《OutRage: Total Realism.》How Stuff works, also why I haven't wrote more.
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This is all my thoughts on how things will work within the Novel, its not everything as I'm sure there are things I'm forgetting. The reason why i didn't post more is because of... "SCHOOL" *Ahem*. Races are everyone starts
Bodies in the game accumulate their own fatigue and as such need to rest during game time.
As such will need to rest, like sleeping and sitting.
Satiety will need attention as lots of exertion will decrease it faster and will require food and water when it gets low.
When a NPC or Player mage dies their corpse turns into an undead their mana resurrecting their corpse whereas they respawn elsewhere, the amount of mana determines the undead's type and level, spent mana cannot be used in the
transformation.
Flare causes permanent blindness to unprotected eyes, although healers can fix it. (although they need to know how).
Doesn't affect magical sensory abilities or spells.
Starting spells are unique to the player, can be similar but not the same.
No weapon or armor restrictions, although say if a mage where to use full plate-mail, their movement would be heavily restricted because they would either not have enough strength or would but will have a smaller intelligence so less mana.
Stats can be earned in game through exercise,like weight training for STR and running long distances for stamina and agility. (but it consumes a lot of time to do so).
Magic can be learnt by all, using trainers, by reading spell books and learning how to cast them on their own, as such it is limited by what they are capable of learning it will not be a instant thing.
Affinity, what it does:
All affinity is also the resistance to that element, as such 20% affinity is a base reduction in damage when attacked by that element of a 20% damage reduction.
Also it acts as a spell cost reduction in that affinity.
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Working out to 100% affinity of a element gives 80% spell cost reduction, 25% affinity is 20% spell cost reduction.
CANNOT have conflicting affinities, E.G. if you have AIR affinity, cannot gain EARTH affinity.
Although you can learn the spells you wont gain affinity and will incur a spell cost increase, 100% AIR affinity will incur a 80% spell cost increase.
Although they can still gain an affinity in the other elements.
The Elements what they do:
FIRE - focus's on burning shit, namely combustion, heat and light.
WATER - Focus's on water current, condensation, ice, pressure and any liquid. although anything other then water will incur a mana cost penalty.
EARTH - Focus's on density, tectonic shift, friction and mass.
AIR - focus's on air current manipulation, weather control, flight, electricity.
LIGHT - Focus's on Photons.
DARK - Focus's on shadow manipulation.
SOUND - Will be a area of effect buff and debuff spell focus, requires actual skill with music.
Eqaution for Static touch is :
3DMG per/Heartbeat at 10 Mana per/second at rest a human heart is somewhere between 60 to 100 which will get lower the more exercise a person does our MC is a chronic gamer, e.g little to no Exercise.
For standardization sake at rest his heartbeat is 100 per minute.
That would be 300 DMG if he had the mana to hold it for a minute, he has 200 mana, meaning he can hold it for a MAXIMUM of 20 seconds, his mana regen at 0.5 per/second would regen him 10 mana by the time he reached 20 seconds.
Now 20 seconds is a third of a minute and so would do a third of a minutes DMG e.g. 100 DMG.
BUT that is as if he wasn't hopped up on adrenaline in a combat situation which he would as he knows that death and injury will hurt like all hell. So lets assume his heartbeat is a little higher, say about 150 per minute.
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At 150 p/minute he would do 450 DMG, as we worked out earlier his mana wont sustain that. So his damage for 20 seconds would be 150 DMG.
Stats how they work:
VITALITY 1 POINT is 10 hp and 0.002 regen per/second
ENDURANCE 1 POINT is 10 Stamina & 0.025 Regen P/sec
STRENGTH 1 POINT is 5kg of carry capacity and 0.5kg of max weapon weight, Attack DMG modifier +0.25% of weapon DMG.
DEXTERITY 1 POINT reduction of movement error by 0.2%, what I mean by this is hand shake and over-correction on the players part.
RESISTANCE 1 POINT is +0.25% to Alcohol, Poison and disease. Affinities work like resistance.
INTELLIGENCE 1 POINT 10 Mana and 0.025 regen per/sec
AGILITY 1 POINT increase of base Attack speed by 0.1 attacks per/second. with a base increase of Movement speed to 0.5 Meters per/second.
LUCK does almost nothing, although players with high luck tend to win more when gambling.
How attack speed and movement speed is calculated:
Strength equals 5, that's a max of 25Kg of weight you can carry before severe penalties are incurred.
Although for every 1% of max weight is carried will incur a 0.5% movement speed penalty.
E.G. if a player with 5 strength carries 12.5kg that's 50% of max weight they will incur a 25% movement penalty.
Weapon weight works like, if the weapon is within the max weapon weight it wont incur a usability penalty of -50% Dexterity and attack speed as well as a 25% stamina drain.
Although for every 1% of max weapon weight will incur a -0.5% attack speed penalty.
E.G. 5 STR equals 2.5Kg max weapon weight and 5 Agility the base attack speed is 0.5 per/second or 1 attack every 2 seconds, say they equip a dagger that weighs 500grams which is 0.5Kg it will incur a 20% attack speed penalty, putting it down to 0.4 per/ second or 1 attack every 2.5 seconds.
Agility equals 5, so 2.5 Meters per/second in movement speed, with a 25% penalty it goes to 1.875 Meters per/second.
Although this is just a base calculation upon the stats, telling us the timing they can perform the action at the peak of conditions, it doesn't tell whether or not they can mentally keep to these timings, as they can make a crap-load of ineffectual and wild swings which will do less DMG as they don't have the max amount of power behind them, or have taken the time to aim... It's basically an indication of the timings.
Monster drops:
Can harvest material from corpses, items such as coins can be found in beasts, while humanoids in their bags.
Stats who gets what:
Warriors get a +5 vitality, +5 endurance and +2 strength
Rogues and Archers get a +5 to Dexterity and Agility
magic users get a +10 to intelligence.
Stamina:
Walking consumes 0.3 stamina per/second
Running consumes 1 stamina per/second
Jumping consumes 10-20 stamina depending on how much energy is put into the jump.
One-handed attack will take a base of 10 stamina, with an increase of 2 stamina per 5% of max weapon weight.
Two-handed attack will take a base of 20 stamina, with an increase of 4 stamina per 5% of max weapon weight.
give it a refresh i just spaced things out and fixed some mistakes... :P
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