Cyberbeast10 -> Fixing luck (3/16/2011 21:13:13)
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So we know that luck plays a big role in the outcome of a battle, such as blocking an attack and negating damage, deflecting and reducing damage, or critical and deal nearly full damage. So I though of a way to fix luck. At the beggining of a match, both (or all 4 in 2vs2) players have 1 block/deflect/critical point. Each of these points helps in blocking, deflecting and criticaling. Block point - Allows the user to block the next incoming attack Deflect point - Allows the user to deflect the next incoming shot Critical point - Negates a critical attack. You can also use these to randomly cause 1 of your next three attacks to critical, if no critical happens. Players can use these tokens any time in a fight through a new button appearing alongside the skill buttons. There is no animation for using these so the opponent has no way of knowing if you used one, and using these do not end your turn. You can use more than one in the same turn. With the exception of the critical point (Which last 3 turns), all the points last 1 turn so predicting the opponent's next move is important. Now then, what will happen to the random blocks and deflects and criticals that occur right now? Random blocks, deflects and criticals will be removed. Now then, what about the stats since some of them offer the block, deflect, critical chance bonuses? The stats will be modified to work like this: In dexterity, for every 15 stat points higher that you have than your opponent, you will gain 1 additional block point at the start of a match. In support, For every 10 stat points that you have higher than your opponent, you will gain 1 additional deflect point at the start of a match. For every 35 support you have higher than your opponent you will gain an additional critical point at the start of the macth. Wait, wouldn't this make people abuse those stats to become ultra powerful with endless blocks, deflect and critical points? To make sure this doesn't happen...the limit for the number of additional points you will be able to get is 5 so you can only have a max of 6 of those points per match. Now something for lower-levels If you fight against an opponent who is 2-3 levels higher than you, you will gain 1 additional point regardless if you reached the point limit, if your enemy is 4-5 levels higher you, you gain 2 additional points. What about SA and Azrael's bane? and other moves with bonuses? SA will be made to offer imaginary dex and support to your character at the beggining of a battle, the amount is based off a percent of your actual dex. At level 1, it is 10% and caps at 40%, this dex is only for the points, there is no bonuses for defense or other stuff. Azrael's bane will give double critical points at the start of a fight. Other skills with critical bonuses will stay the same with the random criticals. What if stats are modified during a match by smoke or reflext boost? If the player gains a stat advantage over the opponent because of this, they will gain points depending on the advantage. 1 block for every 15 dex (There are no support stat modifiers). However, the amount gained cannot exceed the 5 additional bonus point limit. Example: You had 4 bonus points at the start, you cannot gain more than 1 point when a stat is modified through skill. Thread merged into Luck Discussion. Please keep all the discussion about luck and chance events, such as blocking, stunning or critting in a single thread. Thank you. ~Ashari
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