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Ramond's RPG Adventure v2.0
#3: New Combat System

This one I hope I won't need to explain much more as you've experienced it for the most part in the previous fight already. Still I'd like to go over the basics one more time. (The mechanics are almost identical to Fire Emblem: Awakening.)

Each battle turn will consist of two phases: Player Phase and Enemy Phase. Which phase occurs first depends on the average AGI value of each party, the party with the higher value will start.

In the Player Phase, each player can do the following: Movement and one action (always in this order, both can be skipped). Movement only includes moving around on the battlefield. The battle takes place on a board made out of terrain pieces, whereon each figure's position is marked. Moving one square onto a terrain square will consume movement points; each player only has a specific amount of movement points per turn. Moving diagonally is not allowed.
As an action, the player can either standard attack an enemy within his weapon's range, do a special attack, cast a spell or use an item. Equipment changing is not allowed anymore except for your on-hand weapon, which can be switched on the fly during your movement phase.
The players in the Player Phase will act in an order that the players themselves determine.

After every player has made his turn, the Enemy Phase occurs, where every enemy will do the same thing as players in the Player Phase.

Combat:
New stats have been introduced previously, named Hit Rate, Dodge Rate, Critical Hit Rate, Critical Dodge Rate and Block Rate.

Hit Rate (HR) determines your ability to hit your enemy. Most of it will be provided by the weapon or spell you're using, but increasing your DEX also increases your HR.
Dodge Rate (DR) determines your ability to evade an enemy's attack. Increasing your AGI will increase your DR.
Critical Hit Rate (CHR) determines your ability to critically hit. Some weapons focus on critical hits, so they will provide a greater CHR. Increasing your STR will increase your CHR.
Critical Dodge Rate (CDR) determines your ability to negate an enemy critical hit. Increasing your INT will increase your CDR.
Block Rate (BR) only applies if you are wielding a shield and determines your ability to block an enemy attack. It will mostly depend on the shield you are holding. Increasing your STR and DEX will increase your BR as well.

In battle, calculating your chance to hit the enemy is easily done:

Chance to hit: (Your HR - Enemy DR)%
Chance to critically hit (only occurs if enemy is hit): (Your CHR - Enemy CDR)%
Chance to block: Varies by enemy, since enemy DEX will reduce your probability to block. Block chance is therefore always lower than your BR displayed on your stat page.

All of the above applies to enemies as well, so the same calculations can be done for them in advance. Therefore strategically optimal positioning on the battlefield is possible.
There may be other factors involved that change above rates, for example passive skills or auras.

Damage calculation hasn't changed:
Physical: (Your ATK + Weapon Damage)*(1+STR/100) - (Enemy DEF).
Magical: (Your WIL + Spell Damage)*(1+INT/100) - (Enemy MDF).

Resistances against the sustained damage type are applied after above calculation.

Ranged Combat:
Ranged weapons (and spells) all posses a minimum and maximum range. This range determines at what distance (measured only by squares in cardinal directions, think Taxicab Metric) an enemy may be attacked without any additional penalties.
Attacking an enemy that is below minimum range is not possible.
Attacking an enemy that is above maximum range comes with following tradeoff: For each square above your maximum range, your weapon's (or spell's) "Range Penalty" value is subtracted from your HR, effectively lessening your chance to hit the enemy. You can only attack an enemy that is at most twice the maximum range of your position though.

Return-Attack (Counter Attack): (IMPORTANT!)
This feature has not been present in the previous battle, so I will elaborate here.

Whenever a player attacks an enemy (or vice versa), combat takes place, aggressor against defender. Once the aggressor has finished attacking the enemy, if the defender survived, he will strike back with a normal attack, if his weapon ranges allows it. This happens automatically and doesn't consume the defender's turn.



Next up is #4: New Inventory Management!

(PS: All skill pages are up, graphically only. If you can't wait and want to see it now then tell me.)
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(03-23-2015, 08:39 PM)Ramond Wrote:  (PS: All skill pages are up, graphically only. If you can't wait and want to see it now then tell me.)

I can't wait! please show me great ramond-senpai

Ramond edited this post 03-23-2015 11:49 PM because:
http://www.vertigofx.com/jrkstudios/rpg/...s_nave.png

Other chars similar link, "sirfrog" or "bp" instead of name or just your name
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i think it would be cool for some characters to have skills which provide diagonal movement and/or movement after an attack.

also, when a counter attack is happening, can wen still block or evade those attacks?
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The Ninja class has a passive skill that allows diagonal movement. Your other suggestion would be too powerful for ranged or fast characters, as it would allow kiting.

Yes, the counter attack is basically the same as if the defender would simply attack back in his turn, so all calculations are done normally. Some skills may enhance your combat stats when you are the defender.
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Thanks given by: Bamboori
oh ninja class is going to be so awesomeon now!!! xd
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Holy 3d Hammer of death doom and destruction... I got an alchemy tree?!
I LOVE alchemy in every kind of rpg, it's the most underrated thing in all those games, yet so extremly usefull
so I'll probably focus less on combat stats and more on alchemy for the group :D we could eventually make alot of money from selling powerfull potions, too, if this works like similar rpgs I played ^^

Ramond edited this post 03-24-2015 05:40 PM because:
You said you wanted one :p
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#4: New Inventory Management

Not a big topic here but still one that may fundamentally change the game.

The big, common inventory is now no more; instead, every character will have a limited amount of inventory slots that can be filled by any type of item. Equipped items will not take up inventory slots (as they are on equipment slots).

Stackable items (arrows, potions) will only take up one inventory slot, however there will be a maximum stack size.
There may be large items that take up more than one inventory slot.
Every player may carry unlimited gold coins, this will not take up any inventory slot.
The current plan for available item slots per player is (3 + STR/8), so far without any planned upper limit.
Obviously, during battle, a player can only use items that are in his inventory. However, as a battle action, two adjacent players may decide to trade some items with each other.

Carrying multiple weapons with different damage types may be beneficial in combat when there are different kinds of enemies you're facing!

Also, a few new equipment slots were now added: Each player may now additionally carry 2 Rings, an Amulet and an Accessory (for example a quiver).



Next up is #5: Overhauled BoK! This may take a long while to implement, so get warm. Maybe you could already consider how to split up the inventory items to the characters.
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Thanks given by: Bamboori
may i suggest adding weight to items?
nave will want to carry lots of empty bottles, but due to his low str that may be impossible.
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I considered that, but decided against it because I'd like to keep things as simple as possible... The amount of inventory slots kind of correllates with your STR anyway already, and I want to avoid including many more factors or properties to items.
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still... with my STR of 14 that'd be only 4-5 inventory slots for me... considering I'll probably have to carry herbs, empty bottles and finished potions that seems kinda... useless...
I also don't want to spend alot of stats in strength, considering I don't really need that for anything else than carrying stuff as a mage :/
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