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Weapons and Gear Suggestion

Unstructured ideas, requests and suggestions for the development of the game.
Vasifan
Posts: 27
Joined: Sun Jul 28, 2013 5:04 am
android_version: 1.6 - Donut

Weapons and Gear Suggestion

Post by Vasifan »

Edit: Polishing.

Weapons and Gear suggestions.

To begin with its a bit odd that the rings give the same or better damage ratings compared to weapons. An overall weapon buff would make sense.
====================================================================================
Base STR (Dmg now) and weapon modifiers.
------------------------------------------------------------------------------------------------------------
The linear str increase when you lvlup is powerfull early or with fast weapons/unarmed, and weak later on.
So i guess some work may be done to the base damage formula, to make it gettin affected by weapon type.
Unarmed damage = Base damage
Dagger damage = 1.1x Base damage
Sword damge = 1.3x Base damage
Twohand mace = 2x Base damage
Something like that will help balance the offansive items. Big AP costs should have big modifiers, while faster weapons will harm less.
====================================================================================
Logic while creating new weapons (And maybe rebalance older)
------------------------------------------------------------------------------------------------------------
Weapon types.
Unarmed. Speed type. Fastest speed. Lowest damage. Low defence.
Sword. Balanced type. Average to fast speed. Average damage. Sometimes average chance for average crit. Average defence.
Dagger. Dexterous type. Fast speed. Low damage. High crit chance for average to low crit. Lowest defence.
Mace/Club. Brute type. Lower speed. Average damage. Ignores X damage resistance. Low chance to crush. Average defence.
Axes. Savager than swords. Average speed. Average to high damage. More crit chance than swords less than daggers. Average defence lower than swords.
Staves/Sticks. Defence type. Average damage. Average to fast speed. No crit. Hihgest defence after shields.

Exotic weapons will bend those 'rules' in a logic way. A katana is a more dexterous sword. Fist weapons are daggers/bludgeons closest to unarmed combat.
Two handed weapons are slower and heavier. Less speed, more damage, less chance to crit but heavier crit damage.
========================================================================================
Criticals. Crushes and Weak spot hits.
-----------------------------------------------------------------------------------------------------------------
Crits in general should be up to x2. x3 for crushes. Crit is a dexterous hit in a weak or vital spot (x1.1-x2) or a brutal crushing blow with a hammer (x2.5-x3). Some monsters that deal crit x4 are a bit OMGish sometimes.
Dexterous Crit should also bypass x DR, because you aim for the weakspot, while bludgeons will alwsys ignore some DR. (Read below for DR)

In 0.7 i saw some awkward weapons that reduced my damage resistance. Made no sense. Dunno if anyone else feels like that, but from mpov, normal weapons need a logic guideline. Extraordinary ones may have a bunch of effects.
=======================================================================================
Armors and shields having DR as a main stat.
----------------------------------------------------------------------------------------------------------------
Defensive items should have 2 base stats.
Defence rating, showing your abbility to dodge/parry/block attacks taking no damage.
Damage resistance, showing your passive mitigation vs hits you fail to defend against.

Light armors will emphasise defence rating because of mobility. Extraordinary ones may have move bonus.
Heavy ones will mitigate damage but will have less mobility.
Weapons can parry depending on size and flexibility.
Shields block and resist damage.
----------------------------------------------------------------------------------------------------------------
Damage Resistance.(DR) balanced via multiplying all combat stats by 10
I know that damage resistance cant be a main def stat in the current state of the game.
If you multiply all damage/HP/DR aspects of the game by 10, you can fit it in with ease.

For example Irogotus Neclace would grant 10x5(50) defence, 10x1(10) DR. (But a rat will hit for 10-20 instead of 1-2)
Leather gloves might give 4 defence and 3 DR. (4 Defence' 0.3 DR in the current format.)
Metal gloves, 4defence, 12 DR and -2attack. (1.2 DR in the current format.)
----------------------------------------------------------------------------------------------------------------
Note. The terms att% block% in game are missleading. (Those numbers are factors to a game formula, not actual percentages.) Change them with att/def rating.
A board with % chances to hit/block a moster could be accessible in the character sheet.
=======================================================================================
I Don't want to be judgemental or anything. Its a really nice and simple combat system, but it has one or two flaws that are hard to fix otherwise.

What say you?
Last edited by Vasifan on Sun Aug 25, 2013 3:51 pm, edited 1 time in total.
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
Sarumar
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Re: Some ideas / brainstorming.

Post by Sarumar »

Vasifan wrote:In this section ill try to give you my thoughts on weapons and gear.

To begin with its a bit odd that the rings give the same or better damage ratings compared to weapons. An overall weapon buff would make sense.

