Page 2 of 8

Re: Attack, crit and intuitiveness

Posted: Wed Jan 27, 2016 8:05 am
by jack1974
Image
I decided to adopt the new miss system, since after testing more, it looks good. Adds some randomness to battles (but in a good way, not frustrating). Here are some new enemies, ghosts and phantoms :)
In next Friday's blog post I explain the mechanism in detail.
Today I plan to finish the nobles robbery, so then there's only the mercenaries left (the most difficult one for fights). If I am not distracted with other stuff I could actually finish the coding part early February, so then there's only to wait for writing/missing CGs. Definitely sooner than I thought!

Re: Attack, crit and intuitiveness

Posted: Wed Jan 27, 2016 2:33 pm
by Miakoda
I'm really looking forward to this :D

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 10:24 am
by yayswords
Honestly, considering 99,99999999999999999999% of players just play my games for story/romances, I think current system is fine.
This was pretty offputting, which is why I haven't replied till now.

Firstly, yeah I had some ideas. For example you could make a skill deal your attack score's worth of damage and ignore defense. So if you have 10 attack 10 crit and target has 40 defense, a basic attack would deal 2.5 damage but with this skill you'd deal 10. Every other idea follows this theme really; making some skills use only attack or crit so that while balancing them might be optimal for general damage, gravitating towards one grants utility, survivability and/or very niche forms of damage. This very choice exists right now with Distracting Blows, and I keep envisioning I will favor attack a little for my Thalia just to pimp that skill up.

I have a concern or two about this avoidance mechanic, primarily I think the game loses some simplicity if mobs suddenly have a stat that isn't derived from attributes and that the sisters cannot get. But maybe they can, I'll wait till you explain it in full.

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 10:38 am
by jack1974
Yes the stats is derived from Agility. So now Agility influences Speed and the "Evasion" (let's call it that).
Since the speed has much a less impact than Loren, I think is OK that Agility also influences this. I really don't see someone putting all his points on Agility, since otherwise she couldn't do any damage having low attack/critical hit.

I used this solution because was the easiest one, without need to modify existing skills. In my testing it works, and doesn't unbalance the game (only adds a bit of uncertainity but I yet have to lose a battle because of this).

But as always the real test is when people start to play with it, with words sometimes is hard to describe the mechanics :)

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 10:49 am
by yayswords
Conceptually that sounds pretty good, allowing you to bump up survivability without getting stats that are purely defensive. Out of curiosity, can you crit on a half-damage attack? :D

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 10:52 am
by jack1974
Yes it can happen, so in practice you do normal damage, even if is critical :mrgreen:
(it's quite a rare combo though!)

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 5:00 pm
by yayswords
Is it still attack*crit=damage though? Doesn't look like it from the screenshot.

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 5:03 pm
by jack1974
Yes the damage formula is unchanged, I only changed/added the hit/miss thing.

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 5:09 pm
by yayswords
How is the damage prediction 8 then?

Attack really needs some more skills that scale off it alone now though. Maybe evasion is good for the game but it hasn't entirely solved the issue I brought up. Shouldn't be hard to think of some, like for example the defense piercing ability I described earlier.

Re: Attack, crit and intuitiveness

Posted: Thu Jan 28, 2016 5:13 pm
by jack1974
yayswords wrote:How is the damage prediction 8 then?
Who knows!? :lol:
Honestly I gave up understanding it. One day maybe will recode a system in the good old (crappy) PS1 method in which you could always clearly understand how damage is caused with attack-resistance=damage. Stop :o
I only know that I didn't change that thing since the alpha. Maybe is the weapon Kira is currently equipping (I put some default ones).
yayswords wrote: Attack really needs some more skills that scale off it alone now though. Maybe evasion is good for the game but it hasn't entirely solved the issue I brought up. Shouldn't be hard to think of some, like for example the defense piercing ability I described earlier.
I don't think so - battles already last so little, that if I even added higher damage they would end in 10 moves (total, not 10 moves each character).
I wanted to have shorter battles, but not THAT short! :)