So I guess I'll do my brainstorming that isn't on a notepad in an open text thing on here and i'll try to keep making picture concepts to post at the same time
Today I was thinking about Stuns and and accuracy as well as food/recovery items
Looking through some of the notes I wrote, I noticed Dexterity was a stat, but I hadn't decided what it would do. Normally Dexterity is used as a stat related to accuracy
So I started thinking about how dexterity would be implemented as well as percentages and the math that would be necessary.
First I had to decide what Dexterity would do. It came down to a couple of things. The chance of a regular attack hitting and the chance that an attack with an effect will take effect. (An upper cut that has a chance to stun)
This Definition might have to change, because when the character starts, it'll have a low Dex stat - meaning that its accuracy will be abysmal? Im gonna have to give that more thought. Maybe the dexterity will come into use as accuracy later into the game or it will have to be calculated differently.
This Dexterity calculation idea is really bugging me now that I have to figure out how low dexterity will affect accuracy. especially since it wont normally grow at a rate comparable to agility. For Agility to grow, it's a matter of raising the levels of the legs. and then the average of their level will be the agility. Now that I think about it, I haven't decided how much Agility is going to affect the dodge rate of a player. So it seems there is still a lot more thinking to do about this.
Either way. I decided that the chance of attack hit will be calculate first, then the chance of enemy dodge will be calculated. the example i wrote down was something like this:
An attack with a 90% chance of hit vs and enemy with a 30% chance of dodge
1. First the hit would be calculated: A random number between 1 and 100 would need to be chosen. If the number was 1-90, it'd be good (a hit) on the player's side.
2. Then on the enemy's side, it would be similar in that the numbers would between 1 and 100 for the random sample, but it would need to be 1-70 for a hit. If the number was between 71 and 100, it'd be a miss.
I think the chance of the status effect will be calculated in the same manner and I dont think it much matters when it's calculated.
I DO think there will have to be a stat that would help avoid status effects. I haven't figured out what that stat will be yet. I don't have a stat for resistances, so that will need to be something i need to think about - It might just be dexterity also. Maybe Agility. Maybe the average defense of an area will play a part in the resistance of some things.
I think I will have to change the growth rate of stats that grow with the overall level which grows every 5 levels (which leads to a new discovery*). Perhaps the stats that will grow with overall level will grow by 5 or so.
*only 5 "limbs" so the Overall Level will grow every 5 levels when initially I was planning for every 6 levels (Head isn't going to grow like I originally planned).
so let's say: Level 5 player vs level 5 enemy. No additional bonuses to dex on the player's side and the enemy will have max agility for its level.- also no bonuses. So that'd be both legs level 11
player Dex 6
Enemy Agi 11
This is more difficult than I thought it would be and i'll need to do some experimentation tomorrow. Unfortunately I need to go to sleep.
As for food, that was in the last post. silly me
I guess © and all that jazz Christopher Lovell Bernabe Parker
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