Post by Damian on May 13, 2015 21:46:01 GMT 10
TL;DR. You've been warned.
First the ground rules. There are 3 different types of damage that is dependent upon the weapon type.
Each character has some measure of resistance to these damage types e.g. Physical Resistance.
The basic damage calculation looks like this Base Damage + Critical Hit Modifier - Resistance.
There are some other more intensive calculations, but you get the idea.
This provides some variety in the way damage is calculated and applied, but nothing too complex or exciting about that, right?
So we are adding secondary combat effects to all types of attack. These are buffs or debuffs that have a chance to apply on a successful sword swing, arrow hit, etc.
Here are some examples of planned effects.
Things get really interesting when the effects begin to stack. e.g. It's possible to be bleeding, poisoned, weakened and stunned at the same time.
There is some balancing to be done, but I can't wait to see this in action.
Ideally the player should have the freedom to add these additional combat effects to their minions as upgrades in order to customise their play experience and the combat effectiveness of their minions.
The combat effects still need to be finalised and there are still some questions about whether or not we spice things up further by having counter active effects. For example a fire effect quarterises the wounds of a character that is bleeding.
More later.
First the ground rules. There are 3 different types of damage that is dependent upon the weapon type.
- Physical - Melee and Hand-to-Hand
- Ranged - Arrows
- Magic - Staff projectiles and Spells
Each character has some measure of resistance to these damage types e.g. Physical Resistance.
The basic damage calculation looks like this Base Damage + Critical Hit Modifier - Resistance.
There are some other more intensive calculations, but you get the idea.
This provides some variety in the way damage is calculated and applied, but nothing too complex or exciting about that, right?
So we are adding secondary combat effects to all types of attack. These are buffs or debuffs that have a chance to apply on a successful sword swing, arrow hit, etc.
Here are some examples of planned effects.
- Stun - Effected character stands in place for a duration and cannot move or attack
- Poison - Effected character loses health over the duration of the effect
- Bleed - Effected character loses health and deals less damage during attacks for duration
- Chill - Effected character are slowed for attacks and movement for duration
- Confuse - Effected character cannot distinguish between friend and foe could attack anybody for duration
- Weaken - Effected character takes additional damage for duration
Things get really interesting when the effects begin to stack. e.g. It's possible to be bleeding, poisoned, weakened and stunned at the same time.
There is some balancing to be done, but I can't wait to see this in action.
Ideally the player should have the freedom to add these additional combat effects to their minions as upgrades in order to customise their play experience and the combat effectiveness of their minions.
The combat effects still need to be finalised and there are still some questions about whether or not we spice things up further by having counter active effects. For example a fire effect quarterises the wounds of a character that is bleeding.
More later.