Implementing Poison in Stendhal: Difference between revisions

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*** Needs testing to find balanced values. The effect shouldn't diminish if it's to be consistent with poisonous creatures. - Richgar
*** Needs testing to find balanced values. The effect shouldn't diminish if it's to be consistent with poisonous creatures. - Richgar
* '''Will the weapon be beyond repair after some time?'''
* '''Will the weapon be beyond repair after some time?'''
** I believe poison should act as a temporary property of an item, and shouldn't affect its durability. A poisoned dagger is just a dagger with poison on it, is how I picture it. - Richgar
** I believe poison should act as a on/off property of an item, and shouldn't affect its durability. A poisoned dagger is just a dagger with poison on it, is how I picture it. - Richgar
* '''Can poison be applied to the weapon right away?'''
* '''Can poison be applied to the weapon right away?'''
** I believe it should take time to coat a weapon with poison, similar to skills like fishing or mining coal. You would put a bottle of poison in one hand, and the melee weapon, ammunition, or missile in the other, while having a tool like a handkerchief in your inventory. "Applying poison to weapon." would show in the chat log, and will apply after maybe 4 or 5 seconds. - Richgar
** I believe it should take time to coat a weapon with poison, similar to skills like fishing or mining coal. You would put a bottle of poison in one hand, and the melee weapon, ammunition, or missile in the other. "You are applying 'poison' to 'weapon'." would show in the chat log, you wait 5 seconds, and "You have applied 'poison' to 'weapon." appears. - Richgar
** Do we need special NPCs who can craft such items or lay the effect on them?
** Do we need special NPCs who can craft such items or lay the effect on them?
*** I think it would be good for an NPC to be able to take poisons and money and make stronger refined version for higher level players. - Richgar
*** I think it would be good for an NPC to be able to take poisons and money and make a stronger refined version for higher level players. - Richgar
** Is just poison as an item needed or does the player have to craft special potions before?
** Is just poison as an item needed or does the player have to craft special potions before?
*** It just feels right that enemies drop poison bottles. However, there could be an assassin NPC who takes multiple bottles and money to craft more potent versions for higher level players. - Richgar
*** It just feels right that enemies drop poison bottles. They can be less potent, and there could be an assassin NPC who takes multiple bottles and money to craft more potent, useful versions for higher level players. - Richgar
* '''What prevent players from using poisonous weapons all the time?'''
* '''What prevent players from using poisonous weapons all the time?'''
** I think there should be a delayed method of applying poison such as with a handkerchief so players can't use it in the middle of combat. Also, it would consume whole bottles. - Richgar
** I think there should be a delayed method of applying poison such as with equipping the bottle and weapon in either hand and waiting 5 seconds for it to apply so players can't use it in the middle of combat. - Richgar
* '''Where does poison fit in with the elements? Fire/Ice, Light/Dark'''
* '''Where does poison fit in with the elements? Fire/Ice, Light/Dark'''
** I believe that all poisonous or non-mortal enemies will be immune. This includes mostly dark enemies, but also a mix of creatures from the other three elements. - Richgar
** I believe that all poisonous or non-mortal enemies will be immune. This includes mostly dark enemies, but also a mix of creatures from the other three elements. - Richgar
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** No, I don't think there should be a risk to the user. - Richgar
** No, I don't think there should be a risk to the user. - Richgar
** New items like gloves needed which protect the player from being poisoned?
** New items like gloves needed which protect the player from being poisoned?
*** I don't think there should be a risk to using poison weapons. - Richgar
*** Gloves are a cool idea, but I think a specialized handkerchief for applying poison would be good. It would stop people from using poison all the time in combat because it would take time to apply the poison, similar to fishing or mining. - Richgar
*** Will these be worn out after some time?
*** Will these be worn out after some time?
* '''Do poisoned creatures react like players? e.g. walking in a different way
* '''Do poisoned creatures react like players? e.g. walking in a different way
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==Discussion==
==Discussion==


* We can have an assassin/apothecary NPC who can take two bottles of poison and make an enhanced bottle. You would put a bottle in each hand and then pay the apothecary to mix them. The apothecary would tell you how long it will take before you can retrieve your poison. The formula for calculating poison strength can be
* Fast stabby weapons like daggers and arrows should have the highest chance of inflicting poison, and then swords and axes, and then clubs. To apply the poison, it would be similar to the scroll eraser. You put the poison in one hand, and the weapon in the other, and then have a tool in the inventory such as a handkerchief to apply. The poison can last for a set duration after being applied, or it could last for a set amount of attacks. Since poison bottles in the game have no use other than quests... the values can be modified to make them more balanced for implementing the use of poison. - Richgar
Amount = a+(b^2)/(a+b), where a is the larger poison amount of the two.
The frequency and duration would be the same as the stronger poison. Given the amount, frequency, and duration, the regen would be
Regen = (Amount*Frequency)/(4*Duration)
The fee for this service should be more expensive as the poison strength increases. This service would be for higher level players. - Richgar


