff like agility and coordination. I know that there is some overlap because Vitality and Spirit were direct HP/MP controllers, though, which makes sense.What about removing Endurance and replacing it with Agility? Defensively this would work, as take an example where you have two combatants unarmed without any armor, their strength would determine their offensive power, but their ability to move and dodge would determine their defensive power.Of course, you can't set up stats until you define all the aspects of the player that can and would be affected. Will there be status effects, buffs, de-buffs, stun/frozen states, fixed or adaptive movement speeds? Will there be inventory size restrictions or weight? Will the attack and defense formulas be fixed or randomized?What about this: (note any effects or functions that wouldn't be in game disregard, they are just secondary effects anyway)Strength: Attack potential, weight potentialAgility: Defense potential, movement speedVitality: Maximum health and regeneration potentialIntelligence: Magic potential, skills potential (craft etc)Will: Magic defense potential, buffs duration potential (so stuns would be broken easier if you have high will)Spirit: Maxium magic and regeneration potentialI also would suggest some randomness in the basic attack formula. How to do this could definitely vary, however. Perhaps randomizing defense potential, and subtract that value from attack potential. Or vice-versa. The thing is with MMOs everything has some connection to everything else, so you always have to make sure your balance is set up to take everything into account. Link to comment Share on other sites More sharing options...
Ice - Fire Posted March 16, 2010 Share Posted March 16, 2010 Dear Anna Comnena,@Anna:> I still think you have some overlap. Vitality and Endurance, and even Strength, somewhat are ways to describe the same aspect of a character. The same with Will/Spirit/Intelligence. You don't have any stats to control kinetic sense, stuff like agility and coordination. I know that there is some overlap because Vitality and Spirit were direct HP/MP controllers, though, which makes sense.> > What about removing Endurance and replacing it with Agility? Defensively this would work, as take an example where you have two combatants unarmed without any armor, their strength would determine their offensive power, but their ability to move and dodge would determine their defensive power.> > Of course, you can't set up stats until you define all the aspects of the player that can and would be affected. Will there be status effects, buffs, de-buffs, stun/frozen states, fixed or adaptive movement speeds? Will there be inventory size restrictions or weight? Will the attack and defense formulas be fixed or randomized?> > What about this: (note any effects or functions that wouldn't be in game disregard, they are just secondary effects anyway)> > Strength: Attack potential, weight potential> Agility: Defense potential, movement speed> Vitality: Maximum health and regeneration potential> Intelligence: Magic potential, skills potential (craft etc)> Will: Magic defense potential, buffs duration potential (so stuns would be broken easier if you have high will)> Spirit: Maxium magic and regeneration potential> > I also would suggest some randomness in the basic attack formula. How to do this could definitely vary, however. Perhaps randomizing defense potential, and subtract that value from attack potential. Or vice-versa. The thing is with MMOs everything has some connection to everything else, so you always have to make sure> your balance is set up to take everything into account.I agree if Anna on that part, You have to think about every thing that will go into a skill or effect a player beforehand and then adjust things with the formula.Yours truly,- Ice Link to comment Share on other sites More sharing options...
Robin Posted March 16, 2010 Share Posted March 16, 2010 Why is it 'Dear Anna'!? You're _agreeing_ with her but replying to _me_, as I'm the one who's making the bloody thing.God you piss me off. Link to comment Share on other sites More sharing options...
Zetasis Posted March 18, 2010 Author Share Posted March 18, 2010 @Robin:> I was going to have it like this:> > **Str:** Increases melee damage.> **End:** Increases block rate and reduces melee damage.> **Vit:** Increases HP & HP regen rate.> **Int:** Increases magic damage.> **Will:** Increases magic block rate and reduces magic damage. Can take more damage before casting of spells is interrupted.> **Spr:** Increases MP & MP regen rate.I think this would be a good way. My only questions are: Do you plan on having critical hits and npcs can inturput spell casting after so much damage is done? That would be awesome. Link to comment Share on other sites More sharing options...
Robin Posted March 18, 2010 Share Posted March 18, 2010 @Zetasis:> @Robin:> > > I was going to have it like this:> > > > **Str:** Increases melee damage.> > **End:** Increases block rate and reduces melee damage.> > **Vit:** Increases HP & HP regen rate.> > **Int:** Increases magic damage.> > **Will:** Increases magic block rate and reduces magic damage. Can take more damage before casting of spells is interrupted.> > **Spr:** Increases MP & MP regen rate.> > I think this would be a good way. My only questions are: Do you plan on having critical hits and npcs can inturput spell casting after so much damage is done? That would be awesome.It already has critical hits and spell interrupting. I just haven't added a threshold for spell interrupting yet so spells are never interrupted. xD Link to comment Share on other sites More sharing options...
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