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jack1974
Lol I just tried with all 3 characters Speed 30-32 and it's too powerful. Even if putting all points on Speed means they have lower attack/accuracy, they can just use the normal melee and still win easily. Need to tweak it for sure, also considering there will be weapons that give speed bonus, or spells! I'll probably do like in SOTW where the delay can't go past the normal skill delay in half (so there's a cap).
Troyen
Can you just pick a higher base value?



All these hidden caps are kind of annoying because the player has no way of knowing they shouldn't put more points there. Especially on something like speed because it's hard to tell how much of a difference it is making until you've made a large investment.
jack1974
I can pick a higher base value but wouldn't change much, I mean from 10 speed to 50, if the max reduction is half skill cost, probably the difference will be small. That's why in SOTW I had Agility influence both Speed and Critical Hit, and in Loren the Speed was dependent on Skill which also influenced Thieves attack, so putting points in Agility/Skill was worth it in any case. Here putting points on Agility would increase only Speed.

In this game initially I didn't want to use Speed attribute at all, I mean that could be tweaked by players on level up. Perhaps I should still do it, so that the speed bonus/malus would come only from skills but you can't increase it using attributes...?
jack1974
https://pbs.twimg.com/media/CFcfyHCWYAAistU.jpg:large" style="max-width:100%">

started adding some rock/paper/scissor mechanics. For example, as someone would expect, Skeletons CAN'T BLEED :mrgreen:

I plan to put a few on each type of monster, but not like Loren/SOTW in which they could have more than one resistance. Also in this case even with full immunity it's only the condition that is affected and not the attack base damage like in Loren/SOTW, so Thalia's attack can't make him bleed but the damage is still the same.
yayswords
Are we back to attack-defense=damage?
jack1974
No, why?

If you got confused by the "Critical Hit" text, indeed I've changed that skill name to "Fatality" :)
yayswords
So yeah I'm reverting back to the old system

So that only meant you went back to 1% crit per accuracy point?
jack1974
Yes exactly, "old system" meant only for the accuracy=>critical. Wasn't very clear sorry :lol:
Jaeger
All of this talk about damage calculation made me appreciate the work that goes into an RPG. It makes me wonder, how did they figure it out with the pen and paper variety.
jack1974
Was a slower process for sure! :)
yayswords
I'm pretty sure most of it is figured out by the DM being a human and not a computer. If you look at computer adaptations of D&D (Baldur's Gate, Icewind Dale), you'll find them as riddled with exploits and imbalances as your average RPG. It's just when you sit around a table and play, the DM can improvise to adjust the challenge.
jack1974
I've made some tests with the Mage skills offering bonus/malus... but honestly it doesn't feel good. For example the idea that if you cast a Fire Blast on an enemy, then if you attack with melee you could get the Burning status too. I tried, but basically then I was avoiding using that skill at all against monsters with a lot of HP and Kira/Thalia didn't know what to do in their turn :lol:

So I won't do things like that, since the negative effects were pissing me off too much while playing. I'll try to get "creative" with some spells but not like that!
yayswords
Actually my idea was:



- The burning target takes a significant amount of damage over time.

- Any interaction with the target causes you to take fire damage (but not get the Burning effect yourself).

- Interaction isn't just attacking the target, but also guarding it, healing it, etc.

- The point is the target is getting owned quite hard by a single spell, but nobody, friend or foe, wants to try to help or harm it.

- Just as I typed this I thought: Interaction could remove one tick.



Obviously you wouldn't want to cast that if there's only one target though.
jack1974
Ah OK I see. I could try this, but not sure I can code the interaction as well...
jack1974
I'm also having some buffs range displayed, like the revamped "Hold The Line" by Kira:

https://pbs.twimg.com/media/CFhjA06XIAEN7qn.jpg:large" style="max-width:100%">

since I won't have starting bonuses, I though to limit some buffs to 3 characters nearby. This way if you spread out your party, you're less likely to be targeted by the enemy AI with AOE attacks, but at same time you'll have harder time to use some AOE buffs :)
jack1974
Haha I just added a funny spell. The Tornado causes Confused effect, which now randomly swap each turn the four values of the target :lol: It's a sort of gambling, and of course not much effective if the target has similar values. But if target has high attack and low defense or any other combination it can lead interesting effects :)
Troyen
*pictures Yayswords tornadoing his party, hoping to swap super-high defensive stats into the offensive slots.*
yayswords
I don't think I'd run around with a character higher in defense than offense yet with offensive skill picks (or vice versa) just hoping for that to happen :P



Feels like a very severe effect. Is that on a basic nuke or a combo?
jack1974
Tornado is offensive only, so you can't use it on your own party, but on enemies only (enemies can use it on you too of course) :) Is a basic one, but depending on testing maybe I'll change it. When I tried it was funny, but unless the enemy was very unbalanced (like values as 8,4,9,5) the impact wasn't SO BIG. But was still fun to use :lol:

I've almost done Joanne's skills. I want to finish by Sunday, since as said before I can't spend as much time on this game as I did with SOTW. I still think the rules are cool enough though :)
yayswords
Mmm. Well, I probably wouldn't use such a spell if there's a chance high attack turns into fortress defense or high defense turns into butcher attack. Anyway, I don't really like calling the effect "confused". I just can't see that as being debatably beneficial. How about "whirling"?