*Leaving his body to come to a different world out side of Illarion board at the shop. He published a small article for the gods to look at on their own plain of existence. This place was called the Proposal board. Visiting here before he had become a member of the world of Illarion he quickly knew where and how to publish his works for the gods to see. *
Penalties for being behind or to the side of some one
Attacking should go as follows (in my opinion)…
If the skills system is like you have a maximum skill points attainable for a certain skill then…
*Figure standing facing right* Attacker directly in front of defender, defender suffers no penalty.
*Figure standing facing right* Attacker directly in front of defender but to the left or right, defender suffers no penalty.
*Figure standing facing right* Attacker directly left or right of defender, 10% of maximum points for parry skill subtracted from defenders total (not permanent) and if you do not have that much then you will have 0 parry at the moment and will get hit no matter what.
*Figure standing facing right* Attacker directly left or right and behind the defender, 15% of maximum points for parry skill subtracted from defenders total (not permanent) and if you do not have that much then you will have 0 parry at the moment and will get hit no matter what.
*Figure standing facing right* Attacker directly behind the defender, 15% of maximum points for parry skill subtracted from defenders total (not permanent) and if you do not have that much then you will have 0 parry at the moment and will get hit no matter what.
Multiple Opponents
For every added person attacking (more then one person attacking) a penalty of 1% increments is added and all penalties are cumulative so if you have 8 people attacking you, you suffer 1+2+3+4+5+6+7+10+10+15+15+15=93. So if you have the max amount of parry you can get hit about 93% of the time (individual attack bonuses figured in later and are totally individual. This means that all the people attacking you get a 93% base chance of hitting the defender plus their individual bonuses to attack). Long-range weapons also should be treated as the others so if you are attacked from behind you will suffer a 15% of total penalty.
What must be remembered is this: All deductions are from the total not from your total.
So the groups would now be more effective than one person would be.
Attack Chance of hitting bonus
The attacker gets a bonus of weapon efficiency, (dependent on the weapon and dexterity) plus 20% of his current total of the total. If he has 200 points out of 300 points in slashing weapons and he uses a sword (the sword uses 20% of the current total he has for an example) against his opponent he gets a 13.3% bonus to hitting the opponent (add a dexterity bonus of, lets say half of your dexterity for an example, 10% if you have a 20 dexterity. In this way dexterity becomes the base state so if you have a 20 dexterity you have an automatic 10% bonus and the rest is all relative to your skills and weapon used compared to the total of the skill being used) .
Case Scenario and an example of how parry would work
Suppose this attacker attacks someone with two shields and a parry of 300 out of 400. With this system, (lets say that a shield lets you use 100% of parry) with the two shields he blocks about 150% of the time. But lets do it this way: Go through both of the weapons you have in your hands (if you have a dagger and a dagger lets you use about 20%) With a shield and a dagger you first try and block with your dagger with is 20% of a 75% parry rate minus his attack bonus that works out to be a 1.7% chance of defending with your dagger then the server checks if you defend with the shield. With a shield it works out to be a 61.7% chance of defending the blow. So the advantage to having two shields no longer lies in the fact that you can not get hit but that you have two 61.7% chances of defending if you have 75% of your parry bar filled (like before a base additive would be added for agility bonus, half sounds good, if a person with a dexterity of 20 attacks a person with a agility of 20 the bonus is negated as 10% is subtracted from the person then added because of his agility bonus).
Damage
Damage should be lowered to fit the same model. Dependent first on strength to make a maximum damage for each person (I think there is a maximum of 20 different values) , second the total damage you can deal should be a percent of the efficiency with a weapon. So you deal a random amount of damage from a minimum to a maximum. So for a char with a strength of 1 he can deal a damage total of 15 points and a char with a strength of 2 can do 20. A char with a strength of 20 does 105 damage total. If a char with a strength of 20 is using a fire sword (fire sword using lets say 80% of slashing weapon percent) and his/her slashing weapon is at 200 of 400 he will do a maximum damage of 42 damage. The minimum damage he can do is dependent on total strength so a char with 20 does at least 20 damage.
This is a system I have devised it is not the current system.
If there are any questions as to how I got a certain number (all of it is done mathematically) just ask. This is a model for how I would like to have the fighting system be. Not exactly like this but close to it. The numbers can be substituted for ones that Bror or the programmers like more. In this system, I believe, presents more realism then we have currently.
Good-bye and if you see any errors in my typing please tell me so that I can fix them. The system is well written in my head but you might and I might find things that need clarifying and or correcting.
Signed: The Hermit
*Leaving as he had arived, in astral form, he made his way back to his body*
(Edited by Gilean at 8:57 am on May 9, 2001)
Technical writtings from The Hermit. - The question of a sys
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Technical writtings from The Hermit.
Wow nice, alot of thought put into that.
I stand awestruck and I see how this system works and I think it has promise.
My 2 cents.
I stand awestruck and I see how this system works and I think it has promise.
My 2 cents.
Technical writtings from The Hermit.
Thank you Brother for you kind words. I just realized that I forgot one of the other key factors in this manual. I for got to show a correlation between parry and agility, and attack percentage and dexterity. So I will make the revision now to show how it would fit in. Much like damage I would believe both of the systems would be.