user:ryo:balance
Table of Contents
Spells
- for each spell, define a base spell, and how parameters like damage, radius, duration are adjusted by level
- for each parameter type, define modifier words, like
small
,large
,quick
,long
,strong
,weak
- let the player specify modifiers when casting
- parameters have a weight, modified by the previous words, those weight define the level repartition between parameters
Example with fireball, level 1 spell:
- base damage 1, base radius 1, base duration 1 (arbitrary units)
- damage: 3 per level
- duration: 1 per 3 levels
- radius: 1 per level
Thus fireball has 3 adjustement variables.
At level 10 (9 levels over base level), the fireball can be:
modifier | damage weight | duration weight | radius weight | damage | duration | radius |
---|---|---|---|---|---|---|
(none) | 5 | 5 | 5 | 1 + (9 * (5/15)) * 3 = 10 | 1 + (9 * (5/15)) * 1/3 = 2 | 1 + (9 * (5/15)) * 1 = 4 |
small | 5 | 5 | 0 | 1 + (9 * (5/10)) * 3 = 14 | 1 + (9 * (5/10)) * 1/3 = 2 | 1 + (9 * (0/15)) * 1 = 1 |
long | 5 | 9 | 5 | 1 + (9 * (5/19)) * 3 = 8 | 1 + (9 * (9/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 |
longest | 5 | 100 | 5 | 1 + (9 * (5/110)) * 3 = 3 | 1 + (9 * (100/110)) * 1/3 = 4 | 1 + (9 * (5/110)) * 1 = 1 |
strong | 9 | 5 | 5 | 1 + (9 * (9/19)) * 3 = 14 | 1 + (9 * (5/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 |
strongest | 100 | 5 | 5 | 1 + (9 * (100/110)) * 3 = 26 | 1 + (9 * (5/110)) * 1/3 = 1 | 1 + (9 * (5/110)) * 1 = 1 |
quick strong | 9 | 0 | 5 | 1 + (9 * (9/14)) * 3 = 18 | 1 + (9 * (0/14)) * 1/3 = 1 | 1 + (9 * (5/14)) * 1 = 4 |
and so on. Modifiers can be combined (quick strong
for instance).
List of modified should be correctly defined (suggestion: 4 modifiers per parameter, weakest / weak / strong / strongest)
Resistances and attacks
- define exactly what effects the attacktypes have:
- chaos?
- magic?
- cold: slow a monster? make ground slippery?
- fire: melt armors?
- define what effect the associated resistance, if it exists, has: reduce effect? reduce damage? cancel effect?
- decide which attacks apply to arrows: draining? what about spells like transference on arrows?
Monsters and players
- define player evolution when leveling: how does hp go up? what is the constitution bonus's impact?
- for dragon players, how do ac go up? wc?
- what is the expected resistances of a level 5 player? level 10? level 50? level 110?
- from all that, balance armors and weapons, including item power
- scale up item power, what about values at 30?
- define wc for bows and missile weapons
- define monster leveling up rules: how many hps to gain? what about hp regeneration?
- define some level 1 monsters, apply the leveling rules to create higher level monsters ; assume eg an archangel is a levelled up cherub, see what happens, adjust
- specify rules for special attacks: poisoning, confusion or paralysis at low level are more dangerous than mere fire attacks, but at high level they are less dangerous
- decide maximum reachable resistances: can a player have resistances in all attacks?
- extract enough code to be able to simulate player vs monster fights ; this should take into account items the monster can have through treasures (if the monster has an ac of 1 but always an armor ac 3 in treasure, then that should count) ; check existing monsters
Maps, items, skills
- check special items and monsters on maps against the previous rules
- balance alchemy-like things: what level should one be to make an item? take into account ingredients' difficulty
- create quests to gain skills, instead of skill scrolls
- create “big” quests lines, like the royalty in Scorn
- use quests to introduce the game, the rules, the background story
Random ideas
- make artifacts on-the-fly archetypes during server load, save them as “real objects” ; this enables changing them and impact the existing ones in-game ; balance artifacts with previous rules
user/ryo/balance.txt · Last modified: by 127.0.0.1