Post by The Creator on Feb 25, 2015 21:32:39 GMT
GENERAL RULES
So before anything I'd just like to thank you all for showing enough interest in our site and what we do to read this section of the game manual. With that being said, we're going to get into the nitty gritty of battling here in just a second, before that I'd like to say one thing. We've created the following battle system rules in order to make sure everyone enjoys their experience with as little of the "pen and paper" styled statistical fighting as possible. On another note, if you find anything within our battle system that you think could be changed up or improved on, leave us a suggestion in the general discussion subforum. Thank you for reading and I hope you enjoy the system; happy racing!
PART 1 - TIMES
As you are aware, located on all of the class skills are their cooldown times, lots of people are going to wonder just what twenty or thirty seconds stands for in the heat of battle; Genderist and I are here to explain that as smoothly as possible.
5 Seconds = 1 Post
So what does this mean here? It's pretty self explanatory to some but we'd like to explain it just in case you don't get it. One post is 5 seconds total in the time of battle. That means when using a move that has a cool down of 30 seconds, you'll have to wait another six posts before using the move again. To some, this may seem like a large inconvenience, to us, we see it as carefully planning out your moves, as to make sure you're effectively executing them and not just throwing caution to the wind. Though, if you're that kind of player? Feel free to do so. Just don't be upset when you can't use them later.
PART 2 - Healing
During battle, Healing will be a vital part of engaging a monster. Things such as Health Pots and Healing Spells can temporarily heal a player's durability until the match is concluded. Now, depending on the level of the spell, you can go from healing one part of your armor to the entire set of armor; keeping a Cleric or a great amount of health pots can really come in handy when in a pinch.
PART 3 - The Durability System
Concept & Design by Error
Written by Mellow
Battling is going to be defined a tad differently in the world of Grand Odyssey. Instead of working the usual HP system, we're going with a unique style known as the Durability System. You've seen this multiple times before. Take: Chivalry, Monster Hunter, and many other games that contained an armor's total durability. The name of the game goes like this. Each part of your armor contains a certain amount of durability, you take all of their durability away and they've got nothing left. At this point you can perform some kind of killing blow; for all intents and purposes, we're calling that final blow the "Fatal Strike".
So let's use the picture above and go a bit more into detail about how this system is going to work. As we've said before, every part of your armor can take a certain amount of damage before it breaks. Now let me address a question a great deal of you are going to have now before you ask it; yes you can improve your armor's durability. How can we have that done you ask? You've got two ways and two ways only.
1. There will be durability raising sockets available during every socket upgrade, if you'd like you could focus solely on raising durability and nothing else; it's your character, not mine.
2. Crafting Classes are available to those who don't entirely want to play the offensive and risky style of searching for the Grand Odyssey, but instead want a more simplistic life. Certain crafting classes posses the ability to not only fix an armor's durability but enhance it; doubling or even tripling a player's durability. With that being said, I heavily suggest having a crafter nearby at all times.
NOTE: The higher level of the crafter, the higher percentage of durability you can gain; let me leave you with a bit of advice though. The crafters can only use higher level enhancements on higher level players; I wouldn't try to gain the help of a higher level crafter without getting there yourself.
Expanding on something noted previously, after a match is over, your durability does not return to a refreshed state; unless you've obtained a repair kit of some kind, or you've visited a blacksmith. By using the system in this manner, it causes players to truly think about where they'd like to quest and what they'd like to do before doing it.
I leave you with a final word of advice; piercings, stuns, bleedings, burns, and things of that nature. When attacked with a debuff, that certain part of your armor is subject to durability depletion for X amount of time. Should the effect last long enough to bring it down to 0, that part of your armor is effectively useless. Plan wisely with this in mind.
PART 4 - Damage Calculation & Mana Use Calculation
For Damage Calculation, we're going to be using a relatively user friendly system for those who are interested in running their own dungeons. We're going to give you some general base damage, now each base damage might be different depending on the class and we intend on giving certain classes and certain races additional base damage in order to balance everyone out; but that shouldn't discourage you from playing any race any way you'd like. With that in mind, let's drop some base damage.
