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Class System Demo   (Read 11036 times)
Old Post October 02, 2008, 01:42:24 am
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Blahian *

Posts: 42

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Class System Demo
Ok, this Saturday we have a meeting about finalizing the games classes that we are looking to have. I would very much appreciate input on thoughts you might have about the designated classes.

Concept - The Stat Class Focus System is based on class needs and how the gain in a flux of different stats gained per level at random. However, depending on the class will depend on how the stat evolves.
Strong Focus stats, per level, will usually gain anywhere from 2-4 points per level. Moderate Focus stats, will gain 1-2 points per level, Low Focus Stats will gain 1-0 per level, and Non-Flux never gain any points. Now, the selection is, so far, random but some are considering it fixed but distributed randomly during a level up. If it stays random in all aspects I desired to implement the Zero point earned at any level regardless of focus. That way, even though you somehow know that HP and Atk are both Strong Focus you still have a 10% chance (rough draft number) to get no stat increase. This way, every time you play through, you will have a different stat outcome for your character. You can promote at level 10 but you can take any class to 20. This way it can be debatable on how long you spend leveling additional characters.

The Luck stat is being added to the system to allow tactical use of status ailment spells such as Muddle, Sleep, Slow, Desoul, and more. This stat is going to be implemented in the game as an X factor to how successful a spell is. This way your more tactical with how the application of these spells work in game and can be used towards your advantage AND disadvantage. Luck will level at an absolute random, as well as being stat increasing items for luck, but only 1 point per level, though the chance of getting ZERO points is 80%. The Luck stat will very rarely increase but can on occasion. (The Luck stat will also effect the success rate of the steal skill).

equation - Spell's random fail deductible X .10 of casters level > targets luck

i.e. - Muddle's random fail deductible is 1-5. So your mage, per say, is level 12 and casts muddle on a creature whose luck is 5. Muddle randomly lands a 3. So your equation is as follows.
3 x 1.2 = 3.6. So 3.6 <  5 so the spell is a failure.
Now in higher levels, of course, this number will blow sky high.
i.e. - Muddle lands a 3. Character level is Wiz 20 (40 levels) and monster has a Luck of 10.
3 x 4.0 = 12. 12 > 10 so spell rate is a success.

The spells will be more effective later in the game than earlier. But, in the long run you are still shooting in the dark due to each spells random fail deductible.

First Off
Zieg - SDMN-SWMR- HERO-DCPN class

SDMN - Typical Swordsman from SF series.
Stat class focus - Strong; none Moderate: Hp, Atk; Low: Agl, Def; Non-flux: Mov, Mp
Spells Learned - Egress - Takes you to closest church during battle - Mp 8
Initial Stats for Main Character:
Level 1
Hp - 12
Mp - 8
Atk - 9
Def - 7
Agl - 6
Mov - 6
Luck - 4

SWMR - The Sword Master class is similar to the SDMN class but uses stronger weapons with slight changes in stat focus.
Stat Class Focus - Strong: Atk; Moderate: Hp; Low: Agl, Def; Non-Flux: Mp, Mov

HERO - The Hero class can equip enchanted swords that are exclusive to the class. The stat focus for HERO goes through some unique changes.
Stat Class Focus - Strong: Hp, Def; Moderate: Atk; Low; Agl, Mp; Non-Flux: Mov
Spells Learned:
*Bolt 1 - Casts bolt in a 5 unit configuration doing damages of 12 to any enemy in range. Mp - 6
*Bolt 2 - Casts bolt in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
*Bolt 3 - Casts stronger bolt in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16
*Bolt 4 - Casts strongest bolt in a 5 unit configuration doing damages of 40 to any enemy in range. Mp - 24

DCPN - The Divine Champion class has greater spells available to him. The stats only change slightly.
Stat Class Focus - Strong:Atk, Def; Moderate: Hp, Mp; Low Agl; Non-Flux: Mov
Spells Learned:
Heal 1 - Casts a healing spell that reaches 1 unit away and heals one unit for 15hp max. Mp - 3
Heal 2 - Casts a healing spell that reaches 2 units away and heals one unit for 18hp max. Mp - 5
Aura 1 - Casts Heal 1 spell that reaches 1unit away and heals up to 5 units for 15hp max. Mp - 6

Hagane - THIF - SWDR - NINJ - NINM

THIF - The thief class is very similar to the thief class from SF 2. The thief class stats are based in agility and attack but lack very much in defense and others. Thief weapons, such as knives and daggers add a bonus to luck and have an extra 30% chance to critical. The steal skill is the main joy of this class.
Stat Class Focus - Strong: Agl; Moderate: Atk; Low: Def, Hp; Non- Flux: Mov
Spells Learned -
Steal - Steals enemies equipped weapon using Luck stat. Mp - 0
(i.e. Enemy Luck- 7, Thief Luck 10; 7 < 10 so steal is successful)
Initial Stats:
Level 1
Hp: 8
Mp: 0
Atk: 6
Def: 5
Agl: 9
Mov: 5
Luck: 9

