- Joined
- Sep 9, 2007
- Messages
- 6,759
Hi guys,
I want to use this thread for my new coming System.
Attribute:
Basically, I will redesign the entire Attribute System and virtualize it. BonusMod will be used to apply the attributes.
Different hero classes can use different ways of bonuses.
The current available bonuses are:
Attack:
- Damage (0+%, 0+%) [Normal Dmg]
- Critical (%, 0+%) [Mulitply Dmg]
- Block (%, 0+%) [Block Dmg]
- Breakthrough (%, 0+%) [Pure Dmg]
- Resistance (0+%) [Dmg decrease]
- Cooldown (0+%) [Speed]
Spell:
- Power (0+%, 0+%) [Normal Power]
- Critical (%, 0+%) [Mulitply Dmg]
- Block (%, 0+%) [Block Dmg]
- Breakthrough (%, 0+%) [Pure Dmg]
- Resistance (0+%) [Dmg decrease]
- Cooldown (0+%) [Speed]
Special:
- Rage (0+%, 0+%) [Chance bonus]
Normal:
- Health (0 + %)
- Healthreg (0 + %)
- Mana (0 + %)
- Manareg (0 + %)
- Sight (0 + %)
- Speed (0 + %)
- Armor (0 + %)
What the 0 + % means
The values that are double (x, x) determine a chance and the new value (chance, value). The 0 means an integer value, the % is for percentages.
For example: Critical (%, 0+%) means the trigger value is a percentage and the new value can be increased by static values or percentages.
Example 2: Resistance (%) means that a unit absorbs x% of the damage taken by attack/spell.
Example 3: Armor (0+%) means that the armor value can be either increased by an specific amount or a percentage.
Mapping
- Strength
+ Attack [Resistance]
+ Spell [Resistance]
+ Normal [Health, Healthreg]
- Intelligence
+ Attack [Block, Critical]
+ Spell [Cooldown, Breakthrough]
+ Normal [Mana, Manareg]
- Agility
+ Attack [Cooldown, Breakthrough]
+ Spell [Block, Critical]
+ Normal [Speed, Sight]
- Primary
+ Attack [Damage]
+ Spell [Power]
+ Special [Rage]
+ Normal [Armor]
Percentage types
Percentage:
- Stack (Damage/Power/Rage/Health(reg)/Mana(reg)/Sight/Speed/Armor) ++
- Drain (Critical, Block, Breakthrough, Resistance, Cooldown) 100/x
Stack means they will always be added to each other without loss.
Drain means the more you have the less they will effect the remaining values.
Explanation
- Damage/Power: Base value for strength of attack/spell
- Critical: Chance for dealing more damage
- Block: Chance to block damage from attack/spell
- Breakthrough: Chance to deal pure damage, can't be blocked and resisted
- Resistance: Permanently reduces damage of a specific type (attack/spell)
- Cooldown: Decreases cooldown time for attack and spell
- Rage: Units under rage have increased chance for critical, block and breakthrough
Else
I hope you like my ideas. I will use a Cooldown System for Attack+Spell cooldown, my Missile system + DamageDetection for attack/spell damage detection and the new Attribute + HeroClass system for mapping of the bonuses to the stats. Spells will also need to take care of Critical, Block and Resistance.
What do you think? Please leave a note.
I want to use this thread for my new coming System.
Attribute:
Basically, I will redesign the entire Attribute System and virtualize it. BonusMod will be used to apply the attributes.
Different hero classes can use different ways of bonuses.
The current available bonuses are:
Attack:
- Damage (0+%, 0+%) [Normal Dmg]
- Critical (%, 0+%) [Mulitply Dmg]
- Block (%, 0+%) [Block Dmg]
- Breakthrough (%, 0+%) [Pure Dmg]
- Resistance (0+%) [Dmg decrease]
- Cooldown (0+%) [Speed]
Spell:
- Power (0+%, 0+%) [Normal Power]
- Critical (%, 0+%) [Mulitply Dmg]
- Block (%, 0+%) [Block Dmg]
- Breakthrough (%, 0+%) [Pure Dmg]
- Resistance (0+%) [Dmg decrease]
- Cooldown (0+%) [Speed]
Special:
- Rage (0+%, 0+%) [Chance bonus]
Normal:
- Health (0 + %)
- Healthreg (0 + %)
- Mana (0 + %)
- Manareg (0 + %)
- Sight (0 + %)
- Speed (0 + %)
- Armor (0 + %)
What the 0 + % means
The values that are double (x, x) determine a chance and the new value (chance, value). The 0 means an integer value, the % is for percentages.
For example: Critical (%, 0+%) means the trigger value is a percentage and the new value can be increased by static values or percentages.
Example 2: Resistance (%) means that a unit absorbs x% of the damage taken by attack/spell.
Example 3: Armor (0+%) means that the armor value can be either increased by an specific amount or a percentage.
Mapping
- Strength
+ Attack [Resistance]
+ Spell [Resistance]
+ Normal [Health, Healthreg]
- Intelligence
+ Attack [Block, Critical]
+ Spell [Cooldown, Breakthrough]
+ Normal [Mana, Manareg]
- Agility
+ Attack [Cooldown, Breakthrough]
+ Spell [Block, Critical]
+ Normal [Speed, Sight]
- Primary
+ Attack [Damage]
+ Spell [Power]
+ Special [Rage]
+ Normal [Armor]
Percentage types
Percentage:
- Stack (Damage/Power/Rage/Health(reg)/Mana(reg)/Sight/Speed/Armor) ++
- Drain (Critical, Block, Breakthrough, Resistance, Cooldown) 100/x
Stack means they will always be added to each other without loss.
Drain means the more you have the less they will effect the remaining values.
Explanation
- Damage/Power: Base value for strength of attack/spell
- Critical: Chance for dealing more damage
- Block: Chance to block damage from attack/spell
- Breakthrough: Chance to deal pure damage, can't be blocked and resisted
- Resistance: Permanently reduces damage of a specific type (attack/spell)
- Cooldown: Decreases cooldown time for attack and spell
- Rage: Units under rage have increased chance for critical, block and breakthrough
Else
I hope you like my ideas. I will use a Cooldown System for Attack+Spell cooldown, my Missile system + DamageDetection for attack/spell damage detection and the new Attribute + HeroClass system for mapping of the bonuses to the stats. Spells will also need to take care of Critical, Block and Resistance.
What do you think? Please leave a note.