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- Revisions Ideas
- 1. Speed Revision
- slightly increased by dexterity
- attack speed values on skills
- cast speed values
- *Either happen multiple times or determine how much time passes
- *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.
- *Possibly have 1 stat singularly for turn speed, and ONE other (attack speed and cast speed combined)
- *Potentially just 1 speed stat for turns an eliminate attack speed
- 2. Carrying Weight
- Equipment Capacity (EC) and Carrying Capacity (CC) are secondary stats determined by strength and other factors
- 75% of max equipment weight and up = heavy
- 40% to 74% = medium
- 39% and lower = light
- *varying cast penalties?
- Heavy = 20% cast failure
- Medium = 10% cast failure
- Light = 0% cast failure
- can be reduced by gear, traits, skills
- Or a sliding scale rather that set intevervals
- *varying speed penalties?
- Heavy = 30% speed penality
- Medium = 15%
- Light = 0%
- can be reduced by gear, traits, skills
- Or a sliding scale rather that set intevervals
- 3. Charisma
- *Secondary Stat Likeability
- Reduces shop prices
- Increases sell amount
- More quest rewards
- Potentially more quests
- *Leadership
- Increases summons and followers stats and speed
- Increases maximum number of followers
- Potentially more quests
- 4. Luck
- *Secondary Stat Plundering
- Increases chance to find loot and rare loot
- Increases money found
- *Prosperity
- Increases chances for things to go your way (could effect anything)
- Potentially more quests
- 5. Resistances/Dodging/Spell dodge/Magic Defense/Armor Class/Damage Reduction
- *Defense VS Accuracy rolls to determine hits (Each have random rolls so combat isnโt static)
- Defense -50% to + 50% vs accuracy -50% to +50%
- Generally Accuracy will be easier to find for the player and defense for monsters
- *Armor Class
- 0 AC = take 50 to 100% of damage
- 1 AC = take 49 to 99% of damage
- 2 AC = take 47 to 98%
- 3 AC = take 46 to 97%
- Modified by all sorts of things
- *Armor Penetration
- Reduces effective AC by X amount
- *Block
- Is before armor after defense after armor penetration
- *Block Chance
- % chance to block each attack
- *Block Rating
- Amount blocked
- Every 5 block rating = 1 damage
- Block formula is 50% up and down for amount blocked
- *Critical Block
- Chance to block double! Just double block rating for that particular block.
- *Reflect
- Chance to reflect spell/ability back at attacker
- *Damage Reduction
- Reduces damage taken by X% is the first thing applied, right before AC roll
- Very powerful and rare
- Other
- *Thorns
- Flat damage returned to attacker
- *Magic Resist
- Magic defense vs magic penetration for spells landing, same formula as defense vs accuracy
- 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
- 1 specific resist (Ex 1 fire resist) = 1% resist to a particular school
- Soft cap 75% (can raise soft cap with gear or traits etc)
- Hard cap 100%
- 15 magic resist = 1% all schools resist
- *Magic Absorb
- 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)
- special and rare
- Attack Modifiers
- *Crit % chance to do 1.5x damage by default
- *Cleave - always triggers, hits adjacent targets next to main target in front of your attack (left and right)
- Cleave Rating - Every 5 = 2% damage up to a max of 100%, takes 10 rating past 50%
- *Maim - % chance to reduce speed by 40% for 3 rounds and cause the target to take a physical damage DoT
- -Dot (critical wound) is 70% 50% 30% over 3 rounds of damage that went thru and caused the maim
- *Bash - % chance to daze or stun target for 1 round where they have the daze debuff or are stunned respectively
- -70% daze (-40% accuracy, -40% speed, -40% defense)
- -30% stunned (-40% defense, can't act 1 round)
- ***DUNGEON GENERATION IDEAS***
- 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.
- *You can use monster parts to determine what monsters spawn to a degree
- *The biome used dictates the rest of the monsters spawned
- *The boss is determined by the any monster part you used first
- *There are prefixes and suffixes gained by using items in generation of dungeons
- (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)
- Fairly complicated but it would be pretty sweet to setup
- ***TOWN JOB BOARD IDEAS***
- The jobs you do for X town increases reputation with that faction
- *The Jobs are randomly generated, but when you get to a certain faction amount you unlock the next quest in the series
- Alignment Key
- N = Neutral
- E = Evil
- G = Good
- ***ADVENTURER GUILD IDEAS*** N,G
- Do jobs increase rep (could be anything)
- *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
- *Buy and sell loot
- *Buy useful supplies and basic gear
- *Strong equipment at higher levels
- ***Ranger's Guild*** N,G
- Kill #'s of monsters or a rare elite monster to increase rep
- *Pick up animal companions
- *Buy and sell monster parts/essence at a big discount
- ***Thieves GUILD IDEAS*** N,E
- Find or steal Items to increase rep
- *Jobs are randomly generated but if you already have the items it's not even necessary to do the mission
- *Black Market access
- *Slave trade (neutral or lower alignment)
- *Buy thieving supplies and assassination stuff
- ***Holy Church*** G
- Donating Gold and crusading increases rep
- *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
- *Bless Equipment
- *Uncurse
- ***Cult of the Damned*** E
- Recover lost artifacts, can be from quest or something you've already found to increase rep
- Summon demons/monsters to increase rep
- Typically difficult to find
- *Shuffle itema affixes from one to another for permanent HP loss (Soul tether)
- *Turn curses into positive effects for HP loss (Soul tether)
- *Buy exotic equipment
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