- Joined
- Jul 7, 2010
- Messages
- 1
Hello guyz, my english sux but i'll do my best.
I just wanna know if you could help me with my future game.
Here are the 6 archetypes and their classes :
Like i said before, i sux in english so i'm sure there are names that arent suited in this list or maybe not in the good evolution order. That's why i need your help here, you can give me all ideas you have for classes.
The Warrior
-Path 1 : Warrior - Gladiator - Myrmidon - Destroyer
-Path 2 : Warrior - Guardian - Juggernaut - Defender
The Knight
-Path 1 : Knight - Crusader - Templar - Paladin
-Path 2 : Knight - Reaver (no idea what is it) - BlackGuard - Nightmare
The Rogue
-Path 1 : Rogue - Assassin - Ninja - Shadow (or Ghost or Phantom, btw what's the difference?)
-Path 2 : Rogue - Bard - Minstrel - Troubadour
The Scout
-Path 1 : Scout - Hunter - Trapper - Sentinel
-Path 2 : Scout - Ranger - Sniper - Howitzer
The Mage
-Path 1 : Mage - Wizard - Elementalist - ?
-Path 2 : Mage - Warlock - Demonologist -?
The Priest
-Path 1 : Priest - Cleric - Bishop - Cardinal
-Path 2 : Priest - Necromancer - ? - ?
Here are the 6 attributes where the player can put his points from lvl up :
So we have 12 different stats from the 6 main attributes :
The term 'evasion' is not really suited because you only decrease the dmg received and not totally evade the attack, but that's what i want.
I need your help here because i have to know how many points the hero should get for example in physical attack for each strengh point. This will be very important to create a working fighting system.
Combat :
I have to know how i could use the different stats for dmg.
I have some ideas but i'm not sure they are the best i can do.
example 1 : you make a physical attack
your physical power / his physical defense = ratio X
ratio X * your weapon dmg * critical power (if you are lucky) = dmg
His life - dmg * evasion (if he is lucky)
example 2 : you make a physical attack
your physical power / his physical defense = ratio X
ratio X + your weapon dmg * critical power (if you are lucky) = dmg
His life - dmg * evasion (if he is lucky)
example 3 : you make a physical attack
your physical power - his physical defense = dmg
dmg * critical power (if you are lucky) = true dmg
His life - true dmg * evasion (if he is lucky)
(But if he has more defense that you have attack you are fucked so it's not good)
I just wanna know if you could help me with my future game.
Here are the 6 archetypes and their classes :
Like i said before, i sux in english so i'm sure there are names that arent suited in this list or maybe not in the good evolution order. That's why i need your help here, you can give me all ideas you have for classes.
The Warrior
-Path 1 : Warrior - Gladiator - Myrmidon - Destroyer
-Path 2 : Warrior - Guardian - Juggernaut - Defender
The Knight
-Path 1 : Knight - Crusader - Templar - Paladin
-Path 2 : Knight - Reaver (no idea what is it) - BlackGuard - Nightmare
The Rogue
-Path 1 : Rogue - Assassin - Ninja - Shadow (or Ghost or Phantom, btw what's the difference?)
-Path 2 : Rogue - Bard - Minstrel - Troubadour
The Scout
-Path 1 : Scout - Hunter - Trapper - Sentinel
-Path 2 : Scout - Ranger - Sniper - Howitzer
The Mage
-Path 1 : Mage - Wizard - Elementalist - ?
-Path 2 : Mage - Warlock - Demonologist -?
The Priest
-Path 1 : Priest - Cleric - Bishop - Cardinal
-Path 2 : Priest - Necromancer - ? - ?
Here are the 6 attributes where the player can put his points from lvl up :
- STRENGH : Increase physical dmg you inflict. Useful for many warrior and knight's offensive skills.
- CONSTITUTION : Increase total HP, HP recovery and decrease the physical dmg you receive. Useful for many warrior ans knight's defensive skills.
- DEXTERITY : Increase critical rate and critical power. Useful for many rogue and scout's offensive skills.
- AGILITY : Increase evasion rate and evasion power. Useful for many rogue and scout's defensive skills.
- INTELLIGENCE : Increase magical dmg you inflict. Useful for many mage and priest's offensive skills..
- WISDOM : Increase total MP, MP recovery and decrease the magical dmg you receive. Useful for many mage and priest's defensive skills.
So we have 12 different stats from the 6 main attributes :
- Physical attack (strengh + weapon) : how much physical dmg you can inflict.
- Physical defense (constitution + armor) : how much you can reduce the physical dmg you receive.
- Magical attack (intelligence + weapon) : how much magical dmg you can inflict.
- Magical defense (wisdom + armor) : how much you can reduce the magical dmg you receive.
- Healpoints (constitution + jewels) : how many healpoints you have in total.
- Manapoints (wisdom + jewels) : how many manapoints you have in total.
- Healpoints recovery (constitution + jewels) : how many healpoints you regen per second.
- Manapoints recovery (wisdom + jewels) : how many manapoints you regen per second.
- Critical rate (dexterity + weapon) : how much % chance you have to do a critical hit.
- Evasion rate (agility + armor) : how much % chance you have to evade an attack.
- Critical power (dexterity + weapon) : how much do you increase the dmg inflicted in a critical hit.
- Evasion efficiency (agility + armor) : how much do you decrease the dmg received in a evasion.
The term 'evasion' is not really suited because you only decrease the dmg received and not totally evade the attack, but that's what i want.
I need your help here because i have to know how many points the hero should get for example in physical attack for each strengh point. This will be very important to create a working fighting system.
Combat :
I have to know how i could use the different stats for dmg.
I have some ideas but i'm not sure they are the best i can do.
example 1 : you make a physical attack
your physical power / his physical defense = ratio X
ratio X * your weapon dmg * critical power (if you are lucky) = dmg
His life - dmg * evasion (if he is lucky)
example 2 : you make a physical attack
your physical power / his physical defense = ratio X
ratio X + your weapon dmg * critical power (if you are lucky) = dmg
His life - dmg * evasion (if he is lucky)
example 3 : you make a physical attack
your physical power - his physical defense = dmg
dmg * critical power (if you are lucky) = true dmg
His life - true dmg * evasion (if he is lucky)
(But if he has more defense that you have attack you are fucked so it's not good)