《Getting Hard (Old Version)》Proposed Attributes and some mechanics (Need Feedback)
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Mardukryons are great physical and magic tanks. While they are more capable with dealing with magic damage given their Ice Titan and Fire God heritage, they can also take on physical damage with ease, but not on the level of Golems and Giants, and other formidable physical tanks.
On the offensive side, they are strong and agile warriors despite their bulk, but they are nothing spectacular when compared to other warrior races. While their fire and ice magic is exceptional, to say the least, that is about all the magic they can do. Fire and ice magic is so entwined in their blood that they have two primary attributes specifically for it. They cannot cast any other type of magic unless certain game mechanics provided by equipment are combined.
Perhaps the edge of the Mardukryons over races is their increase in power depending on their number. They become stronger when more and more of them work together. This might be due to the fragments of their divine ancestor, the Sun God Marduk, embedded in all of their souls, the flames of which burn brighter when the pieces are brought together.
One can only wonder what will happen if all the fragments of the fallen Sun God are brought together.
CHARACTER ATTRIBUTES
Each Level-Up gives:
12 Attribute Points – Attribute Points cannot be allocated manually. The twelve point are allocated upon level up depending on what you did before you levelled up. If you hacked and slashed monsters, then you can be sure that a lot of those points are going to Strength. If you tanked monsters while slowly killing them through passive damage means, then you can be sure that most of those points will go to Vitality.
This would work even if you levelled up through experience given from quests. If you made a thousand potions to turn in for a quest, your Focus stat would increase a lot.
+ (10+2*Divine Inheritance Fragment) Base Health per Level – With no Divine Inheritance Fragment, a level 100 Mardukryon player, which is the current level cap of players, not monsters, would have 50,500 Base Health, before all of the additive and multiplicative bonuses, including the ones from stats, are factored in.
+ (2+4*Divine Inheritance Fragment) Base Spirit per Level – This addition starts on the next level-up after the first Divine Inheritance Fragment is acquired.
+ (3+2*Divine Inheritance Fragment) Base Stamina per Level - Or we can make this into a percentage decrease of stamina cost of physical attack skills. We can just make 100% stamina rather than a value, and its regeneration at 1% or maybe 0.5% per second. For example, Charge will cost 5% Stamina so you it would take 5 secs to regen. I was even thinking of removing cooldowns when it comes to Physical type skills, and let stamina be the limit. An ultimate attack might cost 50% stamina for example.
And then you would have reduced movement if your stamina goes below 10% or maybe 15%. I haven't really explored this. If we'll go with the percentage route, a level up could give like 0.25% more regen per level up, or is that too much? I dunno. or the reverse, it could reduce the cost of the skills by 2% of the cost per level up. In that case, if you're level 11, a 50% stamina skill could cost 40% because of the reduction. Still a bit OP for me. Any suggestions on how to balance it if we go via percentage route, or is it even a good idea to go that route?
+ 0.25 Base Attack per Level
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+ (0.25+0.10*Divine Inheritance Fragment) Base Fire Magic Damage per Level
+ (1+1* Divine Inheritance Fragment)% Movement Speed Modifier
Once another Divine Inheritance Fragment is obtained, the bonus will be retroactive and affect all the Health, Spirit, etc. acquired from previous level-ups.
Health – XX
Health Regeneration – XX [XX] The number within the brackets would represent health regeneration outside of combat. Other values will be shown if there are other skills that affect regeneration but with certain conditions. For example, Herald has a skill that provides bonus regeneration when standing still.
Stamina – XX Should we have this resource as well? I was thinking to have this as the cost for using purely physical skills. Cooldown of skills alone wouldn’t be enough as a limit to purely physical skills, which do not use Spirit, so I figured that there should be Stamina as well.
Stamina Regeneration – XX%[XX%] Assuming I'll go with Stamina being always in percentage. We could have percentage regeneration for stamina which could rise as they level up. Or a fixed regeneration but we could lower the costs of the skills.
Spirit – XX
Spirit Regeneration – XX [XX]
Movement Speed Modifier – XX% Movement speed modifier does not affect attack speed or cast time.
Strength
+ 3 Base Attack (Melee)
+ 1 Base Attack for every 10 Strength (Ranged) - The bonuses switch depending on type of equipment.
+ 0.5% Weapon Attack (Melee)
+ 7 Combat Proficiency Rating
+ 0.5% Critical Damage Multiplier for every 5 Strength (Melee) – Base Critical Damage Multiplier differs between races but Mardukryons Base Critical Damage bonus is especially low at 20% more damage. But stacking strength as a Mardukryon, aside from adding more attack damage, also directly adds to the critical damage multiplier, which makes every point of their strength more effective. This amount is actually kinda high in late game. Probably too OP.
