Xendran
Member
|
I realize that this may belong in the "suggestions" forum, but i believe it has the opportunity to gain the attention it deserves here, and as the developers consider it a significant topic that involves all players, it should also be posted in an area that allows for community discussion and input to take place. If i post this at the bottom of the thread, nobody will see it so im posting it at the top. This is *mostly* up for discussion. I do believe the way things are placed on the stats is the best that they are going to get with the way epicduel works, however i am willing to take suggestions that are backed up with legitimate facts. Discuss between yourselves, me and the devs about why you think this is a good idea, or where it could be improved or modified. Any flaming will be reported immediately. Note: This post will be in a PVP balance method. PvP and PvM balance are very different. First of all, focus and agility should be moved below the line that separates stats and modified values. Focus and Agility truely are not stats, they are values modified by stats, and thus should be below the line. This may clear up any confusion new players have as to what exactly Agility and Focus are. However, speaking of focus, i believe it should be removed and robots should instead become a standard conventional weapon with a special. Credit to He Who Lurks for the basis of this robot idea, with his post contained Here: http://forums2.battleon.com/f/tm.asp?m=19040301&mpage=1&key= Robots weapon damage would be playerLevel -2. Using a robot special attack will drain the robot energy by a certain amount. Normal robot attacks would be considered a standard weapon attack. Consumable items would cost a small amount of this energy
==Endurance==
Health UP 2
Agility DOWN 1 (After base HP has reached 48 Until Level 31. At level 31, Agility DOWN 1 starts at 50hp. This increases by 2 hp per level beyond 30)
Example:
Level 31: Agility DOWN 1 (After 50 HP)
Level 32: Agility DOWN 1 (After 52 HP)
Level 33: Agility DOWN 1 (After 54 HP)
Level 34: Agility DOWN 1 (After 56 HP)
etc.
==Energy==
Player Energy UP 2
Robot Energy UP 2
Player Energy and Robot Energy start with the same base.
==Strength==
DAMAGE: Primary Base +1 | Primary Max +1.2 (4 Points)
LUCK: Stun Resistance UP 1% (3 Points)
LUCK: Deflection Rate UP 1% (5 Points)
==Dexterity==
DAMAGE: Sidearm Base +0.9 | Sidearm Max +1.1 (4 Points)
DEFENSE: Physical Base +1.1 | Phsyical Max +1.3 (3 Points)
LUCK: Block Chance UP 1.1% (5 points)
==Technology==
DAMAGE: Robot Base +0.9 | Robot Max +1.1 (4 points)
DEFENSE: Energy Base +1.1 | Energy Max +1.3 (3 Points)
LUCK: Stun Inflict UP 2.2% (5 Points)
==Support==
DAMAGE: Auxiliary Base +1 | Auxiliary Max +1.2 (4 Points)
LUCK: First Strike UP 1% (3 Points)
LUCK: Critical Strike UP 2% (5 Points)
[[Agility Adjustment]]
Agility Level|Def/Res|Max HP @ Lv 1-30|
| | |
100 - 91 | +1 |66 / 67 |
90 - 81 | 0 |86 / 87 |
80 - 71 | 0 |106 / 107 |
70 - 61 |-1 |126 / 127 |
60 - 51 |-2 |146 / 147 |
50 - 41 |-4 |166 / 167 |
40 - 31 |-6 |186 / 187 |
30 - 21 |-8 |206 / 207 |
20 - 11 |-10 |226 / 227 |
20 - 0 |-12 |Max |
[[Luck Factors]]
Name |Min % |Max %|Max Boost|Details |
\\\\\\\\\\\\|\\\\\\\|\\\\\|\\\\\\\\\|\\\\\\\\\\\\\\\\\\\\|
Block |2% (+0)|17% |(+15%) |50% Damage Reduction|
Deflect |2% (+0)|17% |(+15%) |50% Damage Reduction|
Critical |2% (+0)|17% |(+15%) |50% Piercing Damage |
Stun Resist |+0% |+50% |(+50%) |Stun is Prevented |
Stun Inflict|+0% |+50% |(+50%) |Stun is Inflicted |
First Strike|0%(-50)|100% |(+50%) |Go First in Battle |
===How Stunning Works===
If a skill has a 30% Chance to stun, this is used as a base.
Now lets say character STUNR has a +15% chance to stun inflict. They now have a 45% chance to stun.
Lets say character STUND has a +10% chance to resist stun, the chance to stun is now 35%.
skillStunChance + charStunInflict - opponentStunResist = Stun Rate
===How First Strike Works===
CharA and CharB have 50% base chance to go first.
CharA has +30% and CharB has +25%
CharA therefore has a 5% advantage over charB, so CharA is boosted by half of 5 and charB is lowered by half of 5, which equals a total advantage of 5 in favour of CharA.
CharA First Turn Chance = 52.5%
CharB First Turn Chance = 47.5%
Minor Skill / Miscellaneous Tweaks Maul: 1 Turn Warmup (Up from 0) Block: Reduces 50% Damage (Down from 100) Critical: Ignores 50% Defense / Resistance (Down From 75)
< Message edited by Xendran -- 5/29/2011 15:46:35 >
|