The linear str increase when you lvlup is powerfull early or with fast weapons/unarmed, and weak later on.
So i guess some work may be done to the base damage formula, to make it gettin affected by weapon type.
Unarmed damage = Base damage
Dagger damage = 1.1x Base damage
Sword damge = 1.3x Base damage
Twohand mace = 2x Base damage
Something like that will help balance the offansive items. Big AP costs should have big modifiers, while faster weapons will harm less.

Weapon types.
Unarmed. Speed type. Fastest speed. Lowest damage. Low defence.
Sword. Balanced type. Average to fast speed. Average damage. Sometimes average chance for average crit. Average defence.
Dagger. Dexterous type. Fast speed. Low damage. High crit chance for average to low crit. Lowest defence.
Mace/Club. Brute type. Lower speed. Average damage. Ignores X damage resistance. Low chance to crush. Average defence.
Axes. Savager than swords. Average speed. Average to high damage. More crit chance than swords less than daggers. Average defence lower than swords.
Staves/Sticks. Defence type. Average damage. Average to fast speed. No crit. Hihgest defence after shields.

Exotic weapons will bend those 'rules' in a logic way. A katana is a more dexterous sword. Fist weapons are daggers/bludgeons closest to unarmed combat.
Two handed weapons are slower and heavier. Less speed, more damage, less chance to crit but heavier crit damage.

Crits in general should be up to x2. x3 for crushes. Crit is a dexterous hit in a weak or vital spot (x1.1-x2) or a brutal crushing blow with a hammer (x2.5-x3). Some monsters that deal crit x4 are a bit OMGish sometimes.
Dexterous Crit should also bypass x DR, because you aim for the weakspot, while bludgeons will alwsys ignore some DR. (Read below for DR)

In 0.7 i saw some awkward weapons that reduced my damage resistance. Made no sense. Dunno if anyone else feels like that, but from mpov, normal weapons need a logic guideline. Extraordinary ones may have a bunch of effects.

Armors and shields.
Defensive items should have 2 base stats.
Defence rating, showing your abbility to dodge/parry/block attacks taking no damage.
Damage resistance, showing your passive mitigation vs hits you fail to defend against.

Light armors will emphasise defence rating because of mobility. Extraordinary ones may have move bonus.
Heavy ones will mitigate damage but will have less mobility.
Weapons can parry depending on size and flexibility.
Shields block and resist damage.

Damage Resistance.(DR)
I know that damage resistance cant be a main def stat in the current state of the game.
If you multiply all damage/HP/DR aspects of the game by 10, you can fit it in with ease.

For example Irogotus Neclace would grant 10x5 defence, 10x1 DR.
Leather gloves might give 4 defence and 3 DR.
Metal gloves, 4defence, 12 DR and -2attack.

Note. The terms att% block% in game are missleading.
Change them with att/def rating.
A board with % chances to hit/block a moster could be accessible in the character sheet.

Dont want to be judgemental or anything. Its a really nice and simple combat system, but it has one or two flaws that are hard to fix otherwise.

What say you?
AT is still beta
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Vasifan
Posts: 27
Joined: Sun Jul 28, 2013 5:04 am
android_version: 1.6 - Donut

Re: Some ideas / brainstorming.

Post by Vasifan »

Man, dont quote a wall of text to comment one line :)

Ofc its a beta. And betas are subjects to test, brainstorming and ideas. And thats what this topic is about.

As i said, i love this game. Unfortunately i dont have the programming skills to help, but i have a fair ammount of RPG experience and imagination.

What seems awkword to me, i will point it out, and if any of the guys who develop and program the game judges that it is worth his time and will improve the game experience, he will fix it.
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
Tomcat
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Re: Some ideas / brainstorming.

Post by Tomcat »

Vasifan wrote:In this section ill try to give you my thoughts on weapons and gear.

To begin with its a bit odd that the rings give the same or better damage ratings compared to weapons. An overall weapon buff would make sense.

The linear str increase when you lvlup is powerfull early or with fast weapons/unarmed, and weak later on.
So i guess some work may be done to the base damage formula, to make it gettin affected by weapon type.
Unarmed damage = Base damage
Dagger damage = 1.1x Base damage
Sword damge = 1.3x Base damage
Twohand mace = 2x Base damage
Something like that will help balance the offansive items. Big AP costs should have big modifiers, while faster weapons will harm less.

Weapon types.
Unarmed. Speed type. Fastest speed. Lowest damage. Low defence.
Sword. Balanced type. Average to fast speed. Average damage. Sometimes average chance for average crit. Average defence.
Dagger. Dexterous type. Fast speed. Low damage. High crit chance for average to low crit. Lowest defence.
Mace/Club. Brute type. Lower speed. Average damage. Ignores X damage resistance. Low chance to crush. Average defence.
Axes. Savager than swords. Average speed. Average to high damage. More crit chance than swords less than daggers. Average defence lower than swords.
Staves/Sticks. Defence type. Average damage. Average to fast speed. No crit. Hihgest defence after shields.

