PlaneShift
Gameplay => Wish list => Topic started by: Sarios on January 10, 2004, 10:22:33 pm
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Hmm...what if there was a small possibility that monsters could be killed with one hit! Ofcourse this would be rare but would be kinda cool! It would account also for the equiped weapon, just for technical reasons! KEEP IN MIND THIS WOULDN\'T HAPPEN OFTEN BUT IS A BIT MORE REALISTIC!!! No?
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Originally posted by Sarios
Hmm...what if there was a small possibility that monsters could be killed with one hit! Ofcourse this would be rare but would be kinda cool! It would account also for the equiped weapon, just for technical reasons! KEEP IN MIND THIS WOULDN\'T HAPPEN OFTEN BUT IS A BIT MORE REALISTIC!!! No?
Um...nah...but how about there is a possibity of certain hit...even if monster is above your maximum hit possibility...
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I think every problem is easy to discribe using random %.
The volue of the % is just an example.
The diference between monsters and pplz are(normaly) lvls.
But in this game there are no lvls.
So the best way to see diference is, to look at the skillpoints.
Standart chnce to make critical at the start of the game is, ~5%(example). This critical cant be much higher then the damage of the weapon. If your weapon makes 10-20 dmage, the critical cant be 1000 damage. +~50% (only example).
You have 5% chance to hit 15-30 critical damage with weapon wich makes 10-20 damage.
If a weapon needs 50 str. and you have 50 str. you have more chance to make critical.. maybe 6-8% .. that only example..
If the target is much lower then u (lower skills. Exampel: you have total 100 skillpoints and your target only 50) You have then maybe + ~15% chance to make critical.
But it is not rly usefull to atack much lower targets because they loot then not rly very good things for your skill. it is better to kill higher monsters the loot is more worth. (if you r so high)
Something like that would be good.
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Your explanation Is good Akomm! I like it!
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Every hit is a critical hit 111!
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there is only dev problem hehe.
I would write the same like daoc.
thats something like that:
2% critical chance at the start. and some realm abilities where you can improve it.. armor class of the target. If iwizzard, you make more damage and you have more chance to hit critical.. and there is much more.. but PS need something own. They cant just steal idea from other game :) that would be a big problem ...
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I say the style of fighting affects the crit. %
For example, let\'s have a look at normal, which every other stance would be based on.
Let\'s assume a base 15% just on normal, without any modifiers yet.
Now, I say we have modifiers of this : Stance, skill and defending capability.
Stance would be the type of attack, which would add +5% or -5%, so a defensive attack would make it 10%
As shown here.
Bloody: 25%
Agressive: 20%
Normal : 15%
Defensive : 10%
Now, we should look at the skill of the attacker, lets say they add 1% to the chance per 10 points in a skill.
So if we have a skill of 50 sword, they have a bonus of 5% to do a critical.
Finally, there should be the defending capabilities of a creature: Light armour + Med armour + Hvy armour + Shield (If applicable) and blocking chance (Probably the skill of the weapon they\'re using)
Taking that number, we reduce the chance of a crit by 2% per every 10 points
Example: Let\'s say that the total = 100
Therefore, the reduction to the Crit % would be -20%
Of course, this is just random ramblings.
0.2?
Darkshade.
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Originally posted by Darkblade
0.2?
That\'s 2 tenths of a cent...
Just so you guys know... there is quite a bit of variation in damage... and you do occasionally hit hard. And, more on bloody.
I don\'t think we need anymore critical hits than this, with the possible exception of a surge of strength when you\'re at low health.