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Combat Skills

Unstructured ideas, requests and suggestions for the development of the game.
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lord midnight
Posts: 104
Joined: Sat Feb 05, 2011 9:23 am
Location: Oz

Combat Skills

Post by lord midnight »

Ok, so for some skills, and how they work. Im not that technical, but I saw some things for like, 7 ranks of each skill, I might not use all seven, but I will make them each have ranks, and higher ranks do things instead of a percentage and such, here goes:

Looking a lot like the warrior list with some rogue attacks in it...

Combat Skills

Focused Attack:
Cost Double AP to use.
R1: +10% to hit, +10% critical +1 damage
R2: +25% to hit, +25% critical +2 damage
R3: +50% to hit, +50% critical +5 damage
R4: +75% to hit, +75% critical +7 damage
R5: +100% to hit, +100% critical +10 damage
R6: +250% to hit, +100% critical +25 damage
R7: +500% to hit, +200% critical +50 damage

Stunning Blow
Cost Double AP to attack, -1 'endurance point'(physical mp?)
R1: +10% to hit, +1 damage, cause -1AP to target
R2: +15% to hit, +2 damage, cause -1AP to target
R3: +30% to hit, +3 damage, cause -2AP to target
R4: +60% to hit, +5 damage, cause -2AP to target
R5: +90% to hit, +8 damage, cause -4AP to target
R6: +120% to hit, +11 damage, cause -4AP to target
R7: +150% to hit, +19 damage, cause -8AP to target?

Furious Assault
Cost: Double AP to use
R1: +10% to hit, +10% critical +10 damage
R2: +20% to hit, +20% critical +25 damage
R3: +30% to hit, +30% critical +50 damage
R4: +40% to hit, +40% critical +75 damage
R5: +50% to hit, +50% critical +100 damage
R6: +75% to hit, +75% critical +200 damage
R7: +100% to hit, +100% critical +300 damage


Stinging Strikes
Cost 1 "endurance point?' per strike
R1: -50% to hit, -100% critical -1 AP cost
R2: -25% to hit, -90% critical -1 AP cost
R3: -10% to hit, -75% critical -1 AP cost
R4: +10% to hit, -50% critical -2 AP cost
R5: +25% to hit, -25% critical -2 AP cost
R6: +50% to hit, -10% critical -3 AP cost
R7: +75% to hit, +10% critical -4 AP cost


Gear Change
Cost: varies
R1: -1 AP cost to change one handed weapons or shields
R2: -1 AP cost to change two handed weapons
R3: -1 AP cost to change gloves, necklace or hat
R4: -1 AP to change boots or shirt
R5: -2 AP to change all weapons or shields
R6: -2 AP to all other equipment changes, all equipment changes in a round only cost once
R7: -3 AP to all equipment changes, all equipment changes in a round only cost once

Dual Weild
Cost: Additional AP
R!: second weapon must be much lighter, -50%1st/-50%2nd, +2/+2AP
R2:second weapon must be somewhat lighter, -50%1st/-50%2nd, +1/+2AP
R3:second weapon must be somewhat lighter, -25%1st/-50%2nd, +1/+1AP
R4:second weapon must be lighter, -10%1st/-25%2nd, +1/+1AP
R5:second weapon must be lighter, -5%1st/-10%2nd, +0/+1AP
R6:second weapon any weight, +0/+1AP
R7:second weapon any weight, no penalty

Dual Strike
Cost: +2 AP/hit
R1: -10%/-5%
R2: -5/0
R3: 0/+5
R4: +5/+10
R5: +10/+20
R6: +20/+40
R7: +40/80

Triple Strike
Cost: +3 AP/hit
R1: -20%/-10%/-5%
R2: -10/-5/0
R3: -5/0/+5
R4: 0/+5/+10
R5: +5/+10/+20
R6: +10/+20/+40
R7: +20/+40/80


Two Hand Grip
Cost: varies
R1: +4 AP, +10% damage
R2: +3 AP, +10% damage
R3: +2 AP, +20% damage
R4: +2AP, +30% damage
R5: +1AP, +50% damage
R6: +1AP, +80% damage
R7: +0AP, +110% damage


Poison Strike
Cost: Poison Gland, +2AP on round you apply poison
R1: -10% to Hit, 1 Poison Counter, 1 round
R2: -5% to hit, 1 Poison Counter, 1 round
R3: 0 hit penalty, 1 Poison Counter, 1 round
R4: 1 Poison, 2 rounds
R5: 2 Poison, 2 rounds
R6: 2 Poison, 3 rounds
R7: 3 Poison, 3 Rounds
Last edited by lord midnight on Wed Feb 09, 2011 8:25 am, edited 2 times in total.
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Aceofspades25
Posts: 18
Joined: Mon Feb 07, 2011 10:51 am

Re: Skill Ideas

Post by Aceofspades25 »

Great ideas on the combat skills

Given the current range of attack damages available, I think the double AP combat skills you suggest may need balancing.

With an average damage ranging anywhere from 0 - 40 / strike, Furious assault seems to win. (Currently the best unmodified avg. damage you can achieve is about 20)

ps. In Focused Attack R7, what do you mean by +200% critical? I thought those were chances of dealing a critical strike?
sdevaney
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Re: Skill Ideas

Post by sdevaney »

These are a good start to ideas but I have to agree they are aggressive and unbalanced.
lord midnight
Posts: 104
Joined: Sat Feb 05, 2011 9:23 am
Location: Oz

Re: Skill Ideas

Post by lord midnight »

I made a few of the higher level things extra powerful, in case there are effects skills or items that lower things dramatically, like a creature that has a defense vs critical hits, or unbelievable evasion.

Most of the damages in mind, were geared toward very high levels, and really big (over 2000HP) monsters. If the numbers need changed they can be changed. From where Im looking, nothing should get past rank 3 in the current game, and raising things to 5,6,7 should be really difficult. R7 should be stuff you get at or around level 50 or higher. Does that balance it a bit looking at it that way, or should I tweak some nuimbers stil?

Consider Stunning Blow, at R7, it cause -8AP to the target, bu with a Dagger and Quick Strikes, you can get only 1AP cost attacks, so you could swing back twice with only those 2AP, I looked for extreme situations. Ill gladly adjust or help adjust any numbers or mechanics as needed. Oh, the double AP cost was just for now, it felt right, 3 attacks that improve some aspect, all for double AP, but if that doesnt work thats OK.

I have more comming soon. Thanks for the feedback, Ill look them over, and at least explain why I picked numbers where I did.

Are the non-combat skills ok?
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lord midnight
Posts: 104
Joined: Sat Feb 05, 2011 9:23 am
Location: Oz

Re: Skill Ideas

Post by lord midnight »

rearranged things, all combat skills in first post, new threads with other skill types.
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