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Post by CherryDire Tue Mar 28, 2017 6:15 pm

A preliminary list of the stats.

MaxHealth=3+(End^1.5)+(Vit^2){these vaules are round up}+(lvlxbase){this is rounded down} Where base is [2+1(Pos/Neg perks)(addictions)]
DamageDone= {(weaponDamage + MainWeapStat)ifCrit(x2)}(Perks, Addictions)
DamageRecieved=*If successfully hit minimum damage taken is 1* DamageTaken-(Endurance +TotalGearDefence)
Stats must have a minimum of 1 value. Excluding luck.
9 points to spend on a level 1 character. 1 each for the 6 main stats, 3 free.

Vitality
Strength
Endurance
Intelligence
Agility
Dexterity


Luck
(Maybe Mana and Stamina.)

Also Carrying capacity.


Last edited by CherryDire on Fri Oct 26, 2018 11:46 am; edited 9 times in total
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Post by Gisakia Wed Mar 29, 2017 6:33 pm

Is Endurance a resistance thing?
Or maybe it could be like the ability to carry out really difficult tasks.
Like a warrior has a move called "Superior Swing".
And it does like 1.8 x normal damage or whatever, but it costs like 2 Endurance
and he only gets so many every Combat Engagement.
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Post by Gisakia Wed Mar 29, 2017 6:34 pm

I guess Endurance is defense but whateva you also said Stamina
So maybe Stamina is like physical tasks and Mana is for like Magic tasks.
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Post by CherryDire Mon Apr 03, 2017 4:57 pm

Yeah Endurance was planned to be a resistance type stat.

Mana and stamina are only a maybe. Makes Pen and paper style games even more complicated than it should be.
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Post by CherryDire Fri Oct 26, 2018 2:02 pm

Damage Types:
Physical:Smashing, Slashing, Piercing, Draining
Elemental: Fire, Ice, Electric, Negative, Arcane
Divine,Poison, Acid, Psionic
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Post by themagus Wed Sep 04, 2019 1:26 am

I'm still not sure I got this straight, but I'll try and maybe you can correct me?
So we talked about having 6 stats and everyone start with 9 points.
-Every stat increase gives you additional point.
-Every time you want to increase a stat you have to pay the ammount of points equal to the stat. So 3 str requires 3 points to increase.
-Ever stat start at 1.

By this everyone can increase all stats to 2 and still have 9 points.
Best spread gives 3 stats at 3, 3 stats at 2 and 1 point remaining
Best focus can give 5 stats at 2, 1 stat at 4 and 3 points remaining.

There's that, and there's the possibility you meant that the more stats you have that are high (best spread) will give you more skill points?
Need to clarify on this.


~~UPDATE

Minimum stat = 1
Maximum stat = 10

*Luck is a stat that doesn't fill a roll in combat. It'll be used to rolling drop tables, seeing if you somehow didn't get hit by a trap and in combat only with perks that use luck. Example - Lucky Breakdown: If you choose to fall when getting a hit you will reduce the damage received.

Skill points are received every level up. Each odd number gives additional skill points cumulatively, so a score of 4 will include the skill points from having a score of more than 2, so 4 points in a stat equals to 8+4 = 14.
Skillpoints per stat:
1 = 0
2 = 8
4 = 6   \ 14
6 = 4   \ 18
8 = 2   \ 20
10 = 1 \ 21

Lv.1 skill point cost:
Low 4-6 Mid 10~ High 30~
Skill point cost increase ratio
Low and Mid = Lv.1 cost*0.1 per level. High = Lv.1 cost*0.2 per level.
*Level is used as a rough estimate for when a skill could be obtained. A level isn't a part of a skills' prerequisites.

HP Regeneration

Base regen = 1
Option: Each 10 levels gain +1 to base regen.
Total regeneration: (Base+bonus)*Multipliers


Last edited by themagus on Sat Dec 05, 2020 10:18 am; edited 2 times in total
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Post by themagus Sun Dec 15, 2019 8:02 am

XP per level

I'll just put the base line somewhere:

Everyone start at level 1.
Getting to level 2 requires 100xp.
Each level after that will require 100 more xp than the last level so to 3 you'll need 200xp, to 4 300xp etc'...
Max level is 100.

Enemy XP

At lv 1 an enemy is worth 10xp.
For each additional level an enemy gets 10 more xp.
For each level of difference the value changes by 10%.




Damage for weapons

Total damage = ([Base damage * Multipliers] + Bonus damage) * Modifiers

Notes:
Base damage - Weapon damage and bonuses specifically labeled as such.

Multipliers - specifically for base damage, coming from perks and moves.

Bonus damage - additive to itself. Example  - if there's a perk giving +10% damage and a weapon enchantment giving +10% damage, together they confer +20% damage on top of the base damage.

Modifiers - coming from moves.



1) Only bonuses that are specifically labeled as base damage bonus will apply to base damage and are otherwise applies to bonus damage.
2) Multipliers come from passives like an ability that confers +10% damage to a swords and Modifiers come from actives such as strikes.

Resistance

Calculating resistance:
[Damage - Flat resistance]-Damage reduction %
So at 1000 damage with 200 flat resistance and 50% we get
1000-200 = 800
800-50% = 400


Last edited by themagus on Tue Jan 12, 2021 5:57 pm; edited 1 time in total
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Post by themagus Thu Nov 19, 2020 3:13 am

Notes post

Hp at max level with 3end and 5vit with 50 hp from positive perks - 5237 (3+3^2+5^2)+100*(2+1*50)
Hp at max level with 1end, 1vit and no additional hp from perks- 205 (3+1^2+1^2)+100*(2+1*0)
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