Cyris

Combat System Details

Jul 20th, 2016
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  1. All formula results are rounded to the nearest whole number, unless otherwise specified.
  2. -----CORE ATTRIBUTES-----
  3. STR: Strength -- Melee Offense, Crit. Multiplier
  4. VIT: Vitality -- Melee Defense, Max HP
  5. DEX: Dexterity -- Ranged Offense, Accuracy, Crit. Chance
  6. AGI: Agility -- Ranged Defense, Initiative, Evasion
  7. MND: Mind -- Psionic Offense, Status Chance
  8. WIL: Will -- Psionic Defense, Status Evasion
  9.  
  10. Growth Rate: Base + (Rate * Level)
  11. Example Guidelines:
  12. Weak: 10 + 1.4L
  13. Average: 17 + 1.83L
  14. Strong: 25 + 2.25L
  15. Base stats will add up to 100 for all attributes (ex: 10, 12, 15, 18, 21, 24)
  16. Rate stats will add up to 11 for all attributes (ex: 1.4, 1.58, 1.75, 1.92, 2.09, 2.26)
  17. Overall growth rate for all 6 attributes combined can be summed up as follows:
  18. For player characters: 100 + 11L
  19. For standard enemies: 50 + 12.5L
  20. For strong enemies: 75 + 13.25L
  21. For bosses: 100 + 14L
  22.  
  23. -----DERIVED STATS-----
  24. XP: Experience Points -- Gained by EnemyLV^3 / LV * EnemyXPMultiplier per enemy defeated.
  25. LV: Level == XP ^ (2/7) - 1
  26. HP: Hit Points == [VIT * (LV + 10)] ^ 0.9
  27. AMMO: Ammo counter for ranged weapons == Magazine Size + Magazine Bonus
  28. FOCUS: Max 100. Starts at 0-25 at beginning of battle. Used for skills. Builds with certain actions.
  29. MLE: Melee Attack == STR + Melee Weapon Power + Melee Bonus
  30. RNG: Ranged Attack == DEX + Ranged Weapon Power + Ranged Bonus
  31. PSI: Psionic Attack == MND + Headgear Armor + Psionic Bonus
  32. MDF: Melee Defense == VIT + Body Armor
  33. RDF: Ranged Defense == AGI + Leg Armor
  34. PDF: Psionic Defense == WIL + Headgear Armor
  35.  
  36. -----BATTLE DETAILS-----
  37. INI: Initiative == (AGI + Bonus) * Random(1.0...1.5) re-rolled every turn
  38. HIT: Chance to Hit == 100% - (A*B/C)
  39. For melee/ranged:
  40. A = 0.1 + Melee/Ranged Evasion Bonus/100
  41. B = Target AGI
  42. C = Attacker DEX
  43. For psionic:
  44. A = 0.05 + Psionic Evasion Bonus/100
  45. B = Target WIL
  46. C = Attacker MND
  47.  
  48. Melee Damage == MLE*(LV^0.5)*(100 + LV*9 - enemyMDF)/(100+LV*9)*Crit*Element*Random(0.8...1.2)
  49. Ranged Damage == RNG*(LV^0.5)*(100 + LV*9 - enemyRDF)/(100+LV*9)*Crit*Element*Random(0.8...1.2)
  50. Psionic Damage == (SkillPower*PSI*(SkillPower+PSI))^0.5*(100 + LV*9 - enemyPDF)/(100+LV*9)*Element*Random(0.8...1.2)
  51. If Random(0...1) < (1 + DEX^0.4)/100, then Crit = (6+STR)^0.25, otherwise Crit = 1
  52. "Glancing Blow"/"Grazing Shot" if Crit roll succeeds but Hit roll fails: Damage = Damage^0.9
  53. SkillPower typically scales by 2...5 * Skill Level
  54.  
  55. Status Effect Chance: (BaseRate/100) * MND / enemyWIL
  56.  
  57. -----ELEMENTS-----
  58. PHYSICAL
  59. Force
  60. Slash
  61. Pierce
  62.  
  63. SPECIAL
  64. Heat
  65. Cold
  66. Electric
  67. Toxic
  68.  
  69. -----EQUIPMENT-----
  70. Characters have 6 equipment slots: Power usually scales to 1.5...2.5 * equipment's level
  71. Melee Weapon: Adds to melee attack
  72. Ranged Weapon: Adds to ranged attack
  73. Headgear: Adds to psionic attack and defense
  74. Body Armor: Adds to melee defense
  75. Leg Armor: Adds to ranged defense
  76. Misc: May provide bonuses to any other stats or other effects.
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