Simple Stat Bonuses (Ideas)

TheCrystal

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I wasn't really sure what else to name it.
Currently I'm trying to figure out co-stats with these 5 [custom] attributes. I'd like to get people's opinions for these. Every player starts with 15 available attributes, then gets 3 per level.

---Wisdom---
+10 Mana for Player
+.01 Mana Regeneration for Player

---Focus---
+.25+ Chance to Critical
+.10% Less Spell Damage on Player
+.10% More Physical Damage on Player

---Endurance--
+10 Health for Player
+.01 Health Reg.

---Strength---Power
+1 Damage (if not staff Based)
+.25% More Spell Damage On Player
+.10% Damage Reduction

---Dexterity---
+1% Attack Speed
+.25% Movement Speed
+.25% Evasion/Dodge //Triggers
?+.05% More Physical Damage on Player?
?+.05% More Spell Damage on Player?
[Based on Per Level]
Maybe ideas too, these seem too simple or small, and as for Strength, not sure if that is really the best idea, especially for Staff users.

Edit: Updated first post a bit.
 

pneric

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When you mean "staff user" they're like the casters right?

Wisdom: +mana max
Spirit: +mana regen
Endurance: +health max
Power: +damage
Dexterity: aspd/mspd

changed the name of Wisdom and Strength. Strength is already the name of the primary attribute in warcraft.

Will your characters still gain stats from the STR, AGI and INT? You should think about those too since STR adds HP and regen and damage if primary attribute, AGI adds attack speed, armor and possibly movement speed and INT adds mana max, mana regen.

Please elaborate on what you plan to accomplish and I may be able to share some ideas :)
 

TheCrystal

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Basically, I have a total of 5 [Check first post]+3[Hero] attributes. Many if not a lot of spells will be based off these 5 attributes, the three on the heroes are simply there for "base stats", they increase per level (all heroes have a maximum starting stat (12 Int, 14 Str, 4 Agi sums to 30) and a maximum increase per level stat (+1 Agi, +3 Str, +1 Int sums to Five))

Players can not choose the upgrade the default 3 hero stats, those are linear.

The part I'm trying to accomplish with these five new stats is to increase the playing field, the players can choose these to increase ability's powers but also to increase their unit's power itself. I expect levels will be common, since there's 3 base spells (5 levels), one Ultimate, and one Unknown spell (This is to be decided).

The whole idea of this post is to get ideas for these additional 5 attributes, I just posted a few ideas per 1 of this attribute (would've been balanced more so later).
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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That's very interesting actually.


---Wisdom---
+12 Mana for Player
+ spell damage
---Focus---
+.01 Mana Regeneration for Player
+ critical hit chance
---Endurance---
+12 Health for Player
maybe you can and here armour
and stamina (if stamina == 0 stop unit/slow unit (diablo ideas))
---Strength---
+1 Damage (if not staff Based)
maybe needed for items
---Dexterity---
+2% Attack Speed
+1% Movement Speed
+ dodge/evasion chance

Edit:
Players can not choose the upgrade the default 3 hero stats, those are linear.
Why is that? Anyway you can make increasing the stats with "trackables" topic I am not familiar with though but intend to use it I guess...
 

pneric

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All right I hear ya. Here's some ideas for those 5 stats:

Wisdom
--------
- increases damage of spells
- increases maximum mana

Spirit
--------
- increases mana regeneration rate
- increases HP regeneration rate
- reduces spell cooldowns

Endurance
--------
- increases maximum HP
- increases armor

Power
--------
- increases damage
- increases physical skills' damage

Dexterity
--------
- increases attack speed
- reduces physical skills' cooldown

so you would have something like "builds" for heroes depending on what their primary attribute is, for example for a STR hero, you would spend more points on PWR,DEX,END ; INT ppl would get WIS,END,SPR ; AGI get PWR, DEX,SPR or something.

hope this helps.
 

