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Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Mon Apr 28, 2008 5:25 am


Here is an alternate combat system for the guild based off the one seen in the Fire Emblem Games.

Alright, here's the system from Fire Emblem.

Besides health, you have 8 stats, being as follows:
Magic
Skill
Speed
Luck
Defense
Resistance
Constitution
Movement

Each stat has a base level, a cap, and a growth rate (in %). Including health, the total of all the base stats equals 50, while the total growth rate equals 300. When you level up, a 100-sided die is rolled 8 times (Movement doesn't grow, and if the constitution growth is 0 then the die is only rolled 7 times.) if the number rolled is within the growth range, then that stat is raised. While some characters may turn out ungodly aweful and others may turn out godly good, it's a very, very low percentage.

Weapons also have stats, which are as follows:
Usage- how many times you can use the weapon before having to reload/recharge/replace it.
Level- The weapon ranking needed to use a weapon. The more you use a specific weapon, the higher weapon level you can use.
Range- The effective range of a weapon, calculated in blocks of 5 feet.
Weight- The weapon's weight in pounds
Might- The amount of damage the weapon gan deal
Hit- The chance of hitting with the weapon
Critical- The chance of striking critically with the weapon

Battle Calculations:

Accuracy = Weapon Hit + (Skill x 2) + Luck / 2 + Weapon triangle bonus

Attack Speed = Speed - (Weapon Weight - Constitution) [Minimum is 0]

Avoid = (Attack Speed x 2) + Luck

Battle Accuracy = Accuracy - enemy's Avoid

Physical Attack = Strength + [(Weapon might + Weapon triangle bonus) x Effective coefficient]

Magical Attack = Magic + [(Weapon might + Weapon triangle bonus) x Effective coefficient]

Physical Defense = Defense

Magical Defense = Resistance

Damage = (Attack - enemy's Defense) x Critical coefficiant

Critical rate = Weapon Critical + (Skill / 2) + Critical Bonus (For mid and high-tier classes ie. Trueblades, SOLDIER Class 1, ect.)

Critical Evade = Luck

Battle critical rate = Critical rate - enemy's Critical evade

Assassination rate = (Battle critical rate / 2)

Weapon triangle bonus = +15 accuracy and +1 attack if the weapon used is effective against enemy's weapon, -15 accuracy and -1 attack if unaffective against enemy's weapon.
Weapon coefficient = 2 if effective against enemy, 1 if not.
Critical coefficient = 3 if critical is successful, 1 if not.
Critical bonus = 15 if user is second tier, 30 if user is third tier.
*Assassination rate applies only to Assassins.
*Double-attack if attack speed is at least 4 more than opponent's.

To run the battle, the calculations for all of the above are made, then two 100-sided dice are rolled (Three if the charactyer is an assassin) for each attack. The first die rolls for accuracy, the second for Critical accuracy if the first hits.

I'll post a Demo next.
PostPosted: Mon Apr 28, 2008 8:47 am


Knight (Iron Lance)
HP: 31 Speed: 5
Strength: 12 Defense: 14
Magic: 0 Resistance: 0
Skill: 6 Luck: 5
Constitution: 8

Vs

Fighter (Iron Axe) (Wep. Advantage)
HP: 30 Speed: 6
Strength: 7 Defense: 5
Magic: 0 Resistance: 0
Skill: 4 Luck: 4
Constitution: 7

Weapons:
-Name DUR LVL MT HIT CRT WT RNG
Iron Lance 45 E 7 80 0 8 1
Iron Axe 45 E 8 75 0 10 1

Knight:
Accuracy = 80+ 12 + 2 - 15 = 79
Attack Speed = 6 - (8 - cool = 6
Avoid = (8 x 2) + 5 = 21
Battle Accuracy = 79 - 10 = 69
Physical Attack = 7 + [(7 - 1)] = 13
Physical Defense = 14
Damage = (13 - 5) = 8
Critical rate = 0 + (6 / 2) = 3
Critical Evade = 5
Battle critical rate = 3 - 4 = 0

Fighter:
Accuracy = 75 + (4 x 2) + 4 / 2 + 15 = 100
Attack Speed = 6 - (10 - 7) = 3
Avoid = (3 x 2) + 4 = 10
Battle Accuracy = 100 - 21 = 79
Physical Attack = 7 + [(8 + 1) ] = 16
Physical Defense = 5
Damage = (16 - 14) = 2
Critical rate = 0 + (4 / 2) = 2
Critical Evade = 4
Battle critical rate = 2 - 5 = 0

Critical coefficient unneeded-Neither character can perform a critical.
Only one die is needed for this battle.