NOTE: THESE WILL ALSO BE LISTED UNDER THEIR RESPECTIVE CLASSES ON THE CLASSES PAGE!
Warriors
Basic Strikes - 15% Durability
Skills - 20% Durability
Marksman
Basic Strikes - 10% Durability
Skills - 15% Durability
Cleric
Basic Strikes - 5% Durability
Offense Skills - 5% Durability
Healing Skills - Depends on Skill
Assassin
Basic Strikes - 15% Durability
Skills - 25% Durability
Shadow Walker
Basic Strikes - 10% Durability
Skills - 25% Durability
Elementalist
Basic Strikes - 5% Durability
Offensive Skills - Depends on Skill, generally 10-15% Durability
Summoner
Basic Strikes - Depends on Summon, generally 5-15% Durability
Offensive Skills - Depends on Summon Skills, generally 10-25% Durability
Engineer
Basic Strikes - 15% Durability
Offensive Skills - Depends on the skill, generally 15-25%
Healing Skills - Depends on Skill
For Mana Cost we've also kept it rather simple. Listed on the skill will actually be how much mana it costs to use a certain skill; of course that goes paired with the countdown system spoken on in part 1. That's actually all we have for part 4. ON TO THE FINAL PART
Part 5 - Basic Attacks
Something we felt needed to be implemented into the battle system was a set number of basic attacks per post. Every class gets a set number to start out. Of course, this can be increased through sockets; but I'm sure you get the point. Below is the list of how many basic attacks a class can do per post.
Warrior
3
Marksman
2
Cleric
5
Assassin
3
Shadow Walker
2
Elementalist
5
Summoner
3
Engineer
3
NOTE: Like the damage stats, these will be included on the characters page.
That's all we have for the battle system! Thank you to everyone who assisted us during the working of this system and we hope you all enjoy! Until next time, my friends. Happy Racing!
So before anything I'd just like to thank you all for showing enough interest in our site and what we do to read this section of the game manual. With that being said, we're going to get into the nitty gritty of battling here in just a second, before that I'd like to say one thing. We've created the following battle system rules in order to make sure everyone enjoys their experience with as little of the "pen and paper" styled statistical fighting as possible. On another note, if you find anything within our battle system that you think could be changed up or improved on, leave us a suggestion in the general discussion subforum. Thank you for reading and I hope you enjoy the system; happy racing!
PART 1 - TIMES
As you are aware, located on all of the class skills are their cooldown times, lots of people are going to wonder just what twenty or thirty seconds stands for in the heat of battle; Genderist and I are here to explain that as smoothly as possible.
5 Seconds = 1 Post
So what does this mean here? It's pretty self explanatory to some but we'd like to explain it just in case you don't get it. One post is 5 seconds total in the time of battle. That means when using a move that has a cool down of 30 seconds, you'll have to wait another six posts before using the move again. To some, this may seem like a large inconvenience, to us, we see it as carefully planning out your moves, as to make sure you're effectively executing them and not just throwing caution to the wind. Though, if you're that kind of player? Feel free to do so. Just don't be upset when you can't use them later.
PART 2 - Healing
During battle, Healing will be a vital part of engaging a monster. Things such as Health Pots and Healing Spells can temporarily heal a player's durability until the match is concluded. Now, depending on the level of the spell, you can go from healing one part of your armor to the entire set of armor; keeping a Cleric or a great amount of health pots can really come in handy when in a pinch.
PART 3 - The Durability System
Concept & Design by Error
Written by Mellow
Battling is going to be defined a tad differently in the world of Grand Odyssey. Instead of working the usual HP system, we're going with a unique style known as the Durability System. You've seen this multiple times before. Take: Chivalry, Monster Hunter, and many other games that contained an armor's total durability. The name of the game goes like this. Each part of your armor contains a certain amount of durability, you take all of their durability away and they've got nothing left. At this point you can perform some kind of killing blow; for all intents and purposes, we're calling that final blow the "Fatal Strike".
