November 25, 2017

Character Stat’s

Character Stats

Stats are the fundamental character statistics that make (or break) a character. Stats start out with a base value of 10 and can be raised as far as 200.

Base stats are increased by spending stat points. Stat points are gained with level increases, 5 Points per level.

Base stats are strength, dexterity, vitality, magic, and intelligence, Each would have a default of 10 and these are stats a player is able to customize per level.

Here is a list of variable’s a player can influence.

Defense #1
#Defense is the amount of defense a player has to help reduce damage from an attack.

Magic Resistance #2
#Magic Resistance is the resistance a player has to reduce effect times of spells and any type of magic damage. This would go in addition to the other resistances below.

Fire Resistance #3
#Fire Resistance is the resistance a player has to reduce damage related to fire physical attacks, And fire magical attacks.

Poison Resistance #4
Poison Resistance is the resistance a player has to reduce damage related to poison physical attacks, And poison magical attacks.

Cold Resistance #5
Cold Resistance is the resistance a player has to reduce damage related to cold physical attacks, And cold magical attacks.

Lighting Resistance #6
Lighting Resistance is the resistance a player has to reduce damage related to Lighting physical attacks And Lighting magical attacks.

Critical Chance % #7
Critical Chance % is a calculation to determine a person’s chance to do a critical attack. Which deals X % more damage than a regular attack. This is passive and is related to both magic and physical attacks

Critical Damage Bonus #8
Critical Damage Bonus means if a player does land a critical attack by chance, Then the bonus is included and additional damage is added. This applies to both magic and physical attacks.

Health Regeneration % #9
Health Regeneration is the rate of speed in which a player naturally heals. We will have to do a formula based on player health So we only heal 1/16 of total player health over X amount of time.

Mana Regeneration % #10
Mana Regeneration is the rate of speed in which a player naturally Regenerates mana. We will have to do a formula based on player mana So we only regen 1/16 of total player mana over X amount of time.

Stamina Regeneration #11
Stamina Regeneration is the rate of speed at which a player naturally Regenerates Stamina. We will have to do a formula based on player stamina So we only regen 1/16 of total player stamina over X amount of time.

Gold Find % #12
Gold Find % is a calculation in which determines how likely a player is to find gold after killing a monster. The higher the % the increased chance of gold dropping and the amount of gold will be a larger amount based on %

Experience Boost % #13
This is simply an experience boost multiplier

Casting Chance #14
When it comes to the magic system, Players who cast spells do not always have a 100% chance to successfully cast a spell. As they progress in the game and use magic more often they will start to increase their “MAGIC SKILL” Which is shown in the SKILL LIST user interface. So there are different levels of spells 1-10 number 1 being the easier spells. And 10 is the most advanced spells. So the player’s chance of casting is higher for level 1 spells and gets harder for each higher level of the spell. So a new player can find/ learn a really advance magic spell but it would be nearly impossible for him to do a successful cast without the proper training.

Movement Speed % #15
Movement Speed It is altered slightly by player weight , Items with speed enhancing modifications and various spells. As well as different types of landscape for example mud,snow, swamp, and high foliage areas.

Casting Speed % #16
Casting Speed is the rate of speed it takes a player to activate a spell to prepare for casting, And the time it takes until he can actually cast the spell in the location he chooses, This is altered by magic skill percent , Item modifications, and various spells. (Although keep in mind that it will only be altered very slightly even with all these including factors… For example if it is default time to cast a spell and launch it in 5 seconds( Long enough to play a casting animation)  Then a player is able to perhaps reduce it to roughly 3 ½ seconds at the most.. But even that may be too fast.. We will have to see which values work here although casting time is meant to take a long time to give surrounding players a chance to have a sensible reaction but not to give too much reaction time so we will have to find a true balance with Melee VS Magic spells and see what works best.

Healing Bonus % #17

A player can use healing spells, healing potions, And even eat some foods/soups to heal.

The healing Bonus % will increase the default values of the amount a player can be healed by a particular item. For example if a player drinks a small healing potion which default heals 65 health, Then if there is a 10% healing bonus he will heal an extra 10% of the 65 making some items more significant

#18 removed

Crafting Success Rate % #19

Players can craft items , Also known as manufacturing. The crafting Success rate is a % which can be increased by the CRAFTING SKILL found in the skills list. The crafting skill increases as the player frequently uses his crafting abilities and over time he gathers more experience. There will also be some type of magic amplifying spells which can assist in increasing this success rate.But for now we will just say it is affected by the crafting skill level the player has.

