nosisab Posted March 25, 2008 Share Posted March 25, 2008 The concept behind this weapon is that it uses several of the player stats to setup it's base damage, reach and attack rate. Beside this it have a on strike scripted power that acts directly over the target health, a chance for a special and a chance for a just get dead (kill). A prototype is fully working and under test for characters in a broad range of level, category and stats and I think the concept is ready for beta testing, yet i think it is subject of suggestions and criticizing. Before entering in technical details of implementation and effects calculus follows the gross presenting of its powers. Weapon type: One hand katana. Initial base damage = 0 (testing show something between 4 and above 60 to green and high level PC, no caps applied). Reach 1 to 1.2 (capped). Speed 1 to 1.6 (capped) The base stats of the weapon:. Base Damage is based on level, strength, fame (see ahead), blade and athletics. Speed is based on player level and speed. Reach is based on player level and acrobatics The on strike powers of the weapon:. the common restrictions apply... essential NPC or last horse are not affected by it. Infamy is measured, the weapon scorns the wicked. Non evil NPC is healed (but will not like being hit), so assassins will not love it. Creatures are treated without bonuses. Undead will receive a special caress with a high special or kill chance. Evil NPCs will receive a special treatment too since the weapon reacts to their aura (not so much as undead but...). No vampirism is accounted (I think there are some weapons well made that I don't want compete with). Chances are affected by luck and player level. Damage is affected by target and player levels difference but never negative. Player agility is accounted. Special and kill are capped, but the way the calculi are implemented tend to soft the slope curve The special is a pushaway 10 ft and increased special damage, the kill talks for itselfThe on strike damage ignores armor or magic protection, applies aways the strike connects and can't be absorbed or reflected or negated (the calculated damage is subtracted from the target current health, zeroed if minus and the result is target.forceAV health) Since the current stats are accounted, the player will have real use to fortify attributes/skills potions and the like (well, some more incentive at least) but beware that the base stats of the weapon is taken once whenever the player enters combat mode, so drinking boost potions will not help, after the combat is started, beyond the natural benefits (the boost on strike effects will do the trick whenever connects). The idea behind the concept of this Sword is that than the baby is a life saver but is not a uber kill all in a range at once, 'she' is a trusted friend than will follow your evolving as a 'good' PC (this is the only reason i included fame in the calculus, the weapon feels good and retribute the famed, and will be not more than a common yet good weapon for the infamy). At the moment the weapon uses the artwork of the Akaviri Katana with it's own id and somewhat tweaked so to presents its non common 'natural' stats. Weight was set as 15, base damage in 0 and health was increased to 1700. As it is now the charges # is 100 and is not cheap to recharge (so the enhanced Ayleids well mods are a must for the newbie PC) and repair, so that is wise to use the weapon with 'parcimonia' but not near unworthy to the green adventurer. This weapon will give confidence to a green adventurer but can be his/her death if over-confident. I'm somewhat unsecured toward releasing the mod at this time. First for it can be yet unbalanced or somewhat overpowered, but surely not as much as some others weapons I have seen and more than others good ones I saw. Waiting for suggestions and advices Nosisab - newbie modder Link to comment Share on other sites More sharing options...
nosisab Posted March 25, 2008 Author Share Posted March 25, 2008 Just a moment ago my character got attacked by a lesser werewolf, some hits by the afinity and i realized the beast were not been affected by the magical effects, so I saw the top left message: NPC not evil, beware. Well, so the werewolf is considered a NPC, not a creature and it is not evil. after some hits it stop attacking although the combat mode was kept (and not, the sword don't have any soothing effect). Drove by curiosity as soon would be dawn and the beast were just staring at me i decide wait to see what would happen and so... poof, just it, the werewolf was not there anymore. Some searches on how to deal with that and similar situations are in need as I don't know even if OOO have some quest related to then. The simplest way were do not allow 'kill' or critical on no evil NPCs yet applying the magical effects as normal. Maybe some acoustic signal could be useful as the simple top left messages happens to pass unperceived in battles. Since there is no easier way to demonstrate the concept other than uploading the mod, so be it. I'll check the forum tomorrow and, after verifying if there were no sensibles advices that justify some delay, upload the mod putting the sword at the player inventory. Link to comment Share on other sites More sharing options...
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