Khalix
Member
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Again, this is just a lovely suggestion, but what if you multiply damage, health and defense by 100? Percentage-based attacks wouldn't be estimated as much, damage be more varied* and breaks up the limitations of the current engine in that it cannot (Or is not) using decimal places. *15-18 str -> (15-18 str) x 100 === 1500, 1600, 1700, 1800 NOT 15-18 str -> 1500-1800 === 1500, 1501, 1502, 1503, ... 1800 The first example is to prevent complications where getting an estimate amount of damage would be troublesome without a calculator. The second example has 301 possible values which will frustrate a player trying to calculate an average amount of damage. -------------------- Percentage-based attacks are multiplied, but not estimated. An example of a blocked attack: (<[(15-18 str) + 36 weapon damage] x .85>) x 100 === 4335, 4420, 4505, 4860 = Weapon damage -------------------- Health (Not energy) gets multiplied by 100. Same goes for poison effects 90 hp -> 9000 hp 13 poison damage per turn -> 1300 poison damage per turn -------------------- Defenses also multiplied by 100. 19-23 def -> (19-23 def) x 100 === 1900, 2000, 2100, 2200, 2300 ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- In short, this suggestion's just here to help cope with the percentage-based attacks. Of course, you could get rid the simple system and go for: quote:
15-18 str -> 1500-1800 === 1500, 1501, 1502, 1503, ... 1800 Then again, you commenters decide.
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