Astaroth
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Post by Astaroth on Apr 14, 2016 1:25:59 GMT -6
well first the elephant that is status effects in rpgs needs to be addressed for enemies, often theyre either iwin buttons or useless, have abysmal accuracy, or anything that isnt cannon fodder is immune to them. now igas games are much better off than atb or turn based rpgs already because theres no automiss% in arpg platformers, so it comes down to making immunities sensible and balancing the effects so they arent so overpowered that bosses and difficult enemies have to automatically be immune, or so weak that people just say fuck it and beat it to death. not saying it cant be done right, just that this is one of the things that need to be thought of when making any status effect. for instance, poison can be done a couple ways, stat debuff or DOT, but lets go with DOT and make curse our debuff and assume status override instead of stack and existing status tics before override name | dmg | spd | effect | dpa | dps | dpm 60a
| dpm 30a | dpm 20a | dpm 15a
| dpm 12a | dpm 10a | short sword
| 10 | 1s | none | 10 | 10 | 600 | 300 | 200 | 150
| 120 | 100 | poison short sword1
| 8 | 1s | poison 1/1s/6s
| 14
| 8+1p
| 480+59p
| 240+59p
| 160+59p
| 120+59p
| 96+59p
| 80+59p
| poison short sword2
| 6 | 1s | poison 1/1s/6s | 12
| 6+1p
| 360+59p
| 180+59p
| 120+59p
| 90+59p
| 72+59p
| 60+59p
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this is a quick and dirty setup but illustrates the damage ratio between the 3 weapons, while sword1 overtakes early on its real strength comes from jabbing an enemy every few seconds and retreating, playing well to the hit and run playstyle used on difficult or fast enemies as opposed to the stand and wail used on slow or weak enemies, but the damage drop there isnt so huge that it struggles to keep up like sword2 does, which only overtakes at 15a/m and has such a large gap on the stand and wail front that it only becomes really useful in a pure hit and run fight, curious what yall think >P anyway, on with the list that only slightly shamelessly copies nearly every other list here >P, assume all have a neutral option and resist takes x seconds off effect duration blunt- useful against hardened foes, weak/strong slash- useful against fleshy foes, weak/strong pierce- useful against armored foes, weak/strong fire- kill it with fire!, wep dmg is fire element, weak/strong/immune/absorb ice- what killed the dinosaurs?, wep dmg is ice element, weak/strong/immune/absorb elec- shock the monkey, wep dmg is elec element, weak/strong/immune/absorb earth/acid- all your base are belong to us, wep dmg is earth element, weak/strong/immune/absorb wind- beneath my wings, wep dmg is wind element, weak/strong/immune/absorb water- h20 (whatre you expecting, a pun?), wep dmg is water element, weak/strong/immune/absorb holy- crap, wep dmg is holy element, weak/strong/immune/absorb evil- party time, wep dmg is evil element, weak/strong/immune/absorb poison- green hazy mist around head, wep dmg +DOT, weak/absorb petrify- paralyze with a crackly grayscale effect, freezes an enemy completely, resist root- paralyze with roots holding their lower half, freezes enemy movement but can still attack, resist curse- purple crystals sprout from arms and torso, lowers atk/matk and def/mdef by %, resist drain- player only, drains mp like sotn curse, back crystal turns red and gives off waves of energy a lot of the other effects listed like blind or confusion are cool, especially if used in a more limited fashion as specific enemy attacks (like imps taking control of you) as opposed to full on statuses, since those could play in tandem with the level design to keep you on your toes and make those enemies much more dangerous since youre not as likely to have an anti-imp accessory as you would an anti-confusion one
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Galamoth
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Post by Galamoth on Apr 22, 2016 15:54:54 GMT -6
Astaroth Hmm..."Root" does sound like a better idea for a status-ailment than simple "Paralysis" from LoI & CoD. Movement is stopped, but you can still attack.
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Post by BalancedHydra on Apr 22, 2016 16:47:45 GMT -6
Wait. What if Gravity could be an element like fire, holy, whatever. I really like the idea of flinging gravity bombs on enemies.
Or better yet, an utility move. Can you imagine all the different exploration capabilities if we have even limited control over gravity.
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Post by Galamoth on Apr 22, 2016 16:52:09 GMT -6
Wait. What if Gravity could be an element like fire, holy, whatever. I really like the idea of flinging gravity bombs on enemies. Or better yet, an utility move. Can you imagine all the different exploration capabilities if we have even limited control over gravity. That sounds plausible, even if it is just a Status-Ailment (it would then still count as an "Attribute"). Yeah, there definitely is potential for ways to access parts of the Castle with a gravity-based ability, like the "Gravity Boots" in SotN. (Which reminds me, there is a "Traversal Mechanics" thread on this site, if I recall correctly)
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Post by Galamoth on May 3, 2016 14:48:24 GMT -6
Now that I think about it, the " Plant" Attribute could be (for the most part) what inflicts the "Root" status-ailment that Astaroth suggested in a previous post.
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Astaroth
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Post by Astaroth on May 3, 2016 15:13:19 GMT -6
True, but plant comes with a slightly more elemental connotation and suggests its weak to fire, whereas root could have different looks based on enemy attacks like stone, vines, ice, chains, a black hole for gravity, etc, it simply connotates you are rooted and cant move (can still attack though)
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Post by Galamoth on May 4, 2016 5:35:32 GMT -6
True, but plant comes with a slightly more elemental connotation and suggests its weak to fire, whereas root could have different looks based on enemy attacks like stone, vines, ice, chains, a black hole for gravity, etc, it simply connotates you are rooted and cant moveTrue enough. Though apparently with the "Root" status, you can still attack.
