I like how you can win combat now. I played with it, but I got confused when the enemy kept blocking (it seems like they can block forever and not take damage, is this correct?) On Sat, May 2, 2009 at 8:03 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Combat def flows better than it did before. We will need to fully populate > the cave to see how well it really plays out. > > On Sat, May 2, 2009 at 4:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >> I like how you got around the limitations of the current combat system. >> >> Like for instance how there is no random roll for damages, you got around >> that by making the enemies have random amounts of health so you don't really >> know until you hit them how much damage you will do. >> >> In effect you added similar game play to as if there was random damage >> rolls, which is really cool! >> >> I also like the idea that you changed the round time for blocking to be >> less than an attack. >> >> It's kind of neat because if blocking was 1:1 round time, you kinda get >> stuck in the same cycle of attack wait attack etc, but with blocking taking >> a smaller amount of round time you can kinda control the clock and get your >> attack in at a more optimal time. >> >> Kinda neat (: >> >> >> On Fri, May 1, 2009 at 9:46 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: >>> >>> Alright, the combat system has been tweaked and balanced. As more mobs, >>> levels, bosses, etc. come out i'll update and balance further. >>> >>> Specific changes to the combat system are >>> [Mob changes] >>> RT changed from 5 - 7 to 6 -12 >>> Damage changed from 10 to 6 - 12 >>> HP changed from 25 to 12 - 43 >>> >>> [Hero changes] >>> HP increased from 100 to 120 >>> Damage changed from 10 to 14 >>> >>> >>> !!ARRelease.exe change!! >>> SuperAttack now increases your RT to 1.8x vs a normal attack and >>> increases your attack power for 1.5x. Great for finishing off an enemy that >>> you may not be able to kill in 1 standard attack, not so great for trying to >>> power through a group of enemies. Proceed with caution. >>> >>> Reason for Mob HP being changed from static to a dramatic random variable >>> is to substitute for random damage attacks done by the hero. >>> Current system allows for the following probabilities when fighting. >>> >>> a = standard attack >>> sa = super attack >>> >>> >>> Attack Type I Attack Type II HP level % of >>> showing up >>> >>> a a 12 9.4 >>> sa a+a 21 21.9 >>> sa+a a+a 28 21.9 >>> sa+a a+a+a 35 21.9 >>> sa+sa a+a+a 42 21.9 >>> sa+sa+a a+a+a+a 43 3.1 >>> >>> The following example shows that a mob may be killed in 1 standard attack >>> 9.4% of the time, or 31.3% of the time using a super attack or 2 standard >>> attacks >>> >>> On the high range a mob will take a maximum of 4 standard attacks, this >>> will occur only 3.1% of mob spawns, and simulates barely nicking the target. >>> >>> Feedback is more then welcome, and I encourage everyone to test the new >>> (kinda) combat system! (: >>> >>> >>> >>> >> > >