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Post by goran on Aug 30, 2015 14:42:04 GMT -5
Okay, coming up with ideas for items, a ran into a slight issue in that I realised I didn't know what stats we still had, or how they interacted, so I'm going to pose this as a question to the developers. As of the present moment, what stats do we have as fixed values (strength, speed, etc.), as sliding scales (health, fullness, etc.) and what are the underlying formulas connecting them (e.g. how much food you need to eat to add a single point of fat)?
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Post by Kazan on Aug 30, 2015 15:29:41 GMT -5
Everything you are currently allowed to use is listed in the commands in this post. You should not need to dig any deeper than you can with the commands currently available unless you have a really good reason. Primary stats are fixed stats (with the exception of possible buffs/debuffs) that the player can directly improve by leveling up. They include strength, agility/speed, vitality, dexterity, and intelligence. Secondary stats are dynamic stats that are derived from primary stats, equipment, and certain items. These may or may not end up being hidden from the player. These are listed in Droark's post on Item & Equipment Submissions: Attack Value = Strength + Weapon Modifier
Magic Attack Value = Intelligence + Weapon Modifier
Defense Value = Armor
Accuracy % = ((myDexterity - yourSpeed/2)*100)/yourSpeed
Evasion % = ((mySpeed-yourDexterity/2)*100)/yourDexterity
Health = Vitality
Capacity = Capacity (Has it's own experience bar that is increased when you spend time overglutted) All of the variables in the formulas are subject to constants scalars. Accuracy and evasion are special in that they are also influenced by enemy stats. Health and capacity are currently the only stats that have a "sliding scale." AP might also be included here, but we're not sure at the moment. There are no other formulas currently available besides the ones listed above for secondary stats.
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Post by goran on Aug 30, 2015 15:50:00 GMT -5
So if I have 5 Vitality I have 5 hp maximum? Or is it X(based on hero level)+5 hp for 5 Vitality?
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Post by Kazan on Aug 30, 2015 16:00:35 GMT -5
So if I have 5 Vitality I have 5 hp maximum? Or is it X(based on hero level)+5 hp for 5 Vitality? No, I just clarified that. All of the variables in those formulas are subject to constant scalars.
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Post by Sinner on Sept 18, 2015 19:38:27 GMT -5
Status effects?
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Post by carlosdafox on Sept 26, 2015 23:04:07 GMT -5
can weight gain be a status effect? like if you use the "Hammer of Girth" a lot you'll get fatter?
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Post by Kazan on Sept 27, 2015 1:43:42 GMT -5
Weight gain is an ongoing effect throughout the entire game world. If anything, that would be a passive equipment bonus that just increases the amount of fat you gain from all sources.
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Post by ano on Oct 10, 2015 17:37:17 GMT -5
It is interesting to remember that in this world, fat and weight is power. Increasing stats is something that everybody clearly understands as gaining power, because it enables you to kill monsters faster and gain experience faster, but in this game, the same goes for any stat that enables you to gain weight faster, because fat itself translates to power through the AP system. So in essence a weapon stat that makes you gain fat quicker would just be the same, if more direct, as a weapon that changes a certain stat.
At least, that is how it is if we continue using the AP system. Which we should still test in a build, as soon as possible. Then we will know more.
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Post by goran on Oct 11, 2015 1:01:02 GMT -5
So what exactly does boosting voracity do?
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Post by Kazan on Oct 11, 2015 1:38:00 GMT -5
So what exactly does boosting voracity do? Voracity is going to be thrown out if we go through with the AP system.
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Post by goran on Oct 11, 2015 1:46:55 GMT -5
Ah, so a do-nothing stat then?
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Post by Kazan on Oct 11, 2015 2:15:43 GMT -5
Ah, so a do-nothing stat then? Well, at the moment, it increases your "true" max capacity which is just how much you can eat over your "max" capacity before you die. Not knowing how much over your max capacity you are is also subject to change.
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Post by serathinian on Oct 18, 2015 17:15:11 GMT -5
You could have a metabolism stat. Food in the belly digests faster causing quicker weight gain AND healing. (The only problem with that is that you'd starve faster)
Actually forget that. You could just have a toggleable perk called fast metabolism that just does the above and a slow metabolism perk that does the opposite.
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Post by Kazan on Oct 18, 2015 17:24:10 GMT -5
You could have a metabolism stat. Food in the belly digests faster causing quicker weight gain AND healing. (The only problem with that is that you'd starve faster) Actually forget that. You could just have a toggleable perk called fast metabolism that just does the above and a slow metabolism perk that does the opposite. Metabolism is an interesting factor to consider. I don't like the idea of it being togglable though. If anything, it would be a meter that starts in the middle with a min and max value that can be gradually shifted via items/spells/etc.
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Post by serathinian on Oct 18, 2015 17:27:10 GMT -5
You could have a metabolism stat. Food in the belly digests faster causing quicker weight gain AND healing. (The only problem with that is that you'd starve faster) Actually forget that. You could just have a toggleable perk called fast metabolism that just does the above and a slow metabolism perk that does the opposite. Metabolism is an interesting factor to consider. I don't like the idea of it being togglable though. If anything, it would be a meter that starts in the middle with a min and max value that can be gradually shifted via items/spells/etc. That was the original idea, I just figured adding a metabolism stat would require messing with a lot of other stuff. The perk was just an idea if the stat thing didn't work.
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