Exotic weapons will bend those 'rules' in a logic way. A katana is a more dexterous sword. Fist weapons are daggers/bludgeons closest to unarmed combat.
Two handed weapons are slower and heavier. Less speed, more damage, less chance to crit but heavier crit damage.

Crits in general should be up to x2. x3 for crushes. Crit is a dexterous hit in a weak or vital spot (x1.1-x2) or a brutal crushing blow with a hammer (x2.5-x3). Some monsters that deal crit x4 are a bit OMGish sometimes.
Dexterous Crit should also bypass x DR, because you aim for the weakspot, while bludgeons will alwsys ignore some DR. (Read below for DR)

In 0.7 i saw some awkward weapons that reduced my damage resistance. Made no sense. Dunno if anyone else feels like that, but from mpov, normal weapons need a logic guideline. Extraordinary ones may have a bunch of effects.

Armors and shields.
Defensive items should have 2 base stats.
Defence rating, showing your abbility to dodge/parry/block attacks taking no damage.
Damage resistance, showing your passive mitigation vs hits you fail to defend against.

Light armors will emphasise defence rating because of mobility. Extraordinary ones may have move bonus.
Heavy ones will mitigate damage but will have less mobility.
Weapons can parry depending on size and flexibility.
Shields block and resist damage.

Damage Resistance.(DR)
I know that damage resistance cant be a main def stat in the current state of the game.
If you multiply all damage/HP/DR aspects of the game by 10, you can fit it in with ease.

For example Irogotus Neclace would grant 10x5 defence, 10x1 DR.
Leather gloves might give 4 defence and 3 DR.
Metal gloves, 4defence, 12 DR and -2attack.

Note. The terms att% block% in game are missleading.
Change them with att/def rating.
A board with % chances to hit/block a moster could be accessible in the character sheet.

Dont want to be judgemental or anything. Its a really nice and simple combat system, but it has one or two flaws that are hard to fix otherwise.

What say you?
I think this approach would make a basis for a much improved system.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Vasifan
Posts: 27
Joined: Sun Jul 28, 2013 5:04 am
android_version: 1.6 - Donut

Re: Weapons and Gear Suggestion

Post by Vasifan »

GEAR STATISTICS CATEGORIZATION FORMULAS.
Gear affixes.
This came to mind after i saw Nyktos' post about monster names and power.

Weapon name and affixes:
Keen/Dull: More or less critical chance.
Heavy/Light: Damage modifier vs AP cost
Balanced/Crude: Main stats +/-
Brutal: Increased critical multiplier (Heavy weapons only)
Cunning: Increased critical chance (Light weapons only)
...of the defender: Increaced def.
Villains: Increaced att.
Venomous: Poison
...of bleeding: Bleeding
(Will need help to imrove and complete the list)

This actualy exists in the game at some point, but i want to see it being a consious attempt to sort weapons.

Weapon Meterial types:
Wood<Iron<Steel<Tempered Steel<Mithril<...

This also exists in the game at some point. Better material, better overall stats. Best matterial should be the one asked in the incomplete Fallhaven quest.
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
Tomcat
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Re: Weapons and Gear Suggestion

Post by Tomcat »

Heavy use of” ”stock” modifiers for gear names just makes me think of Diablo and its clones more than I wish it did.... just saying...
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Pyrizzle
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Re: Weapons and Gear Suggestion

Post by Pyrizzle »

Tomcat wrote:Heavy use of” ”stock” modifiers for gear names just makes me think of Diablo and its clones more than I wish it did.... just saying...
+1 i couldn't agree more... actually +2. Maybe i can. ;)
Vasifan
Posts: 27
Joined: Sun Jul 28, 2013 5:04 am
android_version: 1.6 - Donut

Re: Weapons and Gear Suggestion

Post by Vasifan »

Tomcat wrote:Heavy use of” ”stock” modifiers for gear names just makes me think of Diablo and its clones more than I wish it did.... just saying...
You are 100% right.

But, is this a bad thing? I mean, a sword is always a sword. Having a 'logic' formula behind its stats is bad?

How else could you give me to understand that the sword2 is more likely to crit than sword1? :)

If any RPG copied a feature like that, its on its pros, from mpov as a gamer. Innovation is good but great ideas must be reused, no shame in that.

(Off topic: The guy who named the simple magic items in D2 and WoW later on, is a genius. He used animal names to describe the attribute combinations)
I don't care who or what you believe in. As long as you protect the weak and punish the wicked, my sword and shield are on your side.
-Vasifan of the Silver wall.
Tomcat
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Re: Weapons and Gear Suggestion

Post by Tomcat »

I'm not saying ”and therefore no”, exactly. But it would involve renaming some existing gear, I think.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Pyrizzle
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Re: Weapons and Gear Suggestion

Post by Pyrizzle »

IMHO: I'd prefer to use original ideas over using ideas that others have already used before.
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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