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How often do you play Dwarf Fortress?

All the time.
- 2 (13.3%)
Sometimes.
- 9 (60%)
Only when there's a new release.
- 2 (13.3%)
Never. ((get out))
- 2 (13.3%)

Total Members Voted: 13


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Author Topic: Rise of the Magic Girls v3 OOC: Stealing combat systems from an eroge  (Read 526037 times)

smurfingtonthethird

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Disavowed.

Ridiculously op, for an item she did very little to get. Choose one buff or the other.
« Last Edit: May 01, 2015, 12:12:13 am by smurfingtonthethird »
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Sanure

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Actually, you both are right. Enemy being fluxed gives them the chance of damage mitigation as well.
Same Side of the coin.
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Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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So basically, Enemy may end up dealing 0 damage because of being fluxed, but the enemy may also end up taking 0 damage from an attack because of the debuff.
« Last Edit: May 01, 2015, 12:16:57 am by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

smurfingtonthethird

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Without the 3-turn thing, the item is fine. An instadodge every 3 turns is a level 10 perk sorta deal.
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Sanure

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A single, Instant Dodge that only works on a single attacks. Oh, I see what I did. Tsk tsk me. Yeah, Forgot to mention that when I explained it. It's a single dodge to a single attack that can only be made when a dodge can be done, and that is chosen when it activates.

I need to edit that in :-[
« Last Edit: June 12, 2015, 05:05:42 pm by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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Also, A single auto dodge isn't really that big a deal. Especially with how Our current "Combat balance" is set up. Everyone does a single attack each turn. How does one deal an additional attack? either by perk, high tier artifact, or by an attack that deals less damage to a second target. Yeah, Balance kills combat to be honest :P (I am trying to make a joke about too much balance being a bad thing :D)
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

smurfingtonthethird

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Still... can you change it to 5 turns? Physical is already neutered as is, no need to keep kicking it in the nuts.
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Sanure

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THen you should buff it back up instead of making it a weak anorexic skeleton >:[

Ill bump it up to 4, but thats as high as i'll put it. :P
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

smurfingtonthethird

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Eh, fine.

My temp solution was just to double physical damage output, but I'm too lazy and busy to graph that shit out.
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Sanure

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Honestly, all damage needs to be reworked. Because honestly, both magic damage and physical damage need to level out evenly. Give me like two, three hours and I could write up a simple example of a system I'm working on for a game I'm going to be running. It deals somewhat with leveling out damage.
« Last Edit: May 01, 2015, 01:28:17 am by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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-snip- See below post for new idea.
« Last Edit: May 01, 2015, 02:12:09 am by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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-snip- idea on multi attack below.
« Last Edit: May 01, 2015, 02:12:29 am by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Sanure

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Actually, I think this works out better:

My Idea:

Change Mana into Focus. Focus determines SP and MP. (So a focus of 5 would mean the character has 10MP and 10SP))

For Melee attacks, The player can spend X SP to add an additional attack to their turn.
Example:Ashley has 20SP. Each additional attack costs 5 SP. Ashley spends 10 SP to make three attacks this turn. (basic attack)

For Magic Users, They work as is, so not much changes.

this allows damage to level out and makes sure neither Magic users nor Melee users suffer.

As for exploitation, MP can't be used on Physical, and SP can't be used on Magic. If you use Magic to make a sword, then MP is the deciding vital. Same with Physical, If you cast a fireball via a melee weapon, then SP is the determining Vital.


I'm going to see how well this works out, and test out a mock battle. I'mma use two random characters and see how it works.

Maybe testing Walpurga vs Hilda(striker) was not a good idea... Turn 1, before Hilda could even do anythign, Walpurga used 4 neglible attacks and dealt a total of 70 damage. Welp. was to be expected since Striker Hilda had a RES of 5 and Walpurga had a 24(+1+2).

As a fix, Melee get multiple attacks, Magic gets boosting.

This next fight shows that Multi attacks would need a limit. Maybe one additional attack every 5 levels? I'll try that.
« Last Edit: May 01, 2015, 03:21:31 am by Sanure »
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

smurfingtonthethird

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The multi-attacks per turn is a terrible idea, because a chain of any small attacks will utterly cream anything first round, and because this makes Focus the new dump stat, as it just becomes a war of attrition to see who can instagib the enemy first, before barraging the survivors with lots of medium/large spells, since Focus also grants mana. I'd derive SP from skill, instead. something, I dunno.

I'd redo SP to work similarly to the combat system in MGQ, because I really liked that. If you're not a /d/enizen, you probably haven't played it, so in general:

You start off with full SP, and you can use 'special attacks'; with the damage output (or in some cases, special abilities like self regeneration) of each being fairly high, but not as high as magic.

However, every time a standard attack is made (regardless of whether it hits or not), you regain a point of SP. In the longer battles, it becomes more of a balancing act between using special attacks, and keeping enough in reserve to wedge yourself out of a sticky situation.
« Last Edit: May 01, 2015, 03:33:31 am by smurfingtonthethird »
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Sanure

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ACtually, Did some test battles, And Multi attacks worked pretty well when I limited it to melee gets the multi attacks and magic as is, and then barred it to 1 multi attack per 5 levels. So at level 5 you can do an additional attack for 5 SP.

This worked pretty well since: melee vs Melee will last for around 4-5 turns. Magic vs Melee lasts for 3-4 turns. And Magic vs Magic lasts for 5-6 turns.
Also, the only problem I had with My mock system, was that Def and Res are a not even bother stat. It really, REALLY, really didn't do much to resist damage at all. Even with the DR that it provided, IT wasn't worth it to have those two stats.


The only concern I have with a mGQ is that that game was not balanced for anything other than story. I have played it. I liked it to be honest
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under
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