SWDR - The Shadow Dance class has some unique stat boosts including, upon promotion, a 3 point luck increase.
Stat Class Focus - Strong: Agl, Atk; Moderate: None; Low: Def, Hp; Non-flux: Mov

NINJ: Ninja brings back memories from SF games and the Ninja class is still not much different. The stats change dramatically, swords replace daggers as weapons, and Ninjitsu is now available. Ninja class also gets a 3 point luck increase.
Stat Class Focus - Strong: Agl, Hp; Moderate: Atk, Def; Low: Mp; Non-flux: Mov
Spells Learned:
Katon 1 - Deals fire damage in a 5 unit configuration doing damages of 16 to any enemy in range. Mp - 6
Katon 2 - Deals fire damage in a 5 unit configuration doing damages of 20 to any enemy in range. Mp - 12
Katon 3 - Deals fire damage in a 5 unit configuration doing damages of 28 to any enemy in range. Mp - 18
Raijin 1 - Deals bolt damage in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
Raijin 2 - Deals bolt damage in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16

NINM - Ninja Master is the only class that can cast a Bolt element spell stronger than bolt 4. It is also the only class that can use Katanas and enchanted katanas. The stats now take a dramatic turn around. Upon promotion the Ninja Master gains 3 points in luck and 1 point more to movement. Also, land effect does not effect movement.
Stat Class Focus - Strong: Def, Hp; Moderate: Mp, Atk; Low - Agl; Non-Flux:Mov
Spells Learned:
Katon 4 - Deals fire damage to a single unit doing 40 damage to targeted enemy. Mp - 24
Raijin 3 - Deals bolt damage in a 5 unit configuration doing damages of 35 to any enemy in range. Mp - 24
Raijin 4 - Deals bolt damage to a single unit doing 50 damage to targeted enemy. Mp - 32
Kamakazi 1 - Deals 1x casters current Hp in damage to a single target (church revival is free). Mp - 6
Kamakazi 2 - Deals 1x casters current Hp in a 5 unit configuration. Mp - 12
Kamakazi 3 - Deals 2x casters current Hp in a 5 unit configuration. Mp - 24
Kamakazi 4 - Deals 2x casters current Hp in a 12 unit configuration. Mp - 28

This is just an example of things to come. I will actually do a setup for each character in game. But at the moment this is what we are considering as a very basic guideline. Of course, each character will have different class focuses even though they are similar classes. Again, more of this will be drawn out as we make characters and spells.

"So, you want to see if the carpet matches the drapes eh? Well, only the luckiest of ladies get to find that out." ^^


Old Post October 02, 2008, 02:13:54 am
#2
Blahian *

Posts: 42

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Re: Class System Demo
Aurianna - PRST - VICR - WPST- MMNK

PRST - As a Priest there is little difference to this class as seen in previous SF games.
Stat Class Focus - Strong: Mp; Moderate: Def, Hp; Low: Atk; Non-Flux: Agil, Mov
Spells Learned:
Heal 1 - Casts a healing spell that reaches 1 unit away and heals one unit for 15hp max. Mp - 3
Heal 2 - Casts a healing spell that reaches 2 units away and heals one unit for 18hp max. Mp - 5
Heal 3 - Casts a healing spell that reaches 3 units away and heals one unit for 30hp max. Mp - 12
Detox 1 - Casts a detox spell that reaches 1 unit away and removes the poison effect on one unit. Mp - 4
Detox 2 - Casts a detox spell that reaches 2 units away and removes poison effect on one unit. Mp - 8
Blast 1 - Deals wind damage up to 12hp to one unit. Mp - 3
Initial Stats:
Level 1
Hp: 10
Mp: 10
Atk: 4
Def: 5
Agl: 5
Mov: 5
Luck: 6

VICR - The Vicar is similar to the Priest class but can equip holy rings with restorative powers and use them as items in battle.
Stat Class Focus - Strong: Mp; Moderate; Def, Hp; Low: Atk, Agl; Non-Flux - Mov
Spells Learned:
Heal 3 (if not learned as PRST) - Casts a healing spell that reaches 3 units away and heals one unit for 30hp max. Mp - 12
Detox 2 (if not learned as PRST) - Detox 2 - Casts a detox spell that reaches 2 units away and removes poison effect on one unit. Mp - 8
Blast 2 - Deals wind damage up to 16 to a 5 unit configuration. Mp - 6
Aura 1 - Casts Heal 1 spell that reaches 1 unit away and heals up to 5 units for 15hp max. Mp - 6

