《The Mimic》Update: Changing the system
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to prevent spolers I won't show you his full stats but I will tell you that his health has been significanly reduced. to comensate attack for all creatures has also been reduced. After finding ways to make everything balanced, it took a freaking long time, I finaly found a neat way. ranks and levels now actually signify something, I'll tell you more about that in the story itself but in essence I've made it so that on average it takes 10 hits to defeat someone 5 if the person doesn't defend him/herself.
in the system I had before it was only balanced in the lower levels but after a while it would have taken hundred of hits to defeat another person of the same level.
Here are the some changes to skills, the stuff crossed out is the same as it was before.
Transfer Other world: Level 1: There are people in this world that were once not from here, those are the summoned and the reincarnated, both often have special other worldly skills unlike any other.
Transfer is an other world skill that allows the user to transfer all damage from one person onto themselves. The only known skill with similar attributes is the Empathy skill
1: the user can transfer all damage from another if a certain threshold of empathy is met, familiars are automatically protected. Wounds that can kill the user will not be healed no matter the level of empathy. sp/mp cost: none
level up preequiste:
use transfer 3 times: 2 of 3
exp+ is now exp++ and is essentially the same except that instead of saying increases exp, its say it reduced level up requirment by 12.5 percent at level. Skills:
the hardest thing to balance were battle skills. THose were freaking annyoting to balance, that and spells but I digress. all battle skill have changed luckily Mun only has one battle skill, that being Skewer.
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here is the new version of skewer and in turn the new skill concept.
Skewer Na(natural) Level 1 Rank: ordinary Skewer is a skill that sends the users tendril(s) to attack a target. A powerful skill when used on unsuspecting people but very useful in ordinary combat too. 1: 1-4 mighty tendrils are sent out and seek out their target 2: intial damge: 2-8 3: the user can gaurentee damage. 4: Chancec to inflict 10%-40% bonus damgage intial sp cost: 1 gaurentee damage cost: 1Sp/damage level
this is how skill and spell work now, with this system under normal circumstances a person can only attack another person of the same level, 5 times with a skill if they want the damage to be about a fifth of enemies health. oohhh was that frustrating to calculate, to make sure that it worked. I had to think up a bunch of systems before
I came to this conclusion.
now let me explain what a damage level is.
All attack are based on levels. what I did was create a base attack and after that you just muliply it by the level, I did this for all stats really. pretty much everyone has a base damage of 2 per level so
1mp/sp= 2 damage. though that changes of the person is stronger, for instance a devils average base attack is 2.4 per level.
Gaurentee dammage is basically that. if the attack hits, that damage will apply unless it is blocked, I won't explain blocking here.
oh and one last thing. level 1 is actualy worth 5 levels.
I'll explain more about how skills work in story so lets move on.
Here are minor spolier, but it also shows clearly how much Muns stats have changed.
Spoiler: Spoiler Level: 16 Rank: Devil Species: Mimic Soul: Lion heart Ability points: 35 Mp: 192: Hp:270 sp:138 Strength: 10+(5)
Agility:10+(5)
Intelligence :15+(5) wisdom:18+(7) Charisma: 1+(4) Vitality:10+(5)
I think thats all of it, I might have missed some stuff.
if you have any questions I'll answer them.
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