loftar wrote:Artyom15 wrote:Nope, just logged in and I have all my combat moves.
Yes, but that being said, there are of course also new ones to learn.
And new ones that I seem to have come out with. I'm pretty giddy for this system.
loftar wrote:Artyom15 wrote:Nope, just logged in and I have all my combat moves.
Yes, but that being said, there are of course also new ones to learn.
jorb wrote:We've been developing, and here's what's new.
Cute math
Enjoy!
Amanda44 wrote:Lol, guess I'll just have to work it out as I go along.
jorb wrote:Amanda44 wrote:Lol, guess I'll just have to work it out as I go along.
I think you can take comfort in that it isn't particularly different from the present system. The big difference is that you build openings in your enemy, instead of blocks on yourself.
MrPunchers wrote:In "Knock Its Teeth Out", "Openings" is spelled "Optnings".
Attacks specify some percentage of openings which they add to their targets, for example 20% "Reeling". If an attack says that it adds 20% "Reeling", that means that it will add 20% of whatever is left until the target has an opening of 100%. For example: If a target is already 40% Reeling, and is hit by an attack which adds 20% Reeling, the attack will add (1 - 0.4) * 0.2 = 0.12 = 12%, and thus bring the target up to 52% Reeling.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
jorb wrote:Armor & Armor penetration
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- We have made some changes to how armor works.
- Armor used to subtract all hard soak from incoming damage, before distributing the damage over the armor parts to remove the soft soak and deal damage to the armor. This had the effect that one piece of armor would protect not only the player, but also other pieces of armor on him. This has been changed, so that damage is first distributed over the armor parts, which then subtract hard and soft soaks individually.
- All attacks have been given some amount of armor penetration. The philosophy that we have used is to give more armor penetration to attacks with lower base damages. Unarmed attacks usually have around 30%, and Swords usually around 5%, with axes somewhere inbetween, &c. The game will at some point present this dynamically.
jordancoles wrote:Attacks specify some percentage of openings which they add to their targets, for example 20% "Reeling". If an attack says that it adds 20% "Reeling", that means that it will add 20% of whatever is left until the target has an opening of 100%. For example: If a target is already 40% Reeling, and is hit by an attack which adds 20% Reeling, the attack will add (1 - 0.4) * 0.2 = 0.12 = 12%, and thus bring the target up to 52% Reeling.
40+20 = 52
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