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« on: May 31, 2009, 05:18:38 am »
I posted a topic in general awhile ago, about balancing classes. I started plotting some ideas on how to balance groups, and they just kept flowing. Keep in mind, this is all "napkin" math or no math at all and could/should be tweaked.
All gear has potential to affect stats dramatically, for the better if they are matched up correctly. Should be percentage based, so that you are not empowered almost completely through your gear, at first. All percentages will be added together before being applied. Gear will offer higher highs and lower lows when it is more rare. Weapons will complement certain types of gear. Gear that you buy from vendors would provide up to 10% overall and earlier quests would provide access to be a little above that through crafting, rewards, etc. As quests become harder, better rewards, just like things are like, now. This would allow us to create our own "classes" of a traditional RPG, but allow the infinite possiblities of Planeshift.
light--intent--massive spell damage at the cost of defense, not as affective at physical combat
+ways of magic
+ mental stats
+gear can increase skills in any of the 6 ways of magic with spillover into the related ways at 1/4 ratio and taking away from the opposite way at 1/4 (ie raising crystal by 10% would raise blue and azure by 2.5% and lower dark by 2.5%)
-takes the most damage and lowers physical weapon skills by 1/2 (raising crystal by 10% would lower all physical weapon skills by 5%)
-cannot use a shield
-ranged physical combat accuracy drops
Medium armor would be for spellcasters and melee and would offer different rewards to each.
medium-caster--intent--deals good spell power, quick melee damage, better survivability, decreases offensive spell range for more power
+increases magic and mental stats same as cloth but generally at 90-95% the rate for similar rewards
+takes 1/2 as much damage as cloth
+offers better buffs and removal of debuffs
+decrease weapon skills by 1/4 instead of 1/2
-does not offer major upgrades in most areas of magic
-may decrease the opposite color than the color it increases(1:2 ratio)
-spillover rate is much lower 1/8
medium-physical--intent--massive physical damage, better survivability
+speed on some weapon classes(light and ranged) increases
+increase physical stats
+takes 1/2 as much damage as cloth
+increase range accuracy at max range
-some weapon classes(heavy weapons) skill level reduced by half
heavy--take as little damage as possible
+takes 1/4 damage as cloth from similar sources
+increased shield skill
+increase damage from some weapon classes(heavy)
-decreases effectiveness of all spells cast
-higher defense gear will further slow a weapon and increase damage slightly, this produces less damage overall
Gear changes cannot be made in combat, this way you can't change to healing gear and heal yourself to continue fighting, the switch back to take the hard hits.
Threat is determined by average damage per last 5 hits. Fast weapons hit more often for less and produce less threat and heavier weapons hit harder and
produce 25% more threat at similar levels. Ranged and magic produce 25% less threat than similarly geared melee.
Full plate sets should deal about 85-90% the damage of a leather wearer, when used for melee.
Tanking should deal 60-70% of that damage.
Let me know what you think...