Post by Tim on Jan 8, 2010 10:44:04 GMT -6
Today we have the one change idea that got no votes in the "What do you want in V5?" poll that I went ahead and did anyways. As I said in that thread, it was something that was necessary for some of the other changes I made.
Turn order works the same way it did before, but I've made some changes to the stats that effect it. I've also added a new term which you likely won't ever see outside the description of these stats and turn order, but I think it makes the whole process easier to understand: Movement Total (equivalent to what I sometimes referred to as 'Speed Total').
Speed works exactly the same way it did before. I'm simply adding the description here as it's updated to fit with the other definitions:
Next, since it was pretty well described in the Movement Total description, we have a new stat: First Strike.
Basically, it's just what it says it is: a little boost of speed at the beginning of a battle.
I nerfed Stun a little bit, but it is still very similar to how it functioned before.
Basically, it works the same as before, except you have a much greater chance of stunning for 0.
Finally, we have another new stat: Wound!
Wound can be pretty powerful, hence it has so many restrictions. Here's an example to maybe clear things up a bit:
Example Battle 1:
Turn 1= A15 B15: A attacks. Wounds for 3. 0<3. B Speed = 12
Turn 2= A15 B27: B attacks.
Turn 3= A30 B27: A attacks. Wound misses.
Turn 4= A30 B39: B attacks.
Turn 5= A45 B39: A attacks. Wounds for 2. 3>2. No change.
Turn 6= A45 B51: B attacks.
Turn 7= A60 B51: A attacks. Wounds for 8. 3<8. B Speed = 8
Turn 8= A60 B59: A attacks. Wound for 5. 8>5. No change.
Turn 9= A60 B67: B attacks.
Turn 10= A75 B67: A attacks. Wound misses.
Turn 11= A75 B75: B attacks
Turn 12= A90 B75: A attacks
In this example, we have a lot of stuff happening. On Turn 1, A wounds B for 3, lowering B's speed from 15 to 12. On Turn 5, A wounds B for 2, but since they were already wounded for 3, it had no effect on things. On Turn 7, A gets lucky and manages to wound B for 8, their maximum Wounding capability. However, since 8 is more than half of 15, B's speed is only reduced to by 7, leaving it at 8. A then gets another attack on Turn 8 and wounds B for 5, but since they have already been wounded for 8, it has no effect.
Now it may seem that Wound isn't all that great, but looks what happens if you get lucky and Wound your opponent big early on.
Example Battle 2:
Turn 1= A15 B15: A attacks. Wound for 7. B speed =8
Turn 2= A15 B23: B attacks
Turn 3= A30 B23: A attacks.
Turn 4= A30 B31: B attacks.
Turn 5= A45 B31: A attacks.
Turn 6= A45 B39: A attacks
Turn 7= A45 B47: B attacks
Turn 8= A60 B47: A attacks
Turn 9= A60 B55: A attacks
Turn 10= A60 B63: B attacks
Turn 11= A75 B63: A attacks
Turn 12= A75 B71: A attacks
A= 8 attacks, B=4 attacks
This is why not only is Wound highly restrictive, but expensive points wise, costing as much as speed does.
Note that these changes have not been thoroughly tested, so are still subject to change for balancing reasons before the official launch, but I will let you know if that ends up being the case.
Turn order works the same way it did before, but I've made some changes to the stats that effect it. I've also added a new term which you likely won't ever see outside the description of these stats and turn order, but I think it makes the whole process easier to understand: Movement Total (equivalent to what I sometimes referred to as 'Speed Total').
Movement Total:
Movement Total (MT) is an internal stat that is used to determine turn order. A players First Strike and Speed stats affect their own MT, and their Stun and Wound stats can affect their opponents MT.
At the beginning of battle, each player's MT is set to equal their Speed Stat + their First Strike stat. Whichever player's MT is higher then attacks first. In result of a tie, the player who initiated the battle attacks first.
After any attack, the defending player then adds their Speed stat to their MT. Whichever player's MT is higher attacks next. In result of a tie, the player that did not attack last gets to attack. This process continues until a player's health hits 0 or until 12 attacks have been completed.
Stun and Wound stats can be used to affect your opponents MT. See those stats for further details.
Movement Total (MT) is an internal stat that is used to determine turn order. A players First Strike and Speed stats affect their own MT, and their Stun and Wound stats can affect their opponents MT.
At the beginning of battle, each player's MT is set to equal their Speed Stat + their First Strike stat. Whichever player's MT is higher then attacks first. In result of a tie, the player who initiated the battle attacks first.
After any attack, the defending player then adds their Speed stat to their MT. Whichever player's MT is higher attacks next. In result of a tie, the player that did not attack last gets to attack. This process continues until a player's health hits 0 or until 12 attacks have been completed.
