Critical Hit
#1
Posted 25 July 2005 - 09:09 AM
Well, depending on your weapon, you'll be able to deal a critical hit, which does twice as much damage as a normal hit (duh?). Basically...
You attacked a Bunny with a Halberd for 60 points of damage.
to
You attacked a Bunny with a Halberd for 120 points of damage.
This may be hard to program since all weapons a fighter can use would need to be re-coded in order to do this, since in my original idea is to make it different weapons have different %s.
For example...
Library info for Oak Staff:
Base damage: 4, Can be used by: clerics, druids, fighters, mages, paladins, rangers, thieves, berserkers, Description: A plain oak staff, it is about 5 feet long with a grainy surface covered with small knots and abrasions down the entire length of the staff. It is light weight and durable., Level needed to equip it: 1, Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table: skeleton:1.25|skeletal:1.25, Mana leech: . Crtl: .05 <--- which would give a 5% chance to deal a critical hit (although all classes can use the weapon, crtl hit can only be done by a fighter)
The weapons would have different values, which also makes it unlikely to be put in since JLH would have to change all the weapons. So maybe just re-code fighters and make a certain %. I do not beleive the % should go up at all nor be above 5%, considering in 2 rounds a fighter delivers 10 hits, and spelled hitting for 200+? No, shouldn't happen alot.
Imput welcome, little or no flamage please.
#2
Posted 25 July 2005 - 02:20 PM
#3
Posted 25 July 2005 - 02:30 PM
#4
Posted 28 July 2005 - 06:50 AM
ah the intelligence of combusta, the envy of all nightmist players...
o shut up tony
#5
Posted 28 July 2005 - 09:49 AM
#6
Posted 28 July 2005 - 11:17 AM
To be honest, I have seen other suggestions that might suit the Fighter class a bit better than this, but all in all it is a sound idea.
Rather than chance of critical hit being totally weapon-specific (although I admit that certain swords would probably have a higher chance than a staff), should it not be dependent on level and/or a stat as well?
Main crits:
Crane
Europa
Don't kill the
#7
Posted 28 July 2005 - 01:19 PM
Somebody has been a good little Pokemon Trainer, haven't they!?
Poker in-game.
#8
Posted 28 July 2005 - 02:00 PM
ALL
RPG games have critical hits
#9
Posted 09 August 2005 - 09:20 AM
#10
Posted 10 August 2005 - 08:13 AM
#11
Posted 10 August 2005 - 01:05 PM
I like it .
deimos the noob said no
#12
Posted 10 August 2005 - 03:21 PM
#13
Posted 11 August 2005 - 03:57 AM
#14
Posted 07 September 2005 - 12:53 AM
spell an arch halfling fighter with bot/sov whatever you want, will hit for over 100. just imagine dexing to the ying-yang, 23 dex, now RF/Enhance, you have a good shot hitting 6/6 specially on zerk. Now hit 6/6 600 damage, that rounds anything normaly, but chance of getting that is slim, so, lets say you hit 4/6 but snap, you crit on 2, 200 200 98 97. 595 damage, can you seen anything being difficult?
Julius 1 alt
#15
Posted 07 September 2005 - 09:36 AM
Edited by Perfection, 07 September 2005 - 09:36 AM.
#16
Posted 07 September 2005 - 02:57 PM
With all due respect, I think I can rightfully say having had my main of 3 years as a fighter, fighters hit like mincing fairies.Maybe not double damage, because Fighters can hit for quite a bit of damage already when they reach level 30...
#17
Posted 07 September 2005 - 05:11 PM
#18
Posted 07 September 2005 - 08:04 PM
makes no sense to do it that way, "we are giving fighters an ability, but guess what, you cant use it when you are gonna pvp since you want to spell up, but you can give your zerk 35 strength and +10% to hit"Make them not be able to do while spelled then?...
see what I'm, saying?
critical hit % would have to be level based:
1-10 1%
11-15 2%
16-20 3%
21-25 4%
26-29 5%
30 6%
x1.3 damage would make a reasonable(i believe) increase while not overpowering.
Julius 1 alt
#19
Posted 12 September 2005 - 05:48 PM
#20
Posted 12 September 2005 - 06:14 PM
Maybe the idea is to complicated?
#21
Posted 12 September 2005 - 07:43 PM
Julius 1 alt
#22
Posted 22 February 2006 - 03:59 AM
-Adventure To Fate Game Dev- https://itunes.apple...d871690289?mt=8
#23
Posted 22 February 2006 - 07:15 AM
I think if this was implemented, it should always be 5%, getting more stam, you'll hit it more likely, so at lvl 30, with 6stam, it's basically like the % increased, if you get what I'm saying.
Basically.
1stam 5% a round
2stam 10% a round
3stam 15% a round (then you only regain 2, making it 10% a round again)
4stam 20% a round, going to 15% on regain
5stam 25% a round, going to 15%
6stam 30% a round, going to 20%
Obviously for arch, this would only happen once every 4 rounds about, and if you're attacking something with armor and you're unlucky enough to hit a critical while their armor blocks most of the block, 25 goes to 50.
Armor blocks partially, half, most, about 50% of the time, that's why I think this would balance fighters, because rangers/zerk can hit a full round, armor coming into play, but 0% of partially, half, or most armor blocking the blow.
Edited by Ryuku, 22 February 2006 - 07:16 AM.
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