WPST - The War Priest is something that is very new and gave us a lot to play with. Stats change dramatically and the Mace is available as a weapon. Class can level to 40 if you do not want to promote to MMNK.
Stat Class Focus: Strong: Hp, Def; Moderate: Atk, Agl; Low: Mp; Non-Flux - Move
Spells Learned:
Aura 2 - Casts Heal 1 spell that reaches 3 units away and heals up to 12 units for 15hp max. Mp - 12
Blast 3 - Deals wind damage up to 24 to a 5 unit configuration. - Mp 12
Heal 4 - Casts a healing spell that reaches 4 units away and heals one unit for 60hp max. Mp - 24
Detox 3 - Casts a detox spell 2 units away and removes poison, paralyze, muddle, and slow effects from single target. Mp - 12
Detox 4 - Casts a detox spell 2 units away and removes poison, paralyze, muddle, and slow effects in a 5 unit configuration. Mp - 18

MMNK - Another dramatic change in class as Master Monk can only equip Knuckles and gets unique stat boosts to class.
Stat Class Focus: Strong: Agl, Atk; Moderate: Mp, Hp; Low; Def; Non-flux - Mov
Spells Learned:
Heal 4 - Casts a healing spell that reaches 4 units away and heals one unit for 60hp max. Mp - 24
Boost 1 - Enhances defense and agility to characters in a 5 unit configuration based on Luck stat. Mp - 2
Boost 2 - Enhances defense and agility to characters in a 12 unit configuration based on Luck stat. Mp - 6
Boost 3 - Enhances defense and agility to characters in a 12 unit configuration 3 units away based on Luck stat. Mp - 12
Boost 4 - Enhances defense and agility to characters in a 5 unit configuration based on Luck stat X 2. Mp - 24
Aura 3 - Casts a heal 3 spell that reaches 3 units away and heals up to 30hp max. Mp - 24
Aura 4 - Casts a heal spell that reaches all units on map and heals max Hp. Mp - 40
 
Nike - MAGE - WIZ - BTMG - SORC
MAGE - The mage class is as basic as seen in other SF titles. The mages stats are dependent on MP usage and spells.
Stat Class Focus - Strong: Mp; Moderate: none; Low: Hp, Atk, Def, Agl; Non-flux - Mov
Spells learned:
Fire 1 - Deals fire damage up to 8 to a single target. Mp - 2
Fire 2 - Deals fire damage up to 12 in a 5 unit configuration 2 units away. Mp - 6
Fire 3 - Deals fire damage up to 20 in a 5 unit configuration 2 units away. Mp - 12
Muddle 1 - Can confuse enemy based on Luck stat. Mp - 6
Initial Stats:
Level 1
Hp: 8
Mp: 10
Atk: 3
Def: 3
Agl: 5
Mov: 5
Luck: 8

WIZ - Wizards gain different spells than mages but the stats are nearly the same, with a slight boost in Hp. Muddle is swapped for Desoul. They can also equip magic rings and use them in battle to cause damage.
Stat Class Focus - Strong: Mp; Moderate: Hp, Agl; Low: Def, Atk; Non - Flux: Mov
Spells Learned:
Fire 4 - Deals fire damage to a single unit doing 40 damage to targeted enemy. Mp - 24
Bolt 1 - Casts bolt in a 5 unit configuration doing damages of 12 to any enemy in range. Mp - 6
Bolt 2 - Casts bolt in a 12 unit configuration doing damages of 18 to any enemy in range. Mp - 12
Desoul - Can instantly kill a single enemy 2 units away based on Luck skill. Mp - 8

BTMG - Battle Mage learns new spells and gains large stat increases as well. This class can be take up to 40 if you do not desire to promote to SORC.
Stat Class Focus - Strong: Mp, Hp; Moderate: Def; Low: Atk, Agl; Non-Flux: None
Spells Learned:
Bolt 3 - Casts stronger bolt in a 12 unit configuration doing damages of 26 to any enemy in range. Mp - 16
Bolt 4 - Casts strongest bolt in a 5 unit configuration doing damages of 40 to any enemy in range. Mp - 24
Desoul 2 - Can instantly kill enemies in a 5 unit configuration 2 units away based on luck. Mp - 16
Paralyze 1 - Can put a single unit 2 units away to sleep based on luck, wakes once attacked. Mp - 6
Paralyze 2 - Can cause paralysis to a single enemy 2 units away based on luck. Wares off over time. Mp - 10
Paralyze 3 - Can put enemies in a 5 unit configuration 2 units away to sleep based on luck, wakes once attacked. Mp - 14
Paralyze 4 - Can cause paralysis to enemies in a 5 unit configuration 2 unites away based on luck, wares off over time. Mp - 18.