TheCrystal

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Simply increasing of a spells damage can cause unbalances, but I can easily do something where they take more damage from certain things (such as spells).
One of my spells, Fist of Heaven, does damage based off of Endurance with a Wisdom area (multiplied by a number, etc). It'd basically seem useless for a "Bash em up" hero to upgrade Wisdom unless he feels the need to get a better mana regen, or more mana.

I think I'll keep it Focus, since "Spirit" doesn't really make sense for me. To me, Mana is a force generated by the Spirit, Focus is the ability to say, Focus on a task, which can be attributed to duration of spells. Changing strength to Power seems more like it, at least it isn't an exact word copy off.

Ah yes, critical chance hit. I have that built in my floating text system. For "Dexterity" I could do something as a smaller attack/Movement speed and give a X more to Critical strike (default 2.5000).

Edit: As for cooldowns, unless I want to trigger shorter cooldowns (which I don't) I don't think it will happen.
 

Dinowc

don't expect anything, prepare for everything
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dexterity is definitely the most overpowered stat here

+2% AS and +1% MS per point is way too much

change it to something like +1% AS and +0.25% MS

it seems low but you will notice how faster you are once you build up dexterity
 

TheCrystal

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Yeah, I was looking at that was thought it seemed a bit high. Balancing it all out will come near the end of the brainstorming, though.
 

jackall

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---Wisdom---
+12 Mana for Player
decreases mana cost

---Focus---
+.01 Mana Regeneration for Player
has a chance to do more damage when casting a spell

---Endurance---
+12 Health for Player
+0.5 armor

---Strength---
+1 Damage (if not staff Based)

---Dexterity---
+1% Attack Speed
+0.25% Movement Speed
 

TheCrystal

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Here's what I got so far, the things in questionmarks are "iffy".

---Wisdom---
+10 Mana for Player
+?Decrease Mana Cost?

---Focus---
+.01 Mana Regeneration for Player
+.25 Chance to Critical
+?Less Spell Damage On Self?
+?.01% More Damage Done to Self VIA Physical?

---Endurance--
+10 Health for Player
+.01 Health Reg.

---Strength---Power
+?1? Damage (if not staff Based)
+?More Spell Damage On Self?
+?.01% Damage Reduction?

---Dexterity---
+1% Attack Speed
+.25% Movement Speed
+?Small Dodge/Evasion?
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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@TheCrystal
This whole idea looks promising but.... It feals like reinventing the wheel.

Custom stats and etc....I guess are common nowadays
You can see them in an array of maps most noticeable (in my opinion):
TKoK: Eastern Kingdom (RPG) by Crimson Creations Team
Obsidian Depths by Rising_Dusk
TcX by Toadcop

I hope this doesn't break your desire though cause they sure did mine : )) (in the good way though ^^)
 

TheCrystal

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Sure, they had that stuff but it never felt right when I played a few of those. TKoK felt too linear, I got tired of all the same spells and how SOME of them complimented eachother in such unique and confusing ways, then the whole save/load aspect, eagh.
Good thing this isn't an ORPG.
 

TheCrystal

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Here's an updated list and an attempt to balance.

---Wisdom---
+10 Mana for Player
+.01 Mana Regeneration for Player
+?Decrease Mana Cost? //Hmm, Unsure if it's possible? Would need to figure out how to detect mana cost?

---Focus---
+.25+ Chance to Critical
+.10% Less Spell Damage on Player
+.10% More Physical Damage on Player

---Endurance--
+10 Health for Player
+.01 Health Reg.

---Strength---Power
+1 Damage (if not staff Based)
+.25% More Spell Damage On Player
+.10% Damage Reduction

---Dexterity---
+1% Attack Speed
+.25% Movement Speed
+.25% Evasion/Dodge //Triggers
?+.05% More Physical Damage on Player?
?+.05% More Spell Damage on Player?

For Dexterity I added negative effects since Evasion WILL work with spells too, including AoE (Get out of death for free card). Any suggestions for this? Comments?

