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by K
Fri Feb 24, 2012 5:26 am
Forum: Character Adoption Center
Topic: The Might of Demacia {wip}
Replies: 3
Views: 4249

Re: The Might of Demacia {wip}

I'm already somewhat impressed; this is mostly savvy and is in rather impressive English. I can breeze through this.

Your stats are a bit uneven. I'm assuming that "high" and "above average" are considered to be equivalent for the calculations. Whether or not those two are equivalent (If not, you should specify as much.), your stats and parameters are a bit off.
- below, below, very low, very low, very low
+ above, high, very high
Obviously, a simple solution would be to convert a "very low" to a "very high," but, if you're looking to maintain a similar balance to what you have, you may wish to disperse the capabilities separately.

Decisive Strike: How much is this MOVSPD increase? Is it calculated proportionally, or by a pre-determined factor? Is it multiplicable by stats/parameters/Levels, or is it just a fixed amount , so it won't be as handy later? Does it have its own, special formula? There are a lot of options; if you don't specify anything, it's assumed to just be a fixed increase of a moderate amount, which is okay at low levels and needs improvement through training later.

Decisive... Strike?: Is this name supposed to be here? Anyway, I'm assuming that you'll think of a percentage to assign to this later. Keep in mind that you can stack additional costs (aside from just standing there and guarding, unable to otherwise act) on to improve the potential magnitude of this ability, but if it's just meant to be a simple, damage-reducing, guard ability, a low damage reduction is applicable.

Judgement: Not bad! I'm not sure what you mean with the existing and new slows, though... I mean, there are countless was to slow a person down; it doesn't make much sense to paint them all with a wide brush. Aside from that, how would the reduction for "new" slows work? Is it a battle-length status that causes reductions in durations of a certain ailment? I'm rather lost on this... Now, when you say that "minions and neutral monsters" only take half damage from this, does that mean that the ability magically determines, during damage calculations, that each target is an ally, docile creature, or any other, normal fighter? I suppose that it could be done. How exactly is the physical damage dealt? Is there just an invisible feild around you that causes targets to take damage as though being quickly, but weakly slashed? Does this damage still deal its equivalent in tissue damage, or is it just HE damage? There is one more issue with this: We don't use die rolls, random mod/admin intervention, or whatever else to determine "critical hits." A hit is critical if it damages an area that is critically weak on the given target; rather than having a game mechanics adjustment with a random equation to compensate for a lack of intensive interface, we actually play things out realistically. Simply said, in video games, a critical hit chance is used to compensate for a lack of hyper-complex hitbox evaluations. In forum RPing, it's more like real life, where we're not restricted to coding inadequacies. Is any of this making sense to you, or am I just on another rant?

Demecian Justice: Very nice! Its equation is a power factor with a second power factor, the latter of which is multiplied by a "stacked damage" ratio... I like it. I just need to know what the power factors are, and what the cost is. Aside from that, we could use more info. Do you have a pic/vid, or will you describe the process by which this magical damage is dealt?

Across all of these, the general statement is that they are sounding good, but need specifications of power factors (the magnitude of the speed increase, the percentage of damage reduction, the damage that's dealt, and two more damage-determining power factors). Keep up the good work! It'll be fun to see you improve on this.

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