Talk:RPG/Weap class
From Mk
NeoGenGamer (Talk | contribs) |
NeoGenGamer (Talk | contribs) |
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Again, for instance: You have 30 STR and 30 FOC. A Heavy sword has 190% Slicing. You use a skill with 120% damage. | Again, for instance: You have 30 STR and 30 FOC. A Heavy sword has 190% Slicing. You use a skill with 120% damage. | ||
( ( 30 STR x 190% damage) + 30 FOC ) x 120% | ( ( 30 STR x 190% damage) + 30 FOC ) x 120% | ||
- | Simple, no? | + | Simple, no? ~NGG |
Current revision as of 22:07, 11 June 2008
From what I read it looks like it'll work flawlessly, I hope MK Likes it.
My only beef(*dodge*) is if its... well.. open enough. The examples given are nice, but there's only a few, are you confident that there'll be a lot of different weapons per-class? Damage and ect seems to be tricky to manipulate - Bitto-kun
I'm completely confident that any and all weapon ideas we come up with will fit into one of these classes. If anything, the idea of a weapon that may seem like it fits in two different classes may come to mind, but those particular types of weapons can be forged as one weapon class with a +damage% in another damage type. For instance: If you take Hand-to-Hand, which is strictly Bash damage, and add blades to the weapon, it gains +30% Slicing and -30% Bash.
The damage is easily understood when you put it all in order. Damage goes Primary damage stat x Weapon damage. Then you add the secondary damage to that total and multiply by the skill's damage. Again, for instance: You have 30 STR and 30 FOC. A Heavy sword has 190% Slicing. You use a skill with 120% damage.
( ( 30 STR x 190% damage) + 30 FOC ) x 120%
Simple, no? ~NGG