[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:cavesomething:possible_stat_values

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Mon May 10 11:47:46 CDT 2010


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2010/05/10 11:47
User        : ryo
Edit Summary: ac and wc

@@ -10,10 +10,10 @@
  
  player stats
  |Stat | Meaning |Based on| Typical Range| 
  | speed | Inches that a player can move per minute | Dex, Weight of equipped items/strength+dex, Weight of Carried equipment/strength | 1000-10000, 10000 is only likely for someone who is almost completely unburdened| 
- | wc | likelihood to hit with any given attack | skill in weapon, dex*weapon_speed, str/weapon_speed (ie, dex good for fast weapons, strength for slow ones| unsure |
- | ac | likelihood to avoid being hit with any given attack | dex, weight of equipped items, weight of carried items, bonuses from items | unsure |
+ | wc | likelihood to hit with any given attack | skill in weapon, dex*weapon_speed, str/weapon_speed (ie, dex good for fast weapons, strength for slow ones| 1-1000 |
+ | ac | likelihood to avoid being hit with any given attack | dex, weight of equipped items, weight of carried items, bonuses from items | 1-1000 |
  | resist points | [[http://wiki.metalforge.net/doku.php/user:cavesomething:resistances]] | Equipped items, Constitution | unsure |
  
  Every melee combat is between 2 opponents, additional attackers are defended against, and this can slow down subsequent attacks, but are not attacked directly at the same time. There is a penalty to defend based on how far away the defenders facing is from the attacker (attacking a player in the back is easy).
   
@@ -79,4 +79,10 @@
  
  All of the discussion of times above are in seconds, for the purposes of the combat engine, these are translated into ticks. When an attack is made, the game calculates which tick the attack finishes in, and doesn't take another move until then. The 'partial tick' is stored as a value for when control is given back after the attack. If there is an attacking monster and the player elects not to attack, the attack speed rolls against the player speed to determine how good a hit the creature gets as the player moves away. - This is kind of what the speed system is supposed to do, but this approach is simpler, and prevents commands queuing so much.
  
  I am considering keeping all of the times described above as real-time not game time, and that typically 3 or 4 hits with an axe would be required to defeat a tough opponent, it is quite reasonable then that combat with a single creature might take an entire minute or more.
+ 
+ AC and WC work like this (with wc the attacker's wc, ac the defender's ac):
+   * if wc == ac, 50% chance to hit
+   * if wc > ac, >50% chance to hit, capped to 90% or 95% - you can always miss?
+   * if wc < ac, <50% chance to hit, bottom value is 5 or 10% - you can always get lucky
+ The change shouldn't be linear, it should give bonuses for way higher wc or ac


IP-Address  : 82.236.87.204
Old Revision: http://wiki.metalforge.net/doku.php/user:cavesomething:possible_stat_values?rev=1273507076
New Revision: http://wiki.metalforge.net/doku.php/user:cavesomething:possible_stat_values

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