Legendary Ash
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=Dev, Balance, Bugfix= [PANIC INTENSIFIES] Status System - Saving Throws for reference, full explanation below: Statuses inflicted on a target normally involve rolling a value between 1 to 100, base Save Difficulty is 50 a +0 save bonus to the target's save, which is a 50% chance for the target to roll a value below SD+1 (In a roll of 1 to 100, 50% splits it into 1 to 50 the lower half, 51 to 100 the upper half) given the level and stats of both player and target are at expected stat values, if the targets fails the save rolling below 51, the status is applied. Other regularly used but not limited to, save bonus values used in equipment are -20, -10, +10, +20, these each are 30%, 40%, 60%, 70% base chance, the target needs to roll lower than each of those base chance+1 to fail. The player and/or target may have Save Difficulty modifiers, using the above example, Potence from the inflictor (player) reduces target's SD by -X, Weakness from the defender (target) reduces defender's SD by -X, Resistance from the defender (target) increases defender's SD by +X. Immobility is an action delay type status, has two standard variables, X% chance applied to infliction and when inflicted target does not act, additionally may have those two previous variables divided by X turns of status, Paralysis has a X% chance to inflict, if successful the target does not act at 100% rate, while Afraid/ Daze reverses those variables 100% chance to inflict, if successful target has X% chance to not act. Choke is a damage reduction type status, its variables are identical to Afraid/Daze, 100% chance to inflict, if successful target's damage is reduced by -X% damage. Blind is an action avoidance type status, its variables are identical to Afraid/Daze, 100% chance to inflict, if successful target's bonus to hit (accuracy) is reduced by -X. Defence Loss is an anti- action avoidance status the inverse of Blind. Burn/ Poison have two standard variables Power*Turns, additionally may have X% chance of infliction to increase the previous two variables. Element Shield is a variant of Choke that does not involve a save and is applied to the inflictor BtH Boost is a variant of Defence Loss that does not involve a save and is applied to the inflictor. A modification to the above statuses is the addition of the mechanic of the target makes saves per turn starting after the status' initial successful infliction turn. This mechanic's mathematical formula is known as Exponential Growth and Decay. With the above mechanic utilized for the above statuses, The Cold is a variant of a combination of Defence Loss and Blind, Sleep is a variant of Paralysis, Panic is a variant of Choke, Dazzle is a variant of Blind, Bleed is a variant of Burn/Poison.
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