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Jan 18th, 2018
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  1. Revisions Ideas
  2.  
  3. 1. Speed Revision
  4. slightly increased by dexterity
  5.  
  6. attack speed values on skills
  7. cast speed values
  8.  
  9. *Either happen multiple times or determine how much time passes
  10. *Possibly enter combo state that tells player how much attack or cast speed they have left before their turn ends. Skills on bar remain lit up if you have enough speed to continue.
  11. *Possibly have 1 stat singularly for turn speed, and ONE other (attack speed and cast speed combined)
  12. *Potentially just 1 speed stat for turns an eliminate attack speed
  13.  
  14. 2. Carrying Weight
  15.  
  16. Equipment Capacity (EC) and Carrying Capacity (CC) are secondary stats determined by strength and other factors
  17.  
  18. 75% of max equipment weight and up = heavy
  19. 40% to 74% = medium
  20. 39% and lower = light
  21.  
  22. *varying cast penalties?
  23. Heavy = 20% cast failure
  24. Medium = 10% cast failure
  25. Light = 0% cast failure
  26. can be reduced by gear, traits, skills
  27. Or a sliding scale rather that set intevervals
  28.  
  29. *varying speed penalties?
  30. Heavy = 30% speed penality
  31. Medium = 15%
  32. Light = 0%
  33. can be reduced by gear, traits, skills
  34. Or a sliding scale rather that set intevervals
  35.  
  36. 3. Charisma
  37. *Secondary Stat Likeability
  38. Reduces shop prices
  39. Increases sell amount
  40. More quest rewards
  41. Potentially more quests
  42.  
  43. *Leadership
  44. Increases summons and followers stats and speed
  45. Increases maximum number of followers
  46. Potentially more quests
  47.  
  48. 4. Luck
  49. *Secondary Stat Plundering
  50. Increases chance to find loot and rare loot
  51. Increases money found
  52.  
  53. *Prosperity
  54. Increases chances for things to go your way (could effect anything)
  55. Potentially more quests
  56.  
  57. 5. Resistances/Dodging/Spell dodge/Magic Defense/Armor Class/Damage Reduction
  58.  
  59. *Defense VS Accuracy rolls to determine hits (Each have random rolls so combat isnโ€™t static)
  60.  
  61. Defense -50% to + 50% vs accuracy -50% to +50%
  62. Generally Accuracy will be easier to find for the player and defense for monsters
  63.  
  64. *Armor Class
  65. 0 AC = take 50 to 100% of damage
  66. 1 AC = take 49 to 99% of damage
  67. 2 AC = take 47 to 98%
  68. 3 AC = take 46 to 97%
  69. Modified by all sorts of things
  70.  
  71. *Armor Penetration
  72. Reduces effective AC by X amount
  73.  
  74. *Block
  75. Is before armor after defense after armor penetration
  76. *Block Chance
  77. % chance to block each attack
  78.  
  79. *Block Rating
  80. Amount blocked
  81. Every 5 block rating = 1 damage
  82. Block formula is 50% up and down for amount blocked
  83.  
  84. *Critical Block
  85. Chance to block double! Just double block rating for that particular block.
  86.  
  87. *Reflect
  88. Chance to reflect spell/ability back at attacker
  89.  
  90. *Damage Reduction
  91. Reduces damage taken by X% is the first thing applied, right before AC roll
  92. Very powerful and rare
  93.  
  94. Other
  95. *Thorns
  96. Flat damage returned to attacker
  97.  
  98.  
  99. *Magic Resist
  100. Magic defense vs magic penetration for spells landing, same formula as defense vs accuracy
  101. But magic defense and magic pen harder to find, magic defense rather uncommon for enemies until later in the game, 0 magic resist is common, mitigation comes in the form of resists usually for monsters
  102.  
  103. 1 specific resist (Ex 1 fire resist) = 1% resist to a particular school
  104. Soft cap 75% (can raise soft cap with gear or traits etc)
  105. Hard cap 100%
  106. 15 magic resist = 1% all schools resist
  107.  
