Secrets
04-24-2011, 09:32 AM
I doubt anyone cares or remembers about my stat-based gameplay, but I rewrote everything from ground up and i'd like to give this new codebase a whirl. (That's where you come in!) The idea is this:
- Stat based gameplay. You start at 1 of every stat.
- You start with all your spells at level 1. You only get one line of spell, mind you, but your spells scale to level + stats.
- AAs removed, system will be used as an alternate experience system. You can spend the exp points on gear, stats, etc...
- Your ability to perform in combat is dependent on stats. ie; STR=Melee Damage, STA = raw hp, AGI = ranged/throwing/special attack damage, DEX=Critical Chance and Critical Multiplier (ie; 105% crit will give you 105% multiplier and 100% chance to crit.), INT=spelldamage, WIS=healingamount, CHA=Pet damage + 1/2 of CHA gets added to INT and WIS spell/healing multipliers.
- Your ability to take down NPCs, 1 versus 1 (PC vs NPC), should always be you having an advantage. Solo NPCs should have 1/3rd effectiveness of group NPCs *and* group NPCs should be equal to PCs. This means that to do group content, it should be doable solo, but only one NPC at a time. This allows for group content to give appropriate upgrades as opposed to solo content. Solo content should be soloable regardless of class this way, and group content should be able to be done by a group of players, or a single player that outlevels and outgears the content. This allows for a steady progression with this setup.
- With group NPCs having equal effectiveness as a single PC, I might want to mention that PCs and NPCs follow the same formula. It is dependent on statistics for how good an NPC is, and thus, for the 1/3rd effectiveness it is due to the stats of the NPC, not the actual code. This means a group NPC should, in theory, have the exact same capabilities as a PC to take you down. NPCs get the same spells, they scale, NPC gets ahold of a weapon? It scales. Otherwise it uses the base weapon modifier (100)
- Weapon damage is increased by 100 on all weapons, and weapon damage is now a modifier to your stats. If you have a 104 damage weapon, that's a 4% modifier to your stats.
- Spell damage is now a modifier similar to weapon damage, it increases the % from 100 done by your stat modifiers. A -15 modifier on a damaging spell means you'd be doing 15% more damage on said spell. Spells take longer times to cast than melee weapons take to swing, thus, we account for that by making spell modifiers higher than weapon damage modifiers. I still think this is sort of flawed but it could work. (hint: you are my test dummies for this!)
- Pets inherit 1/3rd their master's HP, and get their stats at a 1:1 ratio.
- Rogue backstab, in an attempt to make it not utterly useless, is just "stab", and does double damage of a normal attack.
- Monk kicks, regardless of the kick, is now double damage. They're just stylized kickings, if you would :P
- No custom content, PEQ scaled to 1/3rd effectiveness based on level for now.
I think that covers everything I changed so far.
If you'd like to log in and help me test it, it'll be up today until I can get it on a friend's hosting, at which point I will move it over there and start testing again.
The server name on the list is "Mythic (Custom Mechanics - Legit) Testing Phase". You can find it on the top of the "Normal" server list.
Hope you guys have fun, I will be on throughout the day observing things that are broken and fixing them.
Also, there may be an actual server that comes out of testing if that's motivating for you :P
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- Stat based gameplay. You start at 1 of every stat.
- You start with all your spells at level 1. You only get one line of spell, mind you, but your spells scale to level + stats.
- AAs removed, system will be used as an alternate experience system. You can spend the exp points on gear, stats, etc...
- Your ability to perform in combat is dependent on stats. ie; STR=Melee Damage, STA = raw hp, AGI = ranged/throwing/special attack damage, DEX=Critical Chance and Critical Multiplier (ie; 105% crit will give you 105% multiplier and 100% chance to crit.), INT=spelldamage, WIS=healingamount, CHA=Pet damage + 1/2 of CHA gets added to INT and WIS spell/healing multipliers.
- Your ability to take down NPCs, 1 versus 1 (PC vs NPC), should always be you having an advantage. Solo NPCs should have 1/3rd effectiveness of group NPCs *and* group NPCs should be equal to PCs. This means that to do group content, it should be doable solo, but only one NPC at a time. This allows for group content to give appropriate upgrades as opposed to solo content. Solo content should be soloable regardless of class this way, and group content should be able to be done by a group of players, or a single player that outlevels and outgears the content. This allows for a steady progression with this setup.
- With group NPCs having equal effectiveness as a single PC, I might want to mention that PCs and NPCs follow the same formula. It is dependent on statistics for how good an NPC is, and thus, for the 1/3rd effectiveness it is due to the stats of the NPC, not the actual code. This means a group NPC should, in theory, have the exact same capabilities as a PC to take you down. NPCs get the same spells, they scale, NPC gets ahold of a weapon? It scales. Otherwise it uses the base weapon modifier (100)
- Weapon damage is increased by 100 on all weapons, and weapon damage is now a modifier to your stats. If you have a 104 damage weapon, that's a 4% modifier to your stats.
- Spell damage is now a modifier similar to weapon damage, it increases the % from 100 done by your stat modifiers. A -15 modifier on a damaging spell means you'd be doing 15% more damage on said spell. Spells take longer times to cast than melee weapons take to swing, thus, we account for that by making spell modifiers higher than weapon damage modifiers. I still think this is sort of flawed but it could work. (hint: you are my test dummies for this!)
- Pets inherit 1/3rd their master's HP, and get their stats at a 1:1 ratio.
- Rogue backstab, in an attempt to make it not utterly useless, is just "stab", and does double damage of a normal attack.
- Monk kicks, regardless of the kick, is now double damage. They're just stylized kickings, if you would :P
- No custom content, PEQ scaled to 1/3rd effectiveness based on level for now.
I think that covers everything I changed so far.
If you'd like to log in and help me test it, it'll be up today until I can get it on a friend's hosting, at which point I will move it over there and start testing again.
The server name on the list is "Mythic (Custom Mechanics - Legit) Testing Phase". You can find it on the top of the "Normal" server list.
Hope you guys have fun, I will be on throughout the day observing things that are broken and fixing them.
Also, there may be an actual server that comes out of testing if that's motivating for you :P
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