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The Fake Type Knights


Sploda

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Well they don't start with points they'll earn them by leveling (up to level 30) then they can earn them from the "Legendary" level quests.

 

If they manage to complete all the quests and are level 60 they will have 40 skill points.

 

1st point unlocks ability

2nd point upgrades ability

3rd point masters it and gives it a secondary effect

 

Allows for some simple flexibility between characters.

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At the beginning we need some numbers to work with. If everything was one then there won't be much to do. You need the numbers to help calculate attack damage against defense. Like how much hit points one gets. It will also allow flexibility for someone to be able to distribute their initial stats. It would bring variant with the characters.

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Well, I could randomly generate stats for people based on their class.

 

In fact, that is what I'll do, allowing them to add 7 points to no more than 2 stats (these points are optional).

 

Come up with a list of generic abilities and then I'll try to give a hit % and Damage range for them.

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Range? How do you want to do this, it would be easier just have them attack each other and have the stats calculate if it hits or misses and how much damage it does. If you want to do a grid type game then I will let you handle that.

 

For generic stats

I have the following; Endurance, Strength, Luck, Defense, Magic, Magic Defense, Speed

Than these stats would calculate into the hit points, damage ratio and damage modifiers with the defenses they have.

Anything else that comes to mind?

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@DL

Woah, wait we are putting more than one playable race in this?

 

I thought everyone was human...

It was the only example I could think of D:

 

 

But I honestly dun know if it's better to have multiple points to start off at

 

Or just one huge metropolis/quiet, small village

 

...tho...for this kinda thing, huge metropolis kinda works better :'o

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:3 This sounds fun

Range? How do you want to do this, it would be easier just have them attack each other and have the stats calculate if it hits or misses and how much damage it does. If you want to do a grid type game then I will let you handle that.

 

For generic stats

I have the following; Endurance, Strength, Luck, Defense, Magic, Magic Defense, Speed

Than these stats would calculate into the hit points, damage ratio and damage modifiers with the defenses they have.

Anything else that comes to mind?

But

 

What If you devoted all of your skill into luck?

 

Shouldn't it better off as accuracy with far ranged weapons?

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.Requiem...

it seems like I should remember that name.

Anyway, what's this about characters and attacks?

Nope, you shouldn't. Actually I don't even know who you are. ha ha

 

:3 This sounds fun

 

But

 

What If you devoted all of your skill into luck?

 

Shouldn't it better off as accuracy with far ranged weapons?

No luck is what luck is. It affects how often attacks hit and it you should be able to dodge an attack. If you bump your luck with all your points you will be able to hit more often. You shouldn't have any points in attack you will be doing the least amount of damage. I was thinking that weapons won't have a set attack damage. It shouldn't matter that much anyway there are other factors that affect the damage such as defense and the attack. If we want to have ranged attacks than there could be some modifier that helps determine how much damage it does. Like say a ranged attack does a set amount of damage before hand than another your normal attack will come in, but at a lower damage range because of the difference in the weapons used.

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It shouldn't really matter I was just thinking that weapons shouldn't play a major role in it all. It was coming from the thought that if someone had a powerful weapon that could KO everyone. But it might force some people to carefully consider their skills more and other possible decisions. I will let Creator decide that though.

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Nope, you shouldn't. Actually I don't even know who you are. ha ha

 

 

No luck is what luck is. It affects how often attacks hit and it you should be able to dodge an attack. If you bump your luck with all your points you will be able to hit more often. You shouldn't have any points in attack you will be doing the least amount of damage. I was thinking that weapons won't have a set attack damage. It shouldn't matter that much anyway there are other factors that affect the damage such as defense and the attack. If we want to have ranged attacks than there could be some modifier that helps determine how much damage it does. Like say a ranged attack does a set amount of damage before hand than another your normal attack will come in, but at a lower damage range because of the difference in the weapons used.

*Brain explodes*

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Weapons will have minimal effects for every non-Warrior person.

 

Warrior + no weapon = fail

 

As such Warrior skills will have something to do with the weapon.

 

But weapons won't have much to do besides make a Warrior stronger.

 

Basic Stats:

 

Strength

Agility

Stamina

Intellect

Spirit

 

Secondary Stats:

 

Haste

Luck

Charisma (applies to NPCs only)

Skill (Applies to skills and weapons)

Defense

 

Agility will affect Defense (dodging and what not) and Haste

Spirit will affect Charisma (MANLY SPIRIT IS MANLY!)

 

 

All I got stat wise, I'm going to let people make up their own skills every 15 levels meaning at max level you have 4 unique skills.

 

Otherwise you have skills based on your class that you start with.

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