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
Meidolaon rolled 2 100-sided dice: 29, 18 Total: 47 (2-200)

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Mon Apr 28, 2008 11:27 am


Knight attacks first.

((Dice 1)-(100-69)) > 0: Hit

else, miss.

Dice 2 void; Critical impossible.

EDIT: Die 1 = 29 , which is outside (0, 69). Miss.

Knight (Iron Lance) HP: 31
Vs
Fighter (Iron Axe) HP: 30
Meidolaon rolled 2 100-sided dice: 57, 93 Total: 150 (2-200)
PostPosted: Mon Apr 28, 2008 11:30 am


Fighter attacks.

((Dice 1)-(100-79) must be > 0 to hit.

Again, Dice 2 is void.

Edit: 57. Hit.

Knight (Iron Lance) HP: 29
Vs
Fighter (Iron Axe) HP: 30

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
Meidolaon rolled 2 100-sided dice: 21, 43 Total: 64 (2-200)

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Mon Apr 28, 2008 11:34 am


Knight attacks.

Miss.

Knight (Iron Lance) HP: 29
Vs
Fighter (Iron Axe) HP: 30
Meidolaon rolled 2 100-sided dice: 71, 51 Total: 122 (2-200)
PostPosted: Mon Apr 28, 2008 11:35 am


Fighter attacks.

Hit.

Knight (Iron Lance) HP: 27
Vs
Fighter (Iron Axe) HP: 30

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
Meidolaon rolled 2 100-sided dice: 10, 75 Total: 85 (2-200)

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Mon Apr 28, 2008 1:55 pm


Knight attacks.

Miss.

Knight (Iron Lance) HP: 27
Vs
Fighter (Iron Axe) HP: 30
PostPosted: Tue Apr 29, 2008 12:20 pm


Could you explain how weapon stats work? And also do you make any account for armor or shields? This system also doesn't seem to address ship-to-ship, fighter-to-fighter, ship-to-fighter, or group combat in any form. Are you going to expand it to include any of those things?


Understand, I'm not debating the merits of your system here (that is for the new sticky I put up), I just want to be sure it is a complete and clearly defined combat system.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Wed Apr 30, 2008 11:45 am


DarthCowardus
Could you explain how weapon stats work? And also do you make any account for armor or shields? This system also doesn't seem to address ship-to-ship, fighter-to-fighter, ship-to-fighter, or group combat in any form. Are you going to expand it to include any of those things?


Understand, I'm not debating the merits of your system here (that is for the new sticky I put up), I just want to be sure it is a complete and clearly defined combat system.

Right now I'm just checking to see how the System works on Gaia. Likely, There will be a sort of exponential system for Ships and fighters, where the larger it is, the higher the exponents. Furthermore, when multiple scales are involved, the smaller of the two will likely recieve an evade and critical bonus.

Weapon ststs are stats specifically for that weapon- They don't change depending on the wielder. A sword will always weigh so much, be so sharp, ect. whoever wields it.
Meidolaon rolled 2 100-sided dice: 55, 58 Total: 113 (2-200)
PostPosted: Wed Apr 30, 2008 11:46 am


Fighter attacks.

Hit.

Knight (Iron Lance) HP: 25
Vs
Fighter (Iron Axe) HP: 30

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
Meidolaon rolled 2 100-sided dice: 85, 83 Total: 168 (2-200)

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Wed Apr 30, 2008 11:51 am


Knight attacks.

