Search found 1 match

by Choh Lehko
Wed Apr 04, 2012 8:33 pm
Forum: Character Adoption Center
Topic: The Might of Demacia {wip}
Replies: 3
Views: 4249

Re: The Might of Demacia {wip}

Your stats are well-formatted, but you're still off. If it was a numeric spectrum, you'd have 3 less than what it should balance out to. The "high," "very high," and "above very high" nullify the two "almost nothing"s, then you have three "low"s. It is quite a bit closer, at least.

Decisive Strike: Pretty nice, but there are a few things to clarify.
1) What are the increases at Lv1? If they keep the same pattern, I would assume them to be 10% and 15%, but they are unspecified.
2) Will this always silence the target (which is fine, by the way), or is there a chance to be calculated via die roll on Old Sein?
3) Those percentages are increases (Those percentages + 100% = total attack power.), not multipliers (30% = a weakened attack.), right?
4) By the way, of course, the next melee` attack deals physical damage. xD I think that you mean "increased" or "augmented" damage.
5) This isn't a problem; I just have to make sure that you realize that silence =/= inability to cast spells. As I detailed in the rulestuffs, there is no abslute rule about spells requiring mantra; some users may have mantra-dependent abilities (whether spells, jutsu, or whatever else), but keeping someone from talking for a moment will not necessarily keep them from spellcasting for a moment.
6) I need a cost/cooldown/something. Otherwise, what's to keep you from using this for hacked speed and power 24/7?

Courage (Active): Again, I need a cost and the effect at Lv1, but this is otherwise unproblematic.
Courage (Passive when Active): Hm. . . I'm initially sceptical of this, but I can see some practicality if given clarification.
A) When you say "armor," you mean "defense," right? You won't necessarily be always wearing the same armor; I can pretty much guarantee that you'll find something better at some point, possibly as soon as your first active topic.
B) Those numbers are percentages, right? We don't have numeric measurements for stats, so they don't mean anything as just numbers.
C) Are these boosts relative to your Lv1 original DEF/RES? As in, is the increase ALWAYs going to be just 0.5 (%?) of your Lv1 DEF/RES, no matter what equipment you're wearing or what Level you're at, or are they relative to your current "original" DEF/RES, ignoring DEF/RES from equipment, but being higher increases at higher Levels (since you'll have an additional 33.333. . .% DEF/RES per Level-up)? I wouldn't recommend counting equipped defenses, but I suppose that it's an option. . .
D) In conjunction with the former, how much DEF/RES does your currently-equipped armor account for? As in, there is an amount that is innate to your character, and there is a presumably lesser amount that is added to your DEF/RES by your default armor, so we need to draw the line at what relative terms convey how much your innate DEF/RES are in order to determine how much this will increase.
E) Relatedly, are the increases at lower levels subject to Level multipliers, or are they static? That is, if your DEF/RES go up by 10% at Lv1, then you advance to Lv2, will the 4/3rds multiplier take place on that 10% increase, or just on your original DEF/RES?
F) I think that that decreasing the gain per kill would be reasonable.
G) Likewise, the maximum increase per Level should be reduced quite a bit. Otherwise, you'll have some pretty high defenses by Lv3 or so, you'll have pretty much wiped out your weakness by Lv5 or so, and you'll be significantly overpowered by Lv7 just because you used an ability, not because you did a lot of training.
If the increases are static, dependent on your Lv1 original DEF/RES, and not subject to Level multipliers, I could see allowing something around a 10% maximum increase per Level, likely with a requisite of two kills for 0.5%.

Judgement: I'm still a little foggy on painting all slows with a wide brush. . . By a 50% reduction, you're referring to a reduction in magnitude of the SPD reduction, no? If it's a magical whirlwind, why does it deal physical damage? that part's not really a problem, per se`. I still see no cost, which effectively means that you can always keep yourself from getting slowed by anything and constantly deal damage around yourself. I also see no Lv1 magnitude. What are those percentages relevant to? If they are relevant to your normal attack power, this is WAY overpowered. I mean, all that you have to do is hold someone close to you for ten seconds at Lv2, and you've taken out the majority of their health plus whatever you take out with normal, physical attacks. At higher Levels, it's just rape.

Damacian Justice: I need a cost. I don't know what those percentages relate to; percentages can only express power factors when they have something to relate to. In a video/computer game, they can represent a certain factor of a pre-determined amount or work into a gamespecific equation, but that means nothing here. Likewise, I don't know what an additional "1" damage is.
That being said, it appears as though the extra damage is actually reduced at higher levels. At Lv3, if the target is missing 50% of its health, you deal an extra "2" damage, while you deal an extra "1" at R7.

It is coming along nicely.

Return to “The Might of Demacia {wip}”

×