Alchemy Success rate % #20

Alchemy Success rate works the same as crafting although it is strictly related to alchemy .. Such as potions , Elixirs , Etc.

Reputation #21

Reputation is a value in which only other players can help increase or decrease.
There will be in chat commands /rep (+/-) PlayerName
Reputation is used to determine what kind of player the guy is, This can relate to many things such as trading, Having a high reputation will slightly make things cost less at NPC’s and give you slightly more gold when selling items.

If a player has a low reputation then things will cost more for them and their items will sell for less. A player can view another player’s reputation points by typing /rep check playername . Each time a player gets a review negative or positive it will only go up or down by 1 points. Having a default of 0 points.

I am hoping the reputation system will help keep players under control and sensible to a extent by adding penalties based on rep value.

Mana Stolen Per Hit % #22

This has a default value of 0 . A player can raise this value by having some magic spell amplifiers in which will increase this , Or by wearing item modifications.

This % will give the player per hit small amounts of mana and steal the mana from the enemy he is attacking. (Monster or player)

 

Health Stolen Per Hit % #23

This has a default value of 0 . A player can raise this value by having some magic spell amplifiers in which will increase this , Or by wearing item modifications.

This % will give the player per hit small amounts of health and steal from the enemy ( Monster or player)

Extra Damage % #24

Extra Damage % is a percent calculated from item modifications and spell/magic modifications. For example a spell called berserk would increase this causing the player to do more damage , This applies for magic and physical.

 

Chance To Strip Armor % #25

This is a small chance found on item modifications and some magic spells.This chance gives the player during a physical attack on another player(Not monster) to remove at random a player’s armor and make the player have to reopen his inventory and manually equip it again.  This will also remove a large amount of endurance on the item removed. Making it easier to break items.

 

Chance to Stun % #26

This is a chance to stun found on item modifications and various magic spells. This chance to stun makes the player who is stunned unable to move in anyway for 1-2 seconds. This would always be a very low chance, And will also work on monsters.

This is activated by attacking , both magical and physical. The chance would be small.

 

Cold Damage % #27

Addition to element damage physical and magical.

Fire Damage % #28

Addition to element damage physical and magical.

Lighting Damage % #29

Addition to element damage physical and magical.

Poison Damage % #30

Addition to element damage physical and magical.

Damage #31

The amount of damage a player can do physically this would look something like 120-150 We always want to keep things very random so there will need to be a minimum damage and a maximum damage both using the same formula except +15% for maximum and -15% for minimum and a number randomly chosen between the max and min values.

Skill Reference % Based On Weapon Type is a reference to the Passive Skills % .. such as if a player is equipping a short sword then the value will be whatever % the player has in short sword.

If he equips a axe or a hammer. The % will be used based on how experienced he is in handling that particular type of item.

Extra Damage Bonus is a bonus which can be found on a item. This could be a hammer for example and while viewing the hammer it may have a stat randomly generated that says 15% Extra Damage.

Critical Damage Bonus is a bonus that has a low chance of activating. So there is a chance that most hits/attacks will not include a critical damage bonus. So on 5% chance of all swings 1/500 swings will be a critical attack. This all depends on the equipment the player is wearing because some items will add additional critical chance % and some will increase the amount of damage a critical attack does.

Spell/Magic modifications are if a player gets a spell called berserk casted onto them it will increase damage by X % a value which will be determined by the spell.

There can be a total of 3 spell modification spells casted on one player at one time just related to damage. So for example a player can also receive negative values due to enemy spells…

For example a spell ..called… weaken for example, Would subtract the amount of damage a player can do. Only related to damage increasing or decreasing spells , And spells cannot be stacked. For example player cannot cast berserk 3 times and get triple the values. Because there will be spells that increase elemental damage.. for example “Fire enchant weapon” Could say +25% Fire Damage or something.. Of course keeping in mind that almost all the bonus spells are still “Up in the air” at this point of development so most of these values will remain 0 for now, But setting the code up for future references would be ideal.

 

Note : we had conversation about this and Henry suggested multipliers ,

Considering negative effects and positive effects on each stats that can be affected.

All spells have timers.

Magic Damage % #32

The amount of damage a player can do Magicly this would look something like 120-150 We always want to keep things very random so there will need to be a minimum damage and a maximum damage. This is of course changes based on the type of spell casted. Spells will multiply from the magic damage values.

 

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