Hit (Finally)

Knight (Iron Lance) HP: 25
Vs
Fighter (Iron Axe) HP: 22
PostPosted: Wed Apr 30, 2008 1:38 pm


Kuro Hishikami
Right now I'm just checking to see how the System works on Gaia. Likely, There will be a sort of exponential system for Ships and fighters, where the larger it is, the higher the exponents. Furthermore, when multiple scales are involved, the smaller of the two will likely recieve an evade and critical bonus.

Weapon ststs are stats specifically for that weapon- They don't change depending on the wielder. A sword will always weigh so much, be so sharp, ect. whoever wields it.

Yes, but the system needs to include ways for determining those things logically and numerically. There are also a wide range of weapons in the Guild. Lightsabers have very different properties from traditional swords, such as not being guaranteed to deflect all other lightsabers every time. Then projectile weapons can also vary greatly. Even two of the same type of weapon can have different properties. For example, a shotgun will have radically different range, accuracy, and damage firing buckshot or flechette needles or mini-grenade rounds.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Thu May 01, 2008 5:00 am


DarthCowardus
Kuro Hishikami
Right now I'm just checking to see how the System works on Gaia. Likely, There will be a sort of exponential system for Ships and fighters, where the larger it is, the higher the exponents. Furthermore, when multiple scales are involved, the smaller of the two will likely recieve an evade and critical bonus.

Weapon ststs are stats specifically for that weapon- They don't change depending on the wielder. A sword will always weigh so much, be so sharp, ect. whoever wields it.

Yes, but the system needs to include ways for determining those things logically and numerically. There are also a wide range of weapons in the Guild. Lightsabers have very different properties from traditional swords, such as not being guaranteed to deflect all other lightsabers every time. Then projectile weapons can also vary greatly. Even two of the same type of weapon can have different properties. For example, a shotgun will have radically different range, accuracy, and damage firing buckshot or flechette needles or mini-grenade rounds.
Lightsabers still follow the same properties. However, due to their nature, Lightsabers would likely give certain stat bonuses, such as bonus Critical % or a higher might. Similarly, shotguns would be classified differently by their Gauge, Projectile type, and spread. When it comes down to it, The otherwise "Similar" weapons, like Iron Swords and Steel Swords from the original game, actually have completely different stats depending on the material used in making it.

If I misunderstood anything, do tell me. I'm still kinda tired since it's 8 in the morning over here.
PostPosted: Thu May 01, 2008 1:02 pm


Kuro Hishikami
Lightsabers still follow the same properties. However, due to their nature, Lightsabers would likely give certain stat bonuses, such as bonus Critical % or a higher might. Similarly, shotguns would be classified differently by their Gauge, Projectile type, and spread. When it comes down to it, The otherwise "Similar" weapons, like Iron Swords and Steel Swords from the original game, actually have completely different stats depending on the material used in making it.

If I misunderstood anything, do tell me. I'm still kinda tired since it's 8 in the morning over here.

You haven't misunderstood, but you haven't answered my question. Give us an algorithm for assigning stats to items.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Fri May 02, 2008 5:22 am


Range aside, Weapons are assigned a certain number of assignable points according to how strong they are. The points are:

E:150
D:170
C:190
B:210
A:230
S:250
SS:250 + Perfect Durability (Cannot break/No reload needed)

The rank stands for how common it is and how easy it is to use. For example, Iron swords can be found anywhere, and can be used by anyone, so they get an E rank. Obviously, the more common it is, the weaker it is. However, special weapons like the Masamune recieve SS Ranks- There's ony one of them, few people can actually use it, and (As far as I know) it's impossible to break it.

Similarly, two swords could be practically the same-Like the Steel Sword and the Killing Edge- but because one has a bonus 20 points (Killing Edge gives 30 for Critical but has only 20 uses, while Steel Swords give 0 Critical and 30 uses), the Killing Edge is a higher rank.

So Far, the only SS weapons we've seen is Oblivion's Masamune and Garrod's Valmanway, The previous belonging to what would have been classified as a Trueblade, the latter a Class 1 SOLDIER. Only Top tier characters can use SS weapons.
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The New Guild: Topics Related to Guild Revitalization

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