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Astaroth
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Post by Astaroth on May 4, 2016 8:29:26 GMT -6
Meant that, but added the clarification above
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Astaroth
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Post by Astaroth on Jun 15, 2016 18:16:11 GMT -6
well we have a ton of new info from the demo, looks like stats AS OF THE DEMO (SUBJECT TO CHANGE, ALTERATION, REBALANCE, GAME NOT FINISHED YET, YADDAYADDAYADDA STANDARD DISCLAIMER) are a pretty solid setup spoilered in case someones deliberately avoiding till demo there is a condition box so itll probably tell you if youre poisoned etc in menu stats look to be atk/def, str/con, int/mnd, and luck, standard stuff resistances/attack types are weapons slash pierce bash, elements fire ice elec dark light, status are poison unknown(crystal?paralysis?) unknown(octopus?stone?) unknown(leg?root?) unknown(clock?slow?) magic types have been expanded from previous games, theres trigger effective directional enchant and famili(a)r, and it looks like some kind of mastery or duplicate leveling system is in place (quality)
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Post by Galamoth on Oct 9, 2016 12:09:21 GMT -6
It's been a while since I looked back in the Demo. So I'll try my best to guess which "Attributes" have already made it into the game based on the Demo's Pause Menu (though I realize that the Demo is far from the final version of the game).
I do believe this is [mostly] accurate.
SLASH PIERCE STRIKE FIRE ICE LIGHTNING WIND HOLY POISON CURSE STONE SLOW TIME
Alternative names for Lightning, Holy, Stone, Slow, and Time are respectively: "Thunder", "Light", "Petrify", "Gravity", and "Stop".
*NOTE*: Perhaps the Skull icon in the Demo is actually supposed to be for DARK instead of the "Curse" status ailment?
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Post by Deleted on Oct 9, 2016 23:58:41 GMT -6
The thing I wonder is whether debuff/status stacking will be allowed and to what degree. Provided they are actually useful, capping effects to 2 might be a good idea. For me, I think it's better if we can "equip" the elemental attributes, this applies to the status ailments as well Like picking different crystals for the weapon to use the elements or status, and the higher the quality of the crystal, the stronger the skill will be (only the elementals and the status effect) The concept of this is like FF7 with the materia This would probably be the smartest way to go about it, just add unique equipment (types) that have limited customization options in order encourage experimentation and increase loadout variety.
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Galamoth
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Post by Galamoth on Jan 28, 2017 4:16:59 GMT -6
I'll just come back to this thread to make a slight modification to a previous post based on this thread. SLASH PIERCESHOT FIREICE LIGHTNINGWIND LIGHTPOISON DARKPETRIFY ?? ?? Not entirely sure, at this point, what the last two could be. Perhaps the clock icon really is "Slow", and the boot icon could be anything if not "Gravity" or "Root" (it could even be " CURSE"). Of course, what we saw in the Demo is not final.
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Astaroth
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Post by Astaroth on Jan 28, 2017 10:16:51 GMT -6
Cut Pierce Blunt Fire Ice Elec Dark Light Poison Curse* Stone* Leg (Slow/Root?) Stopwatch (Slow/Stop?) *confirmed which of the status i thought it was from the e3 demo based on the content contributer info this setup makes the most sense for easy flow of information, you have your attack types together, your elemental types, and your status effects are grouped
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Galamoth
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Post by Galamoth on Jan 28, 2017 10:30:50 GMT -6
Astaroth It's also possible that the purple "splotch" (or "bubble") icon beneath the swirl could be Dark. I've seen "darkness" depicted as purple matter in RPGs before. It's also possible that the "Boot" icon may be the new "Curse" (since this status has slowed down characters, and prevented them from attacking, in past games). I'd love to see more official confirmation on this.
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Astaroth
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Post by Astaroth on Jan 28, 2017 10:52:22 GMT -6
true, and i would as well, we may even be looking at an old format and the icons/positions have changed since the demo, but the lack of wind element listed in the content contributor thread is what leads me back to swirly thing being dark
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Galamoth
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Post by Galamoth on Jan 28, 2017 11:02:23 GMT -6
true, and i would as well, we may even be looking at an old format and the icons/positions have changed since the demo, but the lack of wind element listed in the content contributor thread is what leads me back to swirly thing being dark we may be looking at an old format as well, so my basis may be way off Yeah, I understand your reasoning. Makes perfect sense, though both of us may be off. I can also state this, based on my playthroughs of Portrait of Ruin: The Poison status ailment in that particular game is represented by a Skull icon. " Curse" is represented by [what looks like] an evil cat-face icon. (Well, a "black cat" being a symbol of bad luck is rather iconic) ^ That's pretty much the only reason why I now think the "Boot" icon is the new CURSE. The "boot" in question looks heavy and shackled, almost. ("Curse" might prevent the character from attacking)
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Post by Enkeria on Jan 28, 2017 20:40:34 GMT -6
Cut Pierce Blunt Fire Ice Elec Dark Light Poison Curse* Stone* Leg (Slow/Root?) Stopwatch (Slow/Stop?) *confirmed which of the status i thought it was from the e3 demo based on the content contributer info this setup makes the most sense for easy flow of information, you have your attack types together, your elemental types, and your status effects are grouped Root or Paralyzed seems right. The stopwatch seems interesting.
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