oskarwiksten wrote:Thystonius, I think your idea is an excellent suggestion. Awesome work explaining it, and thank you for taking the time to do so!
In general, we tend to strive for what's realistic when designing the game, where applicable. The example with a toothpick was brought up during one of our discussions (thanks ctnbeh13!). With the current system, a reasonably leveled-up player would be able to inflict massive amounts of damage per hit using a dull toothpick, since all attacks get the base damage bonus. The difference in damage per attack compared to, say, the Skullcrusher, would be insignificant if you've leveled up past a certain point. That's totally unrealistic, and something we'd like to fix.
Instead, we'd like to have it so that the proverbial toothpick should only do a minor amount of damage per attack, mostly unrelated to how much you've leveled up. After all, even if you've trained toothpick-mastery your whole life, it is unlikely that you would stand a chance against someone who has trained sword mastery her whole life. The Skullcrusher, however, should be a fairly bad weapon when untrained in it, and a formidable instrument of death once you know how to use it.
I think the concept of having a percentage on each weapon that defines how much of the wielder's base attack damage is used, is an excellent suggestion. Anyone have a clever idea on how we should assign initial values to that percentage for all of our existing items?
Also, there are a couple of edge-cases we would have to consider:
- Weapon proficiency skills should probably affect this percentage somehow. Anyone with ideas on values for this?
- Unarmed combat needs to benefit from the base attack damage somehow. Values for that?
- How would dual-wielding work with that percentage? It would seem unfair to give the percentage base attack damage bonus for both the main and the off-hand weapon.
Anyway, excellent idea, Thystonius!
+1 I love to see more ideas about balancing combat ... and i will be the first master of toothpick..
Can we give the Toothpick a cool status effect?
Eye gouge - NPC looses 2 AP
Shish kabob - you can use cheese or meats during a fight (but only once)
Splinters - You loose 1Hp and it costs 5 AP to remove it (you have to remove it right away)
Would you also draw something for me?
Pyrizzle's Staff of Fiery VENGENCE!
Pyrizzle wrote:Can we give the Toothpick a cool status effect?
Eye gouge - NPC looses 2 AP
Shish kabob - you can use cheese or meats during a fight (but only once)
Splinters - You loose 1Hp and it costs 5 AP to remove it (you have to remove it right away)
Would you also draw something for me?
Pyrizzle's Staff of Fiery VENGENCE!
The weapon damage multiplier is the best way to go fmpov.
Unarmed damage: Lvl + flat gear bonuses.
Toothpick: Unarmed*0.2
Baseball bat: Unarmed*1.4
I don't believe that there is anyone who supports that a body builder may cause more damage with his bare hands than with a bat.
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.
Plan: Introduce new property on items and actor conditions that determines how many percent of the actor's base damage will be used as attack damage. Having several items or conditions with values in this new property will use as many percent as the sum of all of them. Keep the old attack damage range of weapons, in addition to this new modifier for base attack damage.
Example: Dull wooden sword has 1% and usual attack range 0-1. Player gets to use 1% of the leveled-up base attack damage plus 0-1 as actual damage in combat.
Example: Epic slicer of awesomeness gives 250%, and attack damage 5-12, and player is wearing two epic rings of awesomeness that both provide 25% each. Player gets to use 300% of the leveled-up base attack damage, plus 5-12 as actual damage in combat.
What should we call the new base attack damage percent modifier?
- Base damage potential (BDP)?
- Base damage modifier (BDM)?
- Percent base damage (PBM)?
- Damage multiplier (DM)?
oskarwiksten wrote:Plan: Introduce new property on items and actor conditions that determines how many percent of the actor's base damage will be used as attack damage. Having several items or conditions with values in this new property will use as many percent as the sum of all of them. Keep the old attack damage range of weapons, in addition to this new modifier for base attack damage.
Example: Dull wooden sword has 1% and usual attack range 0-1. Player gets to use 1% of the leveled-up base attack damage plus 0-1 as actual damage in combat.
Example: Epic slicer of awesomeness gives 250%, and attack damage 5-12, and player is wearing two epic rings of awesomeness that both provide 25% each. Player gets to use 300% of the leveled-up base attack damage, plus 5-12 as actual damage in combat.
What should we call the new base attack damage percent modifier?
- Base damage potential (BDP)?
- Base damage modifier (BDM)?
- Percent base damage (PBM)?
- Damage multiplier (DM)?
+1 intresting idea... IMO this should be used to AC and BC as well...