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Been theory-crafting a better combat system


MCADAMS
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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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> 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.
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> This is not a combat system. It's a list of statistics.
>
> Crafting a better system would require redesigning how the combat flows, not how the exact same flow affects preexisting statistics.

Yeah I worded it kind've weird. Should have said how combat is calculated and basically just new stats.
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