Quinlan63
The Overlord
Attention: I have created a new special subclass Retainer
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Hey can you tell me what you think of this
I like it, but I think having a hard cap on speed might get boring, especially since the late game is almost certainly going to be focused on high-power play. Not to mention that there should probably be a base speed. 0.5 mph for one agility is a bit of a handicapHey can you tell me what you think of this
https://www.rpnation.com/threads/dodge-chance-and-movement-speed.334272/#post-7895471
For example, I'm going to have Max gift Toasty to Clancy until he has the Fencer class. This means that his Agility will be 27, meaning he'll be able to go about 20.8 mph.Hey can you tell me what you think of this
https://www.rpnation.com/threads/dodge-chance-and-movement-speed.334272/#post-7895471
Ok then just what do you mean by square rootI like it, but I think having a hard cap on speed might get boring, especially since the late game is almost certainly going to be focused on high-power play. Not to mention that there should probably be a base speed. 0.5 mph for one agility is a bit of a handicap
Here's my suggestion:
Player on-foot speed=((square root)Player Agility) * 4
Speeds for various agility scores on this equation
1: 4 mph
4: 8 mph
9: 12 mph
16: 16 mph
25: 20 mph
36: 24 mph
49: 28 mph
64: 32 mph
This way, there's no hard limit, so there's still a distinction between high AGI and low AGI players in the late game, but it also gets harder to get faster as the game goes on. For example, to break 50 mph, you have to make it to 157 agility. I doubt anyone will ever break 100 mph, because you would have to have an Agility of 625 or higher.
Your dodge formula is perfect from what I could tell, though.
Took the liberty of graphing our agility equations for comparative purposes. Blue is yours, red is mine, purple is where yours cuts off. As you can see, they are at about the same point at 60 agility.Nevermind I figured it out
Interesting and with that it doesn't have the problem of going too high based on what it would of been if I kept the hardcapTook the liberty of graphing our agility equations for comparative purposes. Blue is yours, red is mine, purple is where yours cuts off. As you can see, they are at about the same point at 60 agility.
Yep, it's designed to keep balance and interest at the same time.Interesting and with that it doesn't have the problem of going too high based on what it would of been if I kept the hardcap
Yeah I had a feeling you were the right choice on who to ask about this matterYep, it's designed to keep balance and interest at the same time.
Boy, you're lucky I took the exact same algebra class 5 years in a row for no reason other than the fact that the American school system is terrible and inefficient.
Also, I'd recommend having a different equation for battle mounts ( such as (square root of agility) * 8) because battle mounts would otherwise have to have astronomically high agility to be twice as fast as players.Yeah I had a feeling you were the right choice on who to ask about this matter
True I was thinking about that after the fact and you are right.Also, I'd recommend having a different equation for battle mounts ( such as (square root of agility) * 8) because battle mounts would otherwise have to have astronomically high agility to be twice as fast as players.
Also you might want to have a dodge penalty for mounted enemies and players, since they are on the back of the horse and would probably be harder to hit anyways because they're moving so fastTrue I was thinking about that after the fact and you are right.
MaybeAlso you might want to have a dodge penalty for mounted enemies and players, since they are on the back of the horse and would probably be harder to hit anyways because they're moving so fast
Yeh, but creatures are unwieldy beasts to dodge on/make dodge something, and being on a mount would be an inherent advantage anyway, since you can go full Mount and Blade and run circles around your target to lance them to death.Maybe
But wouldn't you just use the battle mount numbers to figure that out
Ok then what do you suggest?Yeh, but creatures are unwieldy beasts to dodge on/make dodge something, and being on a mount would be an inherent advantage anyway, since you can go full Mount and Blade and run circles around your target to lance them to death.
Your dodge chance is slashed to half on a mount.Ok then what do you suggest?
I normally would just give a flat increase to minimize the math work (which we already have a lot)
So wait we are making dodging harder?Your dodge chance is slashed to half on a mount.
On a mount, because usually mounted combat is based on constant motion, so non-mounted players won't have as many opportunities to hit them.So wait we are making dodging harder?
I guess so
Ok makes sense, especially because some of the best mounts can fly anywayOn a mount, because usually mounted combat is based on constant motion, so non-mounted players won't have as many opportunities to hit them.
Okay, don't forget to make the change so we don't forgetOk makes sense, especially because some of the best mounts can fly anyway
Changes doneOkay, don't forget to make the change so we don't forget
Also, on the subject of Max's crafting skill: does his have any chance at all to make gear from the next tier up since he has WoaM-IV?