Implementing Poison in Stendhal: Difference between revisions
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** 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 |
** 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 |
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* '''Can poison be applied to the weapon right away?''' |
* '''Can poison be applied to the weapon right away?''' |
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** 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. " |
** 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 |
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** 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? |
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*** 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 |
*** 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 |
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==Discussion== |
==Discussion== |
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* 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 |
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* We can have an NPC who mixes two poisons for a price depending on the strength created. The formula for calculating poison strength can be Base + (Added^2)/(Base+Added). For mixing two poisons of equal strength, such as 200 strength with another 200 strength, it would be 200 + (200^2)/(400) = 300. The resulting poison is 1.5x as effective as the separate bottles. |
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Amount = a+(b^2)/(a+b), where a is the larger poison amount of the two. |
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The frequency and duration would be the same as the stronger poison. Given the amount, frequency, and duration, the regen would be |
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Regen = (Amount*Frequency)/(4*Duration) |
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The fee for this service should be more expensive as the poison strength increases. This service would be for higher level players. - Richgar |
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* Fast stabby weapons like daggers and arrows should have the highest chance of inflicting poison |
* 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 |
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* The current values of each poison should be balanced for them to be implemented into the game. The current values of each poison are: |
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{| class="wikitable sortable" style="vertical-align: top" |
{| class="wikitable sortable" style="vertical-align: top" |
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! poison!! |
! poison!! Regen!! Amount!! Frequency |
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|- |
|- |
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|| regular || -2 || -40 || 30 |
|| regular || -2 || -40 || 30 |
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'''[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: |
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'''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;''' |
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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. |
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. |
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Now that I look at this again, the half hp parabola I came up with seems like a weird idea. - Richgar |
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==Resolutions== |
==Resolutions== |
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