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Post by Gravedust on Sept 12, 2011 15:35:27 GMT -8
((Yeop, it's the OOC thread. First of all.. I don't have internet access at home, and I don't really expect to get it anytime this week, so I'm going to be doing most if all all my work from.. uh.. work, for a while, which will make updating a challenge... But I figured we've waited long enough to get this shizz started... I'm going to try as hard as I can to keep production values as high as I can but who knows how that'll work out. I know 'm probably being overambitious, but I wanted to stretch myself with this one.. We'll see how it goes. If you have any questions, feel free to ask here, of course. This is an open game, people can join whenever they want, you just need an approved toon. so there you go. Let's all have some fun, hopefully! ;D
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Post by Gravedust on Sept 29, 2011 9:17:53 GMT -8
Rawr! So some general updates, that I don't want to clog up the game thread with:
NEW SPECS!!
CLAWS +Claw:: ( - )::(Adjacent) Attacks for 25 damage. +Claw Flurry::(25 cp)::(Adjacent) Attacks for 25 (+SPEED) Damage +Hamstring::(25 cp)::(Adjacent)(Undodgeable) Attacks for 15 damage and has a Chance (SPEED vs DEFENSE) of reducing the Movement speed of the target by 3 for 2 rounds. +Pounce::(25 cp)::(Range: 3) Moves the attacker to a square adjacent to the target and attacks for 20 damage. +Soulclaw:: (25 cp)::(Range: 4) attacks for 20(+MAGIC) Damage. +Claw Sweep::(25 cp)::(Self AOE 1) Attacks for 15 (+SPEED) damage.
HAND TO HAND +Punch:: (-)::(Adjacent):: Attacks for 25 damage +Slam:: (20 cp):: (Adjacent)::Attacks for 25 (+STRENGTH) damage. +Rapid Strikes::(25 cp)::(Adjacent:: Attacks for 25(+SPEED) damage. +Knockout Blow::(Adjacent)::Attacks for 15 damage and has a Chance (STR vs DEF) of causing the target to lose a turn. +Soulfist:: (25 cp)::(Range: 4)::Attacks for 20(+MAGIC) Damage. +Wrench::(30 cp)::(Adjacent):: Attacks for (Target's Defense x5) Damage, ignoring Defense. +Dim Mak::(30 cp)::(Adjacent):: Attacks for 50 damage, but if the attack fails to kill the target, the attacker instead receives 25 damage.
Also a few changes and new skills in old specs:
• BLADED WEAPONS has been namechanged to BLADES (crucial change, of course)
• BLUNT WEAPONS has been namechanged to LARGE WEAPONS, (Another critical adjustment)
Bladed Weapons.. err.. BLADES, has a new toy: +Charge::(30 cp)::(Self):: Allows the character to move 2 more squares if doing so brings them adjacent to an enemy. Attacks that enemy for 20 damage.
Also Most of the Elemental damage dealing specs have a new skill that does, well this, basically:
+#####::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next ##### spell cast by the character this round.
Basically you charge up to shoot your next spell just a little further and make it hit just a little harder. May not seem superimpressive but I expect it'll come in handy from time to time.. Note especially that it increases the range and damage of AOE effects, (won't effect the AOE radius, but can make the effect be centered a little further away. And it can be used to turn and Adjacent spell into a (short) ranged one.. Hmmmnnnn.
Also noodling a few new specs and trying to make some other ideas work. I've been trying to find a simple way to handle Summoning for a while, I really want that in but without a lot of kludge. I haven't found anything really clean just yet.
Anyway. Have a few more mobs to make before I can open the Dungeon Hack up for testing. If we're real lucky I might have that done today.
Bren since you're the only person playing so far I guess if you feel like it you can make a few more toons. I get the feeling you might get rolled with just 2 as it is... The dice, they know no mercy.. But we'll seeeeee, I guess.
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Post by Gravedust on Sept 29, 2011 11:35:40 GMT -8
So hey, I worked out a way to calculate the "worth" of a mob in the game: ------------------------------------------------------ CP CALCULATION:: + TOTAL ATTRIBUTE POINTS X 50 + #SPECIALIZATIONS X 50 + CP COST OF ABILITIES + HEALTH ---------------------------------------------------------- Ta-da! By running the numbers we can compare the stats of all the mobs I've added so far... I've sanitized the names and included a starting character's value for reference:: ++PLAYER AT GAME START+++ Attributes: 16 = 800 3 specs: 150 Skills = 60 Health = 100 TOTAL = 1,110 ##### 16 Attributes = 800 2 specs= 100 Skills: 25 +Health = 100 TOTAL: 1025
#### 12 Attributes = 600 3 Specs = 150 Skills: 80 Health = 100 TOTAL = 930
#### Attributes: 18 = 900 Specs: 3 = 150 Skills: = 40 Health = 120 TOTAL: = 1210
#### Attributes: 29 = 1450 Specs: 2 = 100 Skills: ## = 75 Health: = 200 TOTAL: = 1825 <-- HA HA holy shit... But that's working as intended..This is a miniboss.
#### Attributes: 19 = 950 Specs: 2 = 100 Skills: 65 = Health: = 120 TOTAL: = 1235
#### Attributes: 18 = 900 Specs: 2 = 100 Skills: ## = 95 Health: = 90 TOTAL: = 1185
#### Attributes: 16 = 800 Specs: 3 = 150 Skills: ## = 95 Health: = 80 TOTAL: = 1125
#### Attributes: 16 = 800 Specs: 3 = 150 Skills: ## = 70 Health: = 100 TOTAL: = 1120
#### Attributes: 19 = 950 Specs: ## = 150 Skills: ## = 55 Health: = 200 TOTAL: = 1300
#### Attributes: 9 = 450 Specs: ## = 100 Skills: ## = 0 Health: = 20 TOTAL: = 570 <--Water golem, lawl
Soooo.. yeah. I figure I can use it as a scale for setting the CP value of mobs. Just divide by 100 and round down to the nearest whole. I'm sure it's not 100% accurate.. For instance there is no way in hell I'd give a player 5cp for killing a @#$% water golem, so common sense may need to be applied or I may put some other modifiers in... But for a quick and dirty system it works out alright. Note thogh that mobs don't have to follow the character creation rules really, especially with the relation of mob HEALTH and their actual HP. sometimes I set the HP lower than it should be given the HEALTH level (and I can see myself doing it in reverse for bosses, if I want a boss with like 500 HP.. and I will, eventually. ) Likewise SPEED and a mob's actual movement are not always connected. But generally this works out in a player's favor, overall. ...You might also notice that on the average most of the mobs so far are on par or a little better than your starting player...
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