* Fast stabby weapons like daggers and arrows should have the highest chance of inflicting poison. Then swords and axes. Clubs should have a low chance. To apply the poison, it would be similar to the scroll eraser. You put the poison in one hand, and the weapon in the other, and wait 5 seconds for the poison to apply. The poison can last for a set duration after being applied, or it could last for a set amount of attacks. Since poison bottles in the game have no use other than quests... the values can be modified to make them more balanced for implementing the use of poison. - Richgar
* There should probably be changes to the current values of each poison for them to be implemented into the game, for balance reasons. The current values of each poison, regen/total damage/frequency are:

* The current values of each poison should be balanced for them to be implemented into the game. The current values of each poison are:




{| class="wikitable sortable" style="vertical-align: top"
{| class="wikitable sortable" style="vertical-align: top"
! poison!! Damage!! TotalDamage!! Frequency
! poison!! Regen!! Amount!! Frequency
|-
|-
|| regular || -2 || -40 || 30
|| regular || -2 || -40 || 30
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* If poison will be used as pure items for poisoning weapons, we should definitely think about decreasing the drop amount for poison. It's definitely too much and I guess there will not be any normal weapons anymore if just the normal one is used. - Bluelads4
* If poison will be used as pure items for poisoning weapons, we should definitely think about decreasing the drop amount for poison. It's definitely too much and I guess there will not be any normal weapons anymore if just the normal one is used. - Bluelads4
** I'm suggesting that poison will not replace the weapon with a poisoned version but rather enable a temporary property of the weapon, stated above. I do agree that even by this method, normal poison bottles are a bit abundant, just by killing grass snakes. Even greater and deadly poison is a bit easy to get, by killing rats. If so, maybe we can make the method of attaining poison similar to fishing. We may need an empty bottle, and use it on the corpse of the creature, or the drop rate of poisons can simply be reduced, which seems like a better idea. - Richgar
** I'm suggesting that poison will take time to apply to the weapon and requires players to equip the bottle and the weapon in each hand. I do agree that even by this method, normal poison bottles are a bit abundant, just by killing grass snakes. Even greater and deadly poison is a bit easy to get, by killing rats. I think we can reduce drop rates of stronger poisons, and balance their strength. Then we can have an apothecary NPC who takes many poison bottles and gives out one refined bottle for high level players. - Richgar


* I came up with an equation for calculating infliction chance for poison.
* I came up with an equation for calculating infliction chance for poison.
'''[1-0.625/(Weapon*Poison)]*√(Weapon/6)*[DamageTaken/DefenderHP-(DamageTaken/DefenderHP)^2]^(1/15)''' where the Weapon and Poison values are:
'''[1-0.625/(Weapon*Poison)]*√(Weapon/6)*[DamageTaken/DefenderHP-(DamageTaken/DefenderHP)^2]^(1/15)''' where the Weapon and Poison values are:
'''Club 1.25; Axe 3; Sword 4.5; Arrow 6; Dagger 7; || Regular Poison 0.5; Greater 1.5; Deadly 2.5; Disease 4; Mega 9;'''
'''Club 1.25; Axe 3; Sword 4.5; Arrow 6; Dagger 7; || Regular Poison 0.5; Greater 1.5; Deadly 2.5; Disease 4; Mega 9;'''
The weapon values are based on the weapon's penetration and the poison values are based on the approximate strength. Regular poison is ineffective on club type weapons and all poisons are most effective with daggers. DamageTaken is the damage the defender takes from the melee hit (taken). DefenderHP is the health of the defender before the hit (similar to tempHP). The second part in brackets represents a downward parabola. So if no damage is taken, i.e. miss or block, or if the enemy is killed in one strike, there is no chance of inflicting poison. The greatest chance of inflicting poison is by using a dagger with mega poison and inflicting a devastating wound that halves the enemy's hp. - Richgar
The weapon values are based on the weapon's penetration and the poison values are based on the approximate strength. Regular poison is ineffective on club type weapons and all poisons are most effective with daggers. DamageTaken is the damage the defender takes from the melee hit (taken). DefenderHP is the health of the defender before the hit (similar to tempHP). The second part in brackets represents a downward parabola. So if no damage is taken, i.e. miss or block, or if the enemy is killed in one strike, there is no chance of inflicting poison. The greatest chance of inflicting poison is by using a dagger with mega poison and inflicting a devastating wound that halves the enemy's hp.
Now that I look at this again, the half hp parabola I came up with seems like a weird idea. - Richgar


==Resolutions==
==Resolutions==