SORC- The Sorcerer class is unique in its own respect. All spells from previous classes are lost but stats remain the same. Stat change in this class also has a unique change, including double Mp gain.
Stat Class Focus - Strong: Mp+, HP; Moderate: Def, Agl; Low: Atk; Non-Flux - Mov
Spells Learned:
Gladius 1 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 20 damage. Mp- 12
Gladius 2 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 30 damage. Mp- 18
Gladius 3 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 40 damage. Mp- 24
Gladius 4 - Deals earth damage to a 5 unit configuration 2 units away and deals up to 50 damage. Mp -30
Ravala 1 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 26 damage. Mp - 16
Ravala 2 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 36 damage. Mp - 22
Ravala 3 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 46 damage. Mp - 30
Ravala 4 - Deals wind damage to a 5 unit configuration 2 units away and deals up to 56 damage. Mp - 36
Starlet 1 - Deals holy damage to a 5 unit configuration 2 units away and deals up to 30 damage. Mp - 18
Starlet 2 - Deals holy damage to a 5 unit configuration 2 units away and deals up to 40 damage. Mp - 30
Starlet 3 - Deals holy damage to a 12 unit configuration 2 units away and deals up to 30 damage. Mp- 36
Starlet 4 - Deals holy damage to a 12 unit configuration 2 units away and deals up to 45 damage. Mp - 42
Illagross 1 - Deals dark damage to a single unit 2 units away and deals up to 24 damage with chance to poison. Mp - 12
Illagross 2 - Deals dark damage to a 5 unit configuration 2 units away and deals up to 36 damage with chance to poison. Mp - 24
Illagross 3 - Deals dark damage to a 5 unit configuration 2 units away and deals up to 42 damage with chance to poison and sleep. Mp - 36
Illagross 4 - Deals dark damage to a 12 unti configuration 2 units away and deals up to 50 damage with chance to poison, sleep, and silence. Mp - 48

"So, you want to see if the carpet matches the drapes eh? Well, only the luckiest of ladies get to find that out." ^^


Old Post October 02, 2008, 07:16:41 am
#3
Administrator Shining Spammer *

Posts: 1,129

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Re: Class System Demo
Sorc spell names sound cool enough Cheesy
I haven't dealt with base stats/stat increases in my mind yet, so I'm no help there.
Always wondered on the idea behind blast in a priest/vicar.
Most other stuff seems straight forward after reading your previous thread.

Oh, one question, I can't remember quite how you made up your mind, but I take it you decided on the 4 tiers without any split.  So all priests will eventually become mastermonks, etc?

~Elvenfyre


Old Post October 02, 2008, 07:35:56 am
#4
Blahian *

Posts: 42

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Re: Class System Demo
No, not entirely.

Many classes that suffer dramatic alterations in spells and stats that 4th tier is optional.

All classes, except THIF, Magic Creatures, and SDMN, can remain at the third tier and take it to level 40. However, with a special item they can be promoted to a fourth tier. This way, you can choose what the final casting is. For example, a BTMG would have Fire 1 - 4, Bolts 1- 2 at least, Desoul, and Paralysis 1-2 by the time they reach level 20 in BTMG. Now, if they take the class to 40 they will gain Bolts - 3-4, Desoul 2, and Paralysis 3-4.

Now the debate is how many of the 4th tier special items A) do we put in the game B) how does the 3rd tier and 4th tier vary for other characters of the same class. Again, something that will be looked deeper into this weekend and may even flood into the meeting after this one.

As far as blast is concerned it is an offensive spell used for priests and vicars to attack better then basic Melee. Doing this allows them to finish off enemies to gain larger XP then they would only picking off weaklings. It is important to give Priests and Vicars a means to an end in defending themselves. I think they did it in previous games for this reason too, rather than create a holy element. I am keeping it as for tradition.

Elements are still dominant though, as some enemies do have weaknesses and resistance to them.
Fire - Strong Vs. Undead, ice based enemies, and Creatures weak to fire. (Fire) (Rubicent)
Ice - Strong Vs. Reptilian, fire based enemies, and creatures weak to ice. (Freeze) (Neptune)
Bolt - Strong Vs. Dragons, earth based enemies, flying enemies, and creatures weak to bolt. (Bolt)(Raiden)
Wind - Strong Vs. Flying and creatures weak to wind. (still being debated). (Ravala) (Blast)
Earth - Strong Vs. Giants, wind based enemies, and creatures weak to earth. (Gladius) (Muddle)
Holy - Strong Vs. Demons (not undead), dark based enemies, and creatures weak to holy. (Starlet) (Paralyze) (Slow)
Dark - Strong Vs. Humans, holy based enemies, and creatures weak to dark. (Poison) (Desoul) (Illagross)

Anyway, that would be the gist to it.

"So, you want to see if the carpet matches the drapes eh? Well, only the luckiest of ladies get to find that out." ^^


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