Implementing Poison in Stendhal: Difference between revisions
Content deleted Content added
imported>Richgar mNo edit summary |
imported>Richgar No edit summary |
||
| (42 intermediate revisions by 2 users not shown) | |||
Line 11:
*** 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?'''
** I believe poison should act as a
* '''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
** 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 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?
*** It just feels right that enemies drop poison bottles.
* '''What prevent players from using poisonous weapons all the time?'''
** I think there should be a delayed method of applying poison such as with
* '''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
Line 29:
** 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?
*** I don't think there should be a risk to using poison weapons. - Richgar
*** Will these be worn out after some time?
* '''Do poisoned creatures react like players? e.g. walking in a different way
Line 36:
==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
* 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:▼
▲*
{| class="wikitable sortable" style="vertical-align: top"
! poison!!
|-
|| regular || -2 || -40 || 30
Line 61 ⟶ 67:
* 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
* 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:
'''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.
Now that I look at this again, the half hp parabola I came up with seems like a weird idea. - Richgar
==Resolutions==
| |||