The only problem I see is getting below 1%, I could possibly add triggers into my "Spell Damage" function, where it would detect a player's variable (SpellDamage[PlayerNumber]) and add damage, and for physical damage I could add yet another check.
 

Tru_Power22

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Here's what I got so far, the things in questionmarks are "iffy".

---Wisdom---
+10 Mana for Player
+?Decrease Mana Cost?


---Focus---
+.01 Mana Regeneration for Player
+.25 Chance to Critical
+?Less Spell Damage On Self?
+?.01% More Damage Done to Self VIA Physical?

---Endurance--
+10 Health for Player
+.01 Health Reg.

---Strength---Power
+?1? Damage (if not staff Based)
+?More Spell Damage On Self?
+?.01% Damage Reduction?

---Dexterity---
+1% Attack Speed
+.25% Movement Speed
+?Small Dodge/Evasion?

Stuff in italics is stuff I'm not a huge fan of.
 

TheCrystal

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My eyes fail me (Allergies). Colors would be more useful. I don't think I'll do mana cost reduction.

Edit: Updated first post.
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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I don't think I'll do mana cost reduction.
If only there was a native : )).... otherwise you would need "a sh** load" of abilities.

---Focus---
+.25+ Chance to Critical
+.10% Less Spell Damage on Player

I don't follow your logic.... what does Focus(~== brain power) would help you
against a magical (for ex.)missile? I think it's time to think about resistances.

I think(my opinion) it would be "better" to use/implement things in the following way:

---Wisdom---
+10 Mana for Player
+.01 Mana Regeneration for Player
+.25% More Spell Damage On Player
+.10% Less Spell Damage on Player//resistances can come into play

---Strength---Power
+1 Damage//Physical Damage
+10 Health for Player
+.01 Health Reg.
+.10% More Physical Damage on Player

---Endurance--
+.10% Damage Reduction
+.25% Movement Speed

---Dexterity---
+1% Attack Speed
+.25% Evasion/Dodge //Triggers

---Focus---
+.25+ Chance to Critical Spell Damage
+.25+ Chance to Critical Physical Damage

You can totally ignore it ofc.... It's mostly revolving around Strength and Wisdom so I guess it there would be generally two basic builds --> fighters and wizzards.
But they could spawn different branches of builds as well.

For ex.:
a fighter focusing on Dexterity and "Focus" for IAS and Crit i.e
 

TheCrystal

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I'm not doing spell criticals, since those don't really make sense. To me, criticals are "lucky shots", so to speak. With things like Lightning you can't really get a lucky shot. As for heal, did the heal hit him in the eye healing more so?

The whole dead I have right now with focus is to make it worth getting. It increases crit chance (you're more focused on your enemies) and it gives resistence to magic VIA (in a good, lameold excuse) by 'lightening' the blow, but that doesn't really make sense in any case.
 

Nerzhul

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I like the idea.Throught in the olds time a game with custom stats will roxx.But now...It's a thing that players see every day :D

I may give you an idea.Make Wisdom give mana's regen and mana while intelligence give Spell Damage so player can choose from very strong spells but limited casts (due to mana) or weak spells but almost unlimited
 

Sgqvur

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To me, criticals are "lucky shots", so to speak. With things like Lightning you can't really get a lucky shot. As for heal, did the heal hit him in the eye healing more so?
Spell Critical could probably work only for spells that damage enemies.
Yes getting hit by heal in the eye -- wouldn't be "realistic" to heal you more.
But getting hit by lightning in the eye -- that kinda make sense(to me) to do a little boosted damage u know....

Focus could also increase/decrease the duration of some thingies?
+increase eyesight :eek: :D
 

jackall

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Spell Critical could probably work only for spells that damage enemies.
Yes getting hit by heal in the eye -- wouldn't be "realistic" to heal you more.
whats realistic in warcraft 3?
anyways, also you could make an overcast system that affects a unit if it casts too many spells in 3 seconds or so but thats kinda off-topic
or you could make an overhit system for when units attack 5 times in a second or so...
 
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