Implementing Poison in Stendhal: Difference between revisions
Content deleted Content added
imported>Richgar |
imported>Richgar No edit summary |
||
| (70 intermediate revisions by 2 users not shown) | |||
Line 5:
* '''Should it stack?'''
** As is monsters can stack poison against players. Will this trait be too over powered for players?
***I believe it won't be overpowered if each weapon can only have one coat of poison on it at any time, and they require an amount of time to apply, similar to skills like fishing or
** If we remove the trait is it still fun, and worth the effort for players to use?
***
** How long does it last? Will the effect diminish?
*** 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
** 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. 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?'''
** 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'''
** 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 27:
**I believe that all poisonous or non-mortal enemies will be immune. Said stuff above. - Richgar
* '''Can players use poisoned weapons without being hurt/poisoned on their own?
**
** 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
** That would be pretty cool, but
==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
* I think stabby weapons like daggers and arrows should have a higher chance of inflicting poison, since they penetrate deeper, and then swords and axes, and finally clubs have the lowest 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. When you attack with the weapon, whether you successfully poison the enemy or not, the poison is used up. Since the poison bottles in the game have no use other than quests... I think their values can be modified a bit 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
▲*
* 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!! Regen!!
|-
|| regular || -2 || -40 || 30
|-
|| greater || -3 || -60 || 15
Line 52 ⟶ 58:
|| disease|| -3 ||-2000 || 20
|-
|| mega|| -30 || -500 || 10
|} <!-- END: style="vertical-align: top" -->
- Richgar
Line 60 ⟶ 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
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==
| |||