Weapons and Gear Suggestion
Posted: Sun Aug 04, 2013 3:27 am
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.
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Base STR (Dmg now) and weapon modifiers.
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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.
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Logic while creating new weapons (And maybe rebalance older)
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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.
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Criticals. Crushes and Weak spot hits.
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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.
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Armors and shields having DR as a main stat.
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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.)
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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?
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?