So let's use the picture above and go a bit more into detail about how this system is going to work. As we've said before, every part of your armor can take a certain amount of damage before it breaks. Now let me address a question a great deal of you are going to have now before you ask it; yes you can improve your armor's durability. How can we have that done you ask? You've got two ways and two ways only.
1. There will be durability raising sockets available during every socket upgrade, if you'd like you could focus solely on raising durability and nothing else; it's your character, not mine.
2. Crafting Classes are available to those who don't entirely want to play the offensive and risky style of searching for the Grand Odyssey, but instead want a more simplistic life. Certain crafting classes posses the ability to not only fix an armor's durability but enhance it; doubling or even tripling a player's durability. With that being said, I heavily suggest having a crafter nearby at all times.
NOTE: The higher level of the crafter, the higher percentage of durability you can gain; let me leave you with a bit of advice though. The crafters can only use higher level enhancements on higher level players; I wouldn't try to gain the help of a higher level crafter without getting there yourself.
Expanding on something noted previously, after a match is over, your durability does not return to a refreshed state; unless you've obtained a repair kit of some kind, or you've visited a blacksmith. By using the system in this manner, it causes players to truly think about where they'd like to quest and what they'd like to do before doing it.
I leave you with a final word of advice; piercings, stuns, bleedings, burns, and things of that nature. When attacked with a debuff, that certain part of your armor is subject to durability depletion for X amount of time. Should the effect last long enough to bring it down to 0, that part of your armor is effectively useless. Plan wisely with this in mind.
PART 4 - Damage Calculation & Mana Use Calculation
For Damage Calculation, we're going to be using a relatively user friendly system for those who are interested in running their own dungeons. We're going to give you some general base damage, now each base damage might be different depending on the class and we intend on giving certain classes and certain races additional base damage in order to balance everyone out; but that shouldn't discourage you from playing any race any way you'd like. With that in mind, let's drop some base damage.
NOTE: THESE WILL ALSO BE LISTED UNDER THEIR RESPECTIVE CLASSES ON THE CLASSES PAGE!
Warriors
Basic Strikes - 15% Durability
Skills - 20% Durability
Marksman
Basic Strikes - 10% Durability
Skills - 15% Durability
Cleric
Basic Strikes - 5% Durability
Offense Skills - 5% Durability
Healing Skills - Depends on Skill
Assassin
Basic Strikes - 15% Durability
Skills - 25% Durability
Shadow Walker
Basic Strikes - 10% Durability
Skills - 25% Durability
Elementalist
Basic Strikes - 5% Durability
Offensive Skills - Depends on Skill, generally 10-15% Durability
Summoner
Basic Strikes - Depends on Summon, generally 5-15% Durability
Offensive Skills - Depends on Summon Skills, generally 10-25% Durability
Engineer
Basic Strikes - 15% Durability
Offensive Skills - Depends on the skill, generally 15-25%
Healing Skills - Depends on Skill
For Mana Cost we've also kept it rather simple. Listed on the skill will actually be how much mana it costs to use a certain skill; of course that goes paired with the countdown system spoken on in part 1. That's actually all we have for part 4. ON TO THE FINAL PART
Part 5 - Basic Attacks
Something we felt needed to be implemented into the battle system was a set number of basic attacks per post. Every class gets a set number to start out. Of course, this can be increased through sockets; but I'm sure you get the point. Below is the list of how many basic attacks a class can do per post.
Warrior
3
Marksman
2
Cleric
5
Assassin
3
Shadow Walker
2
Elementalist
5
Summoner
3
Engineer
3
NOTE: Like the damage stats, these will be included on the characters page.
That's all we have for the battle system! Thank you to everyone who assisted us during the working of this system and we hope you all enjoy! Until next time, my friends. Happy Racing!