Post by Tim on Dec 11, 2008 23:21:02 GMT -6
Attack min, Attack max, Attack +/-% = used to calculate attack damage
Defense min, Defense max, Defense +/-% = used to calculate blocked damage
Speed = Used to determine battle order. Effects rate at which the a players "speed total" increase. Player with highest speed total attacks first. Easiest way to explain the system I'm picturing is an example:
Player A has a speed of 5 and Player B has a speed of 8. Player B would attack first. At the end of Player B's turn, 5 more get added on to Player A's speed total. That makes A=10, B=8. So A attacks next. Then B adds 8 more. A=10, B=16. B attacks next. A adds 5 more. A=15, B=16. B still has the highest, so B attacks again. A adds 5 more. A=20, B=16. A attacks. And so on.
In case of a tie in speed total, the person who didn't attack last will go. If its the first attack, the person attacking will get the first hit.
Stun = lowers opponents speed total by a value of between 0 and whatever your Stun bonus is. So if for we continue with the last example, let's say Player A has a Stun bonus of 6. A attacks and stuns his opponent for 5 (between 0-6)That bumps B's speed back down to 11. B adds 8 to their speed total. A=20, B=19. A attacks again, this time stuning for only 2. A=20, B=17. B adds 8 more. A=20, B=25.
Accuracy & Dodge = Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. (Note: The table below is still a work in progress and the numbers will likely need changed. Mainly this will just describe the concept)
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a strong one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).
Poison = X damage. -X% attack and -X% defense for opponent. Fades by 5 per turn. 50% chance of hit
Taint = X damage per attack. Cumunulative. 50% chance of hit.
Life Gain % = Regain % of damage taken. Max health shinks by 50% of difference between max and current health per turn.
Example: Player B 500 health and has 10% life Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn his gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.
Damage to self % = Percent of your attack damage that you take yourself
Gold steal % = Percent of extra gold you steal after a battle
Defense min, Defense max, Defense +/-% = used to calculate blocked damage
Speed = Used to determine battle order. Effects rate at which the a players "speed total" increase. Player with highest speed total attacks first. Easiest way to explain the system I'm picturing is an example:
Player A has a speed of 5 and Player B has a speed of 8. Player B would attack first. At the end of Player B's turn, 5 more get added on to Player A's speed total. That makes A=10, B=8. So A attacks next. Then B adds 8 more. A=10, B=16. B attacks next. A adds 5 more. A=15, B=16. B still has the highest, so B attacks again. A adds 5 more. A=20, B=16. A attacks. And so on.
In case of a tie in speed total, the person who didn't attack last will go. If its the first attack, the person attacking will get the first hit.
Stun = lowers opponents speed total by a value of between 0 and whatever your Stun bonus is. So if for we continue with the last example, let's say Player A has a Stun bonus of 6. A attacks and stuns his opponent for 5 (between 0-6)That bumps B's speed back down to 11. B adds 8 to their speed total. A=20, B=19. A attacks again, this time stuning for only 2. A=20, B=17. B adds 8 more. A=20, B=25.
Accuracy & Dodge = Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. (Note: The table below is still a work in progress and the numbers will likely need changed. Mainly this will just describe the concept)
- R <= 0: Critical miss - 0% damage
- 0 < R < 10: Glancing hit - 33% damage
- 10 < R <= 25: Weak hit - 67% damage
- 25 < R < 75: Normal hit - 100% damage
- 75 <= R < 90: Solid hit - 125% damage
- 90 <= R < 100: Strong hit - 150% damage
- R >= 100: Critical hit - 175% damage
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a strong one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).
Poison = X damage. -X% attack and -X% defense for opponent. Fades by 5 per turn. 50% chance of hit
Taint = X damage per attack. Cumunulative. 50% chance of hit.
Life Gain % = Regain % of damage taken. Max health shinks by 50% of difference between max and current health per turn.
Example: Player B 500 health and has 10% life Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn his gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.
Damage to self % = Percent of your attack damage that you take yourself
Gold steal % = Percent of extra gold you steal after a battle