Page 2 of 7

Re: after FT 4.0

Posted: Thu Sep 11, 2014 2:29 am
by blitzcraig
MadMikael- you're absolutely right about "auto-follow/attack" for melee! I have loved that idea for so long that I think I was the first to mention it...not sure if that's actually true though LOL... I'll add that back into into my original post here. Also, I will add the stat reset improvement :)

Mad and James - I think you're both misunderstanding how the dex would work... you would get 1x damage for dex, and 2x damage for mana, so there still is no need for dex... it's there only because it makes sense that IF opponent reduces damage with his dex, then that should be countered by mage's dex.

James, you wouldn't take those points and move them to dex, simply your damage would be reduced by Cyclops dex (surely you can't complain since everybody else has damage reduced by Cyclops arm! ;) additionally, the mana from your gear would now count into figuring your damage. Mages would be better my way than they are now until about level 300-400 (depending on stat points) ... melee players would be "even more" better though by doubling skill use... working toward balance

About speed, that's a really good point. From a "realistic" point of view, everything you said makes a lot of sense. My only response is that playability of the game must be considered more important know what I mean?

As for ideas you "just don't like" no disrespect here, but I'll be ignoring opinions with no reasoning behind them. Seriously, I don't mean to sound like a jerk or anything, but baseless opinions (whether they agree or disagree with my opinion) aren't particularly helpful ;)

Re: after FT 4.0

Posted: Thu Sep 11, 2014 5:47 am
by James142
By just don't like I mean I don't think I would be a very good game addition

Re: after FT 4.0

Posted: Thu Sep 11, 2014 8:04 am
by MadMikael
...And yet, anyone can carry 21 iron plates in his backpack if you wanted...

My point is, weight is not really involved in this game. If it were, I think carry weight (and move speed) should be calculable from STR. Your STR is representative of your muscular ability..

Therefore, a mage with 1 STR would be very slow indeed, as it should be. If he had spent time exercising, rather than studying magic, he'd be able to move quicker.

Re: after FT 4.0

Posted: Thu Sep 11, 2014 1:59 pm
by blitzcraig
Yes, you probably remember I had, a long time ago, suggested a system where speed was determined by strength and dex (giving more weight to strength) and then reduced by weight of items in backpack (equipped or not, since that matters little) ... I had all the Numbers worked out, and I think it would have worked well, but in the end, the game has to work and give each class a "fair chance"... making them all the same speed accomplishes that without all the gigantic changes (which, as you point out, would make the typical mage build slowest of the group) ... one last thing, if we want to consider the ogre and dwarf as magical creatures, then weigh: speed ratios hardly matter except for swordsman anyway ;)

Re: after FT 4.0

Posted: Thu Sep 11, 2014 2:36 pm
by Tnickel
Here's my opinion mages getting nerfed I can understand but on a scale like 0.5 DMG per point of Dex ex: 1000 Dex knocks off 500 DMG per hit. Second the thing about speed the systems fine just needs a few twicks. Archers are fast and agile no need to cut speed but when engaged in combat and go to move they should suffer a -2 speed plenty for 20 sec due to trying to run and reload a arrow. Now for mages slightly different approach when a mage cast a spell they should not be able to move for 10 sec after casting reason is 20 sec will kill a mage easy with their low health. As for the Meele class their speeds fine but they all need a stun hit for like 10 sec can't move and another 10 sec -2 speed plenty

Re: after FT 4.0

Posted: Thu Sep 11, 2014 3:25 pm
by Insider
Cool plan! :)
I think freeze become slow only in pvp vs melee?
Or mages still will run?
Anyway,gratz !

Re: after FT 4.0

Posted: Thu Sep 11, 2014 3:41 pm
by blitzcraig
Just to clarify, spell damage is already reduced by opponent dex in PvP, I'm simply saying that same mechanic should carry over into PvM as well, but also that the mage's dex should figure in also ;)

Re: after FT 4.0

Posted: Thu Sep 11, 2014 4:55 pm
by MadMikael
I have never noticed a significant resistance with dex... I tried a high dex and a low dex, and the difference in magic defence seemed negligible.

What is the magic resistance formula?

Re: after FT 4.0

Posted: Thu Sep 11, 2014 7:39 pm
by blitzcraig
i actually don't know the exact formula -- but here's essentially how it works (for green flow, in PvP)
*remember mana here is base max mana, it does NOT include mana from gear)

damage = (50 + (mana * 2.5) - opp_dex) * random number between 0.00 and 1.00

for example: if base mana is 200 (probably level 120-180 mage, depending on stat distribution)
damage = 50 + (200*2.5) - opp_dex) * random
SIMPLIFIED to (50 + 500 - opp_dex) * random <we will say he's fighting an archer with 150 dex>
SIMPLIFIED to 400 * random meaning each attack will cause between 0 and 400 damage

NOW, for fun, let's look at my idea, with the same characters (fully equipped level 125+ mage)
same base mana of 200, PLUS 180 from equipment = mana of 380
now damage = (50 + (base_mana*2) + mana from gear + dex - opp_dex) * random
SIMPLIFIED 450 + 180 + 2 - 150 = 482 * random... meaning damage will be from 0 to 482... actually better at this level (assuming fully equipped)

the real benefits here, are that at low levels, mages would benefit, at very high levels, mages would be nerfed some (also, there NEEDS to be a way to control how mages attack monsters, right now, they always hit at full damage and it is simply unfair to the whole game IMO, so having the opp_dex reduce in PvM is a MUST) AND, this way the mana from gear actually is important, so gear is more valuable ;)

lets look quickly at a level 1000 mage (just for fun) - for current and suggested formula, we will use a mage with no dex (2) and 200 armor and 1800 mana
CURRENT -- 50 + (1800*2.5) = 4550 -- so average damage (0 opp_dex) will be 2275 after multiplying by random
SUGGESTED -- 50 + (1800*2) + 180 = 3830 -- so average damage (0 opp_dex) will be 1915 (around 15-20% reduction at this level) ... and again, the low levels would benefit, high levels would be nerfed a bit

Anyway, I hope this explains it a bit better, please continue with any support, questions, or concerns ;) -- to be honest, I'm not sure that dropping from 2.5 to 2.0 multiplier is enough, but I hesitate greatly in fear of nerfing the mage too much... as MadMikael said here (and I and others have said elsewhere) it's difficult to balance because the mage is the only class with a multiplier at all, which he uses ALL THE TIME (as opposed to other classes only using skills half the time... this is why I suggest allowing skills to act independently from each other)

BTW - I added ideas 12-15 to top post ;)

Re: after FT 4.0

Posted: Thu Sep 11, 2014 7:56 pm
by blitzcraig
tnickel - your recommendation about the mage not being able to move at all for a period of time after casting a spell is very good also IMO -- it has been discussed ad nauseam in the past, so I kind of assumed it was a dead-end... but I'm actually glad you brought it back up... I still really like it :)