  108. *Magic Absorb
  109. Gain mana and a damage shield based on mana of spells cast at you and the damage they would do pre-mitigation (including magic absorb)
  110. special and rare
  111.  
  112. Attack Modifiers
  113. *Crit % chance to do 1.5x damage by default
  114.  
  115. *Cleave - always triggers, hits adjacent targets next to main target in front of your attack (left and right)
  116. Cleave Rating - Every 5 = 2% damage up to a max of 100%, takes 10 rating past 50%
  117.  
  118. *Maim - % chance to reduce speed by 40% for 3 rounds and cause the target to take a physical damage DoT
  119. -Dot (critical wound) is 70% 50% 30% over 3 rounds of damage that went thru and caused the maim
  120.  
  121. *Bash - % chance to daze or stun target for 1 round where they have the daze debuff or are stunned respectively
  122. -70% daze (-40% accuracy, -40% speed, -40% defense)
  123. -30% stunned (-40% defense, can't act 1 round)
  124.  
  125.  
  126.  
  127. ***DUNGEON GENERATION IDEAS***
  128. Monsters drop parts, also you find essenses for various biomes as drops or in dungeons, or buy them. And you can find crystals or something that further modify the generation. Can also sacrifice equipment to add extra modifiers potentially to the dungeon's prefixes/suffixes.
  129.  
  130. *You can use monster parts to determine what monsters spawn to a degree
  131. *The biome used dictates the rest of the monsters spawned
  132. *The boss is determined by the any monster part you used first
  133. *There are prefixes and suffixes gained by using items in generation of dungeons
  134. (Ex: You use Slime Bubble, volcano essence, crystal of luck, and sacrifice a sharp dagger could result in Lucky Slime Volcano of deadliness - volcano biome, slimes as primary mob, 20% more loot is dropped, mobs in the area have 5% better loot because deadliness gives them 3% crit)
  135. Fairly complicated but it would be pretty sweet to setup
  136.  
  137. ***TOWN JOB BOARD IDEAS***
  138. The jobs you do for X town increases reputation with that faction
  139. *The Jobs are randomly generated, but when you get to a certain faction amount you unlock the next quest in the series
  140.  
  141. Alignment Key
  142. N = Neutral
  143. E = Evil
  144. G = Good
  145.  
  146. ***ADVENTURER GUILD IDEAS*** N,G
  147. Do jobs increase rep (could be anything)
  148. *Jobs are randomly generated but often open ended, like make it to X floor of Y dungeon, or kill X monster once and report back, gets significantly harder later on
  149. *Buy and sell loot
  150. *Buy useful supplies and basic gear
  151. *Strong equipment at higher levels
  152.  
  153. ***Ranger's Guild*** N,G
  154. Kill #'s of monsters or a rare elite monster to increase rep
  155. *Pick up animal companions
  156. *Buy and sell monster parts/essence at a big discount
  157.  
  158. ***Thieves GUILD IDEAS*** N,E
  159. Find or steal Items to increase rep
  160. *Jobs are randomly generated but if you already have the items it's not even necessary to do the mission
  161. *Black Market access
  162. *Slave trade (neutral or lower alignment)
  163. *Buy thieving supplies and assassination stuff
  164.  
  165. ***Holy Church*** G
  166. Donating Gold and crusading increases rep
  167. *Jobs are randomly generated and always have a very specific goal, like kill a specific boss or kill X amount of monsters in Y dungeon
  168. *Bless Equipment
  169. *Uncurse
  170.  
  171. ***Cult of the Damned*** E
  172. Recover lost artifacts, can be from quest or something you've already found to increase rep
  173. Summon demons/monsters to increase rep
  174. Typically difficult to find
  175. *Shuffle itema affixes from one to another for permanent HP loss (Soul tether)
  176. *Turn curses into positive effects for HP loss (Soul tether)
  177. *Buy exotic equipment
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