Stun and Wound stats can be used to affect your opponents MT. See those stats for further details.
Speed works exactly the same way it did before. I'm simply adding the description here as it's updated to fit with the other definitions:
Speed:
Speed is the main stat used to determine turn order. Each player has a base speed of 15. This is raise or lowered by any modifiers you might have to your speed stat from equipment or skills.
See Movement Total for more information.
Speed is the main stat used to determine turn order. Each player has a base speed of 15. This is raise or lowered by any modifiers you might have to your speed stat from equipment or skills.
See Movement Total for more information.
Next, since it was pretty well described in the Movement Total description, we have a new stat: First Strike.
First Strike:
First Strike adds to your Movement Total at the beginning of the battle by whatever your First Strike stat is. This gives you a better chance of attacking first, but only applies once at the beginning of the battle, not on subsequent turns.
First Strike adds to your Movement Total at the beginning of the battle by whatever your First Strike stat is. This gives you a better chance of attacking first, but only applies once at the beginning of the battle, not on subsequent turns.
Basically, it's just what it says it is: a little boost of speed at the beginning of a battle.
I nerfed Stun a little bit, but it is still very similar to how it functioned before.
Stun:
Stun has a 50% chance to hit each time you attack. On hit, your opponent's Movement Total will decrease by X for this turn, where X is a random number from 1 to whatever your Stun stat is.
Stun has a 50% chance to hit each time you attack. On hit, your opponent's Movement Total will decrease by X for this turn, where X is a random number from 1 to whatever your Stun stat is.
Basically, it works the same as before, except you have a much greater chance of stunning for 0.
Finally, we have another new stat: Wound!
Wound:
Wound has a 50% chance to hit each time you attack. On hit, your opponent's Speed will decrease by X until the end of the battle, where X is a random number from 1 to whatever your Wound stat is. Wounding is not cumulative, so subsequent strikes will not add on top of each other. Whichever Wound hit is larger will go into effect. An opponent can not be wounded for more than half of their starting speed stat.
Wound has a 50% chance to hit each time you attack. On hit, your opponent's Speed will decrease by X until the end of the battle, where X is a random number from 1 to whatever your Wound stat is. Wounding is not cumulative, so subsequent strikes will not add on top of each other. Whichever Wound hit is larger will go into effect. An opponent can not be wounded for more than half of their starting speed stat.
Wound can be pretty powerful, hence it has so many restrictions. Here's an example to maybe clear things up a bit:
Example Battle 1:
Turn 1= A15 B15: A attacks. Wounds for 3. 0<3. B Speed = 12
Turn 2= A15 B27: B attacks.
Turn 3= A30 B27: A attacks. Wound misses.
Turn 4= A30 B39: B attacks.
Turn 5= A45 B39: A attacks. Wounds for 2. 3>2. No change.
Turn 6= A45 B51: B attacks.
Turn 7= A60 B51: A attacks. Wounds for 8. 3<8. B Speed = 8
Turn 8= A60 B59: A attacks. Wound for 5. 8>5. No change.
Turn 9= A60 B67: B attacks.
Turn 10= A75 B67: A attacks. Wound misses.
Turn 11= A75 B75: B attacks
Turn 12= A90 B75: A attacks
In this example, we have a lot of stuff happening. On Turn 1, A wounds B for 3, lowering B's speed from 15 to 12. On Turn 5, A wounds B for 2, but since they were already wounded for 3, it had no effect on things. On Turn 7, A gets lucky and manages to wound B for 8, their maximum Wounding capability. However, since 8 is more than half of 15, B's speed is only reduced to by 7, leaving it at 8. A then gets another attack on Turn 8 and wounds B for 5, but since they have already been wounded for 8, it has no effect.
Now it may seem that Wound isn't all that great, but looks what happens if you get lucky and Wound your opponent big early on.
Example Battle 2:
Turn 1= A15 B15: A attacks. Wound for 7. B speed =8
Turn 2= A15 B23: B attacks
Turn 3= A30 B23: A attacks.
Turn 4= A30 B31: B attacks.
Turn 5= A45 B31: A attacks.
Turn 6= A45 B39: A attacks
Turn 7= A45 B47: B attacks
Turn 8= A60 B47: A attacks
Turn 9= A60 B55: A attacks
Turn 10= A60 B63: B attacks
Turn 11= A75 B63: A attacks
Turn 12= A75 B71: A attacks
A= 8 attacks, B=4 attacks
This is why not only is Wound highly restrictive, but expensive points wise, costing as much as speed does.
Note that these changes have not been thoroughly tested, so are still subject to change for balancing reasons before the official launch, but I will let you know if that ends up being the case.