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Spells & Abilities for Combat

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Spells & Abilities for Combat Empty Spells & Abilities for Combat

Post by Bl00D4NGEL Tue Aug 22, 2017 9:21 pm

I will list my ideas of spells below, each spell being detailed a little bit.
Keep in mind that these are basic ideas and orientated on SOLO fights, abilities like Healing, Buffing etc might be implemented for group fights too, but that's far down the line for now.
Please also note that any example values, calculations, ratios are just EXAMPLES and probably will NOT be the same in the game.

Spell: Heal

Effect: Heal for a specific amount of HP.
Effect increased by: Heal? Int? Max HP?
Example: 10 base Heal (+ 10% of Maximum HP) = Healing done

Spell: Shield Magic / Melee / Ranged

Effect: Shield against specific damage type. This can be either round-based (shield x damage for y rounds) or value based (shield for x damage)
Effect increased by: Defense? Strength?
Example Round Based Shield: 2 base rounds( + 1% of Defense) shielded for 10 damage each round OR 2 base roundsfor 10 (+ 10% of Defense) damage each round
Example Flat Value Shield: 50 Base shield( + 10 % of Defense)

Spell: Reflect Damage

Effect: Reflect x% of the damage the enemy deals to you
Effect increased by: Defense? Strength?
Note: If this spell would KILL the enemy, it will instead reduce the enemies health to 1 HP. Reflect damage capped at 75%
Example: Reflect 25% (+ 20% of Defense Stat) of the damage the enemy deals to you

Spell: Buff Crit %

Effect: Buff critical hit chance by x % for y rounds
Effect increased by: Luck? Speed?
Note: The Crit % buffs should stack, but the crit chance itself should be limited to something like 50% so people don't build full-crit to one-shot people
Example: 5% base crit chance increase (+ 5 % of Luck)

Spell: HoT

Effect: Heal x HP for y rounds
Effect increased by: Heal? Int?
Example: Heal 10 damage for 2( + 1% of Heal) rounds OR Heal 10( + 5% of Heal) for 2 rounds

Spell: DoT (w/ & w/o drain)

Effect: Deal x Damage over y rounds (and heal for the damage done)
Effect increased by: Int? (Heal?)
Note: Casting a curse w/o drain will  deal more damage naturally, as the point of drain is to give you a little sustain and not to run over your enemy.
Example w/ drain: Deal 10 (+10% of Int) damage for 2 rounds and heal for the damage done OR Deal 10 damage for 2 (+5%of Int) rounds and heal for the damage done
Example w/o drain: Deal 20 (+10% of Int) damage for 2 rounds OR Deal 20 damage for 2 (+5% of Int) rounds

Spell: Damage

Effect: Deal x Damage to the enemy
Effect increased by: Int?
Example: Deal 50 (+ 10% of int) damage to the enemy

Spell: Stun

Effect: Have a x% chance to stun the enemy for 2 rounds
Effect increased by: Strength? Luck?
Note: Stun means that the enemy will be unable to use a skill or attack you for 2 rounds. If you cast first, you won't get any damage for 2 rounds. Enemies WILL be able to heal via regenarating skills if they've casted them before.
Example: Have a 5 (+ 5% of Strength) chance to stun the enemy for 2 rounds.

Bl00D4NGEL
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Spells & Abilities for Combat Empty Re: Spells & Abilities for Combat

Post by Jaize_ Wed Aug 23, 2017 12:20 pm

Thoughts on abilities to 'cleanse' (remove DoT / drain) or debuff (remove buff crit % / HoT / reflect damage)?

"Note: The Crit % buffs should stack, but the crit chance itself should be limited to something like 50% so people don't build full-crit to one-shot people"

I don't disagree about there being a cap, but I think it'd be good for there to be a viable 'high crit' build along with a 'high straight out damage' build. Basically one of the things that's most disappointing with Drakor's combat is that there's very little variation among combat builds because there are only 3 good stats out of the 6.

For Stun, would there be a chance to resist it? Is there a 'magic defense' stat? Or would that be defended with the 'magic shield' buff?

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Spells & Abilities for Combat Empty Re: Spells & Abilities for Combat

Post by Bl00D4NGEL Wed Aug 23, 2017 1:13 pm

Cleanse sounds like a good addition

Skill: Cleanse

Effect: x% chance to cleanse DoT and HoT effects (as well as stun effects, if I ever implemented multicombat, this will make sense)
Effect increased by: Int? Defense?
Example: 25% (+10% of Int) chance to remove any DoT or HoT effects

Same as Debuff

Skill: Debuff

Effect: x% chance to remove every effect of the enemy (including stun)
Effect increased by: Int?
Example: 25% (+10% of Int) chance to remove every effect of the enemy (including stuns)


Saying that I'd limit crit to 50% was just a general number.
I could maybe add something like Crit Damage%, so if someone caps at 50% crit they would start to build up crit% damage which would cause a crit to deal more damage.
Example w/o crit damage boost: Normal attack: 50 Damage, crit: 100 damage w/o crit damage boost
Example w/ 10% crit daamge boost: normal attack: 50 Damage, Crit: 105 Damage (200% + 10% crit damage boost)

I'm currently thinking that stun is "unblockable" as I'll probably cap the % of stunning to maybe 75% otherwise you might just be able to stun-lock an enemy down.
Also, Stun has a % chance anyway, there has to be some "luck" in the game and some prayers to the RNGesus, too :p

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Spells & Abilities for Combat Empty Re: Spells & Abilities for Combat

Post by Jaize_ Wed Aug 23, 2017 1:39 pm

Sure, just was thinking it'd be frustrating if someone could get to the point where they kept you on stun lockdown. Even at 75% it might be overpowered (do you need defense if your enemy can't attack?), but it's ok, we'll obviously do a lot of combat testing of various combinations to try and break the system.

I like your idea on crit damage.

Berserker skill? (either +damage -defense or short-term all-stat boost and after that a temporary stat negative)

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Spells & Abilities for Combat Empty Re: Spells & Abilities for Combat

Post by Bl00D4NGEL Wed Aug 23, 2017 3:23 pm

Jaize_ wrote:Berserker skill? (either +damage -defense or short-term all-stat boost and after that a temporary stat negative)

Maybe this could be a class skill of a warrior?
If you fall below 25% health gain a "Berserk" effect which increases all your stats by x value?

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Spells & Abilities for Combat Empty Re: Spells & Abilities for Combat

Post by Jaize_ Wed Aug 23, 2017 4:51 pm

Could work. I also forgot on the class skill thing, you could have different types of skills to make say a pure healer or healer with some damage abilities, or warrior more focused on burst damage vs defensive specialist vs consistent damage based on skills chosen by player.

Another idea for race / class skills would be active ones...like instead of a permanent passive, get a stacking -6 to tradeskill timer for 30 minutes, further down the tier list maybe you can have options to boost duration / reduce timer further. Sorry this isnt the best place for that comment, but have to do this quickly. Smile

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