+ 5 Armor Penetration Rating for every 10 Strength – Armor Penetration Rating translates to percentage Armor Penetration after taking into account other factors such as the type of armor of your target, their Physical Resilience, etc.
+ 3 Parry Rating for every 15 Strength – Parry Chance, which is based on Parry Rating, will increase if a weapon is also equipped in your off-hand. Generally, Parry can only work on incoming physical melee attacks that you could see, however, Parry Rating above 120 will grant you the ability to Parry close ranged magic attacks.
+ 2 Deflect Rating for every 15 Strength – Deflect refers to blocking projectile attacks with your weapon. Dual-wielding will also increase its chance. And you could generally block projectiles that you could see. Deflect Rating above 120 will grant you the ability to Deflect ranged magic attacks.
+ 0.5 Base Block Value – Some games have block value while others do not. I decided that it would be better to have block values. It would be kind of stupid if a lvl. 1 wooden shield could completely negate the attack of a lvl. 100 legendary monster if block procced. And this is a story about a tank so it’s worth it to have more mechanics like this.
+ 1 Base Block Value for every 5 Strength if Strength is over 150 - Obviously, this bonus cannot be seen early on and the players will have no way of knowing this unless they actually reach that much strength.
+ 0.5% Base Block Value for every 5 Strength if Strength is over 300
+ 1 Fresh Base Block Value – Applies to the first block after entering into combat mode.
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Strength also affects directly, and indirectly through Combat Proficiency Rating, the chance percentage and duration of certain physical disables like stun and paralyze, however, the chance to inflict such physical disable should come from an external source, for example, a passive skill that can stun your enemy. What all players have is the chance to inflict, and be inflicted, with the status of Internal Injuries and Bleeding.
Agility
+ 2 Base Attack (Range)
+ 1 Base Attack for every 10 Agility (Melee)
+ 10 Attack Speed Rating
+ 7 Combat Proficiency Rating – CP, as well as Physical and Magic Resilience could also increase, although minimally, on rare occasions from fighting or training.
+ 4 Armor Penetration Rating for every 10 Agility
+ 0.6% Critical Damage Multiplier for every 5 Agility (Range)
+ 4 Critical Hit Rating for every 5 Agility
+ 3 Parry Rating for every 10 Agility
+ 2 Deflect Rating for every 10 Agility
+ 4 Physical Resilience Rating
+ 4 Dodge Rating – A player can only dodge an attack if he can see it, or at least perceive it with some other skill. Generally, you cannot dodge an attack from the back because it is not in your line of sight. Dodge also goes down when more enemies are hitting you at the same time. Targeted spells that behave like projectiles can also be dodged. AoE spells that deal damage instantly in an area cannot be dodged, unless you go out of the AoE, then again that's not really dodging, but more like escaping.
+ 0.25 Damage Reduction – Damage Reduction takes effect after all the damage avoidance mechanisms have been rolled but before armor reduces the incoming damage.
+ 1 Perfect Evasion Rating – This is the rarest of all the damage avoidance mechanisms. This can be considered as evading because of instinct and also being extremely lucky. This is not affected by the number of enemies hitting you, and the effect of your opponent’s hit rate on this avoidance mechanism is drastically reduced. When this is rolled, you can also evade Area of Effect Spells which you couldn’t usually Dodge unless you leave their effective AoE.
Vitality
+1.5% Max Health – This does not stack with other Max Health Bonuses from gear, skill, or elsewhere because this is the last multiplicative bonus to be applied after every bonus relating to Health have been taken into account. Or that would be too much?
+2% Effectiveness of Heal and Healing Items (Health)
+ 8 Physical Resilience Rating
+ 5 Internal Injuries Resistance Rating for every 10 Vitality – Internal Injuries is a Damage over Time status that can be reduced by physical damage reduction attributes. There is a chance to take additional Physical Damage when hit while under this status. This could worsen the longer the target is in combat. More instances of this status doesn’t stack but lengthens its effect. Type of weapon also affects the damage and duration of this status, blunt heavy weapons having the most bonus.
+ 5 Bleeding Resistance Rating for every 10 Vitality - Bleeding is a Damage over Time status that can be reduced by physical damage reduction attributes. Multiple instances of Bleeding can stack with their own durations.
Both the chance to inflict Internal Injuries and Bleeding are inherent in all attacks, although the chance is very low unless augmented with Rating from various skills and items or there is a very large gap between the Physical Resilience of the Target and your Combat Proficiency. Even magic attacks, AoE and single-target, can cause Bleeding and Internal Injuries.
