Post by joethalou on Feb 17, 2021 18:55:15 GMT 1
Physical and Elemental status effects from weapon types and runes.
Physical Status Effects
Base chance of physical status effect chance would be tied to weapon tier.
Tier 1: 3%
Tier 2: 6%
Tier 3: 9%
Tier 4: 12%
Tier 5: 15%
Then modified by maybe instinct? 1 instinct would give +1% multiplied to the base.
Example: 30 instinct gives +30% to the Tier 5's 15% for a total of 19.5% (15% + 4.5%)
Furthermore, the endurance stat can reduce the chance of getting status effect. 1% per endurance.
Example: 30 endurance vs the above example would be 19.5% x 0.7 = 13.65% to actually become inflicted.
Slice weapons can inflict Bleed, % HP reduced per round for X rounds.
Tier 1: 1.0% hp reduced for 1 round
Tier 2: 1.5% hp reduced for 1 round
Tier 3: 2.0% hp reduced for 2 rounds
Tier 4: 2.5% hp reduced for 2 rounds
Tier 5: 3.0% hp reduced for 3 rounds
Pierce weapons can inflict Puncture, -AP/DP per round for X rounds.
Tier 1: -10 AP/DP for 1 round
Tier 2: -12 AP/DP for 1 round
Tier 3: -14 AP/DP for 2 rounds
Tier 4: -16 AP/DP for 2 rounds
Tier 5: -20 AP/DP for 3 rounds
Blunt weapons can inflict Cripple, -% damage per round for X rounds.
Tier 1: -5% damage for 1 round
Tier 2: -6% damage for 1 round
Tier 3: -7% damage for 2 rounds
Tier 4: -8% damage for 2 rounds
Tier 5: -10% damage for 3 rounds
Elemental Status Effects
Base chance of elemental status effect chance would be tied to rune level.
Level 1: 2%
Level 2: 4%
Level 3: 6%
Level 4: 8%
Level 5: 10%
Not sure if anything should modify this further, but some defense against it could be the will stat.
30 will would reduce the chance by 30%.
Example: 3 level 3 runed weapon would have 18% chance, 18% x 0.7 = 12.6%
Fire runes can inflict Burn, damage over time similar to Bleed?
Level 1: 0.25% hp reduced for 1 round
Level 2: 0.50% hp reduced for 1 round
Level 3: 0.75% hp reduced for 1 round
Level 4: 1.00% hp reduced for 1 round
Level 5: 1.25% hp reduced for 1 round
Example: 3 level 3 fire runes would be 2.25% hp reduced for 1 round.
Lightning runes can inflict Shock, -% damage similar to Cripple?
Level 1: -0.5% damage for 1 round
Level 2: -1.0% damage for 1 round
Level 3: -1.5% damage for 1 round
Level 4: -2.0% damage for 1 round
Level 5: -2.5% damage for 1 round
Example: 3 level 3 lightning runes would be -4.5% damage for 1 round.
Cold runes can inflict Chill, -AP/DP similar to Puncture?
Level 1: -1 AP/DP for 1 round
Level 2: -2 AP/DP for 1 round
Level 3: -3 AP/DP for 1 round
Level 4: -4 AP/DP for 1 round
Level 5: -5 AP/DP for 1 round
Example: 3 level 3 cold runes would be -9 AP/DP for 1 round.
I'm sure something like this would totally throw off the balance of weapons and maybe even tribes and training, but I wanted get these ideas out there for future brainstorming.
Physical Status Effects
Base chance of physical status effect chance would be tied to weapon tier.
Tier 1: 3%
Tier 2: 6%
Tier 3: 9%
Tier 4: 12%
Tier 5: 15%
Then modified by maybe instinct? 1 instinct would give +1% multiplied to the base.
Example: 30 instinct gives +30% to the Tier 5's 15% for a total of 19.5% (15% + 4.5%)
Furthermore, the endurance stat can reduce the chance of getting status effect. 1% per endurance.
Example: 30 endurance vs the above example would be 19.5% x 0.7 = 13.65% to actually become inflicted.
Slice weapons can inflict Bleed, % HP reduced per round for X rounds.
Tier 1: 1.0% hp reduced for 1 round
Tier 2: 1.5% hp reduced for 1 round
Tier 3: 2.0% hp reduced for 2 rounds
Tier 4: 2.5% hp reduced for 2 rounds
Tier 5: 3.0% hp reduced for 3 rounds
Pierce weapons can inflict Puncture, -AP/DP per round for X rounds.
Tier 1: -10 AP/DP for 1 round
Tier 2: -12 AP/DP for 1 round
Tier 3: -14 AP/DP for 2 rounds
Tier 4: -16 AP/DP for 2 rounds
Tier 5: -20 AP/DP for 3 rounds
Blunt weapons can inflict Cripple, -% damage per round for X rounds.
Tier 1: -5% damage for 1 round
Tier 2: -6% damage for 1 round
Tier 3: -7% damage for 2 rounds
Tier 4: -8% damage for 2 rounds
Tier 5: -10% damage for 3 rounds
Elemental Status Effects
Base chance of elemental status effect chance would be tied to rune level.
Level 1: 2%
Level 2: 4%
Level 3: 6%
Level 4: 8%
Level 5: 10%
Not sure if anything should modify this further, but some defense against it could be the will stat.
30 will would reduce the chance by 30%.
Example: 3 level 3 runed weapon would have 18% chance, 18% x 0.7 = 12.6%
Fire runes can inflict Burn, damage over time similar to Bleed?
Level 1: 0.25% hp reduced for 1 round
Level 2: 0.50% hp reduced for 1 round
Level 3: 0.75% hp reduced for 1 round
Level 4: 1.00% hp reduced for 1 round
Level 5: 1.25% hp reduced for 1 round
Example: 3 level 3 fire runes would be 2.25% hp reduced for 1 round.
Lightning runes can inflict Shock, -% damage similar to Cripple?
Level 1: -0.5% damage for 1 round
Level 2: -1.0% damage for 1 round
Level 3: -1.5% damage for 1 round
Level 4: -2.0% damage for 1 round
Level 5: -2.5% damage for 1 round
Example: 3 level 3 lightning runes would be -4.5% damage for 1 round.
Cold runes can inflict Chill, -AP/DP similar to Puncture?
Level 1: -1 AP/DP for 1 round
Level 2: -2 AP/DP for 1 round
Level 3: -3 AP/DP for 1 round
Level 4: -4 AP/DP for 1 round
Level 5: -5 AP/DP for 1 round
Example: 3 level 3 cold runes would be -9 AP/DP for 1 round.
I'm sure something like this would totally throw off the balance of weapons and maybe even tribes and training, but I wanted get these ideas out there for future brainstorming.