lockingbane
If you're crazy and you know it clap your hands!
- Location
- Waxahachie tx
I love Sonny, I am glad to see a quest based off of it. Hitting that watch button right now. Thanks for writing this and keep it going!
Lay-Tuh?
So, who wants to bet that it will explode when it reaches 0 focus? Which basically means... uhh, well, we have to go all-in on it right now. Why does the suicide bomber gotta have so much hp (not feedback)
You're going to have to expand on that a bit. Just for us, for all attacks?Should I edit the mechanics so that you will always deal your Level as damage, ignoring defense? Discussion is welcome.
For all attacks, to make it fair. If 0 damage is dealt to a unit, such as what just happened, Level comes into play and deals unavoidable damage.You're going to have to expand on that a bit. Just for us, for all attack
Ok, but then what are the levels of enemies supposed to be? Please give some examples from prior foes.For all attacks, to make it fair. If 0 damage is dealt to a unit, such as what just happened, Level comes into play and deals unavoidable damage.
The Venomancer is a Level 3 Enemy, for example. The Infected Elite is a Level 10, and Pitchfork McGee was Level 8. The Zombie Grunts before McGee were Level 2.Ok, but then what are the levels of enemies supposed to be? Please give some examples from prior foes.
One, this already presents a problem with Haze, because what's the point of halving their chance to hit if they're going to hit us guaranteed regardless? Two, this is kinda unfair to put on us part-way through the quest when we are a class that doesn't put any emphasis on agility. Three, the element of chance gives a measure of uncertainty, and thus, risk-reward factor that we have to consider, adding some strategic depth. So no, I don't think you should do this.For the mechanics: I've been thinking about this for a while now, and want to put it you guys. Would it make more sense if people with higher Agility auto-hit their targets, while those with lower or equal Agility had to roll? For example, if you the player had 10 Agility, and your enemy had 20 Agility, you would roll for it as normal, whereas if you had 20 Agility and the enemy had 10, your attacks would automatically connect, and they would have to roll to damage you.
I would remedy this by having a simple d100 roll, with 51 and over being a hit, and 50 and below being a miss. Other than that, I see your point, and thank you for your input.Haze, because what's the point of halving their chance to hit if they're going to hit us guaranteed regardless?