+ 4 Physical Disable Resistance Rating every 15 Vitality (Stun, Falter, Flinch, etc.) – The way these resistances are calculated is, first, the Combat Proficiency of your opponent and your Physical Resilience is matched. If the CP of your opponent is way higher, then it will increase his own chance to stun you. Then your own Resistance to stun, for example, is taken into effect. This means that if your PR is way higher than the CP of your opponent, you’re basically immune to anything he can inflict, barring special mechanics.
+ 0.25 Physical Damage Absorption for every 5 Vitality Points - Damage absorption is deducted after incoming damage is reduced by everything else like armor, resistances, etc..
+ 1 Base Block Value
+ 0.5% Block Value
+ 1 Fresh Base Block Value
+ 6 Magical Resilience Rating
+ 4 Magical Negative Status Effect Resistance Rating every 15 Vitality (Freeze, Burn, Hypnosis, etc.)
Every 250 Max HP provides 1HP/sec additional regeneration while outside of battle
Solar Spirit – This cannot be used to power any other skill beside Fire, and Holy Magic aligned to Marduk. Which means, Mardukryons cannot use any other type of Magic unless they have an external resource to power it.
+3 Fire Magic Damage
+1.5% Max Spirit- Let’s call their mana as “Spirit” compared to “Solar Spirit” as the stat which affects all their fire magic.
+2% Effectiveness of Spirit Restore and Healing Items (Spirit)
+ 7 Combat Proficiency Rating
+ 0.6% Critical Damage Multiplier for every 5 Solar Spirit (Fire Magic)
+ 8 Magical Resilience Rating
+ 5 Magical Negative Status Effect Resistance Rating (Freeze, Burn, Hypnosis, etc.)
+ 1 Elemental Magic Damage Reduction
+ 0.5 Elemental Magic Damage Absorption if Vitality over 200
+ 1 Spirit Recovery every 6 Solar Spirit points (+4 if Solar Spirit over 250)
+ 1% Spirit Recovery if Solar Spirit is over 450
Every 150 Max Spirit provides 1HP/sec additional regeneration while outside of battle
Frost Attunement
-Locked- I’m thinking of using as a modifier to specific skills. The lore goes like this: their Ice powers were suppressed by their mother, the princess of the Ice Titans, so that they would be able to survive birth, because the Ice and Fire elements would try to destroy each other. Once Frost Attunement unlocks, they can access another resource and have Ice Modifier points. Let's say they have a new resource, Frost Points. A spammable skill could be modified to be the one charging Frost Points. The rest of the Ice Modifier points will be used on other skills which will then cost Frost Points instead of Stamina or Spirit.
Example, Charge would become Glacial Charge. Using it while hitting enemies would produce like 5 Frost Points per hit. And then like 50 Frost Points would be needed to use Ignition Blood Pact, which would now be Frostburn Blood Pact or something like that. I don't know if you can understand what I'm envisioning?
Focus
+15 Accuracy Rating (+18 if Focus over 200) (+23 if Focus over 400)
Every 7 Focus provides:
+1 Fire Magic Damage
+1 Physical Attack Damage (Melee or Ranged)
+ 6 Combat Proficiency every 8 Focus
+ 5 Spell Critical Hit Chance
+ 5 Critical Hit Chance
+ 5 Physical Resilience every 10 Focus
+ 8 Block Chance Rating
+ 7 Dodge Rating every 10 Focus
+ 6 Magical Resilience every 10 Focus
+ 8 Spell Block Chance
This stat is also the attribute that primarily affects profession related skills, especially the success rate of crafting items.
So why am I using rating? Because it is a bit easy to bullshit it. Like 12000 Accuracy rating at lvl. 25 you'll have 98% accuracy. That is based on if you're going against an average lvl. 25 monster. I'm just going to say there are magic calculations and hidden variables ahahah. Obviously if a player is lvl.25 with 12000 accuracy, that's totally OP.
I know RPGs have complex calculations when it comes to rating. I can think of a way to fake this actually that still looks legit, something like a diminishing returns table based on maximum attainable stats, I dunno. It's been awhile since I've done math in college hahaha. Any mathwiz who wants to help will be much appreciated.
With Combat Proficiency and Physical and Magic Resilience, example, you have 1000 CP, 10% chance to crit with 2x damage; your target has 300 Physical Reslience. Your chance to crit now becomes 15% with 2.3x damage because your target is a squishy turd. Something like that. A bit complicated, right?? but you can see how it would work with a tank with too much resilience? It would be very funny. I don't know about the computation though, I'm just making it up.
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