Projects > Call of Power: Chapter I & II

New damage system + Info

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Kokojo:


New damage system
Thanks to FDC and Raven, I was able to change most formulas from multiplicating to adding, so this makes CoP way more playable, with it's low numbers. With the new jobs, this is a complete overhaul of CoP. It will sadly stop me from eventing for a bit (since I need to test all of it and balance the shit out of it!) and thus make CoP not come out as soon as I wanted to, but It will make the experience a thousand times better (I already enjoy the first battle more!)

This also MAYBE include the implementations of new types of damages. The different types of damage would be used for different things. Keep in mind the technique used would be to use ''half'' in the FFTpatcher, but bring that -1/2 to -1/3.
Water is currently the healing element
Dark is currently the imunity element (For techniques not to use on bosses)

And I would suggest :
Blunt,  (Cloths take extra damage)
Slicing (Robes receive extra damage)
Piercing (Armors receive extra damage)
Magical (Certain items augment/lessen this)



Classing this Bicth
Also, I've been lacking in cleaning this section and instead made a lot of useless topics, including this one. Il keep myself to a new, more organised place, and Dome will be in charge of putting it togheter. You may lose info/things you posted, so if you want, Copy paste. This won't be for at least a week. I plan on reducing the number of topics, keeping myself to :

-Download and version history
-Update log
-ect... I don't know yet :P

Pickle Girl Fanboy:
Could you change Magical to Arcane?

RavenOfRazgriz:
Make Earth the boss-immunity Element.  Gives Float the added benefit of giving a unit boss immunities, since you're not having a proper element wheel anymore from the looks of it.

Dark, Holy, Wind, Water should be the Elements you use for Blunt/Slicing/Piercing/Magical, because they receive no Weather augments.  Use Ice for the Healing Element since it's not got a weather augment except in heavy snowstorms, which you can work around with ease.  Let Fire and Lightning Elements rot because of their heavy and common weather augments.  Though remember, if you use a Healing Element - Protect, Shell, Defense UP, Magic DefendUP will reduce the healing given by those skills.  The tradeoff is obviously being able to make gear that increases your susceptibility to healing, though.

Pickle Girl Fanboy:
http://ffhacktics.com/smf/index.php?topic=8047.0
^Remove weather effects.  This includes both the reduction in accuracy for bows and crossbows at night and during bad weather, and the elemental effects.  I don't know if it includes the terrain + weather effects that affect movement.

RavenOfRazgriz:
Yeah, PGF, but that's /effort/.  Why hack what you can get away without hacking?  Less room for error and all that.

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