[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:skills

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Sat Feb 26 01:51:34 CST 2011


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Date        : 2011/02/26 01:51
User        : mwedel
Edit Summary: add resistances refactor.

@@ -228,8 +228,78 @@
  
  I suggest similar mechanism be done for SP and Grace.  Maybe not 10/level, but some fixed amount, but it scales all the way up to level 100.  A problem with current system is that the stat bonus is very heavily loaded at low levels (potentially 25 points/level for the first 10) - this means that a level 10 character can have wildly different values based on attributes - as low as ~50 (minor penalty, poor roles) to 350 (max hp via improvement potions, 25/level).  It is impossible to have balanced encounters for such a wide range.  Now I realize that is very non typical, but a difference of 100 may not be that uncommon, since the bonuses go up dramatically as one gets up to 30.
  
  Not that SP/Grace would be bsed on skill level, while HP would be on overall level.
+ 
+ === Resistances ===
+ 
+ Since I am talking about all other aspects of the game, might as well talk about resistances/attacktypes (they are almost the same thing)
+ 
+ One problem as I see is that many of the attacktypes are really effects, and not an actual attacktype. So there are now 26 different attacktypes, which really makes having that number of resistances pretty ludicrous.
+ 
+ So the idea is to merge some attacktypes (and thus resistances) for a more manageable number, and with that, one can actually start giving out more items that grant resistances.
+ 
+ Note that some attacks have the idea of a character saving throw, which is to say that the character resists the effects.  As a simple matter of balance, I would say a character of the same level of the attack has a 50% chance to make such a saving throw - abilities may increase that.  Higher level characters against a lower level attack would have a greater chance (eg, a level 50 character against a level 40 attack may have a 75% chance, and against a level 30 attack, 100% chance).  Note that the level of the attack would be the skill used to create it, in the case of a spell, which may be different than the level of the creature.
+ 
+ Resistances would not increase this save, but would reduce the effects (less damage, shorter duration, etc).  There may be a place for adding items that give actual bonus to the saves.
+ 
+ Actual implementation of this may be that the attack code passes in the effect it should hit the creatures with - that effect might just be damage, or it could be fear, etc.
+ 
+ Note that I've basically gone down the list of current attacktypes here, suggesting what they become.
+ 
+ **Blunt, Piercing, Slashing**: This splits apart the generic physical into 3 sub categories - different weapons do different attacks - different items may also provide different levels of protection (chainmail may be very good against slashing, less good against blunt).  A simple way to make this change is just take all armor values currently in the game and assign the blunt/piercing/slashing resistance as that value.  I'm not 100% if splitting this is good or not - it certainly makes sense for some monsters (skeletons should have resist_piercing 90 for example), but it may just be that is too specific for this general split.
+ 
+ <del>Magic</del> This has always been a messy one - the idea behind it goes back to AD&D where creatures had magic resistance - this corresponded to that - if the creature was hit with a magic attack, this resistance would apply.  I think this should just get removed - we shouldn't care where the attack comes from (magic or otherwise), and removing it simplifies the code.
+ 
+ **Fire, Electricty, Cold** These elemental resistances are fine, and are unchanged.
+ 
+ <del>Confusion</del> This all becomes part of Mental
+ 
+ **Acid** Remains, but the damaging of items needs to be revisited.
+ 
+ <del>Drain<del> Becomes part of Negative Energy
+ 
+ <del>Weaponmagic</del> This goes back to AD&D where certain creatures needed to be hit by magic weapons.  Crossfire did this by giving such creatures immunity to physical, and some weapons had weaponmagic set.  However, this is largely broken - very few creatures actually have resist_weaponmagic set, and things like normal armor should make one resistant to these attacks.  In addition, under AD&D rules, a +1 sword would be magical, and thus could hit such creatures, but that doesn't work in crossfire - only a few artifacts have weaponmagic set.  For these reasons, it should get removed, and if we really want to come up with some idea of 'needing magic weapons to hit', we should re-examine the best way to do that - but I personally think there will not be any great harm just removing this.
+ 
+ <del>Ghosthit</del> Becomes part of Negative Energy
+ 
+ <del>Poison<del> Becomes part of Fortitude
+ 
+ <del>Slow, Paralyze</del> Becomes part of Mental
+ 
+ <del>Turn Undead</del> Becomes part of Holy Fire
+ 
+ <del>Fear</del> Becomes part of Mental
+ 
+ <del>Cancellation</del> This is used so infrequently and is irreversible (it just removes the magic plus from items) that I think it should get removed - I don't think there would be any real change in play balance by removing this.
+ 
+ <del>Depletion</del>Becomes part of Negative Energe
+ 
+ <del>Death</del>This could really be any of Mental (frightening visage scares character to death), negative energy (drain all lifeforce) or fortitude - whatever the case, it doesn't need to be its own top level attack.
+ 
+ <del>Chaos</del> This is really an administrative/effect - it is supposed to randomize for one of the other attacktypes, so characters should never be facing chaos itself.
+ 
+ <del>Counterspell</del> Once again, this is an effect, can get removed.
+ 
+ <del>Godpower, Holyword</del> These become part of Holy Fire
+ 
+ <del>Blind</del>Part of fortitude.
+ 
+ Internal: This continues to exist, but should never be visible to players - this is really just used when a convenient way to do damage to the character is done (eg, ceiling collapsing, crushing you, character is dead) - it probably should be used sparingly.
+ 
+ <del>Life Stealing</del>Part of negative Energy
+ 
+ <del>Disease</del>Part of Fortitude
+ 
+ **Mental** (new) This new attack encompasses all attacks that try to effect the mind - confusion, slow, paralyze, fear
+ 
+ **Negative Energy** (new) This covers all attack forms where some aspects of the character lifeforce is being attacked or threatened.  Not that in a basic mode, it may just do HP damage, with other attacks draining experience, stats, etc.  It encompasses dragin, ghosthit, depletion, death
+ 
+ **Fortitude** (new) I need a new name for this, but basically this covers all attacks which try to do some physical effect (poison, disease, blindness)
+ 
+ **Holy Fire** (new) This describes all effects which are attributed to the power of the god - covers godpower, holyword, turn undead.  Actual effect depends on the attack.
+ 
+ With these changes, there are now 11 attacktypes (not including internal, but including 3 new ones for physical) - this is a much more manageable number IMO, and much more reasonable to give out resistances for any/all of these.
  
  === Loose Ends ===
  
  The examples here really just focused on the 3 main character archetypes (fighter, cleric, mage).  Crossfire has many more than that, and I think this also helps them out.


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Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills?rev=1298704720
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills

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